protected override IEnumerable <Toil> MakeNewToils()
        {
            //Clean up any spare blueprints
            AddFinishAction(delegate
            {
                Blueprint blueprint = TargetB.Thing as Blueprint;
                if (!blueprint?.Destroyed ?? false)
                {
                    Log.Message($"Cleaning up {blueprint}");
                    blueprint.Destroy(DestroyMode.Vanish);
                }
            });

            job.count = 1;
            Thing bedroll = pawn.CurJob.targetA.Thing;

            if (bedroll.Spawned)
            {
                Log.Message($"{pawn} needs to pick up {bedroll}");
                yield return(Toils_Reserve.Reserve(TargetIndex.A));

                yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch));

                yield return(Toils_Haul.TakeToInventory(TargetIndex.A, 1));
            }
            yield return(Toils_Misc.TakeItemFromInventoryToCarrier(pawn, TargetIndex.A));

            yield return(Toils_Haul.CarryHauledThingToContainer());

            yield return(Toils_Construct.MakeSolidThingFromBlueprintIfNecessary(TargetIndex.B, TargetIndex.C));

            //yield return Toils_Haul.DepositHauledThingInContainer(TargetIndex.B, TargetIndex.C);//1.0 game destroys minified thing, but its job still does Deposit?
            Toil restInBed = new Toil();

            restInBed.initAction = delegate
            {
                Pawn         pawn   = restInBed.actor;
                Job          curJob = pawn.jobs.curJob;
                Building_Bed bed    = curJob.targetB.Thing as Building_Bed;

                pawn.Map.GetComponent <PlacedBedsMapComponent>().placedBeds[pawn] = bed;

                pawn.ownership?.ClaimBedIfNonMedical(bed);

                Job restJob = new Job(RimWorld.JobDefOf.LayDown, TargetB);
                pawn.jobs.StartJob(restJob, JobCondition.Succeeded);
            };
            yield return(restInBed);
        }