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NullReferenceException
StatusIcon.Destroy () (at <501619ff825341128b8eaca07c5419c0>:0)
ActionChangePhaseExt+<Change>d__7.MoveNext () (at E:/Code/GameModding/DSTMod_WildFrost/DSTMod_WildFrost/CustomStatusEffects/CustomExt/ActionChangePhaseExt.cs:77)
CoroutineManager+State+<CallWrapper>d__17.MoveNext () (at <501619ff825341128b8eaca07c5419c0>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <684fd32169ff40798327c75e99cfb4f0>:0)
Thanks for playing the mod
Could you explain more about the blueprint effect that you're talking?
As for hoarding food, i currently making the Ice Box building which does that
Resources i made with no hoarding in mind but i'll think about that
However, I feel that there are some parts that are a bit out of place. Could I offer some suggestions?
For instance, if the blueprints are very awkward to handle, could you add an effect where you draw another one after drawing them? And no matter what kind of food it is, it expires at once. And can I keep them after the battle, like hoarding food? In addition, wood, stone and technology also have the problem of not being able to be hoarded. For example, after completing the technology, give the player a corresponding card in the backpack instead of a blueprint? And it seems that the pet "kittykit" doesn't give players gold coins?
Finally, thank you for your efforts! This is a wonderful module!
(And my English proficiency is not very good. I can only rely on machine translation. Please forgive me if there is anything wrong with what I said.)