Here is another bug about light skip like #23.
If there are not only one object such as animals exists in a cell contained in range of light skip, using light skip will destory some objects in the range randomly. For global light skip, a message of pots destoryed will be given at the same time.
The log reported an error.
Tried to destroy already-destroyed thing TM_LightPod335705
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Verse.ThingWithComps.Destroy_Patch1(ThingWithComps, DestroyMode)
Verse.Building:Verse.Building.Destroy_Patch1(Building, DestroyMode)
TorannMagic.Projectile_LightSkipMass:LaunchLightPod(Thing, CompTransporter, Int32, IntVec3)