Three mid-session fixes to the hemp progression mechanics: - Trader buyback now operates on the held stack only. Earlier code walked the entire inventory to count and consume hemp items, so right-clicking with a stack of 64 buds while having more in other slots traded everything. Reproduced by user holding 64, ended up losing all stacks. Fixed: count = stack.amount, consume modifies only the selected hotbar slot. Other stacks of the same item stay intact. - Chest loot handler removed the `if (stack) return` guard. It was meant to skip placement events but blocked nearly every legitimate chest open (players almost always hold an item). Now every fresh chest open rolls; per-chest seeded set still prevents repeats. Added a chat ping when seeds drop so players notice. - Added a script-side wild hemp scatter on a 60s tick to bridge the worldgen gap. Bedrock features only fire on FRESH chunk generation, so legacy worlds where players have already explored never see the feature_rule patches. Scatter picks a random online overworld player every minute (40% chance), finds a grass surface within 32 blocks, places 2-4 mature hemp_crop in a small cluster. Runs in parallel with the worldgen feature_rule for new chunks. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
32 KiB
32 KiB