Balance and Feature Request: Toasting dried kelp is exploitable
saltyseadoggo opened this issue ยท 3 comments
In vanilla, dried kelp is able to be made into fuel by crafting it into dried kelp blocks, which can smelt 20 items per nine dried kelp. This is the intended fuel efficiency of dried kelp. However, I have noticed that, because dried kelp is a food item, it can be toasted to create charcoal, drastically increasing its fuel efficiency to 72 items (8 items per charcoal times nine) per nine dried kelp. This can be seen as a bit of an exploit.
Now, if this is intended to be allowed, you can close this issue. If it isn't, however, I might suggest either blacklisting dried kelp in particular from the toaster's recipes in the code itself, or perhaps letting the toaster read from a .json file in the mod's data folder that contains dried kelp by default, and can be expanded via datapacks; something like a toaster_blacklisted_foods.json. This would let savvy players add other food items with similar exploits from other mods to this blacklist on their own without needing to nag you about it.~
I'm closing any issues labeled Fixed in Development so I can work on fixing open issues.
This is really interesting, good find! The purpose of letting you toast food into fuel is for when you are starting out with big tech mods needing fuel generators, I thought the food burning could be a useful feature to turn things like poisonous potatoes and rotten flesh into fuel. This is a valid concern for balance, I can add a tag of items that cannot be turned into fuel. Thanks!
Oh, I adore the toaster's functionality! Being able to put the likes of rotten flesh, spider eyes and pufferfish to good use is a lovely feature, even outside of technical mods.~ I think a tag would be a good solution that is also easily adjusted through datapacks to suit players' needs.~