[quote=“Coolthulhu, post:2, topic:8802”][quote=“AllisonW, post:1, topic:8802”]Three, for crops where the seed is the crop, like beans, is there any support for a crop that can be planted and produces more of itself without a separate seed item, or would the code still require a separate “seed” item? I’m going to guess the answer is the latter, but figured I’d ask.
Four, it looks like adding new crop seeds can be done entirely JSON-side. Am I correct?[/quote]
You need a seed item for now. Seed implementation is hacky at the moment - it literally just cuts out the first 5 characters (“seed_”) from the seed item id to get the result’s id.
Yes, new crops are handled mostly by JSONs. Just add an item with a SEED tag and “seed_” in id. For example, “seed_broccoli”.
One thing that you can’t set in JSONs is the byproduct - wheat, barley and hops drop straw, sugar beets drop nothing, everything else drops withered plants.
Planting maladapted beans is fine - beans are really good, so it makes sense (from gameplay point of view) for them to require some extra time.
If adding beans, you’ll probably need to add a “beans” item and add it to all recipes (and create a recipe for drying them). There are no fresh beans in the game at the moment.[/quote]
Thanks for confirming this stuff for me, Coolthulhu.
As for the beans… yeah, I noticed that while editing and testing my last PR. There’s “canned beans” (which displays as “beans”) and “dried beans,” pretty much. In theory I could have bean plants produce the same beans you find in cans, since they apparently do have a functional spoilage timer (48 hours), but the description for it isn’t quite right. As for dehydrating them, I think I’d use a recipe similar to every other dehydrated food, and have it produce the existing “dried beans” item (I’d probably also do this for rice)–think that’s about right?