TotalyMeow wrote:Right, to act like a substance. I'm sorry if I confused you by adding 'liquid' since not all substances are. The game considers some things to be a discrete 'item' which is just one solid thing, while it considers others to be a 'substance' which can be split or combined with other substances of the same type and can be put in a baglike container, so substances act more like a liquid. I told you why that is going to be more trouble than it's worth. Every use of wood choppings would have to reprogrammed and I don't know if existing items could be converted to a bunch of little stacks of the substance or if they'd have to be deleted. I just don't see the big benefits of this, and I think it would be the end of wood choppings as an inspirational and as a fuel.
From a coding perspective, you sure have a DB of some sort handling all the items, it is no biggie to exchange one value for another, and turn all item x into item y.
For the item itself and the use, there is bonemeal already, that acts exactly as wood choppings should, just with a different fertilizer effect, it should be quite simple to copy the item behaviour of bonemeal, change the fertilizer effect, and name it "new wood choppings" or so internally and "wood choppings" for what is displayed, and adjust the value used per "fertilizing" to what 1 unit of wood choppings weights right now.
Also, changing the few recipes that use it to the stack instead of discrete items should be no problem either, it all exists already in that form.
The only thing I can't tell, as I don't know your implementation, is, if it would be a problem where "any tinder" is used, to take both discrete items and x.xx kg in the same place.
With well structured code, and a capable programmer, this should take something between 20 minutes and 2h for the coding part, but not longer.
And I'd say that it's well worth it for having a little less of a mess in most players inventorys.