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Add food_* groups to default edibles #2089
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Added {food_apple = 1} group to apple.
Added food_? groups to farming edibles.
Added food_* group to edible brown shroom
mods/farming/init.lua
Outdated
@@ -25,17 +25,21 @@ farming.register_plant("farming:wheat", { | |||
place_param2 = 3, | |||
}) | |||
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minetest.override_item("farming:wheat", { | |||
groups = {food_wheat = 1, flammable = 2}, |
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Wheat wouldn't be used in food crafting, only flour.
You'd be surprised how many recipes ask for wheat as an item, gotta get those whole grains :) |
Ok. |
I don't like this override though, should be done another way. |
Did comment earlier in -hub that I don't like the override. That's really the only thing putting me off this. A mod needing to override what it registers itself is bad. |
I'm also unsure about the whole PR, undecided. |
I'm fine with this PR, if the override issue is resolved. We've previously talked about adding more groups to help enable mods to be less game specific, and this seems like a good step toward that. |
The only other way to do this is to tweak the farming api for registering crops so that it adds custom groups. |
this fixes the def.groups so they can be assigned to output craftitem.
remove wheat override cause register_plant api has working def.groups included instead
Okies, when using farming.register_plant() it will now use 'def.groups' for the output crop (wheat, cotton etc.) so the override is no longer required :) |
Much better. |
@paramat you could +1 it simply for the fact it fixes the farming custom groups in the api. |
@tenplus1 i could also be neutral. |
You are neutral because unsure, or there are negative side effects? |
I can't see any negatives (apart from code bloat / complexity), just unsure if useful enough to be justified. I'll leave it to other devs to decide. |
This adds the food_* groups to edible items within default so that food crafting is easier within mods.