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But when I run it in my function, it doesn't seem to be working, just skips right over it.
It worked once, but then it does not.
My function for that is as follows;
(I have a 4x4 world, I know it's not the greatest, but I'm still getting stuff setup as I unlock things)
It'll do it once if I clear the word (following the else block). I'm trying to get them to plant in the bottom right quadrant of the field. After that it just skips over the already tilled soil.
Edit: I have enough seeds.
It's not that they're not growing, it's that it's not planting on Soil. The way I wrote my script is that it'll pass over stuff that's already Grounds.Soill.
I would expect:
to work, but it doesn't even execute that block. That condition doesn't evaluate to True, despite it being True if I print get_ground_type()
A pumpkin must be planted and grown.
Obviously can_harvest isn't true on a blank soil patch, so it was skipping my code. It was me creating spaghetti trying to have too many layers of abstraction. Thanks for your help, though, you pointed me in the right direction.
Loving the game. Don't know what made the dev make it, but it's really fun!
And I just thought of this thing after the Trees. Almost a hint. +
You really want even bigger than 3x3 for pumpkins. You want the max size of your plot. You want to be able to just grow a single pumpkin over the whole plot for maximum pumpkin. Down below is the strat I used
Loop over every square and till/plant. Add every square to a "not ready" list.
Loop through every square continuously on your "not ready" list and remove that square from list once it's harvestable. If it ain't harvestable then keep it on the list and replant if the entity doesn't exist.
Once your list is empty, you have a maximum size pumpkin and know it's completely filled in and can then harvest.