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1- Mod Forsakenabyss102.Glowpods has multiple Verse.BuildableDefs named GrowPods. Skipping.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<Verse.BuildableDef>:AddAllInMods ()
2- Mod Forsakenabyss102.Glowpods has multiple Verse.ThingDefs named GrowPods. Skipping.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<Verse.ThingDef>:AddAllInMods ()
The log is uploaded here, and the Glowpods lines are 495-524
I think I'll do that.
<thingCategories>
<li>BuildingsSpecial</li>
</thingCategories>
<fillPercent>0.20</fillPercent>
and delete this
<blockWind>true</blockWind>
PD: I like the idea about the Wooden Hives and the research thing, Good work ^_^
...
<ingredients>
<li>
<filter>
<thingDefs>
<li>InsectJelly</li>
</thingDefs>
</filter>
<count>35</count>
</li>
</ingredients>
<products>
<GrowPods>1</GrowPods>
</products>
<workSkill>Cooking</workSkill>
<efficiencyStat>ButcheryFleshEfficiency</efficiencyStat>
<skillRequirements>
<Cooking>4</Cooking>
</skillRequirements>
<researchPrerequisite>Devilstrand</researchPrerequisite>
</RecipeDef>
Code for "ThingDef"´s
in <tradeability>None</tradeability>
Thanks for ur mod it work great :D.
<RecipeDef>
<defName>GrowPods</defName>
<label>Make a GrowPods</label>
<description>Digging out eggs...</description>
<jobString>Digging out eggs...</jobString>
<workAmount>600</workAmount>
<workSpeedStat>ButcheryFleshSpeed</workSpeedStat>
<effectWorking>ButcherFlesh</effectWorking>
<soundWorking>Recipe_ButcherCorpseFlesh</soundWorking>
<interruptIfIngredientIsRotting>true</interruptIfIngredientIsRotting>
<recipeUsers>
<li>CraftingSpot</li>
<li>TableButcher</li>
</recipeUsers>