RecipeDefs Current | RecipeDefs New | Notes |
[skillGains] [Artistic]40[/Artistic] [/skillGains] | [workSkill]Artistic[/workSkill] | Why can't we set how much skill is gained anymore? |
ResourcesCurrent | ResourcesNew | Notes |
[tradersCarry]false[/tradersCarry] | [tradersEverCarry]false[/tradersEverCarry] | |
[tradeTags] [li ]Exotic[/li ] [/tradeTags] | Controlled in the TraderKinds.xml file with tags like this: [li Class="StockGenerator_Tag"] [tradeTag]Exotic[/tradeTag] |
<ThingDef Name="BaseGun" Abstract="True">
...
<drawGUIOverlay>true</drawGUIOverlay>
...
<statBases>
...
<DeteriorationRate>1</DeteriorationRate>
</statBases>
<comps>
...
<li>
<compClass>CompQuality</compClass>
</li>
</comps>
<ThingDef ParentName="BaseHumanGun">
...
<statBases>
<tradeTags>
<li>Exotic</li>
</tradeTags>
<tradersCarry>true</tradersCarry>
Quote from: JuliaEllie on January 18, 2015, 09:00:22 PM
y u do dis I cri evertim - also another of my mods rendered useless by the base game
Quote from: Tynan on January 20, 2015, 01:57:03 PMQuote from: JuliaEllie on January 18, 2015, 09:00:22 PM
y u do dis I cri evertim - also another of my mods rendered useless by the base game
:(! Which one?
Quote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.
Quote from: Ramsis on January 22, 2015, 02:02:12 PMQuote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.
Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol
Quote from: Tynan on January 22, 2015, 02:06:07 PMQuote from: Ramsis on January 22, 2015, 02:02:12 PMQuote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.
Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol
Good idea :) But this is easy enough that I'll just do it myself.
Quote from: Tynan on January 22, 2015, 02:06:07 PMQuote from: Ramsis on January 22, 2015, 02:02:12 PMQuote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.
Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol
Good idea :) But this is easy enough that I'll just do it myself.
Quote from: JuliaEllie on January 22, 2015, 03:00:19 PMQuote from: Tynan on January 22, 2015, 02:06:07 PMQuote from: Ramsis on January 22, 2015, 02:02:12 PMQuote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.
Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol
Good idea :) But this is easy enough that I'll just do it myself.
It took me 5 f-ing hours to find out how the ZoneManager works and that Find.ZoneManager.RegisterZone(Zone) kills the whole game while ZoneMaker.MakeZoneWithCells seemed unreasonable because it still seems like it only returns a Zone from a List of IntVec3s.. Where is it even calling the ZoneManager or spawning the Zone in the world???
Quote from: Ramsis on January 22, 2015, 03:16:14 PMQuote from: JuliaEllie on January 22, 2015, 03:00:19 PMQuote from: Tynan on January 22, 2015, 02:06:07 PMQuote from: Ramsis on January 22, 2015, 02:02:12 PMQuote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.
Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol
Good idea :) But this is easy enough that I'll just do it myself.
It took me 5 f-ing hours to find out how the ZoneManager works and that Find.ZoneManager.RegisterZone(Zone) kills the whole game while ZoneMaker.MakeZoneWithCells seemed unreasonable because it still seems like it only returns a Zone from a List of IntVec3s.. Where is it even calling the ZoneManager or spawning the Zone in the world???
I ask for it, not even 20 minutes later it seems he added it to the patch notes....
On a scale of 1 to FFFFFFFFFFFFFFFFFFF how angry are you ma'am?
Quote from: JuliaEllie on January 22, 2015, 03:25:38 PMQuote from: Ramsis on January 22, 2015, 03:16:14 PMQuote from: JuliaEllie on January 22, 2015, 03:00:19 PMQuote from: Tynan on January 22, 2015, 02:06:07 PMQuote from: Ramsis on January 22, 2015, 02:02:12 PMQuote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.
Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol
Good idea :) But this is easy enough that I'll just do it myself.
It took me 5 f-ing hours to find out how the ZoneManager works and that Find.ZoneManager.RegisterZone(Zone) kills the whole game while ZoneMaker.MakeZoneWithCells seemed unreasonable because it still seems like it only returns a Zone from a List of IntVec3s.. Where is it even calling the ZoneManager or spawning the Zone in the world???
I ask for it, not even 20 minutes later it seems he added it to the patch notes....
On a scale of 1 to FFFFFFFFFFFFFFFFFFF how angry are you ma'am?
"Added command to make trade beacon automatically generate a matching stockpile."
ITS OVER FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF!!!
Quote from: Ramsis on January 22, 2015, 03:30:25 PMQuote from: JuliaEllie on January 22, 2015, 03:25:38 PMQuote from: Ramsis on January 22, 2015, 03:16:14 PMQuote from: JuliaEllie on January 22, 2015, 03:00:19 PMQuote from: Tynan on January 22, 2015, 02:06:07 PMQuote from: Ramsis on January 22, 2015, 02:02:12 PMQuote from: JuliaEllie on January 22, 2015, 01:33:32 PM
Hmm I wonder what happens if the game draws a label for the same Thing twice. Im using a mapcomponent to draw all the Quality Labels I will test this later.
Now if only we could get Tynan to consume your auto-stockpiles for beacons... lol
Good idea :) But this is easy enough that I'll just do it myself.
It took me 5 f-ing hours to find out how the ZoneManager works and that Find.ZoneManager.RegisterZone(Zone) kills the whole game while ZoneMaker.MakeZoneWithCells seemed unreasonable because it still seems like it only returns a Zone from a List of IntVec3s.. Where is it even calling the ZoneManager or spawning the Zone in the world???
I ask for it, not even 20 minutes later it seems he added it to the patch notes....
On a scale of 1 to FFFFFFFFFFFFFFFFFFF how angry are you ma'am?
"Added command to make trade beacon automatically generate a matching stockpile."
ITS OVER FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF!!!
Sorry <3
Only other mod I could see of yours that would fit in Vanilla other than stockpiling is the canning idea for better food storage instead of mass freezing food but pretty sure Tynan isn't in a automatic crafting for RimWorld area yet.
private void MakeMatchingStockpile()
{
Designator_ZoneAddStockpile_Resources des = new Designator_ZoneAddStockpile_Resources();
des.DesignateMulti( TradeableCells.Where(c=>des.CanDesignateAt(c).accepted));
}
Quote from: Tynan on January 22, 2015, 03:40:15 PM
My solution :pCode Select
private void MakeMatchingStockpile()
{
Designator_ZoneAddStockpile_Resources des = new Designator_ZoneAddStockpile_Resources();
des.DesignateMulti( TradeableCells.Where(c=>des.CanDesignateAt(c).accepted));
}
Yes - I just used the same code the player uses when designating a zone. It handles all the weird cases with unplaceable or overlapping zones etc.
Thing thing = FoodUtility.FoodInInventory(pawn);
if (thing != null)
{
return new Job(JobDefOf.EatFood, thing);
}
Quote from: JuliaEllie on January 22, 2015, 03:47:06 PMQuote from: Tynan on January 22, 2015, 03:40:15 PM
My solution :pCode Select
private void MakeMatchingStockpile()
{
Designator_ZoneAddStockpile_Resources des = new Designator_ZoneAddStockpile_Resources();
des.DesignateMulti( TradeableCells.Where(c=>des.CanDesignateAt(c).accepted));
}
Yes - I just used the same code the player uses when designating a zone. It handles all the weird cases with unplaceable or overlapping zones etc.
You find me at the bar.. drinking.. *walks off weeping*
edit: my code is 182 lines for this
Designator_Build floordes = new Designator_Build(room.FloorDef);
floordes.DesignateSingle(room.cellsOfFloor.RandomElement());
Quote from: Tynan on January 23, 2015, 06:59:35 PM
room.cellsOfFloor.RandomElement() is returning a cell out of bounds.
Either check this cell is in bounds, or better, don't add OOB cells to the array in the first place.
Quote from: JuliaEllie on January 23, 2015, 07:06:09 PMQuote from: Tynan on January 23, 2015, 06:59:35 PM
room.cellsOfFloor.RandomElement() is returning a cell out of bounds.
Either check this cell is in bounds, or better, don't add OOB cells to the array in the first place.
114,0,-2 is 2 cells below the bottom of the map. Check for OOB when you're making that array; you'll find the bug.
But how is this cell out of bounds? Its in the middle of the map at the drop spot.
Quote from: skullywag on January 31, 2015, 02:49:17 PM
Tynan would it be possible to get all Things with the possibility of having comps (i.e everything) to use the proper inspect string method, the sleep casket just returns a string and doesnt call base so never picks up the comps inspect strings if you add some (which I have). Not major just a small annoyance so feel free to ignore.
Quote from: ItchyFlea on February 02, 2015, 10:35:25 PM
How does one give something a hangover-like effect?
I saw that there's code behind it, but how do I expand HediffDefOf to include my custom side effect, and how does the game know when to apply it?
Quote from: Tynan on February 14, 2015, 04:02:16 PMThis is something I've seen a lot of people do. Change one def in a file (IE; BiomeDefs/Biomes.xml) but leave the remaining def's in there, unchanged, breaking compatibility with other mods.
Marvin - You don't have to override a whole file, you can just override a def. The files are irrelevant, it's the defs that are matched and overridden.
Quote from: Tynan on February 14, 2015, 04:02:16 PMDiscovered that when making SpaceMeth. :)Quote from: ItchyFlea on February 02, 2015, 10:35:25 PMIt's entirely custom coded for now, I'm afraid.
-snip-
This may get generalized as I add more drugs for A10.
Quote from: MarvinKosh on February 14, 2015, 04:21:55 PMIf there's a recipe involved, there are two ways of having a table use that recipe. <recipeUsers> works from the recipe def itself, so the table remains unchanged, and <recipes> works with the table def so the recipe remains unchanged.
Sure, I get that. Quite often it's just one def that I'm changing. But for the mod I have in mind, I'm adding (for example) the melee and ranged neolithic weapons to a smithing table with a different defName.
But to do that I need to add the defname of that table in the recipeUsers list, either by adding it to each item's ThingDef, or by having them inherit it. So can I do that without overriding everything in that ThingDef so that another mod can change different things?
Not with an XML mod only, I guess!
Quote from: ItchyFlea on February 14, 2015, 04:34:13 PM
If there's a recipe involved, there are two ways of having a table use that recipe. <recipeUsers> works from the recipe def itself, so the table remains unchanged, and <recipes> works with the table def so the recipe remains unchanged.
Quote from: MarvinKosh on February 14, 2015, 05:37:24 PMIf you can figure out the names the game generates for the generated definition, you can avoid doing the work of creating the recipes by adding them to the table def with <recipes>.
Although, having said that, I would need to add recipes for the weapons and apparel so I can craft them from the table. The recipes for them are at the moment generated by having the recipeMaker tag in the parent definition at the top of the file.
this.armedgfc = new Graphic_Single(MaterialPool.MatFrom("Things/Weapons/APM_disarmed"), false);
<filthLeavings>
<RockRubble>2</RockRubble>
</filthLeavings>
<filthLeaving>RockRubble</filthLeaving>
Quote from: skullywag on February 17, 2015, 05:28:12 PM
Anyone know what the replacement code for:Code Selectthis.armedgfc = new Graphic_Single(MaterialPool.MatFrom("Things/Weapons/APM_disarmed"), false);
Graphic_single doesnt take args anymore and I cant find a graphic class that does what I want...
Also BulletIncendiary is gone with no replacement that I can find, i modded one back in for my purposes.
Does fire no longer trigger rain? I set fire to the whole map....no rain.
public override void Init(GraphicRequest req)
{
this.path = req.path;
this.color = req.color;
this.colorTwo = req.colorTwo;
this.shader = req.shader;
this.drawSize = req.drawSize;
MaterialRequest req1 = new MaterialRequest();
req1.mainTex = ContentFinder<Texture2D>.Get(req.path, true);
req1.shader = this.shader;
req1.color = this.color;
req1.colorTwo = this.colorTwo;
if (ShaderUtility.SupportsMaskTex(req.shader))
req1.maskTex = ContentFinder<Texture2D>.Get(req.path + "_m", false);
this.mat = MaterialPool.MatFrom(req1);
}
Quote from: SlimeCrusher on February 19, 2015, 12:30:54 PM
I've been updating my Half-Rim mod, but for some reason this pops up in the console (i removed the non-important stuff):
(http://i.imgur.com/4lcEbZN.png)
The strange thing is that i DID change "baseCooldownTicks" to "RangedWeapon_Cooldown", and the search results for "baseCooldownTicks" were null, none of my .xml contain the word "baseCooldownTicks", what is going on? Anyone help?
I tried making a test mod, only having the weapon defs, and i got no errors, so i don't know what is wrong...
I wonder what the "warmupTicks" and "ItemFromXmlFile" errors mean, i've checked the Core files and it seems to all be correct...
StatRequest for null def.
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Exception filling window for RimWorld.Page_CreateWorldParams: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.StatWorker.GetValueUnfinalized (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0
at RimWorld.StatWorker.GetValue (StatRequest req, Boolean applyPostProcess) [0x00000] in <filename unknown>:0
at RimWorld.StatWorker.GetValueAbstract (Verse.EntityDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
at RimWorld.StatExtension.GetStatValueAbstract (Verse.EntityDef def, RimWorld.StatDef stat, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.PawnWeaponGenerator.IsDerpWeapon (Verse.ThingDef thing, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.ThingStuffPair.get_Commonality () [0x00000] in <filename unknown>:0
at RimWorld.PawnWeaponGenerator.<TryGenerateWeaponFor>m__F0 (ThingStuffPair w) [0x00000] in <filename unknown>:0
at (wrapper delegate-invoke) System.Func`2<RimWorld.ThingStuffPair, single>:invoke_single__this___ThingStuffPair (RimWorld.ThingStuffPair)
at Verse.GenCollection.RandomElementByWeight[ThingStuffPair] (IEnumerable`1 source, System.Func`2 weightSelector) [0x00000] in <filename unknown>:0
at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
at RimWorld.FactionGenerator+<GenerateFactionsForNewWorld>c__Iterator6A.MoveNext () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldGenerator.GenerateWorld () [0x00000] in <filename unknown>:0
at RimWorld.Page_CreateWorldParams.GenerateAndReview () [0x00000] in <filename unknown>:0
at Verse.DialogUtility.DoNextBackButtons (Rect winRect, System.String nextLabel, System.Action nextAct, System.Action backAct) [0x00000] in <filename unknown>:0
at RimWorld.Page_CreateWorldParams.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0
at Verse.Layer.DoWindowContents () [0x00000] in <filename unknown>:0
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Quote from: skullywag on February 19, 2015, 02:55:50 AMI might be doing something wrong, but that doesn't seem to work.
Its sake_a and sake_b
NullReferenceException: Object reference not set to an instance of an object
at Verse.BodyPartRecord.ToString () [0x00000] in <filename unknown>:0
at Verse.CrossRefLoader+WantedRefForObject.TryResolve (FailMode failReportMode) [0x00000] in <filename unknown>:0
at Verse.CrossRefLoader.ResolveAllWantedCrossReferences (FailMode failReportMode) [0x00000] in <filename unknown>:0
at Verse.PlayDataLoader.LoadAllPlayData () [0x00000] in <filename unknown>:0
at Verse.Root.Start () [0x00000] in <filename unknown>:0
public override string ToString()
{
return string.Concat( new object[] { "BodyPartRecord(", this.def.defName, " parts.Count=", this.parts.Count, ")" } );
}
Quote from: Shinzy on February 21, 2015, 07:40:55 AM
editrhee:
Oh now that I'm here! the apparel
<Insulation_Heat>7</Insulation_Heat> things, how do they really differ from
<ComfyTemperatureMax>7</ComfyTemperatureMax> bits?
cause those both still work and all I could tell there was only different description between the two
Quote from: Gaesatae on February 21, 2015, 11:13:46 AMoh thanks! I did some old fashioned testing myself =P the insulation bit is a stat unlike the other one which is an offsetQuote from: Shinzy on February 21, 2015, 07:40:55 AM
editrhee:
Oh now that I'm here! the apparel
<Insulation_Heat>7</Insulation_Heat> things, how do they really differ from
<ComfyTemperatureMax>7</ComfyTemperatureMax> bits?
cause those both still work and all I could tell there was only different description between the two
I can't look at it now, but if I'm not mistaken the <Insulation_Heat> is the value factored by the <Insulation_Heat> statfactor from the stuff to get the final ComfyTemperatureMax. I didn't know that you can still set the ComfyTemperatureMax directly in apparel.
Quote from: skullywag on February 21, 2015, 11:52:56 AM
Have we answered the "amount of skill gain a recipe adds" yet, I see we can a skill to up but can we no longer specify the amount?
Quote from: skullywag on February 21, 2015, 11:52:56 AM
Have we answered the "amount of skill gain a recipe adds" yet, I see we can a skill to up but can we no longer specify the amount?
p.skills.GetSkill(job.RecipeDef.workSkill).Learn(0.11f * job.RecipeDef.workSkillLearnFactor);
Quote from: Gaesatae on February 21, 2015, 02:53:36 PMQuote from: skullywag on February 21, 2015, 11:52:56 AM
Have we answered the "amount of skill gain a recipe adds" yet, I see we can a skill to up but can we no longer specify the amount?
I found this in the toils...Code Selectp.skills.GetSkill(job.RecipeDef.workSkill).Learn(0.11f * job.RecipeDef.workSkillLearnFactor);
So you can add to the recipe Defs:
<workSkillLearnFactor>50</workSkillLearnFactor> for example.
I just tested it in the simple meal recipe, it works.
Quote from: Orion on February 20, 2015, 04:31:47 PMAlthough I'm not a modder, I find this interesting. Mechanoids not having toes, I can understand, but specifically no ring fingers? Just the ring fingers? What about the other ones? Are you saying mechanoids can't get married? This is discrimination! :D
Okay, I found the issue: in alpha 9, mechanoids don't have toes or ringfingers anymore. I needed to remove all references to them.
Quote from: mrofa on February 24, 2015, 05:13:55 AMGizmos are just a function name change:
Why gizmo .... what was bad with the old one...
Btw any one know how to operate on textures in code now?
public override IEnumerable<Gizmo> GetGizmos()
{
// Add base.GetGizmos()
List<Gizmo> baseList = base.GetGizmos().ToList();
for (int i = 0; i < baseList.Count; i++)
yield return baseList[i];
int groupBaseKey = 31367670;
// Key-Binding B - Call owner To rest
Command_Action opt1;
opt1 = new Command_Action();
opt1.disabled = owner == null;
opt1.disabledReason = txtNoOwner.Translate();
opt1.defaultDesc = txtSendOwnerToSleep.Translate();
opt1.icon = UI_ForceSleepButton;
opt1.hotKey = KeyBindingDefOf.Misc1;
opt1.activateSound = SoundDef.Named("Click");
opt1.action = Button_CallOwnerToRest;
opt1.groupKey = groupBaseKey + 1;
yield return opt1;
Graphic graphic = GraphicDatabase.Get<Graphic_Single>(graphicPath, ShaderDatabase.Cutout, IntVec2.one, color, color2);
Quote from: Shinzy on February 24, 2015, 06:44:40 PM
hallooo!
what does the <tradeability>Never</tradeability>
do exactly?
is it that traders won't carry them or you just can't sell them? or both?
cause the thing on the first post threw me yellow errors
just wish to get few things not carried on traders =P
might be that I just plopped the other thing in wrong place or something, too
Quote from: NoImageAvailable on February 24, 2015, 06:46:35 PMthanks Nia! it's just really really bothersome to test ingame with having to call in all the traders multiple times and stuff ;DQuote from: Shinzy on February 24, 2015, 06:44:40 PM
hallooo!
what does the <tradeability>Never</tradeability>
do exactly?
is it that traders won't carry them or you just can't sell them? or both?
cause the thing on the first post threw me yellow errors
just wish to get few things not carried on traders =P
might be that I just plopped the other thing in wrong place or something, too
That's how I understand it. All the unobtainable Mechanoid weapons have that tag so that's a pretty good indication anyway.
Quote from: Shinzy on February 24, 2015, 06:49:01 PMQuote from: NoImageAvailable on February 24, 2015, 06:46:35 PMthanks Nia! it's just really really bothersome to test ingame with having to call in all the traders multiple times and stuff ;DQuote from: Shinzy on February 24, 2015, 06:44:40 PM
*snip*
That's how I understand it. All the unobtainable Mechanoid weapons have that tag so that's a pretty good indication anyway.
Edit:
Also! question!
<tradeability>Sellable</tradeability>
means traders won't carry but you can sell it?
Oh! and the smelting + stonecutting efficiency seems to have been removed?
Quote from: Latta on February 25, 2015, 02:40:08 AM
Yes, selling only.
Efficiency: removed. For stonecut, it now yields fixed amount of block with no experience gain. I think smelting is same as stonecutting.
Quote from: Shinzy on February 25, 2015, 06:36:28 AMWait, who is Mila :oQuote from: Latta on February 25, 2015, 02:40:08 AM
Yes, selling only.
Efficiency: removed. For stonecut, it now yields fixed amount of block with no experience gain. I think smelting is same as stonecutting.
Thankoo Mila!
Quote from: Latta on February 25, 2015, 06:47:34 AMQuote from: Shinzy on February 25, 2015, 06:36:28 AMWait, who is Mila :oQuote from: Latta on February 25, 2015, 02:40:08 AM
Yes, selling only.
Efficiency: removed. For stonecut, it now yields fixed amount of block with no experience gain. I think smelting is same as stonecutting.
Thankoo Mila!
Quote from: Shinzy on February 25, 2015, 07:17:22 AMQuote from: Latta on February 25, 2015, 06:47:34 AMQuote from: Shinzy on February 25, 2015, 06:36:28 AMWait, who is Mila :oQuote from: Latta on February 25, 2015, 02:40:08 AM
Yes, selling only.
Efficiency: removed. For stonecut, it now yields fixed amount of block with no experience gain. I think smelting is same as stonecutting.
Thankoo Mila!
Oh! don't try!
Latte = Milk
Latta = Mila
That's a sound logic!