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UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Warning_Patch1 (string)
HugsLib.Utils.ModLogger:Warning (string,object[])
HugsLib.Settings.ModSettingsPack:GetHandle<UnityEngine.KeyCode> (string,string,string,UnityEngine.KeyCode,HugsLib.Settings.SettingHandle/ValueIsValid,string)
PrepareLanding.GameOptions:OnDefLoaded ()
PrepareLanding.RimWorldEventHandler:OnDefsLoaded ()
PrepareLanding.PrepareLanding:DefsLoaded ()
HugsLib.HugsLibController:OnDefsLoaded ()
HugsLib.HugsLibController:LoadReloadInitialize ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Fortunately this is not really a problem just a warning (which sadly get outputted to the log as if it was a real problem).
This issue is discussed here: https://github.com/neitsa/PrepareLanding/issues/45
Technically, the keycodes strings that come directly from unity are not recognized by Rimworld. I tried some stuff to no avail, yet, to fix this bug. I'm still certain it's not something really hard to fix, but haven't found a correct way yet... I'm still digging :|