So I’m looking into overhauling farming, primarily by adjusting the time it takes different crops to grow. I’d like to add a mingrow and maxgrow attribute to seeds that determine what day (adjusted for season length options) will grow.
However, if I’m understanding item types right, I’d need to add a mingrow and maxgrow attribute to it_ammo in itypes.h, and set a default value for the vast majority of ammo that isn’t seeds. This seems clunky and ugly.
There’s also the issue of foods that can be used as seeds, such as potatoes and carrots. Under the current system, they can’t be planted, I believe, even if they have a “SEED” flag.
This leads me to what seems to what seems to be the best option, afaik, a seed itype extending and inheriting from comestible…assuming that’s possible. Would that break save compatibility, to create and change items over to a new type? Is there a smarter way to do this? If not, how would I even go about setting up a sub itype?
…I’m starting to see why this hasn’t been touched I think.