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its almost certain to work as is, due to its simplicity but I'll try to get some time this weekend.
Config error in Sandbags: Sandbags is madeFromStuff but has a defined constructEffect (which will always be overridden by stuff's construct animation).
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84C()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84A()
I know that sieges are correctly reading recipe costList, because a siege with the following patch works (the stuff thingdefs were from Fertile Fields Concrete): https://pastebin.com/raw/TXZ4QvhQ
http://steamcommunity.com/sharedfiles/filedetails/?id=975544412
There. Is. Gravel & Rocks. In. The. Game. FFS.
-here is hoping you get your mod in vanilla.
Nice work, thank you.
http://steamcommunity.com/sharedfiles/filedetails/?id=945717482&searchtext=concrete
A12d Mod Variety Pack has that sandbag def in its Buildings_Security.xml
https://github.com/simon-82/ModVarietyPack/blob/master/Mods/ModVarietyPack/Defs/ThingDefs/Buildings_Security.xml
As I remember, sand was made on stone cutter's table and the like, and the bags were vanilla with sand replacing steel. In Mod Variety Pack the same sand stuff was used for glass things.
Cannot get AdjustedCostList for Sandbags with null Stuff.
Verse.Log:Error(String)
RimWorld.CostListCalculator:CostListAdjusted(BuildableDef, ThingDef, Boolean)
RimWorld.Blueprint_Build:MaterialsNeeded()
RimWorld.LordToil_Siege:Init()
Verse.AI.Group.Lord:GotoToil(LordToil)
Verse.AI.Group.Transition:Execute(Lord)
Verse.AI.Group.Transition:CheckSignal(Lord, TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal(TriggerSignal)
Verse.AI.Group.Lord:ReceiveMemo(String)
Verse.AI.Group.LordToil_Travel:LordToilTick()
Verse.AI.Group.Lord:LordTick()
Verse.AI.Group.LordManager:LordManagerTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()