1. I think the title speak for itself. If at all possible; Maybe a command that takes X Owrongs and gives you a seed instead?

    Thanks beforehand!
     
  2. Do you use the LootConfig plugin?
     
  3. I have not tried it no; Took a look at the source and this may do what I am looking for actually! Though admittedly I do not quite see how this is done...

    Okay... So, I've had a crack at it and getting a tad confused as to how it generates things. It seems random as many entries aren't following the same pattern. This is the Owrong's default entry.

    Code:
        "Owrong": {
          "RollCount": 99999,
          "RollWithoutReplacement": true,
          "LootResult": null,
          "Children": [
            {
              "Key": 30.0,
              "Value": {
                "RollCount": 1,
                "RollWithoutReplacement": true,
                "LootResult": {
                  "ItemId": "Owrong",
                  "StackSize": 1,
                  "RandomVariance": 0
                },
                "Children": []
              }
            },
            {
              "Key": 30.0,
              "Value": {
                "RollCount": 1,
                "RollWithoutReplacement": true,
                "LootResult": null,
                "Children": [
                  {
                    "Key": 0.5,
                    "Value": {
                      "RollCount": 1,
                      "RollWithoutReplacement": true,
                      "LootResult": {
                        "ItemId": "OwrongSeeds",
                        "StackSize": 2,
                        "RandomVariance": 1
                      },
                      "Children": []
                    }
                  },
                  {
                    "Key": 0.5,
                    "Value": {
                      "RollCount": 1,
                      "RollWithoutReplacement": true,
                      "LootResult": null,
                      "Children": []
                    }
                  }
                ]
              }
            }
          ]
        },
    If I am reading this right; Owrong's have a 50% chance to drop 2 - ( RandomVariance + 1) 3? If all of that is correct I'd assume this would work? If not mind pointing out what I've done wrong?

    Code:
        "Owrong": {
          "RollCount": 99999,
          "RollWithoutReplacement": true,
          "LootResult": null,
          "Children": [
            {
              "Key": 30.0,
              "Value": {
                "RollCount": 1,
                "RollWithoutReplacement": true,
                "LootResult": {
                  "ItemId": "Owrong",
                  "StackSize": 1,
                  "RandomVariance": 0
                },
                "Children": []
              }
            },
            {
              "Key": 30.0,
              "Value": {
                "RollCount": 1,
                "RollWithoutReplacement": true,
                "LootResult": {
                  "ItemId": "OwrongSeeds",
                  "StackSize": 1,
                  "RandomVariance": 0
                },
                "Children": []
              }
            }
          ]
        },
     
  4. @Tearlow
    I don't try to change this values, but I think that you read this right. If you change "StackSize:" to 5 you got every 5 seeds or Owrong. In this config is on the top multiplier for all Stacks if you change this to 5 and StackSize to 5 too you got every 5*5 seeds = 25 :D but I only thinking about this, don't testing. I'll leave it up to you :p
     
  5. Admittedly I'd like a simpler solution but I will in fact accept this for the moment; It works perfectly fine after all!

    It would seem my assumptions were correct, the above works just fine. However, something odd (or mayhap this has to do with the game) but if you're inventory is full and harvest a Owrong you end up with the fruit dropping but the seed vanishes completely... Except for that, works just fine! Thank you for the suggestion!
     
  6. You're welcome