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Add 'Item Crafted' Trigger #83
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Hey, just to set your expectations straight, this wouldn't be coming very soon - it's impossible to reliably do this with the way the mod's currently coded. I worked around this for some skills by using loops - buy materials & loop back to the "start crafting" step continuously - but it can be unreliable if your recipe is using crafted/gathered materials and item preservation/double chance starts coming into play and making numbers chaotic. Your sort of automatic work splitting based on ratios should become possible once I've finished implementing a few other features:
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Could a mvp of this be to just run the action once and move on? For example, woodcutting: Sure, it assumes ingredients are there, and if the ingredients are missing it'll attempt to craft, fail, and move on. Is any of this a thing? :) |
I think that'd actually be more difficult to implement because it goes completely against how the mod is coded (keep doing thing A until the trigger for thing B fires) - right now the trigger for "oak < 1mil" would need to somehow trigger after you've cut the normal log, but not before the normal log action's finished. Come to think of it, action timers are static, so an easy workaround for now could be to code a "delay" action: Step 1
Step 2
How does that sound? |
Oh, that'd be great. Even if it's not perfect, can just throw some extra time on it. If I'm running it overnight, it'll just increase all logs by some amount, which is the point. Efficiency can come later :) |
Category
A new trigger
What are you missing?
The idea is to create a flow which cycles through a list of items to be crafted and evenly crafts them up to a target quantity.
Eg. 1mil of each Summoning tablets, Runes, etc
Currently the item quantity trigger would do a rune up to 1mil before moving to the next one.
If the flow could progress after x crafts (1 is fine) then you could check for item quantity and if < 1mil then craft, else skip.
Thanks.
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