Minecraft mod: What is that funky smell in my backpack? Food spoils over time unless preserved. Configure any item to rot, any container to preserve items.
Describe the bug
Plantable food can be refreshed by planting the item then re-harvesting it. Carrots and potatoes, for example.
To Reproduce
Get a plantable food item like carrots or potatoes
Let it rot at least 1% of time
Plant the food item
Harvest the food item. It will have a fresh rot expiration.
Expected behavior
Not exactly sure. Immediate refreshing is bad, but also want results of grown crops to be at 0% rot when harvested. One idea would be for the planted crop to behave like a refreshing container - it would tick down its rot back to 0% at the same speed it would rot, and restart rotting when harvested.
However, MC vanilla crops also don't have TileEntities nor NBT to attach the Rot capability and/or data. Such an implementation might require creating TileEntites for all crops and adding custom classes and/or override vanilla instances for every part of the crop's lifecycle: ItemSeedFood (to place new BlockCrop), BlockCrop (to add TileEntity), TileEntity (to hold cap).
Describe the bug Plantable food can be refreshed by planting the item then re-harvesting it. Carrots and potatoes, for example.
To Reproduce
Expected behavior Not exactly sure. Immediate refreshing is bad, but also want results of grown crops to be at 0% rot when harvested. One idea would be for the planted crop to behave like a refreshing container - it would tick down its rot back to 0% at the same speed it would rot, and restart rotting when harvested.
However, MC vanilla crops also don't have TileEntities nor NBT to attach the Rot capability and/or data. Such an implementation might require creating TileEntites for all crops and adding custom classes and/or override vanilla instances for every part of the crop's lifecycle: ItemSeedFood (to place new BlockCrop), BlockCrop (to add TileEntity), TileEntity (to hold cap).