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tested to be sure this one is the problem tho
- similarly, you're not touching the gardens' cooldown. Besides the spawn triggering up to 60 times a second per garden - if you check my nerd notes under my mod, you'll see that vanilla garden cooldown is bound to the animation. Compared to mine, your mod should give results that are very close (give or take rounding error) to what you'd expect from vanilla, minus lag. And that's great, certainly different approach to mine - where I decided to unlock the garden's full potential by enabling speed scaling bypassing the animation holdback. It's more of a note to subscribers choose a mod that fits their needs best (stay pure-ish or silly mode go brrrr)
- you overlooked Druid's poisoned fruit (id "consumable_poisoned_fruit), just like I did. At quick glance in your code, their spawn is affected by the cap, while picking them up doesn't trigger your consumption
All in all, great mod, love the simplicity, keep up the work :)
Good work Zat! But couple things to consider:
- running parent on_consumable_picked_up() in a loop over the stacked amount will have linear execution time growth; for all practical purposes it's still waaaaay better than vanilla, amazing and I love it, but when numbers get silly (say millions, billions) the lag will start to come back. I do not believe it matters really, but I would just be cautious with this approach in a different, more complex scenario