I noticed a problem with Pawn Rules today that I hadn’t run into before. In the unmodded game, if you click on your caravan on the map, go to the Health tab, then click the details button for a member of the caravan, you should be able to change food restrictions while they’re on the road. With Pawn Rules installed, that button disappears. I never noticed this problem until I accidentally sent a colonist on a caravan with a restriction that wouldn’t allow them to eat pemmican or survival meals.Maybe there is a different way to do this with Pawn Rules, but I wasn’t able to find it. As a workaround I was able keep them alive by just editing the ‘Colonist Basic’ food plan that they were now stuck with to include the foods they needed to eat. So, it wasn’t a disaster, but not ideal either, since then all my other colonists were able to eat the foods I didn’t want them to eat from storage, unless I changed all of their food policies too.
– what type of animal? Some (e.g. dogs) don’t eat hay at all, and for those animals that don’t eat hay it doesn’t matter if it is permitted by the food policy because they still cannot eat it. You can see the valid food types for an animal by clicking on the info panel for them.- I’m running into the same problem, but rather than a setting it’d be better to provide the selection box for food policy in the Health Info pane like an unmodded game provides (click on caravan, then Health tab, then the box that pulls up the health details for a colonist – an unmodded game has their food policy shown just above the list of what treatment/medicine types they can use with a dropdown box to change their food restriction). That would let us set the colonist to the right travel food policy while they are in the caravan if we forgot to before they left. I suspect that the need for this setting to be there on caravans simply got missed.
Jaxe, it looks like the incompatibility comes from the custom pawnkinds I have in my mod. These pawn types aren’t treated like normal animals so would never be found in the wild or interact with colonists naturally, and probably don’t belong on the list of rules your mod generates anyways.I’m looking at the decompiled source which is a bit hard to read, but if you can find the category or field that I’m not setting in my defs that’s causing the null ref, and exclude null fields from your categories, this should fix the issue.Here’s a quick snip of the error: Exception filling window for PawnRules.Interface.Dialog_Rules: System.NullReferenceException: Object reference not set to an instance of an object at PawnRules.Data.RestrictionTemplate.GetAnimalsCategorized (PawnRules.Data.Restriction restriction) [0x00000] in :0 at PawnRules.Data.RestrictionTemplate.Build (PawnRules.Data.RestrictionType type