Open itsbenter opened 4 years ago
Idk if this is going to be useful but Mabel#0586 mentioned, "harmony patch at the end of the method to check what got picked up and apply the quality stuff to it if the right conditions are met. Doesn't even need a transpiler"
Thanks for the summary! As mentioned in Discord, I'll take a look at adding this when the v2.0 overhaul is stable. The setting is a good idea and should be pretty straightforward to add. On a related note, I'll probably test a preset quality setting too, e.g. "ForceQuality": "Iridium"
, in case anyone wants to override the normal randomization.
Context I wanted to add a shell as a JA item and spawn it in a custom map. Naturally, I want the item to work with the forage skill (botanist profession esp). In making the JA item, I learned that the category for the likes of the rainbow shell, nautilus shell, basically "sellAtFishShopCategory" is -23 and I used it as the category in JA's object.json and set the FTM to spawn it on the custom map.
Issue I found that with the category -23, the item won't work with the forage skill in a custom map. Jonqorra#8597 said "All vanilla shells and corals are category -23. But the game is hard-coded to treat everything that spawns on the Beach as forage, which is why botanist profession works for them there."
This means that any item spawned by FTM on the beach will be treated as forage (I haven't test XD). On the other hand, any of the supposed beach forage items spawned outside of the beach will not be treated as forage. Like in my case and in Draylon's wave farm. As Jonqora said "Would be nice to be able to override that, also, and make something on the beach not automatically forage. Like if you spawned forageable beach artifacts after a storm or something and why are these glass shards iridium quality".
Proposed solution Again from Jonqora, a possible solution is to add some options like TreatAsForage: true. I imagine this could be added per area id.
Hope you can take a look and implement the feature. Thanks!