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https://gist.github.com/HugsLibRecordKeeper/167a843c14e218425aa2d5e1ff74293b
file: D:\Steam\steamapps\workshop\content\294100\3028566550\1.5\Mods\MOAdditions\Patches\PatchMOProduction.xml
Dark Ages : Medieval Tools - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThingDef[defName="DankPyon_TailorsBench"]/comps/li/linkableFacilities"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=7
Verse.PatchOperationFindMod(Medieval Overhaul): Error in <match>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Gaming\steamapps\workshop\content\294100\3028566550\1.5\Mods\MOAdditions\Patches\PatchMOProduction.xml
Log [gist.github.com]
Probably MO deleted def DankPyon_TailorsBench at 1.6 updating, so its no more existing.
@bryn Ovem I'm sorry i did not see the message, it should be fixed now if there's any more errors do report (I had forgot to make some conditionals for my patches)
@Tardo The Ass-Monkey I may add some extra stuff in the future, tho i'm unsure as to when. For now all the main niches are cleared
Receive a error when running this mod with MO.
"XML error: Duplicate XML node name comps in this XML block: <ThingDef ParentName="BenchBase"><defName>DankPyon_ButchersBlock</defName><label>butcher's block</label><description>"
https://paste.gg/p/rimworld-game-logs/d35f9de463704320a3d44fbb773518e9
@Lily No pawns will not go and get a tool out of the stockpile to perform a job, but they will use the most appropriate tool if it's equipped with simple sidearms. (At least from the testing that i did)
Is there any way to have colonists automatically equip the most appropriate tool available to them whenever they change tasks? Like, if I have a colonist who's really good at both mining and construction, is there any way to make him automatically pick up a pickaxe while mining and a building hammer while building, or do I always need to do that manually?