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Zgłoś problem z tłumaczeniem












<curJob>
<commTarget>null</commTarget>
<verbToUse>null</verbToUse>
<bill>null</bill>
<lord>null</lord>
<quest>null</quest>
<def>Wait</def>
<loadID>34009767</loadID>
<globalTarget>Thing_VPE_Skipdoor3647491</globalTarget>
<targetQueueA IsNull="True" />
<targetQueueB IsNull="True" />
<countQueue IsNull="True" />
<startTick>16536501</startTick>
<expiryInterval>250</expiryInterval>
<placedThings IsNull="True" />
<psyfocusTargetLast>-1</psyfocusTargetLast>
<ability>null</ability>
<source>null</source>
<interactableIndex>-1</interactableIndex>
</curJob>
After passing through the portal, the pawns put objects on the ground instead of loading the shuttle and the load flies off completely.
Sorry for my english.
Even with mods other than this one pawns still ignore skipdoors
My new theory is, that it has something to do with how the cooldown is handeled
I have the theory it might be my problem as my paws move quite fast
I managed to work around the issue and get it to stop happening Here is what I did, not sure which step fixed it:
Cleared chunks that had spilled out recently that were completely surrounding one portal. I know they can cause pathfinding issues.
Completely closed all portals, and remade them with new names.
Moved one portal to a slightly different location.
I'm currently having an issue where pawns are entering skipdoors and reappearing at the extreme bottom left of the map tile instead of the destination.I can't go back to previous saves on this late-game permadeath colony to figure out where it went wrong.
I looked at the debug log and found the error that occurred during every teleportation. I've pasted the link with the full debug log below. Is there anything I or you can do to fix this? My pawns are tired pedestrians. Thanks in advance.
Full Log
https://gist.github.com/HugsLibRecordKeeper/87869438765222ae8fd4f160de609578