I initially modded the food raw after realizing you can't pass syndromes through ingredients to the meals. Nothing like the chef making a batch of "Dog Tallow Surprise"!
I actually forgot about ITEM_REACTION_PRODUCT, so I'm now using that to specify the exact custom plant for each vanilla plant while only using one reaction at the workshop.
So I'm just adding the following to Plump Helmets:
[ITEM_REACTION_PRODUCT:MAKES_SALAD:PLANT:MUSHROOM_HELMET_PLUMP_SALAD:PLANT_MAT:MUSHROOM_HELMET_PLUMP_SALAD:SALAD] And then the following to Mango Fruits:
[ITEM_REACTION_PRODUCT:MAKES_SALAD:PLANT:MANGO_SALAD:PLANT_MAT:MANGO_SALAD:SALAD] And the reaction contains the following:
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_ITEM_REACTION_PRODUCT:MAKES_SALAD]
[UNROTTEN]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:plant:MAKES_SALAD]So far it's working!
Well I don't see why your PLANT_GROWTH product wouldn't work, unless it just isn't possible to create a PLANT_GROWTH that isn't defined in the raws somewhere. The only thing left to try would be to change your MATERIAL_REACTION_PRODUCT into a REACTION_CLASS and change your product to PLANT_GROWTH:NONE:GET_MATERIAL_FROM_REAGENT:plant:SALAD. Maybe PLANT_GROWTHs don't like the MATERIAL_REACTION_PRODUCT?
I have a feeling that's the case since the only way I could get it to work inside the vanilla plant RAW was to make a dummy growth that existed for a single tick on the plant. I think the game is creating a blank PLANT_GROWTH object and partially attaching the correct material, but it's somehow incomplete using my initial method. The blank products I got always had the correct edible tags and material colors but would never be stockpiled or eaten. I will try your REACTION_CLASS suggestion later today for science for sure
Thanks for the help everyone!