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@HugsLibRecordKeeper
Created November 29, 2018 23:41
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Rimworld output log published using HugsLib
Log uploaded on Friday, November 30, 2018, 2:41:00 AM
Loaded mods:
Core: (no assemblies)
HugsLib[ov:6.1.1]: 0Harmony(1.2.0.1), HugsLib(av:1.0.0.0,fv:6.1.1)
Giddy-up! Core[ov:1.1.0]: GiddyUpCore(0.0.0.0)
Giddy-up! Caravan[ov:1.1.0]: GiddyUpCaravan(0.0.0.0)
Expanded Prosthetics and Organ Engineering: (no assemblies)
Medical Tab: 0Harmony(1.2.0.1), DynamicPawnTable(1.0.0.0), MedicalInfo(av:2.0.0.0,fv:2.3.68)
Colony Manager: 0Harmony(1.2.0.1), Fluffy_ColonyManager(av:4.0.0.0,fv:4.4.420)
More Furniture [1.0]: (no assemblies)
Better Pawn Control[ov:1.9.7]: $HugsLibChecker(0.5.0.0), BetterPawnControl(1.9.2.0)
Tilled Soil: (no assemblies)
QualityBuilder: 0Harmony(1.2.0.1), QualityBuilder(1.0.7.0)
Stack XXL[ov:1.0.0]: $HugsLibChecker(0.5.0.0), StackXXL(1.0.0.0)
Prisoner Harvesting: (no assemblies)
Animals Logic: 0Harmony(1.2.0.1), AnimalsLogic(1.0.6870.27225)
Dubs Bad Hygiene: 0Harmony(1.2.0.1), BadHygiene(2.4.6905.32551)
Real Ruins: 0Harmony(1.2.0.1), RealRuins(1.0.0.0)
Psychology: $HugsLibChecker(0.5.0.0), Psychology(18.11.18.0)
[KV] RimFridge - 1.0: 0Harmony(1.2.0.1), RimFridge(1.0.0.0)
ResearchPal: 0Harmony(1.2.0.1), ResearchTree(1.0.0.0)
Various Space Ship Chunk: 0Harmony(1.2.0.1), ShipChunkTranspiler(0.1.1.0)
ED-Embrasures: 0Harmony(1.2.0.1), ED-Embrasures(1.0.0.0)
Genetic Rim: 0Harmony(1.2.0.1), AnimalRangeUnlocker(1.0.6862.17033), DraftingPatcher(1.0.0.0), ExplosionTypes(1.0.0.0), ModCheck(1.8.0.0), NewAnimalSubproducts(1.0.0.0), NewHatcher(1.0.0.0), NewMachinery(1.0.0.0)
Dinosauria: (no assemblies)
More Mechanoids: MoreMechanoids(1.0.1.0)
[sd] luciferium production: sd_luciprod(1.0.6884.32063)
Simply More Bridges: 0Harmony(1.1.0.0), SimplyMoreBridges(1.0.0.0)
Sometimes Raids Go Wrong: SometimesRaidsGoWrong(1.0.6900.26278)
Roof Support 1.0: (no assemblies)
EdB Prepare Carefully: 0Harmony(1.1.0.0), EdBPrepareCarefully(1.0.10.0)
The Harvest: Assembly-CSharp-firstpass(0.0.0.0), Assembly-CSharp(1.0.6901.14209), NAudio(1.7.3.0), NVorbis(0.8.4.0), TextMeshPro-1.0.55.56.0b11(0.0.0.0), TheHarvest(1.0.0.0), UnityEngine(0.0.0.0), UnityEngine.UI(1.0.0.0)
Harvest Everything!: (no assemblies)
Facial Stuff 1.0: 0Harmony(1.2.0.1), FacialStuff(1.0.0.0), _harmonycheck(1.0.0.0)
Horses (1.0): (no assemblies)
Interaction Bubbles: 0Harmony(1.2.0.1), Bubbles(1.5.0.0)
Door Mat R1.0: RimWorld-DoorMat(1.0.0.0)
Expanded Roofing: 0Harmony(1.2.0.1), 1SettingsHelper(0.19.1.36477), ExpandedRoofing(1.0.2.42130)
[RF] Pawns are Capable! [1.0]: 0Harmony(1.2.0.1), Pawns are Capable!(1.0.6861.12474)
[T] MoreFloors: (no assemblies)
BioReactor: 0Harmony(1.2.0.1), BioReactor(1.0.0.0)
Quarry: Quarry(0.19.0.0)
[RF] Fishing [1.0]: Rainbeau's Fishing(1.0.6889.26440)
While You're Up [1.0]: WhileYoureUp(1.0.0.0)
Search and Destroy: $HugsLibChecker(0.5.0.0), SearchAndDestroy(1.0.0.0)
[XND] Survival Tools: 0Harmony(1.2.0.1), 1SettingsHelper(0.19.1.36477), SurvivalTools(1.1.1.0)
[XND] Watermill Tweaks: 0Harmony(1.2.0.1), WatermillTweaks(1.0.0.0)
Ugh You Got Me: 0Harmony(1.2.0.1), UghYouGotMe(1.0.6864.6526)
Blueprints: Blueprints(av:2.0.0.0,fv:2.2.39)
More Faction Interaction: 0Harmony(1.2.0.1), MoreFactionInteraction(0.1.0.8)
Snap Out!: 1SettingsHelper(1.0.0.0), SnapOut(1.0.0.0)
Misc. Robots: AIRobot(1.0.4.0)
Misc. Robots++: (no assemblies)
Repair Workbench: RepairBench(1.0.0.0)
Active Harmony patches:
<FindPatientBedFor>c__AnonStorey3.<>m__0: TRANS: AnimalsLogic.YouSleepHere+RestUtility_FindPatientBedFor_Patch.Transpiler
<MakeNewToils>c__AnonStorey1.<>m__0: TRANS: SurvivalTools.HarmonyPatches.Transpile_JobDriver_Mine_MakeNewToils
<MakeNewToils>c__AnonStorey1.<>m__1: TRANS: SurvivalTools.HarmonyPatches.Transpile_JobDriver_Repair_MakeNewToils
<MakeNewToils>c__AnonStorey1.<>m__1: TRANS: SurvivalTools.HarmonyPatches.Transpile_JobDriver_ConstructFinishFrame_MakeNewToils
<MakeNewToils>c__AnonStorey1.<>m__1: TRANS: SurvivalTools.HarmonyPatches.Transpile_JobDriver_PlantWork_MakeNewToils
<MakeNewToils>c__AnonStorey1.<>m__1: TRANS: SurvivalTools.HarmonyPatches.Transpile_JobDriver_AffectRoof_MakeNewToils
<TryGiveJob>c__AnonStorey0.<>m__0: TRANS: AnimalsLogic.YouSleepHere+JobGiver_RescueNearby_TryGiveJob_Patch.Transpiler
ArmorUtility.ApplyArmor: (no patches)
Building_Bed.AssignedAnything: PRE: AnimalsLogic.YouSleepHere+Building_Bed_AssignedAnything_Patch.Prefix
Building_Bed.GetGizmos: post: AnimalsLogic.YouSleepHere+Building_Bed_GetGizmos_Patch.Postfix
Building_Bed.GetInspectString: TRANS: AnimalsLogic.YouSleepHere+Building_Bed_GetInspectString_Patch.Transpiler
Building_Bed.TryAssignPawn: PRE: AnimalsLogic.YouSleepHere+Building_Bed_TryAssignPawn_Patch.Prefix
Building_Bed.get_AssigningCandidates: post: AnimalsLogic.YouSleepHere+Building_Bed_get_AssigningCandidates_Patch.Postfix
Building_Bed.set_Medical: TRANS: AnimalsLogic.YouSleepHere+Building_Bed_set_Medical_Patch.Transpiler
Building_Door.get_BlockedOpenMomentary: post: GiddyUpCore.Harmony.Building_Door_get_BlockedOpenMomentary.Postfix
Building_Grave.Notify_CorpseBuried: post: Psychology.Harmony.Building_Grave_NotifyCorpseBuried_Patch.FillGraveThought, Psychology.Harmony.Building_Grave_NotifyCorpseBuriedFuneralHook.PlanFuneral
CaravanTicksPerMoveUtility.GetTicksPerMove: PRE: GiddyUpCaravan.Harmony.CaravanTicksPerMoveUtility_GetTicksPerMove.Prefix TRANS: GiddyUpCaravan.Harmony.CaravanTicksPerMoveUtility_GetTicksPerMove.Transpiler
Caravan_PathFollower.CostToMove: post: GiddyUpCaravan.Harmony.Caravan_PathFollower_CostToMove.Postfix
CharacterCardUtility.DrawCharacterCard: TRANS: PawnsAreCapable.CharacterCardUtility_DrawCharacterCard.Transpiler, Psychology.Harmony.CharacterCardUtility_ButtonPatch.AddPsycheDisplay
ChildRelationUtility.ChanceOfBecomingChildOf: post: Psychology.Harmony.ChildRelationUtility_ChanceOfBecomingChildOf_Patch.KinseyFactor
ColonistSaver.SaveToFile: TRANS: Psychology.Harmony.Optional.PresetSaverPatch.SavePawnRef, FacialStuff.Harmony.Optional.PrepC.PresetSaver_Postfix.SavePawnRef
CompPowerPlantSolar.get_RoofedPowerOutputFactor: TRANS: ExpandedRoofing.HarmonyPatches.TransparentRoofOutputFactorFix
CompPowerPlantWater.CompInspectStringExtra: post: WatermillTweaks.HarmonyPatches.PostfixCompInspectStringExtra
CompPowerPlantWater.get_DesiredPowerOutput: post: WatermillTweaks.HarmonyPatches.PostfixDesiredPowerOutput
CompQuality.PostPostGeneratedForTrader: PRE: MoreFactionInteraction.HarmonyPatches.CompQuality_TradeQualityIncreasePreFix
CompTemperatureRuinable.DoTicks: PRE: AnimalsLogic.RuinedEggs+CompTemperatureRuinable_DoTicks_Patch.Prefix, RimFridge.Patch_CompTemperatureRuinable_DoTicks.Prefix post: AnimalsLogic.RuinedEggs+CompTemperatureRuinable_DoTicks_Patch.Postfix
DebugWindowsOpener.DevToolStarterOnGUI: TRANS: HugsLib.Patches.DevToolStarterOnGUI_Patch.ExtendButtonsWindow
DebugWindowsOpener.DrawButtons: TRANS: HugsLib.Patches.DebugWindowsOpener_Patch.DrawAdditionalButtons
DebugWindowsOpener.ToggleDebugActionsMenu: TRANS: MoreFactionInteraction.HarmonyPatches.DebugWindowsOpener_ToggleDebugActionsMenu_Patch
DefGenerator.GenerateImpliedDefs_PreResolve: post: Fluffy.DefGenerator_GenerateImpliedDefs_PreResolve.Postfix
Designator_RemoveBridge.CanDesignateCell: TRANS: SimplyMoreBridges.Harmony_Designator_RemoveBridge_CanDesignateCell.Transpiler
Dialog_FormCaravan.AddPawnsToTransferables: PRE: Psychology.Harmony.Dialog_FormCaravan_AddPawnsToTransferables_Patch.DoWindowContentsDisbandCaravans
Dialog_Options.DoWindowContents: TRANS: HugsLib.Patches.Dialog_Options_Patch.ReplaceModOptionsButton
EditWindow_Log.DoMessagesListing: PRE: HugsLib.Patches.EditWindow_Log_Patch.ExtraLogWindowButtons
FertilityGrid.CalculateFertilityAt: post: DubsBadHygiene.HamonyPatches+Patch_CalculateFertilityAt.Postfix
FloatMenuMakerMap.AddHumanlikeOrders: PRE: BioReactor.FloatMenuMakerMapPatches.Prefix_AddHumanlikeOrders TRANS: PawnsAreCapable.FloatMenuMakerMap_AddHumanlikeOrders.Transpiler, SurvivalTools.HarmonyPatches.Transpile_FloatMenuMakerMad_AddHumanlikeOrders
FloatMenuMakerMap.AddJobGiverWorkOrders: TRANS: PawnsAreCapable.FloatMenuMakerMap_AddUndraftedOrders.Transpiler
FloatMenuMakerMap.CanTakeOrder: post: DraftingPatcher.FloatMenuMakerMap_CanTakeOrder_Patch.MakePawnControllable
FloatMenuMakerMap.ChoicesAtFor: PRE: [100]PawnsAreCapable.FloatMenuMakerMap_ChoicesAtFor.Prefix post: [700]PawnsAreCapable.FloatMenuMakerMap_ChoicesAtFor.Postfix
FloatMenuUtility.GetMeleeAttackAction: TRANS: PawnsAreCapable.FloatMenuUtility_GetMeleeAttackAction.Transpiler
FoodUtility.ThoughtsFromIngesting: post: Psychology.Harmony.FoodUtility_AddPickyThoughts_Patch.AddPickyThoughtsPatch
Game.DeinitAndRemoveMap: post: HugsLib.Patches.Game_DeinitAndRemoveMap_Patch.MapRemovalHook
Game.FillComponents: PRE: HugsLib.Patches.Game_FillComponents_Patch.GameInitializationHook
Game.FinalizeInit: post: HugsLib.Patches.Game_FinalizeInit_Patch.WorldLoadedHook, ExpandedRoofing.HarmonyPatches.GameInited
Game.InitNewGame: post: EdB.PrepareCarefully.HarmonyPatches.InitNewGamePostfix
GameComponentUtility.LoadedGame: post: RimFridge.Patch_GameComponentUtility_LoadedGame.Postfix
GameComponentUtility.StartedNewGame: post: RimFridge.Patch_GameComponentUtility_StartedNewGame.Postfix
GameDataSaveLoader.SaveGame: post: RealRuins.RealRuins+SaveGame_Patch.Postfix
GameInitData.PrepForMapGen: post: PawnsAreCapable.GameInitData_PrepForMapGen.Postfix
GenConstruct.BlocksConstruction: TRANS: ExpandedRoofing.HarmonyPatches.FixClearBuildingArea
GenConstruct.CanBuildOnTerrain: PRE: DubsBadHygiene.HamonyPatches+Patch_CanBuildOnTerrain.Prefix
GenConstruct.CanPlaceBlueprintAt: post: SimplyMoreBridges.Harmony_GenConstruct_CanPlaceBlueprintAt.Postfix
GenConstruct.HandleBlockingThingJob: post: SurvivalTools.HarmonyPatches.Postfix_HandleBlockingThingJob
GenDraw.DrawAimPie: PRE: GiddyUpCore.Harmony.GenDraw_DrawAimPie.Prefix
GenGameEnd.EndGameDialogMessage: post: RealRuins.RealRuins+GameOver_Patch.Postfix
GenHostility.HostileTo: PRE: AnimalsLogic.GenHostility_IsPredatorHostileTo_Patch.Prefix post: AnimalsLogic.GenHostility_IsPredatorHostileTo_Patch.Postfix
GlowGrid.GameGlowAt: TRANS: ExpandedRoofing.HarmonyPatches.PlantLightingFix
GraphicDatabaseHeadRecords.Reset: post: FacialStuff.GraphicsFS.GraphicDatabaseHeadRecordsModded.Reset
HediffSet.DirtyCache: post: FacialStuff.Harmony.HarmonyPatchesFS.DirtyCache_Postfix
ITab_Pawn_Gear.DrawThingRow: TRANS: SurvivalTools.HarmonyPatches.Transpile_DrawThingRow
IncidentWorker_ShipChunkDrop.SpawnChunk: TRANS: ShipChunkDrop_Transpiler.HarmonyPatches.IncidentWorker_ShipChunkDrop_SpawnChunk_Transpiler
IncidentWorker_TraderCaravanArrival.TryExecuteWorker: TRANS: GiddyUpCaravan.Harmony.IncidentWorker_TraderCaravanArrival_TryExecuteWorker.Transpiler
IncidentWorker_TravelerGroup.TryExecuteWorker: TRANS: GiddyUpCaravan.Harmony.IncidentWorker_TravelerGroup_TryExecuteWorker.Transpiler
IncidentWorker_VisitorGroup.TryConvertOnePawnToSmallTrader: PRE: GiddyUpCaravan.Harmony.IncidentWorker_VisitorGroup_TryConvertOnePawnToSmallTrader.Prefix
IncidentWorker_VisitorGroup.TryExecuteWorker: TRANS: GiddyUpCaravan.Harmony.IncidentWorker_VisitorGroup_TryExecuteWorker.Transpiler
InfestationCellFinder.GetScoreAt: TRANS: ExpandedRoofing.HarmonyPatches.ThickRoofInfestationFix
InteractionUtility.CanInitiateRandomInteraction: post: Psychology.Harmony.InteractionUtility_CanInitiate_Patch.PsychologyAddonsForCanInitiate
InteractionUtility.CanReceiveRandomInteraction: post: Psychology.Harmony.InteractionUtility_CanReceive_Patch.PsychologyAddonsForCanReceive
InteractionUtility.TryGetRandomVerbForSocialFight: post: Psychology.Harmony.InteractionUtility_SocialFightVerb_Patch.RemoveBiting
InteractionWorker_Breakup.Interacted: PRE: Psychology.Harmony.InteractionWorker_Breakup_Interacted_Patch.NewInteracted
InteractionWorker_Breakup.RandomSelectionWeight: PRE: Psychology.Harmony.InteractionWorker_RandomSelectionWeight_Patch.NewSelectionWeight
InteractionWorker_DeepTalk.RandomSelectionWeight: PRE: Psychology.Harmony.InteractionWorker_DeepTalk_SelectionWeightPatch.PsychologyException
InteractionWorker_MarriageProposal.AcceptanceChance: PRE: Psychology.Harmony.InteractionWorker_MarriageProposal_AcceptanceChancePatch.PsychologyException
InteractionWorker_MarriageProposal.Interacted: TRANS: Psychology.Harmony.InteractionWorker_MarriageProposal_InteractedPatch.BlindfoldedSurgery
InteractionWorker_MarriageProposal.RandomSelectionWeight: post: Psychology.Harmony.InteractionWorker_MarriageProposal_SelectionWeightPatch._RandomSelectionWeight
InteractionWorker_RecruitAttempt.DoRecruit: PRE: Psychology.Harmony.InteractionWorker_RecruitAttempt_DoRecruitPatch.AddCapturedThoughts
InteractionWorker_RomanceAttempt.BreakLoverAndFianceRelations: PRE: Psychology.Harmony.InteractionWorker_RomanceAttempt_BreakRelationsPatch.BreakRelations
InteractionWorker_RomanceAttempt.Interacted: PRE: [600]Psychology.Harmony.InteractionWorker_RomanceAttempt_InteractedLearnSexualityPatch.LearnSexuality post: Psychology.Harmony.InteractionWorker_RomanceAttempt_InteractedHandleThoughtsPatch.HandleNewThoughts
InteractionWorker_RomanceAttempt.RandomSelectionWeight: post: [0]Psychology.Harmony.InteractionWorker_RomanceAttempt_SelectionWeightPatch.PsychologyException
InteractionWorker_RomanceAttempt.SuccessChance: post: [0]Psychology.Harmony.InteractionWorker_RomanceAttempt_SuccessChancePatch.NewSuccessChance
InteractionWorker_RomanceAttempt.TryAddCheaterThought: post: Psychology.Harmony.InteractionWorker_RomanceAttempt_CheaterThoughtPatch.AddCodependentThought
JobDriver_ConstructFinishFrame.MakeNewToils: post: QualityBuilder._JobDriver_ConstructFinishFrame.Postfix
JobDriver_Deconstruct.MakeNewToils: post: QualityBuilder._JobDriver_Deconstruct.Postfix
JobDriver_Deconstruct.TickAction: PRE: SurvivalTools.HarmonyPatches.Prefix_JobDriver_Deconstruct_TickAction
JobDriver_LayEgg.MakeNewToils: PRE: AnimalsLogic.JobDriver_LayEgg_MakeNewToils_Patch.Prefix
JobDriver_Mine.ResetTicksToPickHit: TRANS: SurvivalTools.HarmonyPatches.Transpile_ResetTicksToPickHit
JobDriver_MineQuarry.Mine: post: SurvivalTools.HarmonyPatches.Postfix_JobDriver_MineQuarry_Mine
JobDriver_MineQuarry.ResetTicksToPickHit: TRANS: SurvivalTools.HarmonyPatches.Transpile_JobDriver_MineQuarry_ResetTicksToPickHit
JobGiver_AIDefendPawn.TryGiveJob: PRE: AnimalRangeAttack.ARA_FightAI_Patch.Prefix
JobGiver_DoLovin.TryGiveJob: post: Psychology.Harmony.JobGiver_DoLovin_JobPatch.CancelJob
JobGiver_EatRandom.TryGiveJob: PRE: AnimalsLogic.DoNotEatRandomly+JobGiver_EatRandom_TryGiveJob_Patch.Prefix
JobGiver_GetRest.GetPriority: post: Psychology.Harmony.JobGiver_GetRest_PriorityPatch.InsomniacPriority
JobGiver_LayEgg.TryGiveJob: PRE: AnimalsLogic.JobGiver_LayEgg_TryGiveJob_Patch.Prefix
JobGiver_Manhunter.TryGiveJob: PRE: AnimalRangeAttack.ARA__ManHunter_Patch.Prefix
JobGiver_SeekAllowedArea.TryGiveJob: PRE: AnimalsLogic.YouSleepHere+JobGiver_SeekAllowedArea_TryGiveJob_Patch.Prefix
JobGiver_SocialFighting.TryGiveJob: post: UghYouGotMe.Marvs_MentalState_PleaseJustGiveUpWhenSocialFighting.Postfix
JobGiver_Work.TryIssueJobPackage: TRANS: ExpandedRoofing.FixFinishFrameBuildOrder.Transpiler
LanguageDatabase.SelectLanguage: PRE: HugsLib.Patches.LanguageDatabase_Patch.ForceRestartAfterLangChange
ListerBuildingsRepairable.Notify_BuildingRepaired: post: ExpandedRoofing.HarmonyPatches.BuildingRepairedPostfix
LoadedModManager.ApplyPatches: PRE: ModCheck.VanillaPatching.Prefix post: ModCheck.VanillaPatching.Postfix TRANS: ModCheck.VanillaPatching.Transpiler
LordToil_PrepareCaravan_Leave.UpdateAllDuties: PRE: GiddyUpCaravan.Harmony.Lordtoil_PrepareCaravan_Leave_UpdateAllDuties.Prefix
LovePartnerRelationUtility.ChangeSpouseRelationsToExSpouse: PRE: Psychology.Harmony.LovePartnerRelationUtility_PolygamousSpousePatch.PolygamousException
LovePartnerRelationUtility.LovePartnerRelationGenerationChance: post: [0]Psychology.Harmony.LovePartnerRelationUtility_GenerationChancePatch.PsychologyFormula
MainMenuDrawer.MainMenuOnGUI: post: ModCheck.DoneLoading.Postfix
Map.ConstructComponents: post: HugsLib.Patches.Map_ConstructComponents_Patch.MapComponentsInitHook
Map.FinalizeInit: post: HugsLib.Patches.Map_FinalizeInit_Patch.MapLoadedHook
MapComponentUtility.MapGenerated: post: HugsLib.Patches.MapComponentUtility_MapGenerated_Patch.MapGeneratedHook
MapInterface.MapInterfaceOnGUI_BeforeMainTabs: post: Bubbles.Patch.RimWorld_MapInterface_MapInterfaceOnGUI_BeforeMainTabs.Postfix
MassUtility.Capacity: post: DraftingPatcher.MassUtility_Capacity_Patch.MakeThemCarryMore, GiddyUpCaravan.Harmony.MassUtility_Capacity.Postfix
MassUtility.CountToPickUpUntilOverEncumbered: post: SurvivalTools.HarmonyPatches.Postfix_CountToPickUpUntilOverEncumbered
MassUtility.WillBeOverEncumberedAfterPickingUp: post: SurvivalTools.HarmonyPatches.Postfix_WillBeOverEncumberedAfterPickingUp
MemoryUtility.ClearAllMapsAndWorld: PRE: Bubbles.Patch.Verse_Profile_MemoryUtility_ClearAllMapsAndWorld.Prefix
MentalBreaker.TryDoRandomMoodCausedMentalBreak: post: Psychology.Harmony.MentalBreaker_AnxietyPatch.AddAnxiety
MentalStateWorker_BingingDrug.StateCanOccur: post: Psychology.Harmony.MentalStateWorker_BingingDrugPatch.DrugFreeDisable
MentalState_SocialFighting.PostEnd: post: Psychology.Harmony.MentalState_SocialFighting_ThoughtPatch.WhoWon TRANS: Psychology.Harmony.MentalState_SocialFighting_PersonalityPatch.AddPersonalityHook
MentalState_SocialFighting.get_ShouldStop: PRE: UghYouGotMe.Marvs_MentalState_PleaseJustGiveUpWhenSocialFighting.Prefix
Mineable.Notify_TookMiningDamage: TRANS: SurvivalTools.HarmonyPatches.Transpile_ResetTicksToPickHit
ModsConfig.RestartFromChangedMods: PRE: HugsLib.Patches.ModsConfig_RestartFromChangedMods_Patch.QuickRestartInDevMode
MouseoverReadout.MouseoverReadoutOnGUI: PRE: DubsBadHygiene.HamonyPatches+Patch_MouseoverReadoutOnGUI.Prefix post: DubsBadHygiene.HamonyPatches+Patch_MouseoverReadoutOnGUI.Postfix
Need_Outdoors.NeedInterval: TRANS: Psychology.Harmony.Need_OutdoorsPatch.OutdoorsyModifier
Need_Rest.NeedInterval: post: Psychology.Harmony.Need_Rest_IntervalDreamPatch.CauseDream, Psychology.Harmony.Need_Rest_IntervalInsomniacPatch.MakeInsomniacLessRestful
NegativeInteractionUtility.NegativeInteractionChanceFactor: post: Psychology.Harmony.NegativeInteractionUtility_ChancePatch.NewFormula
Page_ConfigureStartingPawns.DoWindowContents: post: EdB.PrepareCarefully.HarmonyPatches.DoWindowContentsPostfix
Page_ConfigureStartingPawns.DrawPortraitArea: post: FacialStuff.Harmony.HarmonyPatchesFS.AddFaceEditButton
Page_ConfigureStartingPawns.PreOpen: post: EdB.PrepareCarefully.HarmonyPatches.PreOpenPostfix
PanelBackstory.DrawPanelContent: post: Psychology.Harmony.Optional.PanelBackstoryPatch.AddPsycheEditButton, FacialStuff.Harmony.Optional.PrepC.PanelBackstory_Postfix.AddFaceEditButton
PathFinder.GetBuildingCost: PRE: FluffyManager.PathFinder_GetBuildingCost.Prefix
Pawn.ButcherProducts: post: AnimalsLogic.TastesLikeChicken+Pawn_ButcherProducts_Patch.Postfix, TheHarvest.HarmonyPatches.Patch_OrganHarvester.Postfix
Pawn.CheckAcceptArrest: TRANS: Psychology.Harmony.Pawn_ArrestPatch.SwapArrestChance
Pawn.DrawAt: PRE: GiddyUpCore.Harmony.Pawn_DrawAt.Prefix
Pawn.GetGizmos: post: DraftingPatcher.Pawn_GetGizmos_Patch.AddGizmo
Pawn.PreTraded: post: Psychology.Harmony.Pawn_PreTradedPatch.BleedingHeartThought
Pawn.TicksPerMove: post: [200]GiddyUpCore.Harmony.Pawn_TicksPerMove.Postfix, [200]GiddyUpCaravan.Harmony.Pawn_TicksPerMove.Postfix
Pawn.TryGetAttackVerb: PRE: AnimalRangeAttack.ARA__VerbCheck_Patch.Prefix
PawnComponentsUtility.AddAndRemoveDynamicComponents: post: DraftingPatcher.PawnComponentsUtility_AddAndRemoveDynamicComponents_Patch.AddDraftability
PawnDiedOrDownedThoughtsUtility.AppendThoughts_ForHumanlike: post: Psychology.Harmony.PawnDiedOrDownedThoughtUtility_AppendThoughtsPatch.AppendPsychologyThoughts
PawnGenerator.GenerateSkills: post: PawnsAreCapable.PawnGenerator_GenerateSkills.Postfix
PawnGenerator.GenerateTraits: PRE: [800]Psychology.Harmony.PawnGenerator_GenerateTraitsPatch.KinseyException post: Psychology.Harmony.PawnGenerator_GenerateTraitsSiblingsPatch.TaraiSiblings
PawnGraphicSet.ResolveAllGraphics: post: FacialStuff.Harmony.HarmonyPatchesFS.ResolveAllGraphics_Postfix
PawnGraphicSet.ResolveApparelGraphics: post: FacialStuff.Harmony.HarmonyPatchesFS.ResolveApparelGraphics_Postfix
PawnHairChooser.RandomHairDefFor: PRE: FacialStuff.Harmony.HarmonyPatchesFS.RandomHairDefFor_PreFix
PawnObserver.ObserveSurroundingThings: TRANS: Psychology.Harmony.PawnObserver_ObserveSurroundingPatch.DesensitizeViaCorpse
PawnRelationWorker_Sibling.GenerateParent: PRE: Psychology.Harmony.PawnRelationWorker_Sibling_GenerateParentPatch.KinseyException
PawnRenderer.DrawEquipmentAiming: PRE: FacialStuff.Harmony.HarmonyPatchesFS.DrawEquipmentAiming_Prefix TRANS: FacialStuff.Harmony.HarmonyPatchesFS.DrawEquipmentAiming_Transpiler
PawnRenderer.RenderPawnAt: TRANS: FacialStuff.Harmony.HarmonyPatchesFS.RenderPawnAt_Transpiler
PawnRenderer.RenderPawnInternal: PRE: DubsBadHygiene.HamonyPatches+Patch_PawnRenderer.Prefix, FacialStuff.Harmony.HarmonyPatch_PawnRenderer.Prefix
PawnSkinColors.GetMelaninCommonalityFactor: PRE: FacialStuff.Genetics.PawnSkinColors_FS.GetMelaninCommonalityFactor_Prefix
PawnSkinColors.GetSkinColor: PRE: FacialStuff.Genetics.PawnSkinColors_FS.GetSkinColor_Prefix
PawnSkinColors.GetSkinDataIndexOfMelanin: PRE: FacialStuff.Genetics.PawnSkinColors_FS.GetSkinDataIndexOfMelanin_Prefix
PawnSkinColors.RandomMelanin: PRE: FacialStuff.Genetics.PawnSkinColors_FS.RandomMelanin_Prefix
PawnUtility.WillSoonHaveBasicNeed: post: DubsBadHygiene.HamonyPatches+Patch_WillSoonHaveBasicNeed.Postfix
Pawn_DraftController.GetGizmos: post: SearchAndDestroy.Harmony.Pawn_DraftController_GetGizmos.Postfix
Pawn_DraftController.set_Drafted: post: SearchAndDestroy.Harmony.Pawn_DraftController_set_Drafted.Postfix
Pawn_DrawTracker.get_DrawPos: post: FacialStuff.Harmony.DrawPos_Patch.Postfix
Pawn_FilthTracker.TryPickupFilth: post: DubsBadHygiene.HamonyPatches+Patch_TryPickupFilth.Postfix
Pawn_HealthTracker.MakeDowned: post: GiddyUpCore.Harmony.Pawn_HealthTracker_MakeDowned.Postfix
Pawn_HealthTracker.SetDead: post: GiddyUpCore.Harmony.Pawn_HealthTracker_SetDead.Postfix
Pawn_InteractionsTracker.TryInteractWith: post: FacialStuff.Harmony.HarmonyPatchesFS.TryInteractWith_Postfix
Pawn_InventoryTracker.InventoryTrackerTickRare: post: SurvivalTools.HarmonyPatches.Postfix_InventoryTrackerTickRare
Pawn_InventoryTracker.Notify_ItemRemoved: post: SurvivalTools.HarmonyPatches.Postfix_Notify_ItemRemoved
Pawn_InventoryTracker.get_FirstUnloadableThing: post: SurvivalTools.HarmonyPatches.Postfix_FirstUnloadableThing
Pawn_JobTracker.DetermineNextJob: post: GiddyUpCore.Harmony.Pawn_JobTracker_DetermineNextJob.Postfix, GiddyUpCaravan.Harmony.Pawn_JobTracker_DetermineNextJob.Postfix, WhileYoureUp.HaulAdder.MyDetermineNextJob, SearchAndDestroy.Harmony.Pawn_JobTracker_DetermineNextJob.Postfix
Pawn_JobTracker.EndCurrentJob: PRE: Psychology.Harmony.Pawn_JobTracker_EndCurrentJobPatch.HeavySleeperTrait
Pawn_JobTracker.Notify_MasterDraftedOrUndrafted: PRE: GiddyUpCore.Harmony.Pawn_JobTracker_Notify_MasterDraftedOrUndrafted.Prefix
Pawn_JobTracker.StartJob: PRE: GiddyUpCore.Harmony.Pawn_JobTracker_StartJob.Prefix post: AnimalsLogic.Come+Pawn_JobTracker_StartJob_Patch.Postfix
Pawn_NeedsTracker.ShouldHaveNeed: post: DubsBadHygiene.HamonyPatches+Patch_ShouldHaveNeed.Postfix
Pawn_PathFollower.SetupMoveIntoNextCell: post: DubsBadHygiene.HamonyPatches+Patch_SetupMoveIntoNextCell.Postfix
Pawn_PlayerSettings.GetGizmos: PRE: GiddyUpCore.Harmony.Pawn_PlayerSettings_GetGizmos.Prefix
Pawn_RelationsTracker.Notify_RescuedBy: post: Psychology.Harmony.Notify_RescuedBy_BleedingHeartPatch.AddBleedingHeartThought
Pawn_RelationsTracker.SecondaryLovinChanceFactor: post: Psychology.Harmony.Pawn_RelationsTracker_LovinChancePatch.PsychologyFormula
Pawn_RotationTracker.UpdateRotation: PRE: GiddyUpCore.Harmony.Pawn_RotationTracker_UpdateRotation.Prefix
Pawn_StoryTracker.OneOfWorkTypesIsDisabled: PRE: PawnsAreCapable.Pawn_StoryTracker_OneOfWorkTypesIsDisabled.Prefix
Pawn_StoryTracker.WorkTagIsDisabled: PRE: PawnsAreCapable.Pawn_StoryTracker_WorkTagIsDisabled.Prefix
Pawn_StoryTracker.WorkTypeIsDisabled: PRE: PawnsAreCapable.Pawn_StoryTracker_WorkTypeIsDisabled.Prefix
Pawn_StoryTracker.get_TitleShort: post: Psychology.Harmony.Pawn_StoryTracker_MayorLabel.SetMayorLabel
Pawn_TrainingTracker.TrainingTrackerTickRare: TRANS: AnimalsLogic.ForgetMeNot+Pawn_TrainingTracker_TrainingTrackerTickRare_Patch.Transpiler
Pawn_WorkSettings.EnableAndInitialize: post: PawnsAreCapable.Pawn_WorkSettings_EnableAndInitialize.Postfix
PlayDataLoader.DoPlayLoad: post: HugsLib.Patches.PlayDataLoader_Patch.InitModsHook
PlayLog.Add: post: Bubbles.Patch.Verse_PlayLog_Add.Postfix
PlaySettings.DoPlaySettingsGlobalControls: post: Bubbles.Patch.RimWorld_PlaySettings_DoPlaySettingsGlobalControls.Postfix
PresetLoaderVersion3.LoadPawn: post: FacialStuff.Harmony.Optional.PrepC.PresetLoader_Postfix.LoadFace
PresetLoaderVersion4.LoadPawn: post: Psychology.Harmony.Optional.PresetLoaderPatch.AddPsyche
PresetSaver.SaveToFile: TRANS: Psychology.Harmony.Optional.PresetSaverPatch.SavePawnRef, FacialStuff.Harmony.Optional.PrepC.PresetSaver_Postfix.SavePawnRef
Projectile.Launch: PRE: GiddyUpCore.Harmony.Projectile_Launch.Prefix
RCellFinder.CanWanderToCell: PRE: DubsBadHygiene.HamonyPatches+Patch_CanWanderToCell.Prefix
ReachabilityUtility.CanReach: PRE: RimFridge.Patch_ReachabilityUtility_CanReach.Prefix
Recipe_InstallArtificialBodyPart.ApplyOnPawn: PRE: Psychology.Harmony.Recipe_InstallArtificialBodyPart_ApplyPatch.BleedingHeartThought
Recipe_InstallImplant.ApplyOnPawn: PRE: Psychology.Harmony.Recipe_InstallImplant_ApplyPatch.BleedingHeartThought
Recipe_InstallNaturalBodyPart.ApplyOnPawn: PRE: Psychology.Harmony.Recipe_InstallNaturalBodyPart_ApplyPatch.BleedingHeartThought
Recipe_Surgery.CheckSurgeryFail: post: Psychology.Harmony.Recipe_Surgery_FailPatch.BleedingHeartThought
RecordsUtility.Notify_BillDone: post: Psychology.Harmony.RecordsUtility_BillDonePatch.BleedingHeartThought
ResearchManager.FinishProject: PRE: ResearchPal.HarmonyPatches_Queue+DoCompletionDialog.Prefix
ResearchManager.ResearchPerformed: PRE: ResearchPal.HarmonyPatches_Queue+ResearchPerformed.Prefix post: ResearchPal.HarmonyPatches_Queue+ResearchPerformed.Postfix
RoofGrid.GetCellExtraColor: TRANS: ExpandedRoofing.RoofGridCellBoolGiver.RoofGridExtraColorDetour
RoofGrid.SetRoof: PRE: ExpandedRoofing.HarmonyPatches.RoofLeavings TRANS: ExpandedRoofing.RoofMaintenance_Patches.SetRoofTranspiler
RoofGrid.get_Color: PRE: ExpandedRoofing.RoofGridCellBoolGiver.RoofGridColorDetour
RoofUtility.CanHandleBlockingThing: post: SurvivalTools.HarmonyPatches.Postfix_CanHandleBlockingThing
RoofUtility.HandleBlockingThingJob: post: SurvivalTools.HarmonyPatches.Postfix_HandleBlockingThingJob
RoomStatWorker_Cleanliness.GetScore: post: DubsBadHygiene.HamonyPatches+Patch_GetScore.Postfix
Root.Update: post: HugsLib.Patches.Root_Patch.UpdateHook
Root_Play.SetupForQuickTestPlay: TRANS: HugsLib.Patches.RootPlay_TestPlay_Patch.InjectCustomQuickstartSettings
SappersUtility.CanMineReasonablyFast: PRE: MoreMechanoids.Harmony.SappersUtility_Patch+CanMineReasonablyFast.Prefix
SappersUtility.HasBuildingDestroyerWeapon: PRE: MoreMechanoids.Harmony.SappersUtility_Patch+HasBuildingDestroyerWeapon.Prefix
SaveRecordPawnV3.ExposeData: post: FacialStuff.Harmony.Optional.PrepC.SaveRecordPawnV3_Postfix.ExposeFaceData
SaveRecordPawnV4.ExposeData: post: Psychology.Harmony.Optional.SaveRecordPawnV4Patch.ExposePsycheData
SectionLayer_LightingOverlay.Regenerate: TRANS: ExpandedRoofing.HarmonyPatches.TransparentRoofLightingOverlayFix
SelfDefenseUtility.ShouldFleeFrom: PRE: GiddyUpCore.Harmony.SelfDefenceUtility_ShouldFleeFrom.Prefix
SettlementBase.GetCaravanGizmos: post: MoreFactionInteraction.HarmonyPatches.SettlementBase_CaravanGizmos_Postfix
ShieldBelt.DrawWornExtras: PRE: GiddyUpCore.Harmony.ShieldBelt_DrawWornExtras.Prefix
SkillRecord.CalculateTotallyDisabled: PRE: PawnsAreCapable.SkillRecord_CalculateTotallyDisabled.Prefix
StoryState.Notify_IncidentFired: post: MoreFactionInteraction.HarmonyPatches.IncidentFired_TradeCounter_Postfix
SymbolResolver_AncientRuins.Resolve: PRE: SurvivalTools.HarmonyPatches.Prefix_Resolve
TaleReference.ExposeData: post: RealRuins.RealRuins+TaleReference_ExposeData_Patch.Postfix
TaleReference.GenerateText: PRE: RealRuins.RealRuins+TaleReference_GenerateText_Patch.Prefix
TendUtility.DoTend: post: Psychology.Harmony.TendUtility_TendPatch.BleedingHeartThought
TerrainGrid.SetTerrain: TRANS: SimplyMoreBridges.Harmony_TerrainGrid_SetTerrain.Transpiler
ThingDef.SpecialDisplayStats: post: SurvivalTools.HarmonyPatches.Postfix_SpecialDisplayStats
ThingFilter.SetFromPreset: post: SurvivalTools.HarmonyPatches.Postfix_SetFromPreset
ThingOwnerUtility.ContentsSuspended: PRE: BioReactor.ThingOwnerUtilityPatches.Prefix_ContentsSuspended
ThingSetMaker.Generate: post: MoreFactionInteraction.HarmonyPatches.TraderStocker_OverStockerPostFix
ThoughtUtility.GiveThoughtsForPawnExecuted: post: Psychology.Harmony.ThoughtUtility_ExecutedPatch.BleedingHeartThoughts
ThoughtUtility.GiveThoughtsForPawnOrganHarvested: post: Psychology.Harmony.ThoughtUtility_OrganHarvestedPatch.BleedingHeartThoughts
ThoughtWorker_AlwaysActive.CurrentStateInternal: post: Psychology.Harmony.ThoughtWorker_AlwaysActivePatch.AlwaysActiveDepression
ThoughtWorker_AnnoyingVoice.CurrentSocialStateInternal: post: Psychology.Harmony.ThoughtWorker_AnnoyingVoicePatch.Disable
ThoughtWorker_ChemicalInterestVsTeetotaler.CurrentSocialStateInternal: post: Psychology.Harmony.ThoughtWorker_ChemicalInterestVsTeetotalerPatch.Disable
ThoughtWorker_CreepyBreathing.CurrentSocialStateInternal: post: Psychology.Harmony.ThoughtWorker_CreepyBreathingPatch.Disable
ThoughtWorker_Disfigured.CurrentSocialStateInternal: post: Psychology.Harmony.ThoughtWorker_DisfiguredPatch.Disable
ThoughtWorker_HardWorkerVsLazy.CurrentSocialStateInternal: post: Psychology.Harmony.ThoughtWorker_HardWorkerVsLazyPatch.Disable
ThoughtWorker_Hediff.CurrentStateInternal: post: Psychology.Harmony.ThoughtWorker_HediffPsychology.MethadoneHigh
ThoughtWorker_Pretty.CurrentSocialStateInternal: post: Psychology.Harmony.ThoughtWorker_PrettyPatch.Disable
ThoughtWorker_PsychologicallyNude.CurrentStateInternal: post: DubsBadHygiene.HamonyPatches+Patch_ThoughtWorker_PsychologicallyNude.Postfix
ThoughtWorker_TeetotalerVsChemicalInterest.CurrentSocialStateInternal: post: Psychology.Harmony.ThoughtWorker_TeetotalerVsChemicalInterestPatch.Disable
ThoughtWorker_Ugly.CurrentSocialStateInternal: post: Psychology.Harmony.ThoughtWorker_UglyPatch.Disable
ThoughtWorker_WantToSleepWithSpouseOrLover.CurrentStateInternal: (no patches)
Toils_Construct.MakeSolidThingFromBlueprintIfNecessary: PRE: QualityBuilder._Toils_Construct.Prefix
Toils_Haul.TakeToInventory: post: SurvivalTools.HarmonyPatches.Postfix_TakeToInventory
TradeShip.ColonyThingsWillingToBuy: post: RimFridge.Patch_PassingShip_TryOpenComms.Postfix
Tradeable.InitPriceDataIfNeeded: TRANS: MoreFactionInteraction.HarmonyPatches.ErrorSuppressionSssh
Tradeable_Pawn.get_Label: post: AnimalsLogic.Patch_Tradeable_Pawn_Label.Postfix
TraderCaravanUtility.GetTraderCaravanRole: post: GiddyUpCaravan.Harmony.TraderCaravanUtility_GetTraderCaravanRole.Postfix
TraderKindDef.PriceTypeFor: post: MoreFactionInteraction.HarmonyPatches.PriceTypeSetter_PostFix
TrainableUtility.DegradationPeriodTicks: TRANS: AnimalsLogic.ForgetMeNot+TrainableUtility_DegradationPeriodTicks_Patch.Transpiler
TrainableUtility.GetWildnessExplanation: TRANS: AnimalsLogic.ForgetMeNot+TrainableUtility_GetWildnessExplanation_Patch.Transpiler
TrainableUtility.TamenessCanDecay: TRANS: AnimalsLogic.ForgetMeNot+TrainableUtility_TamenessCanDecay_Patch.Transpiler
TraitSet.GainTrait: PRE: Psychology.Harmony.TraitSet_GainTraitPatch.KinseyException
TransferableOneWay.get_Label: post: AnimalsLogic.Patch_TransferableOneWay_Label.Postfix
TransferableOneWayWidget.DoRow: TRANS: GiddyUpCaravan.Harmony.TransferableOneWayWidget_DoRow.Transpiler
TransferableOneWayWidget.FillMainRect: post: GiddyUpCaravan.Harmony.TransferableOneWayWidget_FillMainRect.Postfix
TransferableUtility.TransferAsOne: post: GiddyUpCaravan.Harmony.TransferableUtility_TransferAsOne.Postfix
UIRoot.UIRootOnGUI: post: HugsLib.Patches.UIRoot_Patch.OnGUIHook
UIRoot_Entry.Init: post: RealRuins.RealRuins+UIRoot_Entry_Init_Patch.Postfix
VerbProperties.AdjustedAccuracy: post: GiddyUpCore.Harmony.VerbProperties_AdjustedAccuracy.Postfix
VoluntarilyJoinableLordsStarter.Tick_TryStartParty: PRE: Psychology.Harmony.VoluntarilyJoinableLordsStarter_StartPartyPatch.ExtraSocialiteParties
WITab_Caravan_Gear.TryEquipDraggedItem: TRANS: PawnsAreCapable.WITab_Caravan_Gear_TryEquipDraggedItem.Transpiler
WidgetsWork.DrawWorkBoxBackground: PRE: PawnsAreCapable.WidgetsWork_DrawWorkBoxBackground.Prefix
WidgetsWork.TipForPawnWorker: PRE: PawnsAreCapable.WidgetsWork_TipForPawnWorker.Prefix
WorkGiver.MissingRequiredCapacity: post: SurvivalTools.HarmonyPatches.Postfix_MissingRequiredCapacity
WorkGiver_ConstructFinishFrames.JobOnThing: post: QualityBuilder._WorkGiver_ConstructFinishFrames.Postfix
WorkGiver_GrowerSow.JobOnCell: post: SurvivalTools.HarmonyPatches.Postfix_JobOnCell
WorkGiver_PlantsCut.JobOnThing: post: SurvivalTools.HarmonyPatches.Postfix_JobOnThing
WorkGiver_TakeToBedToOperate.HasJobOnThing: PRE: AnimalsLogic.YouSleepHere+WorkGiver_TakeToBedToOperate_HasJobOnThing_Patch.Prefix
WorldReachabilityUtility.CanReach: post: MoreFactionInteraction.HarmonyPatches.WorldReachUtility_PostFix
Harmony versions present: 1.2.0.1: UnlimitedHugs.HugsLib, rimworld.whyisthat.expandedroofing.main, fluffy.medicaltab, fluffy.colonymanager, net.quicksilverfox.rimworld.mod.animalslogic, HugsLib.GiddyUpCore, com.rimfridge.rimworld.mod, HugsLib.TheHarvest, rimworld.ResearchPal, com.rimworld.modcheck, rainbeau.pawnsAreCapable, HugsLib.Psychology, com.BioReactor.rimworld.mod, XeoNovaDan.SurvivalTools, net.marvinkosh.rimworld.mod.ughyougotme, de.hatti.rimworld.mod.qualitybuilder, Dubwise.DubsBadHygiene, rimworld.facialstuff.mod, com.woolstrand.realruins, rimworld.psychology.prepare_carefully_patch, rimworld.facialstuff.prepare_carefully_patch, mehni.rimworld.shipchunks.main, com.github.rimworld.mod.AnimalRangeAttack, com.geneticrim, HugsLib.GiddyUpCaravan, Bubbles, rimworld.whyisthat.expandedroofing.fixbuildorder, rimworld.whyisthat.expandedroofing.roofmaintenance, rimworld.whyisthat.expandedroofing.roofgridcellboolgiver, XeoNovaDan.WatermillTweaks, Mehni.RimWorld.MFI.main, HugsLib.WhileYoureUp, HugsLib.SearchAndDestroy, HugsLib.MoreMechanoids; 1.1.0.0: rimworld.lanilor.simplymorebridges, EdB.PrepareCarefully
Platform information: (hidden, hold Shift while publishing to include)
Log file contents:
Initialize engine version: 5.6.5f1 (2cac56bf7bb6)
GfxDevice: [Renderer information redacted]
Begin MonoManager ReloadAssembly
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NAudio.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NVorbis.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\TextMeshPro-1.0.55.56.0b11.dll into Unity Child Domain
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Setting to default shader.
desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
RimWorld 1.0.2096 rev473
[HugsLib] version 6.1.1
BadHygiene 2.4.600
Ugh You Got Me: Trying to patch MentalState_SocialFighting.ShouldStop.get.
Ugh You Got Me: Patched MentalState_SocialFighting.ShouldStop.get.
Ugh You Got Me: Trying to patch JobGiver_SocialFighting.TryGiveJob
Ugh You Got Me: Patched JobGiver_SocialFighting.TryGiveJob.
Think node RimWorld.ThinkNode_ConditionalMustKeepLyingDown from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_ReactToCloseMeleeThreat from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_QueuedJob from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasFaction from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalExitTimedOut from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalForcedGoto from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasFaction from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_LayEgg from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalOfPlayerFaction from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ChancePerHour_Constant from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasFaction from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalOfPlayerFaction from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalNonPlayerNonHostileFaction from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleError from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow from think tree AnimalConstant already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalLyingDown from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalMustKeepLyingDown from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_ReactToCloseMeleeThreat from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node SearchAndDestroy.ThinkNode_ConditionalSearchAndDestroy from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_QueuedJob from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalColonist from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalNPCCanSelfTendNow from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_JoinVoluntarilyJoinableLord from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalPrisoner from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalColonist from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_TraitBehaviors from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalColonist from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalPawnKind from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalColonist from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalPawnKind from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalGuest from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalColonist from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleError from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow from think tree HumanlikeConstant already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Mechanoid already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_QueuedJob from think tree Mechanoid already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Mechanoid already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree Mechanoid already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleError from think tree Mechanoid already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasLord from think tree LordDuty already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasLord from think tree LordDutyConstant already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_PrioritySorter from think tree MainColonistBehaviorCore already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalWildManNeedsToReachOutside from think tree MainWildManBehaviorCore already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ChancePerHour_Constant from think tree MainWildManBehaviorCore already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree MainWildManBehaviorCore already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_QueuedJob from think tree Downed already has a parent node (RimWorld.ThinkNode_ConditionalDowned). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleForever from think tree Downed already has a parent node (RimWorld.ThinkNode_ConditionalDowned). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Priority from think tree BurningResponse already has a parent node (RimWorld.ThinkNode_ConditionalBurning). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree DigOutIfCannotReachMapEdge already has a parent node (RimWorld.ThinkNode_ConditionalCannotReachMapEdge). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalStates from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalStateClass from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalStateClass from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalStateClass from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalAnimalWrongSeason from think tree LeaveIfWrongSeason already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalDangerousTemperature from think tree LeaveIfWrongSeason already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalCanReachMapEdge from think tree LeaveIfStarving already has a parent node (RimWorld.ThinkNode_ConditionalStarving). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_PrioritySorter from think tree SatisfyBasicNeeds already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_PrioritySorter from think tree SatisfyBasicNeedsAndWork already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_PrioritySorter from think tree SatisfyVeryUrgentNeeds already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalInNonPlayerHomeMap from think tree JoinAutoJoinableCaravan already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Priority from think tree AIRobot_BurningResponse already has a parent node (RimWorld.ThinkNode_ConditionalBurning). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasLord from think tree AIRobot_LordDuty already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasLord from think tree AIRobot_LordDutyConstant already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalMustKeepLyingDown from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_ReactToCloseMeleeThreat from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_QueuedJob from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_SeekAllowedArea from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_SeekSafeTemperature from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_DropUnusedInventory from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_PrioritySorter from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node AIRobot.X2_JobGiver_Return2BaseRoom from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node AIRobot.X2_JobGiver_RechargeEnergyIdle from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalPrisoner from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_WanderAnywhere from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleError from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow from think tree X2_AIRobotConstant already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalPrisoner from think tree PrisonerHygieneNeeds already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalMustKeepLyingDown from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_ReactToCloseMeleeThreat from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_QueuedJob from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalExitTimedOut from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalForcedGoto from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalOfPlayerFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_LayEgg from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalOfPlayerFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ChancePerHour_Constant from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalOfPlayerFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalNonPlayerNonHostileFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleError from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Mechanoid_Skullywag already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Mechanoid_Skullywag already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Mechanoid_Skullywag already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree Mechanoid_Skullywag already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleError from think tree Mechanoid_Skullywag already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node MoreMechanoids.ThinkNode_ConditionalNonPlayerFaction from think tree SquadBrainDuty_Skullywag already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStatesFS already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Forever already has short hash.
RepeatCount already has short hash.
TargetCount already has short hash.
BestStockpile already has short hash.
DropOnFloor already has short hash.
SpecificStockpile already has short hash.
AridShrubland already has short hash.
BorealForest already has short hash.
ColdBog already has short hash.
Desert already has short hash.
ExtremeDesert already has short hash.
IceSheet already has short hash.
Lake already has short hash.
Ocean already has short hash.
SeaIce already has short hash.
TemperateForest already has short hash.
TemperateSwamp already has short hash.
TropicalRainforest already has short hash.
TropicalSwamp already has short hash.
Tundra already has short hash.
Fat already has short hash.
Female already has short hash.
Hulk already has short hash.
Male already has short hash.
Thin already has short hash.
Alcohol already has short hash.
Ambrosia already has short hash.
GoJuice already has short hash.
GR_ElectroEgg already has short hash.
GR_Featherdust already has short hash.
GR_RoyalJelly already has short hash.
Luciferium already has short hash.
Methadone already has short hash.
Psychite already has short hash.
Smokeleaf already has short hash.
WakeUp already has short hash.
Easy already has short hash.
Extreme already has short hash.
Hard already has short hash.
Medium already has short hash.
Peaceful already has short hash.
Rough already has short hash.
ExtremelyLow already has short hash.
High already has short hash.
Low already has short hash.
Moderate already has short hash.
SkyHigh already has short hash.
VeryLow already has short hash.
Ancients already has short hash.
AncientsHostile already has short hash.
Insect already has short hash.
Mechanoid already has short hash.
OutlanderCivil already has short hash.
OutlanderRough already has short hash.
Pirate already has short hash.
PlayerColony already has short hash.
PlayerTribe already has short hash.
TribeCivil already has short hash.
TribeRough already has short hash.
Archipelago already has short hash.
AridShrubland already has short hash.
Bay already has short hash.
BorealForest already has short hash.
ColdBog already has short hash.
Desert already has short hash.
IceSheet already has short hash.
Island already has short hash.
Lake already has short hash.
MountainRange already has short hash.
Ocean already has short hash.
OceanBay already has short hash.
OuterOcean already has short hash.
Peninsula already has short hash.
Sea already has short hash.
TemperateForest already has short hash.
TemperateSwamp already has short hash.
TropicalRainforest already has short hash.
TropicalSwamp already has short hash.
Tundra already has short hash.
GR_Insectoid already has short hash.
GR_Mechanoid already has short hash.
GR_Normal already has short hash.
Insectoid already has short hash.
Mechanoid already has short hash.
Normal already has short hash.
Afro already has short hash.
AfroBald01 already has short hash.
AfroBald02 already has short hash.
AfroBald03 already has short hash.
AfroBald04 already has short hash.
AfroBald05 already has short hash.
AfroBald06 already has short hash.
AfroBald07 already has short hash.
AfroBald08 already has short hash.
AfroBald09 already has short hash.
AfroBald10 already has short hash.
Bob already has short hash.
BraidedKnot already has short hash.
BraidedKnotBald already has short hash.
BriefPonytail already has short hash.
Burgundy already has short hash.
Curly already has short hash.
Firestarter already has short hash.
Flowy already has short hash.
GreasySwoop already has short hash.
Long already has short hash.
Messy already has short hash.
MessyBald already has short hash.
Mohawk already has short hash.
Mop already has short hash.
Pigtails already has short hash.
Princess already has short hash.
Scatman already has short hash.
Scientist already has short hash.
ScorpionTail already has short hash.
Senorita already has short hash.
Shaved already has short hash.
Spikes already has short hash.
Topdog already has short hash.
TopdogBald01 already has short hash.
TopdogBald02 already has short hash.
TopdogBald03 already has short hash.
TopdogBald04 already has short hash.
TopdogBald05 already has short hash.
TopdogBald06 already has short hash.
TopdogBald07 already has short hash.
TopdogBald08 already has short hash.
TopdogBald09 already has short hash.
TopdogBald10 already has short hash.
Troubadour already has short hash.
Tuft already has short hash.
Wavy already has short hash.
WavyBald01 already has short hash.
WavyBald02 already has short hash.
WavyBald03 already has short hash.
WavyBald04 already has short hash.
WavyBald05 already has short hash.
WavyBald06 already has short hash.
WavyBald07 already has short hash.
WavyBald08 already has short hash.
WavyBald09 already has short hash.
WavyBald10 already has short hash.
Human already has short hash.
OrganicPsychology already has short hash.
OrganicStandard already has short hash.
Hibernating already has short hash.
Running already has short hash.
Starting already has short hash.
Adaptation already has short hash.
ColonistMood already has short hash.
FreeColonists already has short hash.
PopAdaptation already has short hash.
PopIntent already has short hash.
Prisoners already has short hash.
ThreatPoints already has short hash.
Wealth_Buildings already has short hash.
Wealth_Items already has short hash.
Wealth_Pawns already has short hash.
Wealth_Total already has short hash.
ColonistMood already has short hash.
Debug already has short hash.
Population already has short hash.
Wealth already has short hash.
AllyAssistance already has short hash.
DeepDrillInfestation already has short hash.
DiseaseAnimal already has short hash.
DiseaseHuman already has short hash.
FactionArrival already has short hash.
JourneyOffer already has short hash.
Misc already has short hash.
OrbitalVisitor already has short hash.
RaidBeacon already has short hash.
ShipChunkDrop already has short hash.
Special already has short hash.
ThreatBig already has short hash.
ThreatSmall already has short hash.
WorldQuest already has short hash.
Alphabeavers already has short hash.
AmbrosiaSprout already has short hash.
Ambush already has short hash.
AnimalInsanityMass already has short hash.
AnimalInsanitySingle already has short hash.
Aurora already has short hash.
CaravanDemand already has short hash.
CaravanMeeting already has short hash.
ColdSnap already has short hash.
CropBlight already has short hash.
DeepDrillInfestation already has short hash.
Disease_AnimalFlu already has short hash.
Disease_AnimalPlague already has short hash.
Disease_FibrousMechanites already has short hash.
Disease_Flu already has short hash.
Disease_GutWorms already has short hash.
Disease_Malaria already has short hash.
Disease_MuscleParasites already has short hash.
Disease_Plague already has short hash.
Disease_SensoryMechanites already has short hash.
Disease_SleepingSickness already has short hash.
Eclipse already has short hash.
Election already has short hash.
FarmAnimalsWanderIn already has short hash.
Flashstorm already has short hash.
HeatWave already has short hash.
HerdMigration already has short hash.
Infestation already has short hash.
ManhunterAmbush already has short hash.
ManhunterPack already has short hash.
MeteoriteImpact already has short hash.
MFI_BumperCropRequest already has short hash.
MFI_DiplomaticMarriage already has short hash.
MFI_HerdMigration_Ambush already has short hash.
MFI_HuntersLodge already has short hash.
MFI_MysticalShaman already has short hash.
MFI_PirateExtortion already has short hash.
MFI_Quest_PeaceTalks already has short hash.
MFI_QuestSpreadingPirateCamp already has short hash.
MFI_ReverseTradeRequest already has short hash.
MFI_SettlementBaseAttack already has short hash.
MFI_WoundedCombatants already has short hash.
OrbitalTraderArrival already has short hash.
PoisonShipPartCrash already has short hash.
PsychicDrone already has short hash.
PsychicEmanatorShipPartCrash already has short hash.
PsychicSoothe already has short hash.
Quest_BanditCamp already has short hash.
Quest_DownedRefugee already has short hash.
Quest_ItemStash already has short hash.
Quest_ItemStashAICore already has short hash.
Quest_JourneyOffer already has short hash.
Quest_PeaceTalks already has short hash.
Quest_PrisonerRescue already has short hash.
Quest_PristineRuins already has short hash.
Quest_TradeRequest already has short hash.
RaidEnemy already has short hash.
RaidEnemyBeacon already has short hash.
RaidFriendly already has short hash.
RansomDemand already has short hash.
RefugeeChased already has short hash.
RefugeePodCrash already has short hash.
ResourcePodCrash already has short hash.
SelfTame already has short hash.
ShipChunkDrop already has short hash.
ShortCircuit already has short hash.
SmallRuinsFound already has short hash.
SolarFlare already has short hash.
StrangerInBlackJoin already has short hash.
ThrumboPasses already has short hash.
TowerContamination already has short hash.
ToxicFallout already has short hash.
TraderCaravanArrival already has short hash.
TravelerGroup already has short hash.
TurbulentWaters already has short hash.
VisitorGroup already has short hash.
VolcanicWinter already has short hash.
WandererJoin already has short hash.
WildManWandersIn already has short hash.
Caravan already has short hash.
Map_Misc already has short hash.
Map_PlayerHome already has short hash.
Map_RaidBeacon already has short hash.
Map_TempIncident already has short hash.
World already has short hash.
Frenzy_Go already has short hash.
Frenzy_Shoot already has short hash.
Frenzy_Work already has short hash.
Inspired_Creativity already has short hash.
Inspired_Recruitment already has short hash.
Inspired_Surgery already has short hash.
Inspired_Trade already has short hash.
AnimalChat already has short hash.
Breakup already has short hash.
BuildRapport already has short hash.
Chitchat already has short hash.
Conversation already has short hash.
DeepTalk already has short hash.
EndConversation already has short hash.
HangOut already has short hash.
Insult already has short hash.
KindWords already has short hash.
MarriageProposal already has short hash.
Nuzzle already has short hash.
PlanDate already has short hash.
PrudeSeen already has short hash.
RecruitAttempt already has short hash.
RomanceAttempt already has short hash.
Slight already has short hash.
SnapOut_CalmDownInteraction already has short hash.
SparkJailbreak already has short hash.
TameAttempt already has short hash.
TrainAttempt already has short hash.
BuildSnowman already has short hash.
EatChocolate already has short hash.
GoForWalk already has short hash.
Meditate already has short hash.
Play_Billiards already has short hash.
Play_Chess already has short hash.
Play_GameOfUr already has short hash.
Play_Hoopstone already has short hash.
Play_Horseshoes already has short hash.
Play_Poker already has short hash.
Pray already has short hash.
Skygaze already has short hash.
SocialRelax already has short hash.
TakeDrug already has short hash.
UseHotTub already has short hash.
UseTelescope already has short hash.
ViewArt already has short hash.
VisitGrave already has short hash.
VisitSickPawn already has short hash.
WatchTelevision already has short hash.
WatchWashingMachine already has short hash.
Chemical already has short hash.
Gaming_Cerebral already has short hash.
Gaming_Dexterity already has short hash.
Gluttonous already has short hash.
Meditative already has short hash.
Social already has short hash.
Telescope already has short hash.
Television already has short hash.
AnimalAdult already has short hash.
AnimalBaby already has short hash.
AnimalBabyTiny already has short hash.
AnimalJuvenile already has short hash.
EusocialInsectAdult already has short hash.
EusocialInsectJuvenile already has short hash.
EusocialInsectLarva already has short hash.
HumanlikeAdult already has short hash.
HumanlikeBaby already has short hash.
HumanlikeChild already has short hash.
HumanlikeTeenager already has short hash.
HumanlikeToddler already has short hash.
MechanoidFullyFormed already has short hash.
AIRobots already has short hash.
Animals already has short hash.
Architect already has short hash.
Assign already has short hash.
Factions already has short hash.
Fluffy_Manager already has short hash.
History already has short hash.
Inspect already has short hash.
MedicalTab already has short hash.
Menu already has short hash.
Research already has short hash.
Restrict already has short hash.
WalkAnimator already has short hash.
Wildlife already has short hash.
Work already has short hash.
World already has short hash.
Beauty already has short hash.
Bladder already has short hash.
Chemical_Alcohol already has short hash.
Chemical_Ambrosia already has short hash.
Chemical_GoJuice already has short hash.
Chemical_Luciferium already has short hash.
Chemical_Methadone already has short hash.
Chemical_Psychite already has short hash.
Chemical_Smokeleaf already has short hash.
Chemical_WakeUp already has short hash.
Comfort already has short hash.
DBHThirst already has short hash.
Food already has short hash.
GR_Chemical_Featherdust already has short hash.
GR_Chemical_RoyalJelly already has short hash.
GR_ElectroEgg already has short hash.
Hygiene already has short hash.
Joy already has short hash.
Mood already has short hash.
Outdoors already has short hash.
Rest already has short hash.
RoomSize already has short hash.
AIRobot_Charge already has short hash.
AIRobot_IsRecharging already has short hash.
AIRobot_Label already has short hash.
AIRobot_Rename already has short hash.
AIRobot_ShutDown already has short hash.
AIRobot_ShutDownAll already has short hash.
AllowedArea already has short hash.
AllowedAreaWide already has short hash.
Bleeding already has short hash.
Bond already has short hash.
CopyPasteTimetable already has short hash.
CopyPasteWorkPriorities already has short hash.
Diseases already has short hash.
DrugPolicy already has short hash.
FollowDrafted already has short hash.
FollowFieldwork already has short hash.
FoodRestriction already has short hash.
Gap already has short hash.
GapSmall already has short hash.
GapTiny already has short hash.
GapWide already has short hash.
Gender already has short hash.
HostilityResponse already has short hash.
Hunt already has short hash.
Info already has short hash.
Label already has short hash.
LifeStage already has short hash.
ManhunterOnDamageChance already has short hash.
Master already has short hash.
MedicalCare already has short hash.
Outfit already has short hash.
Pain already has short hash.
PawnColumnDef_BloodFiltration already has short hash.
PawnColumnDef_BloodPumping already has short hash.
PawnColumnDef_Breathing already has short hash.
PawnColumnDef_Consciousness already has short hash.
PawnColumnDef_Eating already has short hash.
PawnColumnDef_Hearing already has short hash.
PawnColumnDef_Manipulation already has short hash.
PawnColumnDef_Metabolism already has short hash.
PawnColumnDef_Moving already has short hash.
PawnColumnDef_Sight already has short hash.
PawnColumnDef_Talking already has short hash.
Predator already has short hash.
Pregnant already has short hash.
RemainingSpace already has short hash.
SelfTend already has short hash.
Slaughter already has short hash.
SurvivalToolAssignment already has short hash.
Tame already has short hash.
Timetable already has short hash.
Trainable_Haul already has short hash.
Trainable_Obedience already has short hash.
Trainable_Release already has short hash.
Trainable_Rescue already has short hash.
Trainable_Tameness already has short hash.
WorkPriority_Art already has short hash.
WorkPriority_BasicWorker already has short hash.
WorkPriority_Cleaning already has short hash.
WorkPriority_Construction already has short hash.
WorkPriority_Cooking already has short hash.
WorkPriority_Crafting already has short hash.
WorkPriority_Doctor already has short hash.
WorkPriority_Firefighter already has short hash.
WorkPriority_Fishing already has short hash.
WorkPriority_Growing already has short hash.
WorkPriority_Handling already has short hash.
WorkPriority_Hauling already has short hash.
WorkPriority_Hunting already has short hash.
WorkPriority_Managing already has short hash.
WorkPriority_Mining already has short hash.
WorkPriority_Patient already has short hash.
WorkPriority_PatientBedRest already has short hash.
WorkPriority_PlantCutting already has short hash.
WorkPriority_QuarryMining already has short hash.
WorkPriority_Research already has short hash.
WorkPriority_Smithing already has short hash.
WorkPriority_Tailoring already has short hash.
WorkPriority_Warden already has short hash.
Combat already has short hash.
Peaceful already has short hash.
Settlement already has short hash.
Trader already has short hash.
Bond already has short hash.
Child already has short hash.
ChildInLaw already has short hash.
Cousin already has short hash.
CousinOnceRemoved already has short hash.
ExLover already has short hash.
ExSpouse already has short hash.
Fiance already has short hash.
Grandchild already has short hash.
GrandnephewOrGrandniece already has short hash.
Grandparent already has short hash.
GranduncleOrGrandaunt already has short hash.
GreatGrandchild already has short hash.
GreatGrandparent already has short hash.
HalfSibling already has short hash.
Kin already has short hash.
Lover already has short hash.
NephewOrNiece already has short hash.
Parent already has short hash.
ParentInLaw already has short hash.
SecondCousin already has short hash.
Sibling already has short hash.
Spouse already has short hash.
Stepchild already has short hash.
Stepparent already has short hash.
UncleOrAunt already has short hash.
AIRobots already has short hash.
Animals already has short hash.
Assign already has short hash.
Medical already has short hash.
Restrict already has short hash.
Wildlife already has short hash.
Work already has short hash.
CenterDrop already has short hash.
EdgeDrop already has short hash.
EdgeDropGroups already has short hash.
EdgeWalkIn already has short hash.
EdgeWalkInGroups already has short hash.
RandomDrop already has short hash.
AttemptRecruit already has short hash.
Execution already has short hash.
NoInteraction already has short hash.
ReduceResistance already has short hash.
Release already has short hash.
ImmediateAttack already has short hash.
ImmediateAttackSappers already has short hash.
ImmediateAttackSmart already has short hash.
Siege already has short hash.
StageThenAttack already has short hash.
AnimalsSlaughtered already has short hash.
AnimalsTamed already has short hash.
ArtifactsActivated already has short hash.
BodiesStripped already has short hash.
CellsMined already has short hash.
ContainersOpened already has short hash.
CorpsesBuried already has short hash.
DamageDealt already has short hash.
DamageTaken already has short hash.
FiresExtinguished already has short hash.
Headshots already has short hash.
Kills already has short hash.
KillsAnimals already has short hash.
KillsHumanlikes already has short hash.
KillsMechanoids already has short hash.
MealsCooked already has short hash.
MessesCleaned already has short hash.
NutritionEaten already has short hash.
OperationsPerformed already has short hash.
OperationsReceived already has short hash.
PawnsDowned already has short hash.
PawnsDownedAnimals already has short hash.
PawnsDownedHumanlikes already has short hash.
PawnsDownedMechanoids already has short hash.
PeopleCaptured already has short hash.
PlantsHarvested already has short hash.
PlantsSown already has short hash.
PrisonersChatted already has short hash.
PrisonersRecruited already has short hash.
QRY_CellsMined already has short hash.
ResearchPointsResearched already has short hash.
ShotsFired already has short hash.
SwitchesFlicked already has short hash.
ThingsConstructed already has short hash.
ThingsCrafted already has short hash.
ThingsDeconstructed already has short hash.
ThingsHauled already has short hash.
ThingsInstalled already has short hash.
ThingsRepaired already has short hash.
ThingsUninstalled already has short hash.
TimeAsColonistOrColonyAnimal already has short hash.
TimeAsPrisoner already has short hash.
TimeCleaning already has short hash.
TimeConstructing already has short hash.
TimeDowned already has short hash.
TimeDrafted already has short hash.
TimeFirefighting already has short hash.
TimeGettingFood already has short hash.
TimeGettingJoy already has short hash.
TimeHandlingAnimals already has short hash.
TimeHauling already has short hash.
TimeHunting already has short hash.
TimeInBed already has short hash.
TimeInBedForMedicalReasons already has short hash.
TimeInMentalState already has short hash.
TimeMining already has short hash.
TimeOnFire already has short hash.
TimeRepairing already has short hash.
TimeResearching already has short hash.
TimesInMentalState already has short hash.
TimesOnFire already has short hash.
TimeSowingAndHarvesting already has short hash.
TimesTendedOther already has short hash.
TimesTendedTo already has short hash.
TimeTreatingAndFeeding already has short hash.
TimeUnderRoof already has short hash.
TimeWardening already has short hash.
DubsBadHygiene already has short hash.
EPOE already has short hash.
ExpandedRoofing already has short hash.
GR_GeneticReseach already has short hash.
Main already has short hash.
ManagerTab already has short hash.
RPP_Reasearch_Tab already has short hash.
Creek already has short hash.
HugeRiver already has short hash.
LargeRiver already has short hash.
River already has short hash.
AncientAsphaltHighway already has short hash.
AncientAsphaltRoad already has short hash.
DirtPath already has short hash.
DirtRoad already has short hash.
StoneRoad already has short hash.
Avoid already has short hash.
Bulldoze already has short hash.
Asphalt already has short hash.
Dirt already has short hash.
Gravel already has short hash.
Outline already has short hash.
Stone already has short hash.
AddWortToFermentingBarrels already has short hash.
AncientCryptosleepCasket already has short hash.
AncientRuins already has short hash.
AncientShrine already has short hash.
AncientShrinesGroup already has short hash.
AncientTemple already has short hash.
Barracks already has short hash.
BasePart already has short hash.
BasePart_Indoors_Division already has short hash.
BasePart_Indoors_Leaf already has short hash.
BasePart_Outdoors already has short hash.
BasePart_Outdoors_Division already has short hash.
BasePart_Outdoors_Leaf already has short hash.
BasePart_Outdoors_LeafDecorated already has short hash.
BasePart_Outdoors_LeafPossiblyDecorated already has short hash.
BatteryRoom already has short hash.
Bed already has short hash.
Brewery already has short hash.
ChargeBatteries already has short hash.
Clear already has short hash.
CultivatedPlants already has short hash.
DiningRoom already has short hash.
Doors already has short hash.
EdgeDefense already has short hash.
EdgeFloor already has short hash.
EdgeMannedMortar already has short hash.
EdgeSandbags already has short hash.
EdgeStreet already has short hash.
EdgeThing already has short hash.
EdgeWalls already has short hash.
EmptyRoom already has short hash.
EnsureCanHoldRoof already has short hash.
EnsureCanReachMapEdge already has short hash.
ExtraDoor already has short hash.
Farm already has short hash.
FillWithBeds already has short hash.
FillWithKitchen already has short hash.
FillWithThings already has short hash.
FirefoamPopper already has short hash.
FloorFill already has short hash.
Hives already has short hash.
huntersLodgeBase already has short hash.
huntersLodgeBigFarm already has short hash.
IndoorLighting already has short hash.
InnerStockpile already has short hash.
Interior_AncientTemple already has short hash.
Interior_Barracks already has short hash.
Interior_BatteryRoom already has short hash.
Interior_Brewery already has short hash.
Interior_DiningRoom already has short hash.
Interior_Kitchen already has short hash.
Interior_PrisonCell already has short hash.
Interior_Storage already has short hash.
Kitchen already has short hash.
MannedMortar already has short hash.
MFI_BasePart already has short hash.
MFI_BasePart_Indoors_Division already has short hash.
MFI_BasePart_Indoors_Leaf already has short hash.
MFI_BasePart_Outdoors already has short hash.
MFI_BasePart_Outdoors_Division already has short hash.
MFI_BasePart_Outdoors_Leaf already has short hash.
MFI_BasePart_Outdoors_LeafDecorated already has short hash.
MFI_BasePart_Outdoors_LeafPossiblyDecorated already has short hash.
OutdoorLighting already has short hash.
OutdoorsCampfire already has short hash.
PawnGroup already has short hash.
PlaceChairsNearTables already has short hash.
PrisonCell already has short hash.
PrisonerBed already has short hash.
RandomlyPlaceMealsOnTables already has short hash.
RandomMechanoidGroup already has short hash.
Refuel already has short hash.
Roof already has short hash.
Settlement already has short hash.
Ship_Core already has short hash.
Ship_Populate already has short hash.
Ship_Pregen already has short hash.
Ship_Spine already has short hash.
SinglePawn already has short hash.
SingleThing already has short hash.
Stockpile already has short hash.
Storage already has short hash.
Street already has short hash.
ThingSet already has short hash.
ConfigPage_ConfigureStartingPawns already has short hash.
CreateIncident already has short hash.
DisableIncident already has short hash.
ForcedHediff already has short hash.
ForcedTrait already has short hash.
GameCondition_Planetkiller already has short hash.
GameStartDialog already has short hash.
Naked already has short hash.
OnPawnDeathExplode already has short hash.
PawnFilter_Age already has short hash.
PermanentGameCondition already has short hash.
PlayerFaction already has short hash.
PlayerPawnsArriveMethod already has short hash.
Rule_DisallowBuilding already has short hash.
Rule_DisallowDesignator_Hunt already has short hash.
Rule_DisallowDesignator_Mine already has short hash.
Rule_DisallowDesignator_Tame already has short hash.
Rule_DisallowDesignator_ZoneAdd_Growing already has short hash.
ScatterThingsAnywhere already has short hash.
ScatterThingsNearPlayerStart already has short hash.
SetNeedLevel already has short hash.
StartingAnimal already has short hash.
StartingResearch already has short hash.
StartingThing_Defined already has short hash.
StatFactor already has short hash.
Crashlanded already has short hash.
LostTribe already has short hash.
NakedBrutality already has short hash.
TheRichExplorer already has short hash.
DownedRefugee already has short hash.
ItemStash already has short hash.
MFI_HuntersLodgeCore already has short hash.
Nothing already has short hash.
PreciousLump already has short hash.
PrisonerWillingToJoin already has short hash.
RuinedBaseSite already has short hash.
AmbushEdge already has short hash.
AmbushHidden already has short hash.
Manhunters already has short hash.
MFI_HuntersLodgePart already has short hash.
Outpost already has short hash.
SleepingMechanoids already has short hash.
Turrets already has short hash.
Animals already has short hash.
Artistic already has short hash.
Construction already has short hash.
Cooking already has short hash.
Crafting already has short hash.
Intellectual already has short hash.
Medicine already has short hash.
Melee already has short hash.
Mining already has short hash.
Plants already has short hash.
Shooting already has short hash.
Social already has short hash.
Apparel already has short hash.
Basics already has short hash.
BasicsNonPawn already has short hash.
BasicsPawn already has short hash.
Building already has short hash.
EquippedStatOffsets already has short hash.
PawnCombat already has short hash.
PawnMisc already has short hash.
PawnSocial already has short hash.
PawnWork already has short hash.
StuffOfEquipmentStatFactors already has short hash.
StuffStatFactors already has short hash.
StuffStatOffsets already has short hash.
Surgery already has short hash.
SurvivalTool already has short hash.
SurvivalToolMaterial already has short hash.
Weapon already has short hash.
AccuracyLong already has short hash.
AccuracyMedium already has short hash.
AccuracyShort already has short hash.
AccuracyTouch already has short hash.
AimingDelayFactor already has short hash.
AnimalGatherSpeed already has short hash.
AnimalGatherYield already has short hash.
ArmorRating_Blunt already has short hash.
ArmorRating_Heat already has short hash.
ArmorRating_Sharp already has short hash.
ArrestPeacefullyChance already has short hash.
Beauty already has short hash.
BedRestEffectiveness already has short hash.
BluntDamageMultiplier already has short hash.
ButcheryFleshEfficiency already has short hash.
ButcheryFleshSpeed already has short hash.
ButcheryMechanoidEfficiency already has short hash.
ButcheryMechanoidSpeed already has short hash.
CarryingCapacity already has short hash.
Cleanliness already has short hash.
Comfort already has short hash.
ComfyTemperatureMax already has short hash.
ComfyTemperatureMin already has short hash.
ConstructionSpeed already has short hash.
ConstructionSpeedFactor already has short hash.
ConstructSuccessChance already has short hash.
CookSpeed already has short hash.
DeteriorationRate already has short hash.
DiggingSpeed already has short hash.
DoorOpenSpeed already has short hash.
DrugCookingSpeed already has short hash.
DrugSynthesisSpeed already has short hash.
EatingSpeed already has short hash.
EnergyShieldEnergyMax already has short hash.
EnergyShieldRechargeRate already has short hash.
EquipDelay already has short hash.
FixBrokenDownBuildingSuccessChance already has short hash.
Flammability already has short hash.
FoodPoisonChance already has short hash.
FoodPoisonChanceFixedHuman already has short hash.
ForagedNutritionPerDay already has short hash.
GlobalLearningFactor already has short hash.
HungerRateMultiplier already has short hash.
HuntingStealth already has short hash.
ImmunityGainSpeed already has short hash.
ImmunityGainSpeedFactor already has short hash.
Insulation_Cold already has short hash.
Insulation_Heat already has short hash.
JoyGainFactor already has short hash.
LeatherAmount already has short hash.
ManagingSpeed already has short hash.
MarketValue already has short hash.
Mass already has short hash.
MaxHitPoints already has short hash.
MeatAmount already has short hash.
MedicalOperationSpeed already has short hash.
MedicalPotency already has short hash.
MedicalQualityMax already has short hash.
MedicalSurgerySuccessChance already has short hash.
MedicalTendQuality already has short hash.
MedicalTendQualityOffset already has short hash.
MedicalTendSpeed already has short hash.
MeleeArmorPenetration already has short hash.
MeleeDodgeChance already has short hash.
MeleeDPS already has short hash.
MeleeHitChance already has short hash.
MeleeWeapon_AverageArmorPenetration already has short hash.
MeleeWeapon_AverageDPS already has short hash.
MeleeWeapon_CooldownMultiplier already has short hash.
MeleeWeapon_DamageMultiplier already has short hash.
MentalBreakThreshold already has short hash.
MinimumHandlingSkill already has short hash.
MiningSpeed already has short hash.
MiningYield already has short hash.
MiningYieldDigging already has short hash.
MoveSpeed already has short hash.
NegotiationAbility already has short hash.
Nutrition already has short hash.
PainShockThreshold already has short hash.
PlantHarvestingSpeed already has short hash.
PlantHarvestYield already has short hash.
PlantWorkSpeed already has short hash.
PsychicSensitivity already has short hash.
RangedWeapon_Cooldown already has short hash.
RangedWeapon_DamageMultiplier already has short hash.
ResearchSpeed already has short hash.
ResearchSpeedFactor already has short hash.
RestRateMultiplier already has short hash.
SculptingSpeed already has short hash.
SellPriceFactor already has short hash.
SharpDamageMultiplier already has short hash.
ShootingAccuracyPawn already has short hash.
Reached max messages limit. Stopping logging to avoid spam.
RealRuins started patching at 11/30/2018 2:30:28 AM
RealRuins finished patching at 11/30/2018 2:30:28 AM (10.0072 msec)
OnLevelWasLoaded was found on ModInitializerComponent
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
(Filename: Line: 376)
Loading some snapshots...
Loaded list of elements with prefix 20181009...
Got names list
Loaded list of 117 elements...
Filtered down to list of 92 elements...
Shuffled...
Loading 25 files...
Loading snapshot 20181009-2537722930-jeluder.bp
Exception during loading object: System.Exception: timed out
at RealRuins.AmazonS3Service+<>c__DisplayClass11_0.<AwaitUnityDataWebResponse>b__0 () [0x00000] in <filename unknown>:0
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Setting up 4 worker threads for Enlighten.
Thread -> id: 3dc -> priority: 1
Thread -> id: fd0 -> priority: 1
Thread -> id: eb0 -> priority: 1
Thread -> id: 904 -> priority: 1
Initialize engine version: 5.6.5f1 (2cac56bf7bb6)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 9.0c [nvd3dumx.dll 25.21.14.1701]
Renderer: NVIDIA GeForce GTX 860M
Vendor: NVIDIA
VRAM: 1970 MB (via DXGI)
Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0 ATOC=1 BC4=1 BC5=1
Begin MonoManager ReloadAssembly
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NAudio.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\NVorbis.dll into Unity Child Domain
Loading [Rimworld_dir]\RimWorldWin64_Data\Managed\TextMeshPro-1.0.55.56.0b11.dll into Unity Child Domain
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Setting to default shader.
desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
RimWorld 1.0.2096 rev473
[HugsLib] version 6.1.1
BadHygiene 2.4.600
Ugh You Got Me: Trying to patch MentalState_SocialFighting.ShouldStop.get.
Ugh You Got Me: Patched MentalState_SocialFighting.ShouldStop.get.
Ugh You Got Me: Trying to patch JobGiver_SocialFighting.TryGiveJob
Ugh You Got Me: Patched JobGiver_SocialFighting.TryGiveJob.
Think node RimWorld.ThinkNode_ConditionalMustKeepLyingDown from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_ReactToCloseMeleeThreat from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_QueuedJob from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasFaction from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalExitTimedOut from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalForcedGoto from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasFaction from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_LayEgg from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalOfPlayerFaction from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ChancePerHour_Constant from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasFaction from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalOfPlayerFaction from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalNonPlayerNonHostileFaction from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleError from think tree Animal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow from think tree AnimalConstant already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalLyingDown from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalMustKeepLyingDown from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_ReactToCloseMeleeThreat from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node SearchAndDestroy.ThinkNode_ConditionalSearchAndDestroy from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_QueuedJob from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalColonist from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalNPCCanSelfTendNow from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_JoinVoluntarilyJoinableLord from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalPrisoner from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalColonist from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_TraitBehaviors from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalColonist from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalPawnKind from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalColonist from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalPawnKind from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalGuest from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalColonist from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleError from think tree Humanlike already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow from think tree HumanlikeConstant already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Mechanoid already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_QueuedJob from think tree Mechanoid already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Mechanoid already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree Mechanoid already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleError from think tree Mechanoid already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasLord from think tree LordDuty already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasLord from think tree LordDutyConstant already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_PrioritySorter from think tree MainColonistBehaviorCore already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalWildManNeedsToReachOutside from think tree MainWildManBehaviorCore already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ChancePerHour_Constant from think tree MainWildManBehaviorCore already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree MainWildManBehaviorCore already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_QueuedJob from think tree Downed already has a parent node (RimWorld.ThinkNode_ConditionalDowned). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleForever from think tree Downed already has a parent node (RimWorld.ThinkNode_ConditionalDowned). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Priority from think tree BurningResponse already has a parent node (RimWorld.ThinkNode_ConditionalBurning). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree DigOutIfCannotReachMapEdge already has a parent node (RimWorld.ThinkNode_ConditionalCannotReachMapEdge). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalStates from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalStateClass from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalStateClass from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalStateClass from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStateNonCritical already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalAnimalWrongSeason from think tree LeaveIfWrongSeason already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalDangerousTemperature from think tree LeaveIfWrongSeason already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalCanReachMapEdge from think tree LeaveIfStarving already has a parent node (RimWorld.ThinkNode_ConditionalStarving). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_PrioritySorter from think tree SatisfyBasicNeeds already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_PrioritySorter from think tree SatisfyBasicNeedsAndWork already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_PrioritySorter from think tree SatisfyVeryUrgentNeeds already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalInNonPlayerHomeMap from think tree JoinAutoJoinableCaravan already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalPrisoner from think tree PrisonerHygieneNeeds already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree PsychologyMentalStates already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalMustKeepLyingDown from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_ReactToCloseMeleeThreat from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_QueuedJob from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalExitTimedOut from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalForcedGoto from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalOfPlayerFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_LayEgg from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalOfPlayerFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ChancePerHour_Constant from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_SubtreesByTag from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalOfPlayerFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalNonPlayerNonHostileFaction from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleError from think tree GR_DraftableAnimal already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Mechanoid_Skullywag already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Mechanoid_Skullywag already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree Mechanoid_Skullywag already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree Mechanoid_Skullywag already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleError from think tree Mechanoid_Skullywag already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node MoreMechanoids.ThinkNode_ConditionalNonPlayerFaction from think tree SquadBrainDuty_Skullywag already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_ConditionalMentalState from think tree MentalStatesFS already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Priority from think tree AIRobot_BurningResponse already has a parent node (RimWorld.ThinkNode_ConditionalBurning). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasLord from think tree AIRobot_LordDuty already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalHasLord from think tree AIRobot_LordDutyConstant already has a parent node (Verse.AI.ThinkNode_Tagger). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalMustKeepLyingDown from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Subtree from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_ReactToCloseMeleeThreat from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_QueuedJob from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_SeekAllowedArea from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_SeekSafeTemperature from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.JobGiver_DropUnusedInventory from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_PrioritySorter from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node AIRobot.X2_JobGiver_Return2BaseRoom from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node AIRobot.X2_JobGiver_RechargeEnergyIdle from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.ThinkNode_Tagger from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalPrisoner from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_WanderAnywhere from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node Verse.AI.JobGiver_IdleError from think tree X2_AIRobot already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Think node RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow from think tree X2_AIRobotConstant already has a parent node (Verse.AI.ThinkNode_Priority). This means that it's referenced by more than one think tree (should have been copied instead).
Forever already has short hash.
RepeatCount already has short hash.
TargetCount already has short hash.
BestStockpile already has short hash.
DropOnFloor already has short hash.
SpecificStockpile already has short hash.
AridShrubland already has short hash.
BorealForest already has short hash.
ColdBog already has short hash.
Desert already has short hash.
ExtremeDesert already has short hash.
IceSheet already has short hash.
Lake already has short hash.
Ocean already has short hash.
SeaIce already has short hash.
TemperateForest already has short hash.
TemperateSwamp already has short hash.
TropicalRainforest already has short hash.
TropicalSwamp already has short hash.
Tundra already has short hash.
Fat already has short hash.
Female already has short hash.
Hulk already has short hash.
Male already has short hash.
Thin already has short hash.
Alcohol already has short hash.
Ambrosia already has short hash.
GoJuice already has short hash.
GR_ElectroEgg already has short hash.
GR_Featherdust already has short hash.
GR_RoyalJelly already has short hash.
Luciferium already has short hash.
Methadone already has short hash.
Psychite already has short hash.
Smokeleaf already has short hash.
WakeUp already has short hash.
Easy already has short hash.
Extreme already has short hash.
Hard already has short hash.
Medium already has short hash.
Peaceful already has short hash.
Rough already has short hash.
ExtremelyLow already has short hash.
High already has short hash.
Low already has short hash.
Moderate already has short hash.
SkyHigh already has short hash.
VeryLow already has short hash.
Ancients already has short hash.
AncientsHostile already has short hash.
Insect already has short hash.
Mechanoid already has short hash.
OutlanderCivil already has short hash.
OutlanderRough already has short hash.
Pirate already has short hash.
PlayerColony already has short hash.
PlayerTribe already has short hash.
TribeCivil already has short hash.
TribeRough already has short hash.
Archipelago already has short hash.
AridShrubland already has short hash.
Bay already has short hash.
BorealForest already has short hash.
ColdBog already has short hash.
Desert already has short hash.
IceSheet already has short hash.
Island already has short hash.
Lake already has short hash.
MountainRange already has short hash.
Ocean already has short hash.
OceanBay already has short hash.
OuterOcean already has short hash.
Peninsula already has short hash.
Sea already has short hash.
TemperateForest already has short hash.
TemperateSwamp already has short hash.
TropicalRainforest already has short hash.
TropicalSwamp already has short hash.
Tundra already has short hash.
GR_Insectoid already has short hash.
GR_Mechanoid already has short hash.
GR_Normal already has short hash.
Insectoid already has short hash.
Mechanoid already has short hash.
Normal already has short hash.
Afro already has short hash.
AfroBald01 already has short hash.
AfroBald02 already has short hash.
AfroBald03 already has short hash.
AfroBald04 already has short hash.
AfroBald05 already has short hash.
AfroBald06 already has short hash.
AfroBald07 already has short hash.
AfroBald08 already has short hash.
AfroBald09 already has short hash.
AfroBald10 already has short hash.
Bob already has short hash.
BraidedKnot already has short hash.
BraidedKnotBald already has short hash.
BriefPonytail already has short hash.
Burgundy already has short hash.
Curly already has short hash.
Firestarter already has short hash.
Flowy already has short hash.
GreasySwoop already has short hash.
Long already has short hash.
Messy already has short hash.
MessyBald already has short hash.
Mohawk already has short hash.
Mop already has short hash.
Pigtails already has short hash.
Princess already has short hash.
Scatman already has short hash.
Scientist already has short hash.
ScorpionTail already has short hash.
Senorita already has short hash.
Shaved already has short hash.
Spikes already has short hash.
Topdog already has short hash.
TopdogBald01 already has short hash.
TopdogBald02 already has short hash.
TopdogBald03 already has short hash.
TopdogBald04 already has short hash.
TopdogBald05 already has short hash.
TopdogBald06 already has short hash.
TopdogBald07 already has short hash.
TopdogBald08 already has short hash.
TopdogBald09 already has short hash.
TopdogBald10 already has short hash.
Troubadour already has short hash.
Tuft already has short hash.
Wavy already has short hash.
WavyBald01 already has short hash.
WavyBald02 already has short hash.
WavyBald03 already has short hash.
WavyBald04 already has short hash.
WavyBald05 already has short hash.
WavyBald06 already has short hash.
WavyBald07 already has short hash.
WavyBald08 already has short hash.
WavyBald09 already has short hash.
WavyBald10 already has short hash.
Human already has short hash.
OrganicPsychology already has short hash.
OrganicStandard already has short hash.
Hibernating already has short hash.
Running already has short hash.
Starting already has short hash.
Adaptation already has short hash.
ColonistMood already has short hash.
FreeColonists already has short hash.
PopAdaptation already has short hash.
PopIntent already has short hash.
Prisoners already has short hash.
ThreatPoints already has short hash.
Wealth_Buildings already has short hash.
Wealth_Items already has short hash.
Wealth_Pawns already has short hash.
Wealth_Total already has short hash.
ColonistMood already has short hash.
Debug already has short hash.
Population already has short hash.
Wealth already has short hash.
AllyAssistance already has short hash.
DeepDrillInfestation already has short hash.
DiseaseAnimal already has short hash.
DiseaseHuman already has short hash.
FactionArrival already has short hash.
JourneyOffer already has short hash.
Misc already has short hash.
OrbitalVisitor already has short hash.
RaidBeacon already has short hash.
ShipChunkDrop already has short hash.
Special already has short hash.
ThreatBig already has short hash.
ThreatSmall already has short hash.
WorldQuest already has short hash.
Alphabeavers already has short hash.
AmbrosiaSprout already has short hash.
Ambush already has short hash.
AnimalInsanityMass already has short hash.
AnimalInsanitySingle already has short hash.
Aurora already has short hash.
CaravanDemand already has short hash.
CaravanMeeting already has short hash.
ColdSnap already has short hash.
CropBlight already has short hash.
DeepDrillInfestation already has short hash.
Disease_AnimalFlu already has short hash.
Disease_AnimalPlague already has short hash.
Disease_FibrousMechanites already has short hash.
Disease_Flu already has short hash.
Disease_GutWorms already has short hash.
Disease_Malaria already has short hash.
Disease_MuscleParasites already has short hash.
Disease_Plague already has short hash.
Disease_SensoryMechanites already has short hash.
Disease_SleepingSickness already has short hash.
Eclipse already has short hash.
Election already has short hash.
FarmAnimalsWanderIn already has short hash.
Flashstorm already has short hash.
HeatWave already has short hash.
HerdMigration already has short hash.
Infestation already has short hash.
ManhunterAmbush already has short hash.
ManhunterPack already has short hash.
MeteoriteImpact already has short hash.
MFI_BumperCropRequest already has short hash.
MFI_DiplomaticMarriage already has short hash.
MFI_HerdMigration_Ambush already has short hash.
MFI_HuntersLodge already has short hash.
MFI_MysticalShaman already has short hash.
MFI_PirateExtortion already has short hash.
MFI_Quest_PeaceTalks already has short hash.
MFI_QuestSpreadingPirateCamp already has short hash.
MFI_ReverseTradeRequest already has short hash.
MFI_SettlementBaseAttack already has short hash.
MFI_WoundedCombatants already has short hash.
OrbitalTraderArrival already has short hash.
PoisonShipPartCrash already has short hash.
PsychicDrone already has short hash.
PsychicEmanatorShipPartCrash already has short hash.
PsychicSoothe already has short hash.
Quest_BanditCamp already has short hash.
Quest_DownedRefugee already has short hash.
Quest_ItemStash already has short hash.
Quest_ItemStashAICore already has short hash.
Quest_JourneyOffer already has short hash.
Quest_PeaceTalks already has short hash.
Quest_PrisonerRescue already has short hash.
Quest_PristineRuins already has short hash.
Quest_TradeRequest already has short hash.
RaidEnemy already has short hash.
RaidEnemyBeacon already has short hash.
RaidFriendly already has short hash.
RansomDemand already has short hash.
RefugeeChased already has short hash.
RefugeePodCrash already has short hash.
ResourcePodCrash already has short hash.
SelfTame already has short hash.
ShipChunkDrop already has short hash.
ShortCircuit already has short hash.
SmallRuinsFound already has short hash.
SolarFlare already has short hash.
StrangerInBlackJoin already has short hash.
ThrumboPasses already has short hash.
TowerContamination already has short hash.
ToxicFallout already has short hash.
TraderCaravanArrival already has short hash.
TravelerGroup already has short hash.
TurbulentWaters already has short hash.
VisitorGroup already has short hash.
VolcanicWinter already has short hash.
WandererJoin already has short hash.
WildManWandersIn already has short hash.
Caravan already has short hash.
Map_Misc already has short hash.
Map_PlayerHome already has short hash.
Map_RaidBeacon already has short hash.
Map_TempIncident already has short hash.
World already has short hash.
Frenzy_Go already has short hash.
Frenzy_Shoot already has short hash.
Frenzy_Work already has short hash.
Inspired_Creativity already has short hash.
Inspired_Recruitment already has short hash.
Inspired_Surgery already has short hash.
Inspired_Trade already has short hash.
AnimalChat already has short hash.
Breakup already has short hash.
BuildRapport already has short hash.
Chitchat already has short hash.
Conversation already has short hash.
DeepTalk already has short hash.
EndConversation already has short hash.
HangOut already has short hash.
Insult already has short hash.
KindWords already has short hash.
MarriageProposal already has short hash.
Nuzzle already has short hash.
PlanDate already has short hash.
PrudeSeen already has short hash.
RecruitAttempt already has short hash.
RomanceAttempt already has short hash.
Slight already has short hash.
SnapOut_CalmDownInteraction already has short hash.
SparkJailbreak already has short hash.
TameAttempt already has short hash.
TrainAttempt already has short hash.
BuildSnowman already has short hash.
EatChocolate already has short hash.
GoForWalk already has short hash.
Meditate already has short hash.
Play_Billiards already has short hash.
Play_Chess already has short hash.
Play_GameOfUr already has short hash.
Play_Hoopstone already has short hash.
Play_Horseshoes already has short hash.
Play_Poker already has short hash.
Pray already has short hash.
Skygaze already has short hash.
SocialRelax already has short hash.
TakeDrug already has short hash.
UseHotTub already has short hash.
UseTelescope already has short hash.
ViewArt already has short hash.
VisitGrave already has short hash.
VisitSickPawn already has short hash.
WatchTelevision already has short hash.
WatchWashingMachine already has short hash.
Chemical already has short hash.
Gaming_Cerebral already has short hash.
Gaming_Dexterity already has short hash.
Gluttonous already has short hash.
Meditative already has short hash.
Social already has short hash.
Telescope already has short hash.
Television already has short hash.
AnimalAdult already has short hash.
AnimalBaby already has short hash.
AnimalBabyTiny already has short hash.
AnimalJuvenile already has short hash.
EusocialInsectAdult already has short hash.
EusocialInsectJuvenile already has short hash.
EusocialInsectLarva already has short hash.
HumanlikeAdult already has short hash.
HumanlikeBaby already has short hash.
HumanlikeChild already has short hash.
HumanlikeTeenager already has short hash.
HumanlikeToddler already has short hash.
MechanoidFullyFormed already has short hash.
AIRobots already has short hash.
Animals already has short hash.
Architect already has short hash.
Assign already has short hash.
Factions already has short hash.
Fluffy_Manager already has short hash.
History already has short hash.
Inspect already has short hash.
MedicalTab already has short hash.
Menu already has short hash.
Research already has short hash.
Restrict already has short hash.
WalkAnimator already has short hash.
Wildlife already has short hash.
Work already has short hash.
World already has short hash.
Beauty already has short hash.
Bladder already has short hash.
Chemical_Alcohol already has short hash.
Chemical_Ambrosia already has short hash.
Chemical_GoJuice already has short hash.
Chemical_Luciferium already has short hash.
Chemical_Methadone already has short hash.
Chemical_Psychite already has short hash.
Chemical_Smokeleaf already has short hash.
Chemical_WakeUp already has short hash.
Comfort already has short hash.
DBHThirst already has short hash.
Food already has short hash.
GR_Chemical_Featherdust already has short hash.
GR_Chemical_RoyalJelly already has short hash.
GR_ElectroEgg already has short hash.
Hygiene already has short hash.
Joy already has short hash.
Mood already has short hash.
Outdoors already has short hash.
Rest already has short hash.
RoomSize already has short hash.
AIRobot_Charge already has short hash.
AIRobot_IsRecharging already has short hash.
AIRobot_Label already has short hash.
AIRobot_Rename already has short hash.
AIRobot_ShutDown already has short hash.
AIRobot_ShutDownAll already has short hash.
AllowedArea already has short hash.
AllowedAreaWide already has short hash.
Bleeding already has short hash.
Bond already has short hash.
CopyPasteTimetable already has short hash.
CopyPasteWorkPriorities already has short hash.
Diseases already has short hash.
DrugPolicy already has short hash.
FollowDrafted already has short hash.
FollowFieldwork already has short hash.
FoodRestriction already has short hash.
Gap already has short hash.
GapSmall already has short hash.
GapTiny already has short hash.
GapWide already has short hash.
Gender already has short hash.
HostilityResponse already has short hash.
Hunt already has short hash.
Info already has short hash.
Label already has short hash.
LifeStage already has short hash.
ManhunterOnDamageChance already has short hash.
Master already has short hash.
MedicalCare already has short hash.
Outfit already has short hash.
Pain already has short hash.
PawnColumnDef_BloodFiltration already has short hash.
PawnColumnDef_BloodPumping already has short hash.
PawnColumnDef_Breathing already has short hash.
PawnColumnDef_Consciousness already has short hash.
PawnColumnDef_Eating already has short hash.
PawnColumnDef_Hearing already has short hash.
PawnColumnDef_Manipulation already has short hash.
PawnColumnDef_Metabolism already has short hash.
PawnColumnDef_Moving already has short hash.
PawnColumnDef_Sight already has short hash.
PawnColumnDef_Talking already has short hash.
Predator already has short hash.
Pregnant already has short hash.
RemainingSpace already has short hash.
SelfTend already has short hash.
Slaughter already has short hash.
SurvivalToolAssignment already has short hash.
Tame already has short hash.
Timetable already has short hash.
Trainable_Haul already has short hash.
Trainable_Obedience already has short hash.
Trainable_Release already has short hash.
Trainable_Rescue already has short hash.
Trainable_Tameness already has short hash.
WorkPriority_Art already has short hash.
WorkPriority_BasicWorker already has short hash.
WorkPriority_Cleaning already has short hash.
WorkPriority_Construction already has short hash.
WorkPriority_Cooking already has short hash.
WorkPriority_Crafting already has short hash.
WorkPriority_Doctor already has short hash.
WorkPriority_Firefighter already has short hash.
WorkPriority_Fishing already has short hash.
WorkPriority_Growing already has short hash.
WorkPriority_Handling already has short hash.
WorkPriority_Hauling already has short hash.
WorkPriority_Hunting already has short hash.
WorkPriority_Managing already has short hash.
WorkPriority_Mining already has short hash.
WorkPriority_Patient already has short hash.
WorkPriority_PatientBedRest already has short hash.
WorkPriority_PlantCutting already has short hash.
WorkPriority_QuarryMining already has short hash.
WorkPriority_Research already has short hash.
WorkPriority_Smithing already has short hash.
WorkPriority_Tailoring already has short hash.
WorkPriority_Warden already has short hash.
Combat already has short hash.
Peaceful already has short hash.
Settlement already has short hash.
Trader already has short hash.
Bond already has short hash.
Child already has short hash.
ChildInLaw already has short hash.
Cousin already has short hash.
CousinOnceRemoved already has short hash.
ExLover already has short hash.
ExSpouse already has short hash.
Fiance already has short hash.
Grandchild already has short hash.
GrandnephewOrGrandniece already has short hash.
Grandparent already has short hash.
GranduncleOrGrandaunt already has short hash.
GreatGrandchild already has short hash.
GreatGrandparent already has short hash.
HalfSibling already has short hash.
Kin already has short hash.
Lover already has short hash.
NephewOrNiece already has short hash.
Parent already has short hash.
ParentInLaw already has short hash.
SecondCousin already has short hash.
Sibling already has short hash.
Spouse already has short hash.
Stepchild already has short hash.
Stepparent already has short hash.
UncleOrAunt already has short hash.
AIRobots already has short hash.
Animals already has short hash.
Assign already has short hash.
Medical already has short hash.
Restrict already has short hash.
Wildlife already has short hash.
Work already has short hash.
CenterDrop already has short hash.
EdgeDrop already has short hash.
EdgeDropGroups already has short hash.
EdgeWalkIn already has short hash.
EdgeWalkInGroups already has short hash.
RandomDrop already has short hash.
AttemptRecruit already has short hash.
Execution already has short hash.
NoInteraction already has short hash.
ReduceResistance already has short hash.
Release already has short hash.
ImmediateAttack already has short hash.
ImmediateAttackSappers already has short hash.
ImmediateAttackSmart already has short hash.
Siege already has short hash.
StageThenAttack already has short hash.
AnimalsSlaughtered already has short hash.
AnimalsTamed already has short hash.
ArtifactsActivated already has short hash.
BodiesStripped already has short hash.
CellsMined already has short hash.
ContainersOpened already has short hash.
CorpsesBuried already has short hash.
DamageDealt already has short hash.
DamageTaken already has short hash.
FiresExtinguished already has short hash.
Headshots already has short hash.
Kills already has short hash.
KillsAnimals already has short hash.
KillsHumanlikes already has short hash.
KillsMechanoids already has short hash.
MealsCooked already has short hash.
MessesCleaned already has short hash.
NutritionEaten already has short hash.
OperationsPerformed already has short hash.
OperationsReceived already has short hash.
PawnsDowned already has short hash.
PawnsDownedAnimals already has short hash.
PawnsDownedHumanlikes already has short hash.
PawnsDownedMechanoids already has short hash.
PeopleCaptured already has short hash.
PlantsHarvested already has short hash.
PlantsSown already has short hash.
PrisonersChatted already has short hash.
PrisonersRecruited already has short hash.
QRY_CellsMined already has short hash.
ResearchPointsResearched already has short hash.
ShotsFired already has short hash.
SwitchesFlicked already has short hash.
ThingsConstructed already has short hash.
ThingsCrafted already has short hash.
ThingsDeconstructed already has short hash.
ThingsHauled already has short hash.
ThingsInstalled already has short hash.
ThingsRepaired already has short hash.
ThingsUninstalled already has short hash.
TimeAsColonistOrColonyAnimal already has short hash.
TimeAsPrisoner already has short hash.
TimeCleaning already has short hash.
TimeConstructing already has short hash.
TimeDowned already has short hash.
TimeDrafted already has short hash.
TimeFirefighting already has short hash.
TimeGettingFood already has short hash.
TimeGettingJoy already has short hash.
TimeHandlingAnimals already has short hash.
TimeHauling already has short hash.
TimeHunting already has short hash.
TimeInBed already has short hash.
TimeInBedForMedicalReasons already has short hash.
TimeInMentalState already has short hash.
TimeMining already has short hash.
TimeOnFire already has short hash.
TimeRepairing already has short hash.
TimeResearching already has short hash.
TimesInMentalState already has short hash.
TimesOnFire already has short hash.
TimeSowingAndHarvesting already has short hash.
TimesTendedOther already has short hash.
TimesTendedTo already has short hash.
TimeTreatingAndFeeding already has short hash.
TimeUnderRoof already has short hash.
TimeWardening already has short hash.
DubsBadHygiene already has short hash.
EPOE already has short hash.
ExpandedRoofing already has short hash.
GR_GeneticReseach already has short hash.
Main already has short hash.
ManagerTab already has short hash.
RPP_Reasearch_Tab already has short hash.
Creek already has short hash.
HugeRiver already has short hash.
LargeRiver already has short hash.
River already has short hash.
AncientAsphaltHighway already has short hash.
AncientAsphaltRoad already has short hash.
DirtPath already has short hash.
DirtRoad already has short hash.
StoneRoad already has short hash.
Avoid already has short hash.
Bulldoze already has short hash.
Asphalt already has short hash.
Dirt already has short hash.
Gravel already has short hash.
Outline already has short hash.
Stone already has short hash.
AddWortToFermentingBarrels already has short hash.
AncientCryptosleepCasket already has short hash.
AncientRuins already has short hash.
AncientShrine already has short hash.
AncientShrinesGroup already has short hash.
AncientTemple already has short hash.
Barracks already has short hash.
BasePart already has short hash.
BasePart_Indoors_Division already has short hash.
BasePart_Indoors_Leaf already has short hash.
BasePart_Outdoors already has short hash.
BasePart_Outdoors_Division already has short hash.
BasePart_Outdoors_Leaf already has short hash.
BasePart_Outdoors_LeafDecorated already has short hash.
BasePart_Outdoors_LeafPossiblyDecorated already has short hash.
BatteryRoom already has short hash.
Bed already has short hash.
Brewery already has short hash.
ChargeBatteries already has short hash.
Clear already has short hash.
CultivatedPlants already has short hash.
DiningRoom already has short hash.
Doors already has short hash.
EdgeDefense already has short hash.
EdgeFloor already has short hash.
EdgeMannedMortar already has short hash.
EdgeSandbags already has short hash.
EdgeStreet already has short hash.
EdgeThing already has short hash.
EdgeWalls already has short hash.
EmptyRoom already has short hash.
EnsureCanHoldRoof already has short hash.
EnsureCanReachMapEdge already has short hash.
ExtraDoor already has short hash.
Farm already has short hash.
FillWithBeds already has short hash.
FillWithKitchen already has short hash.
FillWithThings already has short hash.
FirefoamPopper already has short hash.
FloorFill already has short hash.
Hives already has short hash.
huntersLodgeBase already has short hash.
huntersLodgeBigFarm already has short hash.
IndoorLighting already has short hash.
InnerStockpile already has short hash.
Interior_AncientTemple already has short hash.
Interior_Barracks already has short hash.
Interior_BatteryRoom already has short hash.
Interior_Brewery already has short hash.
Interior_DiningRoom already has short hash.
Interior_Kitchen already has short hash.
Interior_PrisonCell already has short hash.
Interior_Storage already has short hash.
Kitchen already has short hash.
MannedMortar already has short hash.
MFI_BasePart already has short hash.
MFI_BasePart_Indoors_Division already has short hash.
MFI_BasePart_Indoors_Leaf already has short hash.
MFI_BasePart_Outdoors already has short hash.
MFI_BasePart_Outdoors_Division already has short hash.
MFI_BasePart_Outdoors_Leaf already has short hash.
MFI_BasePart_Outdoors_LeafDecorated already has short hash.
MFI_BasePart_Outdoors_LeafPossiblyDecorated already has short hash.
OutdoorLighting already has short hash.
OutdoorsCampfire already has short hash.
PawnGroup already has short hash.
PlaceChairsNearTables already has short hash.
PrisonCell already has short hash.
PrisonerBed already has short hash.
RandomlyPlaceMealsOnTables already has short hash.
RandomMechanoidGroup already has short hash.
Refuel already has short hash.
Roof already has short hash.
Settlement already has short hash.
Ship_Core already has short hash.
Ship_Populate already has short hash.
Ship_Pregen already has short hash.
Ship_Spine already has short hash.
SinglePawn already has short hash.
SingleThing already has short hash.
Stockpile already has short hash.
Storage already has short hash.
Street already has short hash.
ThingSet already has short hash.
ConfigPage_ConfigureStartingPawns already has short hash.
CreateIncident already has short hash.
DisableIncident already has short hash.
ForcedHediff already has short hash.
ForcedTrait already has short hash.
GameCondition_Planetkiller already has short hash.
GameStartDialog already has short hash.
Naked already has short hash.
OnPawnDeathExplode already has short hash.
PawnFilter_Age already has short hash.
PermanentGameCondition already has short hash.
PlayerFaction already has short hash.
PlayerPawnsArriveMethod already has short hash.
Rule_DisallowBuilding already has short hash.
Rule_DisallowDesignator_Hunt already has short hash.
Rule_DisallowDesignator_Mine already has short hash.
Rule_DisallowDesignator_Tame already has short hash.
Rule_DisallowDesignator_ZoneAdd_Growing already has short hash.
ScatterThingsAnywhere already has short hash.
ScatterThingsNearPlayerStart already has short hash.
SetNeedLevel already has short hash.
StartingAnimal already has short hash.
StartingResearch already has short hash.
StartingThing_Defined already has short hash.
StatFactor already has short hash.
Crashlanded already has short hash.
LostTribe already has short hash.
NakedBrutality already has short hash.
TheRichExplorer already has short hash.
DownedRefugee already has short hash.
ItemStash already has short hash.
MFI_HuntersLodgeCore already has short hash.
Nothing already has short hash.
PreciousLump already has short hash.
PrisonerWillingToJoin already has short hash.
RuinedBaseSite already has short hash.
AmbushEdge already has short hash.
AmbushHidden already has short hash.
Manhunters already has short hash.
MFI_HuntersLodgePart already has short hash.
Outpost already has short hash.
SleepingMechanoids already has short hash.
Turrets already has short hash.
Animals already has short hash.
Artistic already has short hash.
Construction already has short hash.
Cooking already has short hash.
Crafting already has short hash.
Intellectual already has short hash.
Medicine already has short hash.
Melee already has short hash.
Mining already has short hash.
Plants already has short hash.
Shooting already has short hash.
Social already has short hash.
Apparel already has short hash.
Basics already has short hash.
BasicsNonPawn already has short hash.
BasicsPawn already has short hash.
Building already has short hash.
EquippedStatOffsets already has short hash.
PawnCombat already has short hash.
PawnMisc already has short hash.
PawnSocial already has short hash.
PawnWork already has short hash.
StuffOfEquipmentStatFactors already has short hash.
StuffStatFactors already has short hash.
StuffStatOffsets already has short hash.
Surgery already has short hash.
SurvivalTool already has short hash.
SurvivalToolMaterial already has short hash.
Weapon already has short hash.
AccuracyLong already has short hash.
AccuracyMedium already has short hash.
AccuracyShort already has short hash.
AccuracyTouch already has short hash.
AimingDelayFactor already has short hash.
AnimalGatherSpeed already has short hash.
AnimalGatherYield already has short hash.
ArmorRating_Blunt already has short hash.
ArmorRating_Heat already has short hash.
ArmorRating_Sharp already has short hash.
ArrestPeacefullyChance already has short hash.
Beauty already has short hash.
BedRestEffectiveness already has short hash.
BluntDamageMultiplier already has short hash.
ButcheryFleshEfficiency already has short hash.
ButcheryFleshSpeed already has short hash.
ButcheryMechanoidEfficiency already has short hash.
ButcheryMechanoidSpeed already has short hash.
CarryingCapacity already has short hash.
Cleanliness already has short hash.
Comfort already has short hash.
ComfyTemperatureMax already has short hash.
ComfyTemperatureMin already has short hash.
ConstructionSpeed already has short hash.
ConstructionSpeedFactor already has short hash.
ConstructSuccessChance already has short hash.
CookSpeed already has short hash.
DeteriorationRate already has short hash.
DiggingSpeed already has short hash.
DoorOpenSpeed already has short hash.
DrugCookingSpeed already has short hash.
DrugSynthesisSpeed already has short hash.
EatingSpeed already has short hash.
EnergyShieldEnergyMax already has short hash.
EnergyShieldRechargeRate already has short hash.
EquipDelay already has short hash.
FixBrokenDownBuildingSuccessChance already has short hash.
Flammability already has short hash.
FoodPoisonChance already has short hash.
FoodPoisonChanceFixedHuman already has short hash.
ForagedNutritionPerDay already has short hash.
GlobalLearningFactor already has short hash.
HungerRateMultiplier already has short hash.
HuntingStealth already has short hash.
ImmunityGainSpeed already has short hash.
ImmunityGainSpeedFactor already has short hash.
Insulation_Cold already has short hash.
Insulation_Heat already has short hash.
JoyGainFactor already has short hash.
LeatherAmount already has short hash.
ManagingSpeed already has short hash.
MarketValue already has short hash.
Mass already has short hash.
MaxHitPoints already has short hash.
MeatAmount already has short hash.
MedicalOperationSpeed already has short hash.
MedicalPotency already has short hash.
MedicalQualityMax already has short hash.
MedicalSurgerySuccessChance already has short hash.
MedicalTendQuality already has short hash.
MedicalTendQualityOffset already has short hash.
MedicalTendSpeed already has short hash.
MeleeArmorPenetration already has short hash.
MeleeDodgeChance already has short hash.
MeleeDPS already has short hash.
MeleeHitChance already has short hash.
MeleeWeapon_AverageArmorPenetration already has short hash.
MeleeWeapon_AverageDPS already has short hash.
MeleeWeapon_CooldownMultiplier already has short hash.
MeleeWeapon_DamageMultiplier already has short hash.
MentalBreakThreshold already has short hash.
MinimumHandlingSkill already has short hash.
MiningSpeed already has short hash.
MiningYield already has short hash.
MiningYieldDigging already has short hash.
MoveSpeed already has short hash.
NegotiationAbility already has short hash.
Nutrition already has short hash.
PainShockThreshold already has short hash.
PlantHarvestingSpeed already has short hash.
PlantHarvestYield already has short hash.
PlantWorkSpeed already has short hash.
PsychicSensitivity already has short hash.
RangedWeapon_Cooldown already has short hash.
RangedWeapon_DamageMultiplier already has short hash.
ResearchSpeed already has short hash.
ResearchSpeedFactor already has short hash.
RestRateMultiplier already has short hash.
SculptingSpeed already has short hash.
SellPriceFactor already has short hash.
SharpDamageMultiplier already has short hash.
ShootingAccuracyPawn already has short hash.
Reached max messages limit. Stopping logging to avoid spam.
RealRuins started patching at 11/30/2018 2:33:20 AM
RealRuins finished patching at 11/30/2018 2:33:20 AM (9.0103 msec)
OnLevelWasLoaded was found on ModInitializerComponent
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
(Filename: Line: 376)
Loading some snapshots...
Loaded list of elements with prefix 20181101...
Got names list
Loaded list of 0 elements...
Filtered down to list of 0 elements...
Shuffled...
Loading 0 files...
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