
Also it was a blessing when the crafted item appeared on your cursor rather than on earth when you had full inventory, so why the fuck do you change that back also? It was only disturbing while digging and picking branches etc.
warrri wrote:Why dont you fix the scents before adding another way of fucking thieves up? Because despite of your announcement scents dont decay in a container or inventory...![]()
Also it was a blessing when the crafted item appeared on your cursor rather than on earth when you had full inventory, so why the fuck do you change that back also? It was only disturbing while digging and picking branches etc.
warrri wrote:Why dont you fix the scents before adding another way of fucking thieves up? Because despite of your announcement scents dont decay in a container or inventory...
warrri wrote:Also it was a blessing when the crafted item appeared on your cursor rather than on earth when you had full inventory, so why the fuck do you change that back also? It was only disturbing while digging and picking branches etc.
loftar wrote:I know, but it was hard to preserve while also removing that functionality from picked branches &c., and the latter seemed more important for now. I've always been using the same function to place all those things into the character's inventory, so I'll have to invent some reasonable model to differentiate between them.
loftar wrote:warrri wrote:Why dont you fix the scents before adding another way of fucking thieves up? Because despite of your announcement scents dont decay in a container or inventory...
That sounds odd; in all tests I have made, they have decayed properly. Are you really sure that you're not just mistaking the time it takes for them to decay?
It should be mentioned that the scents that existed before the change was added only start counting their decay from the time they were loaded after we made them decay, so even if you had a really old Theft stench that was in an inventory loaded today, it won't decay until 4 ingame days from then.warrri wrote:Also it was a blessing when the crafted item appeared on your cursor rather than on earth when you had full inventory, so why the fuck do you change that back also? It was only disturbing while digging and picking branches etc.
I know, but it was hard to preserve while also removing that functionality from picked branches &c., and the latter seemed more important for now. I've always been using the same function to place all those things into the character's inventory, so I'll have to invent some reasonable model to differentiate between them.
Jaltos wrote:with a simple "if", you can change the reaction completly.
Jaltos wrote:Why don't you add action labels? For example, add a variable for actions, where if it's crafting or gathering, it changes the value of that variable, and you can refer to it to know what you have done so that with a simple "if", you can change the reaction completly.
warrri wrote:Isnt the decay time the same for every scent, just that there are 40 or so murder scents at once but only 11 theft so that it takes longer until a murder cant be tracked? Nevertheless i picked up 2x30 murder scents from foofighter, and about 12 hours later they were still 30. These crimes were committed two days ago.
Users browsing this forum: Claude [Bot] and 1 guest