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irchaz20

Posted

Is it possible to make clones of special seeds? If a player buys a special seed in the shop, they can plant it but it only produces fruit and not seeds, if you clone it, it will just dissapear. Don't see the purpose of buying the seeds if you can't reproduce them.

Also why dont they stack automatically? When buying in shop they give one at a time, then I have to drag the seed on top of the other seeds to stack them.

Scalbox

Posted

Special seeds are actually "special seeds" for producing special things, such as rare items. Allowing them to be cloned doesn't make them any more special. For example, if you create a seed for ak or blueberries, the player only needs to buy the seed once and have infinite ak or blueberries.
It was a choice to make the seeds non-clonable.

Furthermore, if you clone special seeds, you receive the item, but only if they are at least 50% or 100% when you clone them.
I can add the ability to clone special seeds to the configuration file.
It will take some time for this change to take effect; I already have other changes in progress; I hope to release it in a couple of weeks.

Regarding the stacking issue, it doesn't concern the plugin, but rather your shop. I have them both in the vending machine and in the shop, and the seeds stack without any problems.

Video example:
 

The patch to enable seed production from clones will be released in a few weeks.

irchaz20

Posted

Thank you for the quick reply!

You said "the player only needs to buy the seed once and have infinite ak or blueberries."

You buy one seed like a black raspberry, grow it, harvest it then you just have black raspberries, not seeds or clones. So how would you get infinite from one seed?

Scalbox

Posted

If I enable the ability to create clones, you can create infinite items, since 1 seed always gives multiple clones. From 1 seed, for example, you can make 3/5 clones, and therefore you can create infinite items.
I'm adding the ability to clone special seeds and receive seeds. This can be enabled in the configuration file and you can decide how many seeds to give when cloning an item.

  • Like 1
Scalbox

Posted

Plugin updated
 

1) Added: Possibility to clone Special Seeds

2) Updated: Planter Box, Changed water configuration property: From Water Level to Water Quality

3) Added: Planter Box, property to change Overall Quality

Scalbox

Posted

Changed Status from Pending to Closed

Changed Fixed In to 1.3.0

irchaz20

Posted

This is awesome! Great job. I can clone them now with set genes.
I'm still having issues with stacking though. After cloning them I get several divided piles, is there a way to make them stack?
image.png.f13be898a05acfe7a3743f495d74f870.png

image.png

Scalbox

Posted (edited)

The clones all have different genes, so they can't be merged; the genes are different.
We'll make some changes to this in the next release to decide how to handle the clone genes, but that's how it works in Rust; the clones have different genes.

Edited by Scalbox
Scalbox

Posted

if you want to avoid this for now, go to the plugin and delete this stuff, starting from line 2347

 

// Hook per controllare se due item possono essere impilati
        // Evita che due cloni con genetica diversa possano essere impilati
        [Hook]
        private object? CanStackItem(Item item, Item targetItem)
        {
            if (item == null || targetItem == null) return null;
            if (item.info?.itemid != targetItem.info?.itemid) return null;

            // Controlla se sono cloni
            var itemDef = item.info;
            if (itemDef == null) return null;

            // Verifica se l'item è un clone
            var isClone = PlanterBoxAllowedItems.TryGetValue(itemDef.itemid, out var itemData) &&
                          itemData.ItemType == PlanterBoxItemType.Clone;

            if (!isClone) return null;

            // Se sono cloni, controlla se hanno la stessa genetica
            var itemGenes = item.instanceData?.dataInt ?? 0;
            var targetGenes = targetItem.instanceData?.dataInt ?? 0;

            // Se la genetica è diversa, impedisci lo stacking
            if (itemGenes != targetGenes) return false;

            return null;
        }

 

irchaz20

Posted (edited)

No they have the same genes. I can stack them after. They just originally dont come stacked

Edited by irchaz20
Scalbox

Posted

At the moment there is a problem with the genes, that's why I wrote that in the next update "the genetics system will be improved"

Scalbox

Posted

At the moment if you split the clone stack, the genetics are lost, this will be fixed in the next update

 

irchaz20

Posted

Okay I did that and reloaded plugin, still cloning with no stacking over 2. I planted 9 black raspberry seeds with set genes YYYYYY. Waited for full ripe green text then cloned them, got back 18 more seeds all with 6 Y's still but they are in 9 separate stacks of 2 each.

 image.png.bc94985e304e3aec2e952900e86929e1.png

Scalbox

Posted

did you remove the code I told you to remove?

Scalbox

Posted (edited)

Can you stack them manually? If you can't stack them manually, you have a plugin that prevents it.

Edited by Scalbox
Scalbox

Posted

plant GGGYYY
generate

GGGYYY clones, in 1 stack

 

irchaz20

Posted

I have a stack size controller plugin but its set to 5000

Scalbox

Posted

I don't know what could be the problem, but I can do it without any problems. Do you have a plugin that prevents items with the same skin from stacking? If not, I don't know what could be causing it. This problem doesn't occur with the plugin, based on the tests I just ran.

The problem only occurs if you split the stack manually, which causes the clones' genetics to be lost.

irchaz20

Posted

What does this mean?
Only if Planter Box Production Mode is set to CLONE or manual cloning

irchaz20

Posted (edited)

So I removed the displayname and description and now they will stack. It just no longer says its a black raspberry clone, the picture still shows though and they are producing black raspberries


image.png.9525d859b21fde7b1af0fda2143d3513.png

Edited by irchaz20
Scalbox

Posted

try to keep only the display name field, that field is mandatory, the description is not

irchaz20

Posted

Tried that and many other things, only thing that works is removing both displayname and description


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