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crafting loop

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crafting loop

Postby cfelch » Fri Feb 13, 2015 3:44 am

I was just thinking how some crafts would be a lot easier to manage if we could set them to be performed x times with one command.

Provided we had the ability in our timer to perform them all.

Better still, a means to just repeat it until you run out of supplies (or branch, whichever comes first).

To that end, I suggest an optional third parameter to the crafting command.

craftStarter craftName integer

Where it will attempt to repeat craftName integer times.

When integer in equal to 0 it would loop until supplier are gone.

Crafts that don't consume anything may need a flag to prevent the infinite loop, but the crafting timer would stop that as well.

And yes, I know this is a rather twinky option to ask for.
But in my defense, some of the crafts in this game have rather twinky requirements as far as supplies go.

On the flipside, it could instead be built into only certain crafts, and allow certain base goods to have a more variable number of units.
For example... trees.
In the read world they are not all just one size.
The Mirkwood is old-growth forest, no?
If the crafts using logs (blocks and planks) would each just loop through, making one item per x units of material until the raw material was used up.
With 1 unit per iteration used up to make scrap, and any remainder ending up as scrap as well.

Of course, that might mean that cutting down trees would need to have a variable timer attached to it, based on the number of units in the tree, to account for the added thickness cut through.
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Re: crafting loop

Postby Matt » Fri Feb 13, 2015 7:59 am

Just set up a trigger
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Re: crafting loop

Postby Hawkwind » Fri Feb 13, 2015 4:48 pm

Or you know, play by the rules.
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Re: crafting loop

Postby Real » Fri Feb 13, 2015 4:55 pm

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