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Nahlásit problém s překladem
Market Value calculation, this will need adjusting. Especially for trading mods but I'm not well versed in those.
It's not perfect but the goal was to try to make them a 1-1 replacement and with the chance of them being worth more depending on stats and favor. That way you could potentially use any resource as currency without the loss of value due to you "selling." Tweaks will have to be made, that I'm sure of first though, I have to get the new system functionally before I can see how it translates.
The shelf thing. ♥♥♥♥♥♥♥♥♥. Woooops. That isn't a hard fix, at least for vanilla storage. Huge oversight. I've been been tossing them on the ground and watching them tessellate so I didn't even think of shelves.
Also I'm so glad I checked this cause I forgot about shelves.
EDIT: Currency is now located under Items.
EDIT: Scratch that, I figured it out when adding another mod through RimPy. This one requires XML Extensions which apparently somehow was removed from my modlist. My bad. It appears to work well now, thank you!
Recipes should now be condensed to two: x50 and x500, 5 and 50 respectively. From there you can pick the material you wish to craft the coin in. It's a lot easier to manage and less defs is always better.
Coin value should be pulled from what the material is worth and not the crafted from value. I think I may check both but if it can't find either it defaults to §0.10 to avoid problems.
I did have some issues with the recipes showing ingredients that weren't available to be coined but I think I've addressed that but when you add extra mods into the mix there's bound to be some hiccups and I use way too many mods.