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Please check if this mod is here and also check that your rimworld version is 0.17.1557.
hmm ... I have never experienced such a bug, so I don't know the details.
If you have an error log, I may be able to fix it.
I don't have Linked Doors on atm, but I did have it nearly at the bottom of my load order. Still, this is the list of mods in my log so you can see.
If you need, I can reload linked doors and post again.
Removing your mod fixed the issue.
At first glance, I could not find anything that is likely to compete but...hmm.
I will try them carefully. Thank you so much!
@An actual duck
That may be due to a change on v1.3.0 just now.
Because I can not reproduce in my environment, could you try to see if the same happens with the new save data?
The only solution is to mark a door as "always open". Even if I block a door open and the pawn escapes, the door will just do it again. It's inconsistent, affecting a majority of doors but not all, with no apparent common denominator. Even rebuilt doors are still affected
Update: Disabled mod after removing double-doors, now all doors show error in debug and are half-open, no longer deconstructable or deletable in god mode:
Exception ticking Door1016705: System.NotImplementedException: The requested feature is not implemented.
at Verse.Entity.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Update: Re-installed the mod, doors are still broken and throwing errors. The save is probably a bit screwed now
update: Figured out I can delete doors by trying to copy over them with a wall in godmode. Did that to delete old doors, new ones are fine. There's still one more glitched door out there, tho I can't find it... >.>
Update: ... Nevermind, the glitch is back again
After starting a new save file, I found that they specifically get stuck on slow-moving doors. Granite, slate, marble, etc. will put them in what you could call door stasis, and they can be freed by setting the door to "hold open." For wood doors as well as stone auto-doors there's no issue. This is the case at least for doors of 1x2 to 1x4 dimensions.
The function of this mod will stop until the cause of the bug is fixed.
This is an interim way but you should be able to run existing data without problems.