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[Ref A4BDCEB5]
at DubsCentralHeating.HygienePipeMapComp+<>c__DisplayClass30_2.<RefreshInternetsOnTile>b__4 (Verse.IntVec3 cell) [0x00000] in <5cd40f40117143e19f743c0f20ecd2b2>:0
at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0002c] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at DubsCentralHeating.HygienePipeMapComp.RefreshInternetsOnTile (System.Int32 tile) [0x0010d] in <5cd40f40117143e19f743c0f20ecd2b2>:0
at DubsCentralHeating.HygienePipeMapComp.RegenGrids () [0x00036] in <5cd40f40117143e19f743c0f20ecd2b2>:0
at Verse.Map.MapUpdate () [0x00000] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- PREFIX Dubwise.DubsCentralHeating: Void DubsCentralHeating.Patches.HarmonyPatches_Plumbing:GridRegen_Prefix(Map __instance)
at Verse.Game.UpdatePlay () [0x00066] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- POSTFIX Krkr.RocketMan: Void RocketMan.Patches.Game_UpdatePlay_Patch:Postfix()
at Verse.Root_Play.Update () [0x00032] in <630e2863bc9a4a3493f2eff01e3a9556>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Root_Play:Update ()
Couldn't find any links to guides.
The stairs appear to be a combined item conduit and storage. Can I shut off unwanted items being moved between floors by re-configuring the stair storage? How does it work?
Also, what can one do if a pawn locks itself in a loop of switching floors? (locking floor does nothing)
You'd need to render the lower/upper level maps simulateanously on 1 layer. Nothing to do with CE physics.
How to make a roof to the second floor ? its open !