This will be fixed if you rename your SkillNeedDef folder to SkillNeedDefs (with an S on the end).
Misspelling bugs are the most annoying bugs.
Misspelling bugs are the most annoying bugs.
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Show posts MenuQuote from: Vas on March 14, 2014, 07:37:34 AMQuote from: Tynan on March 06, 2014, 04:32:31 PM
I'm going to start having silver stack higher. It'll take some coding but you're right that one stack limit for all items isn't appropriate.
How is it going to take some coding?You just change a single value. xD At least, it works for me when I do it. It just caused more glitches when I tried to make silver take a 2x2 grid.
<ThingDef Name="CrateBase" Abstract="True">
<eType>Debris</eType>
<category>Item</category>
<thingClass>ThingWithComponents</thingClass>
<altitudeLayer>Item</altitudeLayer>
<passability>PassThroughOnly</passability>
<fillPercent>0.4</fillPercent>
<maxHealth>100</maxHealth>
<selectable>true</selectable>
<neverMultiSelect>false</neverMultiSelect>
<pathCost>55</pathCost>
<overdraw>false</overdraw>
<comps>
<li><compClass>CompForbiddable</compClass></li>
</comps>
<drawerType>MapMeshOnly</drawerType>
<naturalBuilding>true</naturalBuilding>
<randomizeRotationOnSpawn>false</randomizeRotationOnSpawn>
<designateHaulable>false</designateHaulable>
<dropSound>Interaction/Haul/JunkDrop</dropSound>
<saveCompressible>true</saveCompressible>
<stackLimit>1</stackLimit>
</ThingDef>
<ThingDef ParentName="CrateBase">
<defName>PotatoCrate</defName>
<label>Potato Crate (300)</label>
<basePrice>250</basePrice>
<textureFolderPath>Things/Item/PotatoCrate</textureFolderPath>
<alwaysHaulable>true</alwaysHaulable>
<storeCategories>
<li>PlantFoodRaw</li>
</storeCategories>
</ThingDef>
<li>
<itemDef>PotatoCrate</itemDef>
<dropPriceModifier>Cheap</dropPriceModifier>
<amountMin>2</amountMin>
<amountMax>4</amountMax>
</li>