Additional Autovalue: COOK to distinguish cookable items from smeltables
Silvertide7 opened this issue ยท 1 comments
Describe the solution you'd like
I am trying to setup my modpack using autovalues wherever possible to save myself headache. CONSUME is a great example, multiplying all edible items off of their nutrition % * hunger * config value
. I was hoping something could be added similar to that but for actually cooking the item?
Maybe something like pmmo/tags/items/cookables
to go alongside smeltables
. Anything with the #pmmo:cookables
tag would get xp from a different autovalue setting, so when you set the (new) "COOK Xp Award Values Generate" = true
in the config and add:
[Auto_Values.Xp_Awards.Items."COOK Default Xp Award"]
cooking = 20
or use the verbiage you've already done, something like:
#Special override for the SMELT event when smelting items with the pmmo:cookables tag.
[Auto_Values.Xp_Awards.Items."Cook Smelt Action Override"]
cooking = 20
Then anytime an item is cooked in a furnace or on a campfire it would award xp in the same way as the consume autovalue does, nutrition% * hunger points * config value
.
Why is this feature needed
It would save a ton of time configuring every single food item in a modpack and allow for easy expansion of food based mods.
Describe alternatives you've considered
Doing it all by hand.
I'm also wondering if something like this can be done for craftable food items? If the resulting crafted item has the #pmmo:foods
tag then there would be an option in the autovalues.toml file to assign xp for that based on that foods nutrition%*hungervalue*configvalue
. Then along with"BREAK_BLOCK"
and the #mineable/hoe
autovalue that's already existing, food items would essentially not even need to be touched outside of the occasional special case like enchanted apples. I have been very hesitant to add any new food items to the modpack because of the manual work required to do so. With these you could add food items at leisure and wouldn't need to touch a thing.