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Thanks!
Colonists build it but then it vanishes.
Very hard to tell which direction to rotate the ligth so its against the wall
Can place wall lights in the center of the room, floating
Finally, and the biggest issue, cannot deconstruct or select wall lights. Or even see them for that matter
Protip: For issues #2 and 3, look at the mod "ss clock" and see how his wall clock is set up. It's easy to see which direction it has to face because it can only be placed hooking on a wall.
ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
https://pastebin.com/VzzdCW5p
But why? Isn't it better to make it like power cords so you'd put wall lamp inside a wall, thus freeing 1 spot inside your room.
1) Load your vvorld vvith mod enabled;
2) Save it;
3) Disable the mod;
4) Load your vvorld again (there vvill be no option of building vvall lamp);
5) Enable the mod again -- lamps are gonna vvork.
(Sorry for "vv's" -- my keyboard is not okay)
Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type) <0x0005d>
at System.Activator.CreateInstance (System.Type,bool) <0x00013>
at System.Activator.CreateInstance (System.Type) <0x00012>
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00214>
at RimWorld.Designator_Build.DesignateSingleCell (Verse.IntVec3) <0x00218>
at Verse.DesignatorManager.ProcessInputEvents () <0x00107>
at RimWorld.MapInterface.HandleMapClicks () <0x0002f>
at (wrapper dynamic-method) RimWorld.UIRoot_Play.UIRootOnGUI_Patch1 (object) <0x000f2>
at Verse.Root.OnGUI () <0x000c6>
Yesterday I did't had errors nor issues with other mods.