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Exception filling window for Verse.FloatMenuMap: System.NullReferenceException: Object reference not set to an instance of an object
Could not resolve cross-reference: No Verse.JobDef named TriggerFirefoamPopper found to give to RimWorld.CompProperties_Usable RimWorld.CompProperties_Usable
Exception filling window for Verse.FloatMenuMap: System.NullReferenceException: Object reference not set to an instance of an object
My current map only has slate and marble, and i see no reason to be picky about stone type.
Exception parsing <startWickOnDamageTaken>Flame</startWickOnDamageTaken> to type System.Collections.Generic.List`1[Verse.DamageDef]: System.ArgumentException: Exception parsing System.Collections.Generic.List`1[Verse.DamageDef] from "Flame" ---> System.ArgumentException: Trying to parse to unknown data type List`1. Content is 'Flame'.
at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x000ea] in <d72310b4d8f64d25aee502792b58549f>:0
I think that if all of the doors within a given room went off together, that would both be very cool and it might help to stop the spread of fire.
When I tested these a long long time ago, I noted that fires generally didn't ever grow fast enough or large enough to set off all of the firedoors in a particularly large room or hallway, leading to a failure of the walls/doors as the temperatures rose high enough to damage them.
I also noted that firedoors set in line with one another (My hallways were 5 tiles wide, so I had 5 doors all next to eachother.) would occasionally not set eachother off, or if they did, it would be a slow process and would grant enough time for fire to escape.
I hope you consider these changes!
Does this/Can you get this to work with Doors Expanded & Locks?
Make it a task for prisoners when they're downed, that's one of my options I can see coming to fruition.