Mystical Customization

Mystical Customization

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baseSecondaryChance is not being altered from its default

YzXupoo opened this issue ยท 1 comments

commented

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):

  • Minecraft: 1.20.1
  • Forge: 47.2.0
  • Cucumber: 7.0.7
  • Mystical Agriculture: 7.0.10
  • Mystical Customization: 5.0.0
  • Singleplayer or Multiplayer: singplayer
commented

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

  • base chance (when planted on essence farmland, set on crop, or falls back to crop tier)
  • effective farmland chance (when planted on the farmland block that corresponds with your tier)

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).