Resprites wooden drying racks#1028
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## About The Pull Request All items im aware of only care amout the dried signal once, in which it applies dried, then it does nothing new. This changes it so it wont accept, process, or otherwise consider valid "completed"/dried items I considered just removing the element in whole, but i realized that would have an effect on the ciggie rolling recipes which check for specificly `TRAIT_DRYABLE` which is added and removed by whether it has said element. Im also not sure how weird the practice or `RemoveElement` yourself inside an element is. But this would be my alternative if anyone has any thoughts. <img width="853" height="239" alt="image" src="https://github.com/user-attachments/assets/4d3803ff-2248-48d8-8c60-f8abac8647e6" /> <img width="747" height="85" alt="image" src="https://github.com/user-attachments/assets/396b06cb-d8a8-4318-853f-fe9d90050346" /> ## Why It's Good For The Game prob dont need to waste effort or allow someone to reinsert a dried item. It also means we can have logic for if the drying rack has processed all of its contents. ([evil downstream pr](DarkPack13/SecondCity#1028) where i added a filled-dried icon state) ## Changelog :cl: fix: Drying rack no longer accepts or processes dried items /:cl:
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About The Pull Request
There is a sprite for when they are dried but weed is notably missing code that removes them from being counted as dryable at any point.
2026-05-06.01-02-19.mp4
Why It's Good For The Game
Old ones are one of the oldest sprites in TG. They are illfit for the setting.
Changelog
🆑 FalloutFalcon, Major00
image: Resprites wooden drying racks
/:cl: