Granger wrote:
q10
Yes, but, I'm not talking about quality. When you salvage something that uses a block, does it give you pine or birch, or what?
Same with all of the different variable inputs.
Granger wrote:
q10
DreadDawson wrote:Yes, but, I'm not talking about quality. When you salvage something that uses a block, does it give you pine or birch, or what?
Same with all of the different variable inputs.
Granger wrote:DreadDawson wrote:Yes, but, I'm not talking about quality. When you salvage something that uses a block, does it give you pine or birch, or what?
Same with all of the different variable inputs.
Sorry, didn't get that.
Variable stuff has the info about the material, at least the one with the highest quantitiy.
True, again. /me => bed.DreadDawson wrote:For some reason, I thought that it only recorded those values for buildings, but I'm no programmer, so I don't know.
jorb wrote:That has been suggested plenty of times for buildings. There are two problems.
- Setting and maintaining payouts in terms of what items are salvaged from a particular item. Could perhaps re-use cost-to-craft values, but that won't always produce meaningful or desired results.
- Deciding qualities on the recovered items. We currently do not save -- nor do we wish to -- the exact list of all items used to produce an item, but rather only the final product and its qualities. Using the final quality as the output quality for salvage would, however, lead to a situation where you can grind the qualities of certain inputs upwards by crafting and salvaging, which is undesirable. Setting everything recovered to Q10 is perhaps an option.
Not saying it can't be done, but it'd be work, at least.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.
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