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PostPosted: Sun Sep 20, 2009 11:09 am 
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Ryme wrote:
By popular demand, the recyclonizer has been upgraded to vend multiple.

And the assemble things page only lists things that are actually assembleable. (Let me know if anything got overlooked and isn't showing up properly. I haven't altered any recipes with this change.)

Thank you very much for implementing two very needed changes. This has already helped me save many clicks (and discovering a recipe ingredient).


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PostPosted: Sun Sep 27, 2009 6:28 pm 
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I don't know if this has been discussed or not, and I don't have the patience to find out...

When assembling items, we can now make more than one thing at a time. Lovely. However, it would be nice if each time you assembled something, the number of items you wanted to assemble would be reset back to zero rather than staying at whatever number you entered for the previous assemblage.

Hopefully that makes sense. And hopefully you will forgive the overuse of the word "assemble."

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PostPosted: Sun Sep 27, 2009 10:53 pm 
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Actually, resetting the counter would be kinda annoying, especially when assembling a jetpack.

Now, one switch in the assembling/welding that would be nice is a single-click way to switch from welding to assembly and vice versa, without having to go out to the workshop again.


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PostPosted: Mon Sep 28, 2009 3:58 am 
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Err, what does resetting the counter have to do with a jetpack? In most cases there, you're only making one each of the final parts that make it up. It doesn't really make much sense to keep the amount made there, since it's unlikely you're going to want to do the same number again of an assembly you just did (you could've doubled the number if you wanted that :/). I say reset it to 1 (not zero), the default.


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PostPosted: Mon Sep 28, 2009 11:14 am 
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I liked this feature when making potions (make 50 of each of the materials) until I made 50 ruby treacle by mistake.


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PostPosted: Mon Sep 28, 2009 12:24 pm 
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Satan wrote:
Err, what does resetting the counter have to do with a jetpack?


There's a stretch of assemblies there that require 2 of each result... the motors, servomotors, etc. So if you've got all the parts before you start building, the current counter-setting strategy reduces the amount of clicks needed.

Besides, as I mentioned above, if anything needs to be changed in the assembly page(s) it's the ability to switch between types of assembly, so that really should be the higher priority.


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PostPosted: Mon Sep 28, 2009 1:12 pm 
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Not exactly. That reduces the amount of clicks by 1, to 1, when it was 2 clicks before. It's largely just a very minor annoyance. The memorized number, though, causes problems like what Muh showed, and doesn't apply to 99% of cases. You have more things that you don't need to do two of on the jetpack anyways, so if anything, you're still losing clicks. It's much safer to just set it back to 1, and the most convenient in most cases.


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PostPosted: Mon Sep 28, 2009 1:25 pm 
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Again... if you're building correctly, you're definitely saving clicks... you do a stretch of x1 builds, and a stretch of x2 builds. But really, there's no real problem in 99.999% of cases with storing the value. I mean, for example, any multi-stage process, I'm gonna want to use the same number of end products as the previous build. However, any single-stage build, I hop into the workshop, do the build, and leave. Next time I go into the workshop, it's reset the value to 1.


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PostPosted: Mon Sep 28, 2009 1:37 pm 
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Ok, but that leaves the cases where we're there making multiple unrelated things, which is the majority. It doesn't make any sense to record the number in that context. I often prepare materials for the next robot day all at once, and have to change the number whenever I move on to the next one, assuming it's not 1. It's much more logical and efficient to just change it to 1, just like the skills work.


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PostPosted: Mon Sep 28, 2009 3:01 pm 
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Satan wrote:
Ok, but that leaves the cases where we're there making multiple unrelated things, which is the majority.

s/majority/extreme minority

And honestly, I'd prefer if the skills remembered settings, so when buffing I could go through and use each skill 10 times without having to click into the field, enter a value, and then click use...


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PostPosted: Mon Sep 28, 2009 3:19 pm 
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... Extreme minority? :/ And it doesn't make any sense for the skills to have the same number, since unless you're specifically trying to do the same number of casts, you wouldn't do that. Not to mention differing PP costs between skills and in some cases duration. In the case of assembly, there are very few reasons to have it retain the number (the few multi-stage things which people might actually make in bulk, or part of the jetpack). As opposed to, anything else? Making lots of different types of items? It just doesn't make any sense to retain that number. In most cases, no one makes a second jetpack anyways, so that's not even a standing problem. And in the former, it can cause problems, like when you make too many of another item you were making in bulk. If it defaulted to one and undershot, you've not wasted anything and can simply click and enter the right number, as opposed to irreversibly losing the items short enerbun/firecrackers, the former of which is difficult to come by at mid levels and the latter of which is a very rare drop in a somewhat otherwise useless zone past level 4 >.> Don't confuse what you find convenient with what the majority would find convenient.


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PostPosted: Mon Sep 28, 2009 6:54 pm 
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Satan wrote:
Don't confuse what you find convenient with what the majority would find convenient.


pot

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black


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PostPosted: Mon Sep 28, 2009 7:34 pm 
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I agree that the page should probably be reset to one; that's by far the most likely quantity to be desired at any given point.


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PostPosted: Mon Sep 28, 2009 8:47 pm 
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Well, I didn't expect my request to spawn such argument. However, I'd be thrilled to have it just reset back to one, rather than zero like I initially said. I actually didn't even notice that it didn't reset until the other day when I accidentally made a bunch of something I did not want bunches of.

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PostPosted: Mon Sep 28, 2009 9:57 pm 
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cromulentia wrote:
I actually didn't even notice that it didn't reset until the other day when I accidentally made a bunch of something I did not want bunches of.


Meh. I regularly took advantage of it not resetting.

Still, it'd be nice if the option to jump right from welding to assembly, etc, existed. That would be way more useful than the reset...


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PostPosted: Mon Sep 28, 2009 10:12 pm 
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I think it would be nice to be able to switch easily from welding to assembling but... it is not thaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat hard to change from welding to assembling- or viceversa- nowadays.. really.. how many clicks do you do? 2!!!!
yes.. I counted them... only 2!!!

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PostPosted: Mon Sep 28, 2009 10:19 pm 
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Yes.

And saving the one click (each time I want to switch from one to another) is far more useful than something which is totally not useful.


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PostPosted: Tue Sep 29, 2009 10:27 pm 
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sorry... but.. how much time do you spend in moving the mouse's arrow half inch and clicking one time?

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PostPosted: Wed Sep 30, 2009 10:31 pm 
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Um... more than a negative amount of time. Which makes that change more useful to me than the change of resetting the quantity box, which is going to also cost me time, rather than saving any.

Although in all honesty, I suppose it doesn't matter much. I'll just work on modifying the recipe script to get it to do all the work needed. And store the quantity, etc.


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PostPosted: Mon Oct 05, 2009 6:57 pm 
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Well, I think I finally fixed the issue that was causing the grey boxes to appear on the front page for some people -- related to a broken trade notification. In fixing this, it may trigger notifications for some people for some old trades. Rest assured no trading is going on ... the trade happens when it's accepted. The alert doesn't touch actual chips or items.

Also realized old trades weren't clearing out, and I put in a cleanup at rollover function for anything over a week old.

Also caught a couple of spots in the trading process where your id would show up in place of your trading partner's.

---

Unrelated to all of that, I broke and fixed the skills page about 8 times today. The karma charm was allowing unlimited casts of some spells. Everything should now cap at -3 as the largest benefit, and at 1 as the lowest cost for a spell.

Applied the same fixes to the fight page. Hopefully all the experience with the skills page means I didn't break it too much.


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PostPosted: Mon Oct 05, 2009 7:52 pm 
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Ryme wrote:
Everything should now cap at -3 as the largest benefit, and at 1 as the lowest cost for a spell.
What about the Mirror of Nitocris's -5 to combat spell costs?

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PostPosted: Mon Oct 05, 2009 7:56 pm 
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er, um, look over there!


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PostPosted: Mon Oct 05, 2009 8:03 pm 
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So, uh, -5 it is.


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PostPosted: Mon Oct 05, 2009 10:41 pm 
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Oh, my precious gray boxen :( I knew it was destined to end, but why so young?


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PostPosted: Tue Oct 06, 2009 6:24 am 
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For a second there, I thought you were serious, and I was about to post that I apparently can't do anything that doesn't make someone unhappy.


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PostPosted: Tue Oct 06, 2009 9:57 am 
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In regards to putting items together, one would expect the bike and gears to be somehow combined, but then again I'm still washing my cape with my diapers, aren't I?
8) :lol: 8)

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PostPosted: Thu Oct 15, 2009 2:52 pm 
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I changed the sewers a touch so that once the Dank and Rusty Maze quest has been finished, if you get the tunnel choice adventure and opt to stay in the sewers, it will skip the next two times that you'd be prompted. In other words, less hassle, more sewer adventuring.


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PostPosted: Sun Oct 18, 2009 8:55 am 
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Ryme wrote:
I changed the sewers a touch so that once the Dank and Rusty Maze quest has been finished, if you get the tunnel choice adventure and opt to stay in the sewers, it will skip the next two times that you'd be prompted. In other words, less hassle, more sewer adventuring.

I just got that adventure twice in a row (clicked "stay in the sewers" and got it again). I also got it 3 times in 5 adventures. I supposed they are both still possible?


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PostPosted: Sun Oct 18, 2009 10:59 am 
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Neither of those should be possible.

Think I found a typo. Should really be working now.


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PostPosted: Mon Oct 19, 2009 8:10 pm 
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Just a thought... could the pre-vandalism radio message be modified lightly to include a link to the location named?


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PostPosted: Tue Oct 20, 2009 3:49 am 
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Ryme wrote:
Neither of those should be possible.

Think I found a typo. Should really be working now.


Seems to be working. Took two hours of adventuring until the option returned.
Was quite helpful today as I got the sewer from macduff :)


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PostPosted: Thu Nov 19, 2009 8:00 pm 
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Can there be a button on the memento, like the one when you auto-sell items "Sell all but one", but like "Remove all but one"

pleeeeeeeeeeeeeeeeeeeeeeeeeease :cry:

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PostPosted: Fri Nov 20, 2009 6:48 am 
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Muhandes wrote:
Ryme wrote:
Neither of those should be possible.

Think I found a typo. Should really be working now.


Seems to be working. Took two hours of adventuring until the option returned.
Was quite helpful today as I got the sewer from macduff :)

Sewer avoidance seems to be broken again. I got the adventure 3 times in a row.


Last edited by Muhandes on Sat Nov 21, 2009 8:50 am, edited 2 times in total.

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PostPosted: Fri Nov 20, 2009 6:57 am 
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Jick wrote:
I hope it's not presumptuous of me to start this topic, but I came in here expecting to see an appropriate place for it and didn't find one.

I'd like to see the section of the fight code where it gives you the yield of Vlad's Decryptonomicon give you a link back to your computer lab.

Maybe the words "your computer" could be linked to the lab with no fanfare or text-decoration property? I'm a big fan of links that aren't visibly distinguishable, as they reduce potential confusion, but that could be just me.

Tangent... does Jick ever play anymore?

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PostPosted: Fri Nov 20, 2009 7:11 am 
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Character Information for Jick (#67)

Last Login: 2009-07-15 21:56:00


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PostPosted: Sat Nov 21, 2009 8:51 am 
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Muhandes wrote:
Muhandes wrote:
Ryme wrote:
Neither of those should be possible.

Think I found a typo. Should really be working now.


Seems to be working. Took two hours of adventuring until the option returned.
Was quite helpful today as I got the sewer from macduff :)

Sewer avoidance seems to be broken again. I got the adventure 3 times in a row.

Forget that. The multi I experienced this on didn't finish the quest yet.


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PostPosted: Sat Nov 21, 2009 9:50 am 
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Ah, that explains it. I spent an in-game day trying to reproduce it, and couldn't.


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PostPosted: Sat Nov 21, 2009 9:54 am 
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Ryme wrote:
Ah, that explains it. I spent an in-game day trying to reproduce it, and couldn't.

Sorry about that. I just didn't think a level 15 multi didn't finish it, but today it hit me.


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PostPosted: Sat Nov 21, 2009 11:57 am 
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I wrote:
Just a thought... could the pre-vandalism radio message be modified lightly to include a link to the location named?


Just curious if this idea[1] has been rejected completely, or just not noticed, or something else.

Also, the equip link for the black box is nice, but it would be nice if the other crimelab gear also had them, for the sake of consistency if nothing else.

[1]It'd be great if the link had a stable ID attribute, too. That'd make scripting for it less complex. (Also, IDs for the catalyzing and decryption messages would be useful, I'm sure.)


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PostPosted: Sat Nov 21, 2009 3:55 pm 
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Doc Igor wrote:
Also, the equip link for the black box is nice, but it would be nice if the other crimelab gear also had them, for the sake of consistency if nothing else.

The radio has it, but it's quite useless as one usually has both accessory slots occupied.


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