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Aaaand no this doesn't help either. Doesn't seem to matter the mod order. Even if I get rid of all my penned animals.
When I have time I'll have to start removing animal related mods 1 by 1. When I find a mod that fixes it I'll post about it. I'll also post if I don't find it...
I can manually carry them to the bench, but I can't hack them from that point on.
The problem was, as an animal bed - the bench would not function as an operation table. Nor could it be re-labeled. However, we've found our workarounds as it seemed. I haven't played Rimworld in forever since like... 3 weeks after this thread went live.
I implore you to read the whole thread, or perhaps try to replicate these issues yourself so you can see our issues. Either way, that's the problem.
Checked through everything
- power
- work order under health to hack
- mod load order
- functional workbench, tech and parts
Had hacked once earlier in my play through but was unsure what how now rendered me unable to, seem table sometimes would and would not register.
Also had pawnmorpher and a few other animal mods.
Fix seemed to be linked to zoning / areas. Created a inverted allowed area for the whole map and assigned my pawn to it and they were able to hack, I also ensured no animal were assigned to it.
No animals shared zoning with the room before but it was linked to my home zone. Very odd fix but if it works it works.
The relationship between how mech are put on the table seems to be very important.
I have been using a system of drafting -> carrying -> place on table -> attempt to hack. but this kept rendering the table to not register.
It seems the real fix lies in hauling the mech once a hack health task has been set then this enables the hacking, without using haul it wont read the table as being valid.