Open connorhsm opened 3 months ago
Yes, likely a long-standing issue
Whether an item is a tool is defined by the processor, rather than the game, so there isn't a simple check we can do to filter these items. The simplest way to resolve this would be to remove the category, however I think there is a use case for this. It may be utilised more often if it was working as intended, especially for new players.
The processor is checking that the actor ID is >= 0, and then that the actor ID is the same as the new actor ID. If we added an additional check for whether the object has a percentage use chance. This would catch all tools like shovels etc, but not flowerpots. Similar code can be seen here, being used to calculate uses: https://github.com/twohoursonelife/twotech/blob/73d2caff53870e62a3c57ad6681c3d390a215f3b/process/src/ObjectBadges.js#L31-L33
Objects this would affect that we may not want it to effect: Rolling pin Watering can Bucket Stomper Bone needle Needle and ball of thread Knitting needles Fire bow drill Flint tipped bow drill Firebrand Short shaft Straight shaft Sharp stone stone Blueprinrt Pencil
Some items that are already being filtered out by the current code, which should possibly be included: Stakes Fishing pole Wooden tongs Spinning wheel
While not ideal, one solution would be to implement the check I suggested above, as well as a whitelist of objects that we have selected, that should be included.
Suspected due to these transitions
Possibly happening elsewhere for past items.
https://github.com/twohoursonelife/twotech/blob/0b5d78969a244bc2e8e76ea17a14a76cfbd95ca6/process/src/GameObject.js#L216-L221