Better chunk loading, run commands when harvesting, more config options, mmoitems lore support
Hey! Its been a minute. This update will make shrubs run 2x better on performance in the addition of the following:
- RipeDropChance: May cause shrubs to drop their fruit when they succeed on a generation RNG roll (like dropping a ripe apple from a tree).
- HarvestResetCooldown option that well, when a player harvests a shrub, it makes sure the next fruit doesnt generate instantly.
- CommandOnShake: Singe command or list of commands to run when a shrub is harvested. Supports PAPI placeholders and has several of its own shrubs-specific placeholders. See the manual for the list

- RandomizeProduce to regenerate RNG values of MMOItems every harvest.
- HarvestWith, a list of vanilla or MMOitems with which the players must harvest the fruit, or else it wont drop.
- VaultCost and VaultRevenue, the economic cost of harvesting one unit, and the fraction the owner of the shrub (whoever placed it down) gets every time someone harvest their shrub.
- If you missed it, Saplings that grow into trees that produce fruit!
- Also in case you missed it, Seed Packets that you use to transform a block already in the world into a shrub, rather than placing the block as a shrub.
- Also if you missed it, Fertilizer Efficiency of bone meal.
Also, shrubs now supports automatically writing out all its values into MMOItem lore. See the manual for the recommended/sample stuff you must add to the language folder of MMOItems