Small code change suggestion within ResourceCallHandler:harvest_entity()

In that ResourceCallHandler:harvest_entity() function, we have this piece of code:

   if renewable_resource_node and renewable_resource_node:get_harvest_overlay_effect() then
      renewable_resource_node:request_harvest(session.player_id)
   elseif resource_node then
      ...
   end

If the entity have a renewable option, it will always try to harvest the renewable resource, even when it has not replenished yet. It will never try the non-renewable option.

In the archipelago, I modded that, into this:

	if renewable_resource_node and renewable_resource_node:get_harvest_overlay_effect() and renewable_resource_node:is_harvestable() then
		renewable_resource_node:request_harvest(session.player_id)
	elseif resource_node then
		...
	end

Just one extra condition, renewable_resource_node:is_harvestable() was added.
This forces it to fail in case the entity was harvested and have not replenished yet, and finally try the non-renewable option instead.
It is what makes palm/papaya trees work, you harvest it for renewable coconuts, then if you try again, it will chop the tree, unless you gave it enough time to grow the coconuts back.

Makes sense. Will be in the next release.

Yay, one less override.

for the apple trees in brewery i had add both the renewable_resource_node and the resource_node - with the normal harvestcommand they will get only the renewable and if someone will cut it dow they can manually select the tree and use the cut button ^^

so they dont will cut it accidentally ^^