Seed stacking

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ggkthx
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Seed stacking

Post by ggkthx »

Serious problem with seed stacking.

I had a bunch of bright orange fern seeds, I put a bright orange rushes seed into my pack and it combined with the fern seeds and turned the whole stack into rushes seeds, according to the label anyway.

Removing seeds from that stack is also messed up.
I pulled 6 off, 6 bright orange rushes, but the remaining stack of 50 just said "Blue Seed".

Pulling seeds off of this stack I get ones that say Blue Seed, Red Seed, Plain Seed... Though the graphic remains the bright orange seed. No idea what will happen when they grow.

Going to check some other seed stacks and see what happens.

Ok, took 2 Orange Lillies seeds, removed one, it is an orange lilly seed, the other now says Plain Seed and they will not restack.

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Red Squirrel
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Seed stacking

Post by Red Squirrel »

We'll have a look at that to see what's happening. Guess for now avoid touching stacks of seeds that are rare or that you want to use. If you double click a stack you should be able to plant that way for now. (will only deduct the amount, so the type will not change)

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Red Squirrel
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Seed stacking

Post by Red Squirrel »

I've been looking at this, I was able to reproduce the issue when you separate a stack and I have an idea what is happening, just can't find where the code that would control that is.

The different types stacking together, though, I can't seem to reproduce. Is there any particular pattern to this? So you dragged and drop different seeds into a bag and at one point they stacked with a different type?

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ggkthx
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Seed stacking

Post by ggkthx »

Looked into this further, on that part it looks like I was mistaken.
I had two different plant types both producing the same seeds apparently. :oops:

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ggkthx
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Seed stacking

Post by ggkthx »

One odd thing is it seems to treat them as one item.

Like 10 arrows says 10 arrow.
Seeds don't do that.
The only difference between one seed and a stack of seeds is the weight.
The name is the same.

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Red Squirrel
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Seed stacking

Post by Red Squirrel »

It's always just one object, but that's something else I could look into. The name should probably change to seeds if quantity is more than 1. The way stacking works is it actually is one item, but the amount is set to a number. When you drag an item off it creates a new item. This is where it's messing up as it was randomizing the type and hue again. That's fixed on TC1 now so feel free to give it a try and see if there's still an issue.

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ggkthx
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Seed stacking

Post by ggkthx »

Seems good on TC, hadn't checked before but new unknown seeds won't stack? Thought they might since it could/would make it a random whatever color seed when removed from the stack, but I suppose that would require totally different code for them then since that's the opposite of how you want known seeds to work.

[Edit] : Just played with them some more, they will apparently stack if they're the same type. You still don't know what any of them are, but can tell which ones are of the same kind and which are not. And that should reduce item counts on unknown seeds too then.

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Death
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Seed stacking

Post by Death »

ggkthx wrote:Seems good on TC, hadn't checked before but new unknown seeds won't stack? Thought they might since it could/would make it a random whatever color seed when removed from the stack, but I suppose that would require totally different code for them then since that's the opposite of how you want known seeds to work.

[Edit] : Just played with them some more, they will apparently stack if they're the same type. You still don't know what any of them are, but can tell which ones are of the same kind and which are not. And that should reduce item counts on unknown seeds too then.
There's a plant resource called poppy dust that will reveal the identity of an unknown seeds. It's currently unreleased but just a head's up that there is a way to indentify them without having to plant.

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