Topic: Pausable craft canceled with animal interrupt [3.86.1]  (Read 18557 times)


JP_Finn

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« on: September 08, 2025, 07:56:18 PM »
When processing hide* and an animal comes in to view, the game prompts to cancel the task, not to pause it. if the prompt is answered "yes, cancel task" it does that. if answered "no", task continues and can then be interrupted manually and paused.

I feel that the animal spotted/interrupt should also pause the task, not abort.

Reproducible easily by finding a village/settlement, turn back to a dog and start crafting.

*also happens when making traps, fishing gear, et cetera.

Sami

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« Reply #1 on: September 09, 2025, 10:06:57 AM »
Oh, this is a good catch - and a nasty one. Requires bit of rework for the whole spend-loop-mess, but let's get started.
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Sami

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« Reply #2 on: September 17, 2025, 10:15:14 AM »
Been checking on this and according to my tests aborting the task due to animal etc. interruption seems to work as intended; pauses the pausable tasks and allows continuing them.
However the prompt in case of these externally triggered interruptions is always "Abort task?" with no indication of pausing, so that may cause confusion.
Could it be that you noticed this with tasks that aren't actually pausable? For example, not all the hideworking or trapping tasks are pausable. If you did try it with pausable tasks, let me know the exact tasks you tried and I'll continue checking.
I did my tests with softening phase of tanning of the skin. Here are some screenshots to explain the results:


Task abort is prompted due to dog coming in sight.


The task is aborted, but as it's a pausable task there's still proper message displayed that the task was actually paused.


And the paused craft remains to be be continued at will.

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