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- Log uploaded on Saturday, March 10, 2018, 10:37:26 AM
- Loaded mods:
- Core: (no assemblies)
- HugsLib[4.1.1]: 0Harmony(1.0.9.1), HugsLib(0.18.0.0)
- QualityBuilder: QualityBuilder(0.18.3.0)
- EdB Prepare Carefully: 0Harmony(1.0.9.1), EdBPrepareCarefully(0.18.2.0)
- Hospitality[0.18.7]: $HugsLibChecker(0.4.0.0), Hospitality(0.18.7.0)
- Expanded Prosthetics and Organ Engineering: (no assemblies)
- Medical Training: (no assemblies)
- Active Harmony patches:
- AddictionUtility.CanBingeOnNow: PRE: Hospitality.Harmony.AddictionUtility_Patch+CanBingeOnNow.Prefix
- Building_Bed.GetGizmos: post: Hospitality.Harmony.Building_Bed_Patch+GetGizmos.Postfix
- Building_Bed.set_ForPrisoners: post: Hospitality.Harmony.Building_Bed_Patch+ForPrisoners.Postfix
- DebugWindowsOpener.DrawButtons: TRANS: HugsLib.Patches.DebugWindowsOpener_Patch.DrawAdditionalButtons
- Dialog_Options.DoWindowContents: TRANS: HugsLib.Patches.Dialog_Options_Patch.ReplaceModOptionsButton
- DrugPolicy.get_Item: post: Hospitality.Harmony.DrugPolicy_Patch+Item.Postfix
- EditWindow_Log.DoMessagesListing: PRE: HugsLib.Patches.EditWindow_Log_Patch.ExtraLogWindowButtons
- FactionDialogMaker.OfferGiftOption: PRE: Hospitality.Harmony.FactionDialogMaker_Patch+OfferGiftOption.Replacement
- FactionUtility.IsPoliticallyProper: post: Hospitality.Harmony.FactionUtility_Patch+IsPoliticallyProper.Postfix
- ForbidUtility.CaresAboutForbidden: PRE: Hospitality.Harmony.ForbidUtility_Patch+CaresAboutForbidden.Replacement
- ForbidUtility.SetForbidden: PRE: Hospitality.Harmony.ForbidUtility_Patch+SetForbidden.Prefix
- Game.DeinitAndRemoveMap: post: HugsLib.Patches.Game_DeinitAndRemoveMap_Patch.MapRemovalHook
- Game.FillComponents: PRE: HugsLib.Patches.Game_FillComponents_Patch.GameInitializationHook
- Game.FinalizeInit: post: HugsLib.Patches.Game_FinalizeInit_Patch.WorldLoadedHook
- ITab_Pawn_Gear.InterfaceDrop: PRE: Hospitality.Harmony.ITab_Pawn_Gear_Patch+InterfaceDrop.Prefix
- ITab_Pawn_Guest.get_IsVisible: post: Hospitality.Harmony.ITab_Pawn_Guest_Patch+IsVisible.Postfix
- IncidentWorker_RefugeeChased.TryExecuteWorker: PRE: Hospitality.Harmony.IncidentWorker_RefugeeChased_Patch+TryExecuteWorker.Replacement
- IncidentWorker_WandererJoin.TryExecuteWorker: PRE: Hospitality.Harmony.IncidentWorker_WandererJoin_Patch+TryExecuteWorker.Replacement
- JobDriver.DriverTick: PRE: Hospitality.Harmony.JobDriver_Patch+DriverTick.Prefix
- JobDriver_Ingest.ReserveFoodIfWillIngestWholeStack: post: Hospitality.Harmony.JobDriver_Ingest_Patch+ReserveFoodIfWillIngestWholeStack.Postfix
- JobGiver_Work.PawnCanUseWorkGiver: PRE: Hospitality.Harmony.JobGiver_Work_Patch+PawnCanUseWorkGiver.Prefix
- JobGiver_Work.TryIssueJobPackage: PRE: Hospitality.Harmony.JobGiver_Work_Patch+TryIssueJobPackage.Prefix
- JoyGiver_Ingest.CanIngestForJoy: post: Hospitality.Harmony.JoyGiver_Ingest_Patch+CanIngestForJoy.Postfix
- LanguageDatabase.SelectLanguage: PRE: HugsLib.Patches.LanguageDatabase_Patch.ForceRestartAfterLangChange
- Map.ConstructComponents: post: HugsLib.Patches.Map_ConstructComponents_Patch.MapComponentsInitHook
- Map.FinalizeInit: post: HugsLib.Patches.Map_FinalizeInit_Patch.MapLoadedHook
- MapComponentUtility.MapGenerated: post: HugsLib.Patches.MapComponentUtility_MapGenerated_Patch.MapGeneratedHook
- MinifiedThing.DrawAt: PRE: Hospitality.Harmony.MinifiedThing_Patch+DrawAt.Prefix
- ModContentPack.ToString: PRE: Hospitality.Harmony.ModContentPack_Patch+_ToString.Replacement
- ModsConfig.RestartFromChangedMods: PRE: HugsLib.Patches.ModsConfig_RestartFromChangedMods_Patch.QuickRestartInDevMode
- Page_ConfigureStartingPawns.DoWindowContents: post: EdB.PrepareCarefully.HarmonyPatches.DoWindowContentsPostfix
- Page_ConfigureStartingPawns.PreOpen: post: EdB.PrepareCarefully.HarmonyPatches.PreOpenPostfix
- Pawn.GiveSoldThingToPlayer: PRE: Hospitality.Harmony.Pawn_Patch+GiveSoldThingToPlayer.Prefix
- Pawn.GiveSoldThingToTrader: PRE: Hospitality.Harmony.Pawn_Patch+GiveSoldThingToTrader.Prefix
- Pawn.SetFaction: PRE: Hospitality.Harmony.Pawn_Patch+SetFaction.Prefix
- Pawn.VerifyReservations: PRE: Hospitality.Harmony.Pawn_Patch+VerifyReservations.Prefix
- PawnUtility.ShouldSendNotificationAbout: post: Hospitality.Harmony.PawnUtility_Patch+ShouldSendNotificationAbout.Postfix
- Pawn_GuestTracker.Notify_PawnUndowned: PRE: Hospitality.Harmony.Pawn_GuestTracker_Patch+Notify_PawnUndowned.Replacement
- Pawn_GuestTracker.SetGuestStatus: PRE: Hospitality.Harmony.Pawn_GuestTracker_Patch+SetGuestStatus.Prefix
- Pawn_InteractionsTracker.TryInteractRandomly: PRE: Hospitality.Harmony.Pawn_InteractionsTracker_Patch+TryInteractRandomly.Replacement
- Pawn_NeedsTracker.ShouldHaveNeed: PRE: Hospitality.Harmony.Pawn_NeedsTracker_Patch+ShouldHaveNeed.Prefix
- Pawn_RelationsTracker.Notify_RescuedBy: post: Hospitality.Harmony.Pawn_RelationsTracker_Patch+Notify_RescuedBy.Postfix
- Pawn_WorkSettings.ExposeData: post: Hospitality.Harmony.Pawn_WorkSettings_Patch+ExposeData.Postfix
- PlayDataLoader.DoPlayLoad: post: HugsLib.Patches.PlayDataLoader_Patch.InitModsHook
- ReservationManager.LogCouldNotReserveError: PRE: Hospitality.Harmony.ReservationManager_Patch+LogCouldNotReserveError.Prefix
- RestUtility.CanUseBedEver: post: Hospitality.Harmony.RestUtility_Patch+CanUseBedEver.Postfix
- Root.Update: post: HugsLib.Patches.Root_Patch.UpdateHook
- Root_Play.SetupForQuickTestPlay: TRANS: HugsLib.Patches.RootPlay_TestPlay_Patch.InjectCustomQuickstartSettings
- SocialCardUtility.GetPawnSituationLabel: PRE: Hospitality.Harmony.SocialCardUtility_Patch+GetPawnSituationLabel.Replacement
- ThoughtWorker_PrisonBarracksImpressiveness.CurrentStateInternal: PRE: Hospitality.Harmony.ThoughtWorker_Patch+PrisonBarracksImpressiveness.CurrentStateInternal
- ThoughtWorker_PrisonCellImpressiveness.CurrentStateInternal: PRE: Hospitality.Harmony.ThoughtWorker_Patch+PrisonCellImpressiveness.CurrentStateInternal
- Toils_LayDown.ApplyBedThoughts: PRE: Hospitality.Harmony.Toils_LayDown_Patch+ApplyBedThoughts.Replacement
- TransitionAction_EnsureHaveExitDestination.DoAction: PRE: Hospitality.Harmony.TransitionAction_EnsureHaveExitDestination_Patch+DoAction.Prefix
- UIRoot.UIRootOnGUI: post: HugsLib.Patches.UIRoot_Patch.OnGUIHook
- Harmony versions present: UnlimitedHugs.HugsLib:1.0.9.1, EdB.PrepareCarefully:1.0.9.1, HugsLib.Hospitality:1.0.9.1
- Platform information: (hidden, hold Shift while publishing to include)
- Log file contents:
- Initialize engine version: 5.6.3p1 (9c92e827232b)
- GfxDevice: [Renderer information redacted]
- Begin MonoManager ReloadAssembly
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\TextMeshPro-1.0.55.56.0b11.dll into Unity Child Domain
- WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Pass '' has no vertex shader
- WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Setting to default shader.
- desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
- RimWorld 0.18.1722 rev1198
- OnLevelWasLoaded was found on ModInitializerComponent
- This message has been deprecated and will be removed in a later version of Unity.
- Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
- (Filename: Line: 376)
- Injecting guest beds into the following facilities: EndTable, Dresser, VitalsMonitor
- Created guest beds for the following beds: SleepingSpot, Bed, DoubleBed, RoyalBed, HospitalBed, Bedroll, BedrollDouble
- [HugsLib] v4.1.1 initialized Hospitality
- Setting up 4 worker threads for Enlighten.
- Thread -> id: 20f4 -> priority: 1
- Thread -> id: 15fc -> priority: 1
- Thread -> id: 1f1c -> priority: 1
- Thread -> id: a88 -> priority: 1
- Initialize engine version: 5.6.3p1 (9c92e827232b)
- GfxDevice: creating device client; threaded=1
- Direct3D:
- Version: Direct3D 9.0c [nvldumd.dll 23.21.13.8813]
- Renderer: NVIDIA GeForce GTX 960
- Vendor: NVIDIA
- VRAM: 3072 MB (via DXGI)
- Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0 ATOC=1 BC4=1 BC5=1
- Begin MonoManager ReloadAssembly
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
- Loading [Rimworld_dir]\RimWorldWin_Data\Managed\TextMeshPro-1.0.55.56.0b11.dll into Unity Child Domain
- WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Pass '' has no vertex shader
- WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Setting to default shader.
- desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
- RimWorld 0.18.1722 rev1198
- D:\SteamLibrary\steamapps\workshop\content\294100\672718060\Defs\RecipeDefs/MT-Recipe.xml: root element named RecipeDefs; should be named Defs
- D:\SteamLibrary\steamapps\workshop\content\294100\672718060\Defs\ThingDefs/MT-TrainingBed.xml: root element named Buildings; should be named Defs
- D:\SteamLibrary\steamapps\workshop\content\294100\672718060\Defs\WorkGiverDefs/MT-TrainingDef.xml: root element named WorkGivers; should be named Defs
- Attempt to use string DefName to refer to field defName in type Verse.ThingDef; xml tags are now case-sensitive. XML: <ThingDef Abstract="True"><category>Building</category><soundImpactDefault>BulletImpactMetal</soundImpactDefault><selectable>true</selectable><drawerType>MapMeshAndRealTime</drawerType><terrainAffordanceNeeded>Light</terrainAffordanceNeeded><repairEffect>Repair</repairEffect><leaveResourcesWhenKilled>true</leaveResourcesWhenKilled><filthLeaving>BuildingRubble</filthLeaving><DefName>IF_MeditrainTable</DefName><label>meditrain(tm) table</label><ThingClass>Building_WorkTable</ThingClass><Description>Doctors hone their skills by testing their techniques on corpses.</Description><graphicData><texPath>Autopsy</texPath><graphicClass>Graphic_Single</graphicClass><shaderType>CutoutComplex</shaderType><drawSize>(1,2)</drawSize></graphicData><altitudeLayer>Building</altitudeLayer><CostList><Steel>75</Steel><WoodLog>30</WoodLog></CostList><constructEffect>ConstructWood</constructEffect><passability>Impassable</passability><castEdgeShadows>true</castEdgeShadows><fillPercent>1</fillPercent><useHitPoints>True</useHitPoints><statBases><WorkToMake>500</WorkToMake><MaxHitPoints>350</MaxHitPoints><Flammability>1.0</Flammability></statBases><Size>(1,2)</Size><DesignationCategory>Production</DesignationCategory><Passability>Impassable</Passability><hasInteractionCell>True</hasInteractionCell><interactionCellOffset>(-1,0,0)</interactionCellOffset><surfaceType>Item</surfaceType><inspectorTabs><li>ITab_Bills</li></inspectorTabs></ThingDef>
- Attempt to use string ThingClass to refer to field thingClass in type Verse.ThingDef; xml tags are now case-sensitive. XML: <ThingDef Abstract="True"><category>Building</category><soundImpactDefault>BulletImpactMetal</soundImpactDefault><selectable>true</selectable><drawerType>MapMeshAndRealTime</drawerType><terrainAffordanceNeeded>Light</terrainAffordanceNeeded><repairEffect>Repair</repairEffect><leaveResourcesWhenKilled>true</leaveResourcesWhenKilled><filthLeaving>BuildingRubble</filthLeaving><DefName>IF_MeditrainTable</DefName><label>meditrain(tm) table</label><ThingClass>Building_WorkTable</ThingClass><Description>Doctors hone their skills by testing their techniques on corpses.</Description><graphicData><texPath>Autopsy</texPath><graphicClass>Graphic_Single</graphicClass><shaderType>CutoutComplex</shaderType><drawSize>(1,2)</drawSize></graphicData><altitudeLayer>Building</altitudeLayer><CostList><Steel>75</Steel><WoodLog>30</WoodLog></CostList><constructEffect>ConstructWood</constructEffect><passability>Impassable</passability><castEdgeShadows>true</castEdgeShadows><fillPercent>1</fillPercent><useHitPoints>True</useHitPoints><statBases><WorkToMake>500</WorkToMake><MaxHitPoints>350</MaxHitPoints><Flammability>1.0</Flammability></statBases><Size>(1,2)</Size><DesignationCategory>Production</DesignationCategory><Passability>Impassable</Passability><hasInteractionCell>True</hasInteractionCell><interactionCellOffset>(-1,0,0)</interactionCellOffset><surfaceType>Item</surfaceType><inspectorTabs><li>ITab_Bills</li></inspectorTabs></ThingDef>
- Attempt to use string Description to refer to field description in type Verse.ThingDef; xml tags are now case-sensitive. XML: <ThingDef Abstract="True"><category>Building</category><soundImpactDefault>BulletImpactMetal</soundImpactDefault><selectable>true</selectable><drawerType>MapMeshAndRealTime</drawerType><terrainAffordanceNeeded>Light</terrainAffordanceNeeded><repairEffect>Repair</repairEffect><leaveResourcesWhenKilled>true</leaveResourcesWhenKilled><filthLeaving>BuildingRubble</filthLeaving><DefName>IF_MeditrainTable</DefName><label>meditrain(tm) table</label><ThingClass>Building_WorkTable</ThingClass><Description>Doctors hone their skills by testing their techniques on corpses.</Description><graphicData><texPath>Autopsy</texPath><graphicClass>Graphic_Single</graphicClass><shaderType>CutoutComplex</shaderType><drawSize>(1,2)</drawSize></graphicData><altitudeLayer>Building</altitudeLayer><CostList><Steel>75</Steel><WoodLog>30</WoodLog></CostList><constructEffect>ConstructWood</constructEffect><passability>Impassable</passability><castEdgeShadows>true</castEdgeShadows><fillPercent>1</fillPercent><useHitPoints>True</useHitPoints><statBases><WorkToMake>500</WorkToMake><MaxHitPoints>350</MaxHitPoints><Flammability>1.0</Flammability></statBases><Size>(1,2)</Size><DesignationCategory>Production</DesignationCategory><Passability>Impassable</Passability><hasInteractionCell>True</hasInteractionCell><interactionCellOffset>(-1,0,0)</interactionCellOffset><surfaceType>Item</surfaceType><inspectorTabs><li>ITab_Bills</li></inspectorTabs></ThingDef>
- Attempt to use string CostList to refer to field costList in type Verse.ThingDef; xml tags are now case-sensitive. XML: <ThingDef Abstract="True"><category>Building</category><soundImpactDefault>BulletImpactMetal</soundImpactDefault><selectable>true</selectable><drawerType>MapMeshAndRealTime</drawerType><terrainAffordanceNeeded>Light</terrainAffordanceNeeded><repairEffect>Repair</repairEffect><leaveResourcesWhenKilled>true</leaveResourcesWhenKilled><filthLeaving>BuildingRubble</filthLeaving><DefName>IF_MeditrainTable</DefName><label>meditrain(tm) table</label><ThingClass>Building_WorkTable</ThingClass><Description>Doctors hone their skills by testing their techniques on corpses.</Description><graphicData><texPath>Autopsy</texPath><graphicClass>Graphic_Single</graphicClass><shaderType>CutoutComplex</shaderType><drawSize>(1,2)</drawSize></graphicData><altitudeLayer>Building</altitudeLayer><CostList><Steel>75</Steel><WoodLog>30</WoodLog></CostList><constructEffect>ConstructWood</constructEffect><passability>Impassable</passability><castEdgeShadows>true</castEdgeShadows><fillPercent>1</fillPercent><useHitPoints>True</useHitPoints><statBases><WorkToMake>500</WorkToMake><MaxHitPoints>350</MaxHitPoints><Flammability>1.0</Flammability></statBases><Size>(1,2)</Size><DesignationCategory>Production</DesignationCategory><Passability>Impassable</Passability><hasInteractionCell>True</hasInteractionCell><interactionCellOffset>(-1,0,0)</interactionCellOffset><surfaceType>Item</surfaceType><inspectorTabs><li>ITab_Bills</li></inspectorTabs></ThingDef>
- Attempt to use string Size to refer to field size in type Verse.ThingDef; xml tags are now case-sensitive. XML: <ThingDef Abstract="True"><category>Building</category><soundImpactDefault>BulletImpactMetal</soundImpactDefault><selectable>true</selectable><drawerType>MapMeshAndRealTime</drawerType><terrainAffordanceNeeded>Light</terrainAffordanceNeeded><repairEffect>Repair</repairEffect><leaveResourcesWhenKilled>true</leaveResourcesWhenKilled><filthLeaving>BuildingRubble</filthLeaving><DefName>IF_MeditrainTable</DefName><label>meditrain(tm) table</label><ThingClass>Building_WorkTable</ThingClass><Description>Doctors hone their skills by testing their techniques on corpses.</Description><graphicData><texPath>Autopsy</texPath><graphicClass>Graphic_Single</graphicClass><shaderType>CutoutComplex</shaderType><drawSize>(1,2)</drawSize></graphicData><altitudeLayer>Building</altitudeLayer><CostList><Steel>75</Steel><WoodLog>30</WoodLog></CostList><constructEffect>ConstructWood</constructEffect><passability>Impassable</passability><castEdgeShadows>true</castEdgeShadows><fillPercent>1</fillPercent><useHitPoints>True</useHitPoints><statBases><WorkToMake>500</WorkToMake><MaxHitPoints>350</MaxHitPoints><Flammability>1.0</Flammability></statBases><Size>(1,2)</Size><DesignationCategory>Production</DesignationCategory><Passability>Impassable</Passability><hasInteractionCell>True</hasInteractionCell><interactionCellOffset>(-1,0,0)</interactionCellOffset><surfaceType>Item</surfaceType><inspectorTabs><li>ITab_Bills</li></inspectorTabs></ThingDef>
- Attempt to use string DesignationCategory to refer to field designationCategory in type Verse.ThingDef; xml tags are now case-sensitive. XML: <ThingDef Abstract="True"><category>Building</category><soundImpactDefault>BulletImpactMetal</soundImpactDefault><selectable>true</selectable><drawerType>MapMeshAndRealTime</drawerType><terrainAffordanceNeeded>Light</terrainAffordanceNeeded><repairEffect>Repair</repairEffect><leaveResourcesWhenKilled>true</leaveResourcesWhenKilled><filthLeaving>BuildingRubble</filthLeaving><DefName>IF_MeditrainTable</DefName><label>meditrain(tm) table</label><ThingClass>Building_WorkTable</ThingClass><Description>Doctors hone their skills by testing their techniques on corpses.</Description><graphicData><texPath>Autopsy</texPath><graphicClass>Graphic_Single</graphicClass><shaderType>CutoutComplex</shaderType><drawSize>(1,2)</drawSize></graphicData><altitudeLayer>Building</altitudeLayer><CostList><Steel>75</Steel><WoodLog>30</WoodLog></CostList><constructEffect>ConstructWood</constructEffect><passability>Impassable</passability><castEdgeShadows>true</castEdgeShadows><fillPercent>1</fillPercent><useHitPoints>True</useHitPoints><statBases><WorkToMake>500</WorkToMake><MaxHitPoints>350</MaxHitPoints><Flammability>1.0</Flammability></statBases><Size>(1,2)</Size><DesignationCategory>Production</DesignationCategory><Passability>Impassable</Passability><hasInteractionCell>True</hasInteractionCell><interactionCellOffset>(-1,0,0)</interactionCellOffset><surfaceType>Item</surfaceType><inspectorTabs><li>ITab_Bills</li></inspectorTabs></ThingDef>
- Attempt to use string Passability to refer to field passability in type Verse.ThingDef; xml tags are now case-sensitive. XML: <ThingDef Abstract="True"><category>Building</category><soundImpactDefault>BulletImpactMetal</soundImpactDefault><selectable>true</selectable><drawerType>MapMeshAndRealTime</drawerType><terrainAffordanceNeeded>Light</terrainAffordanceNeeded><repairEffect>Repair</repairEffect><leaveResourcesWhenKilled>true</leaveResourcesWhenKilled><filthLeaving>BuildingRubble</filthLeaving><DefName>IF_MeditrainTable</DefName><label>meditrain(tm) table</label><ThingClass>Building_WorkTable</ThingClass><Description>Doctors hone their skills by testing their techniques on corpses.</Description><graphicData><texPath>Autopsy</texPath><graphicClass>Graphic_Single</graphicClass><shaderType>CutoutComplex</shaderType><drawSize>(1,2)</drawSize></graphicData><altitudeLayer>Building</altitudeLayer><CostList><Steel>75</Steel><WoodLog>30</WoodLog></CostList><constructEffect>ConstructWood</constructEffect><passability>Impassable</passability><castEdgeShadows>true</castEdgeShadows><fillPercent>1</fillPercent><useHitPoints>True</useHitPoints><statBases><WorkToMake>500</WorkToMake><MaxHitPoints>350</MaxHitPoints><Flammability>1.0</Flammability></statBases><Size>(1,2)</Size><DesignationCategory>Production</DesignationCategory><Passability>Impassable</Passability><hasInteractionCell>True</hasInteractionCell><interactionCellOffset>(-1,0,0)</interactionCellOffset><surfaceType>Item</surfaceType><inspectorTabs><li>ITab_Bills</li></inspectorTabs></ThingDef>
- OnLevelWasLoaded was found on ModInitializerComponent
- This message has been deprecated and will be removed in a later version of Unity.
- Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
- (Filename: Line: 376)
- Injecting guest beds into the following facilities: EndTable, Dresser, VitalsMonitor
- Created guest beds for the following beds: SleepingSpot, Bed, DoubleBed, RoyalBed, HospitalBed, Bedroll, BedrollDouble
- [HugsLib] v4.1.1 initialized Hospitality
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