I was hoping for it to be main line eventually (it’ll need to be for the code changes to add the natural medicines), but I’m going to hopefully post it in the mod forum once I have something to post later this week. I had a list of things that had to change in the code, but keep happily discovering that things have been pushed to json since I last poked around.
I’ve been doing it a pretty hilarious way - for the new items, I add a newitem, a seed_newitem, and a recipe to cut up one ‘unit’ (based on charges) of newitem to make two seeds. For beans I just futzed it by taking some beans and adding water to make some sprouted beans which are seed_beans in the code. The way the code seems to work is that it needs seed_ at the front since it identifies what item the seed is for by string manipulation (so the mushroom stems are seed_mushroom). Just for giggles I made a seed_hammer (without editing the hammer at all) and sure enough the bush sprouted hammers.
[quote=“AllisonW, post:26, topic:8768”]Anything else you plan to add for crops? I won’t be adding gatherable plants, beans, or the medical plants you mentioned. I may, however, add things like oats, rice, maybe soy (the issue with soy is that it’s so bloody versatile), broccoli, zucchini, and such. Mind if I take those, or do you have them covered?
Also, mind if I add a clay oil lamp? I noticed in the OP that you seem to be interested in playing with clay, so I don’t want to step on your toes there, either.[/quote]
Go for it, and feel free to take beans! They’re out of place with what I’m doing anyway. All I did with clay is change each of the recipes from using the charcoal kiln to a (new) clay kiln and make them use fuel. I have no problem tweaking things later if what I’m doing gets merged to mainline. I’m also not planning on adding anything else on the crops side, except maybe the transplanting of trees and the potting of flowers.