You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Implement handling for variable seed growth stages
-Switch to using a vector of pairs to preserve insertion order (also order of iteration, VERY IMPORTANT!)
-Remove the remnants of "grow", document growth_stages
Copy file name to clipboardExpand all lines: doc/JSON/ITEM.md
+7-3Lines changed: 7 additions & 3 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -974,9 +974,13 @@ Gun mods can be defined like this:
974
974
"fruit": "blackberries", // The item id of the fruits that this seed will produce.
975
975
"seeds": false, // (optional, default is true). If true, harvesting the plant will spawn seeds (the same type as the item used to plant). If false only the fruits are spawned, no seeds.
976
976
"byproducts": [ "withered" ], // A list of further items that should spawn upon harvest.
977
-
"grow": "91 days", // A time duration: how long it takes for a plant to fully mature. Based around a 91 day season length (roughly a real world season) to give better accuracy for longer season lengths
978
-
// Note that growing time is later converted based upon the season_length option, basing it around 91 is just for accuracy purposes
979
-
// A value 91 means 3 full seasons, a value of 30 would mean 1 season.
977
+
"growth_stages": [
978
+
{ "GROWTH_SEED": "5 days" }, // The stages of growth that this plant will go through and how long each stage will last. The actual stages are currently defined by the furniture representing the growing plant, so
979
+
{ "GROWTH_SEEDLING": "10 days" }, // it is highly recommended that you use exactly the same stages as listed here. The duration of each stage is fully fungible, and you can have a plant that stays in <form> for a very
980
+
{ "GROWTH_MATURE": "99 days" }, // long time, or a very short time, etc. Planting currently checks the temperature during each stage advance, so a crop that should be plantable before winter to harvest in the spring
981
+
{ "GROWTH_HARVEST": "2 days" }, // will want at least 91 days (the length of winter) in between some stages. This example would overwinter in the GROWTH_MATURE form.
982
+
{ "GROWTH_OVERGROWN": "1 hour" } // NOTE: GROWTH_OVERGROWN is optional, but if used should be a short duration. Or else it may fail to plant because the overgrown(dead) crops would not 'grow'!
983
+
],
980
984
"fruit_div": 2, // (optional, default is 1). Final amount of fruit charges produced is divided by this number. Works only if fruit item is counted by charges.
981
985
"required_terrain_flag": "PLANTABLE" // A tag that terrain and furniture would need to have in order for the seed to be plantable there.
982
986
// Default is "PLANTABLE", and using this will cause any terain the plant is wrown on to turn into dirt once the plant is planted, unless furniture is used.
0 commit comments