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<!--JobDef>
<defName>GloomyDeco_JobDriver_CleaningTrashCan</defName>
<driverClass>GloomyDeco.GloomyDeco_JobDriver_CleaningTrashCan</driverClass>
<reportString>cleaning TargetA.</reportString>
</JobDef-->
<!--WorkGiverDef>
<defName>GloomyDeco_CleaningTrashCan</defName>
<label>cleaning trash can</label>
<giverClass>GloomyDeco.GloomyDeco_WorkGiver_CleaningTrashCan</giverClass>
<workType>Cleaning</workType>
<verb>clean</verb>
<gerund>cleaning</gerund>
<priorityInType>1</priorityInType>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
</WorkGiverDef-->
If anybody has any ideas as to how to approach this, please let me know!
Didn't know about the grass thing, i assumed it's just a regular floor def... was there any extra functionality behind it?
It may well be a mod conflict, but I tried disabling every building manager I have installed to isolate only the 1.3 fix, and I've isolated the issue to solely if the fix is enabled or not.
In principle the only thing i did in the xml files is disconnect the code's logic to the thingdef descriptions in the xml... if something is a floor for example, it should work as a floor by the game's default mechanism. It worked for me then. I'll check as soon as i have time.
I honestly mostly just like the grass floor tile though, would you have any other mods that add a similar grassy floor, by chance? No worries if not, just thought I would ask as I haven't found any with a style I liked nearly as much as gloomy.
Edit:
Ok, i checked it at my end right now: i can place the gloomy tall grass floors, and immediatley ppl deliver resources and start building. Same with deconstruction.
I don't own any of the official DLCs and i use some stuff like pick up and haul, etc..