most elvileg el indul és javítottuk ezueket a szarokat.
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@@ -8,6 +8,7 @@ using System.Linq;
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using System.Reflection;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace KCM.LoadSaveOverrides
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{
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@@ -196,7 +197,17 @@ namespace KCM.LoadSaveOverrides
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try
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{
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Main.helper.Log("Unpacking AI brains before player data");
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this.AIBrainsSaveData.UnpackPrePlayer(AIBrainsContainer.inst);
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// Use reflection to call UnpackPrePlayer if it exists
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var aiSaveDataType = this.AIBrainsSaveData.GetType();
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var unpackPrePlayerMethod = aiSaveDataType.GetMethod("UnpackPrePlayer", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
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if (unpackPrePlayerMethod != null)
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{
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unpackPrePlayerMethod.Invoke(this.AIBrainsSaveData, new object[] { AIBrainsContainer.inst });
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}
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else
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{
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Main.helper.Log("UnpackPrePlayer method not found, skipping AI brains pre-unpack");
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}
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}
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catch (Exception e)
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{
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@@ -272,13 +283,24 @@ namespace KCM.LoadSaveOverrides
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try
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{
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AIBrainsContainer.inst.ClearAIs();
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// Force reinitialize AI for all villagers
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for (int i = 0; i < Villager.villagers.Count; i++)
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// Force villager system refresh instead of direct brain access
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if (VillagerSystem.inst != null)
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{
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Villager v = Villager.villagers.data[i];
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if (v != null && v.brain != null)
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var villagerSystemType = typeof(VillagerSystem);
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var refreshMethods = villagerSystemType.GetMethods(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
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.Where(m => m.Name.Contains("Refresh") || m.Name.Contains("Update") || m.Name.Contains("Restart"));
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foreach (var method in refreshMethods)
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{
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v.brain.Restart();
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if (method.GetParameters().Length == 0)
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{
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try
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{
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method.Invoke(VillagerSystem.inst, null);
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Main.helper.Log($"Called VillagerSystem.{method.Name} for AI reinit");
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}
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catch { }
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}
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}
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}
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Main.helper.Log("AI systems reinitialized");
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@@ -294,13 +316,24 @@ namespace KCM.LoadSaveOverrides
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Main.helper.Log("No AI brains save data found, initializing fresh AI");
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try
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{
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// Initialize AI for all villagers if no save data
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for (int i = 0; i < Villager.villagers.Count; i++)
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// Force villager system refresh for fresh initialization
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if (VillagerSystem.inst != null)
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{
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Villager v = Villager.villagers.data[i];
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if (v != null && v.brain != null)
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var villagerSystemType = typeof(VillagerSystem);
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var refreshMethods = villagerSystemType.GetMethods(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
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.Where(m => m.Name.Contains("Refresh") || m.Name.Contains("Update") || m.Name.Contains("Restart"));
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foreach (var method in refreshMethods)
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{
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v.brain.Restart();
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if (method.GetParameters().Length == 0)
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{
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try
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{
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method.Invoke(VillagerSystem.inst, null);
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Main.helper.Log($"Called VillagerSystem.{method.Name} for fresh AI");
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}
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catch { }
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}
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}
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}
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Main.helper.Log("Fresh AI initialization completed");
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@@ -377,19 +410,23 @@ namespace KCM.LoadSaveOverrides
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{
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Main.helper.Log("Forcing AI system restart after load");
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// Restart all villager AI brains
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for (int i = 0; i < Villager.villagers.Count; i++)
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// Force villager system refresh instead of direct brain access
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if (VillagerSystem.inst != null)
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{
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Villager v = Villager.villagers.data[i];
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if (v != null && v.brain != null)
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var villagerSystemType = typeof(VillagerSystem);
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var refreshMethods = villagerSystemType.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
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.Where(m => m.Name.Contains("Refresh") || m.Name.Contains("Rebuild") || m.Name.Contains("Update") || m.Name.Contains("Restart"));
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foreach (var method in refreshMethods)
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{
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try
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if (method.GetParameters().Length == 0)
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{
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v.brain.Restart();
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}
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catch (Exception e)
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{
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Main.helper.Log($"Failed to restart villager AI: {e.Message}");
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try
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{
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method.Invoke(VillagerSystem.inst, null);
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Main.helper.Log($"Called VillagerSystem.{method.Name}()");
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}
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catch { }
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}
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}
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}
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@@ -399,9 +436,8 @@ namespace KCM.LoadSaveOverrides
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{
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try
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{
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// Use reflection to call any refresh/rebuild methods
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var jobSystemType = typeof(JobSystem);
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var refreshMethods = jobSystemType.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
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var jobSystemRefreshType = typeof(JobSystem);
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var refreshMethods = jobSystemRefreshType.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
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.Where(m => m.Name.Contains("Refresh") || m.Name.Contains("Rebuild") || m.Name.Contains("Update"));
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foreach (var method in refreshMethods)
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@@ -457,11 +493,71 @@ namespace KCM.LoadSaveOverrides
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Vector3 currentPos = v.Pos;
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v.TeleportTo(currentPos);
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// Restart AI brain if it exists
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if (v.brain != null)
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// Use reflection to check and fix villager state
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var villagerType = typeof(Villager);
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var workerJobField = villagerType.GetField("workerJob", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
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var workerJob = workerJobField?.GetValue(v);
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// Ensure villager is in correct system lists
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if (workerJob != null && Player.inst != null)
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{
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v.brain.Restart();
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if (!Player.inst.Workers.Contains(v))
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{
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Player.inst.Workers.Add(v);
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}
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}
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else if (workerJob == null && Player.inst != null)
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{
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if (!Player.inst.Homeless.Contains(v))
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{
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Player.inst.Homeless.Add(v);
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}
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}
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}
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catch (Exception e)
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{
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Main.helper.Log($"Error resyncing villager {i}: {e.Message}");
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}
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}
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}
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// Force job system to re-evaluate all jobs
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if (JobSystem.inst != null)
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{
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try
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{
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var jobSystemUpdateType = typeof(JobSystem);
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var updateMethods = jobSystemUpdateType.GetMethods(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
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.Where(m => m.Name.Contains("Update") || m.Name.Contains("Refresh"));
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foreach (var method in updateMethods)
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{
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try
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{
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method.Invoke(JobSystem.inst, null);
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Main.helper.Log($"Called JobSystem.{method.Name} for resync");
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}
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catch { }
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}
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}
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catch (Exception e)
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{
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Main.helper.Log($"Error updating job system: {e.Message}");
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}
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}
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Main.helper.Log("Villager state resync completed");
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}
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catch (Exception e)
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{
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Main.helper.Log($"Error in delayed villager resync: {e.Message}");
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}
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});
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}
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catch (Exception e)
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{
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Main.helper.Log($"Error starting villager resync: {e.Message}");
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}
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// Ensure villager is in correct system lists
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if (v.workerJob != null && Player.inst != null)
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