BlakeBr0 / MysticalCustomization

Allows modpack creators to add new content and modify existing content in Mystical Agriculture.
https://blakesmods.com/mystical-customization
MIT License
6 stars 6 forks source link

baseSecondaryChance is not being altered from its default #46

Closed YzXupoo closed 5 months ago

YzXupoo commented 5 months ago

Describe the bug When adding a new crop for projectE the base secondary drop chance was changed to value 0.0 and the drop chance was still set to the defualt when in game.

To Reproduce { "name": "Dark Matter", "type": "mysticalagriculture:resource", "tier": "mysticalagriculture:5", "ingredient": { "item": "projecte:dark_matter" }, "textures": { "flower": "mysticalagriculture:block/flower_ingot", "essence": "mysticalagriculture:item/essence_ingot" "seeds": "mysticalagriculture:item/mystical_seeds" }, "baseSecondaryChance": 0.0, "essence":"projecte:dark_matter"

}

Expected behavior Expected the base chance to be 0.0, but it is still 10%

Screenshots / Scripts / Logs No errors or anything like that. Just trying to set the seed to only be craftable and growing, but not increasing in seed numbers without crafting.

Versions (please complete the following information):

BlakeBr0 commented 5 months ago

So there's essentially two 'chances' that get combined to decide the chance of a secondary seed drop:

Currently you would have to create a new crop tier that doesn't have an effective farmland OR has secondarySeedDrop set to false and set the crop to that tier to get the effect you want. This is generally the intended approach as that's how tier 6 crops work in Agradditions.

I'll look into making it so that the effective farmland chance can be modified per crop (either toggle or percentage like base).