loftar wrote:boshaw wrote:Can this be extended to selling items to the barter stands as well?
Right, yes, that should be fixed, and should probably be an easy fix. I realized that the "sell multiple items" thing can actually be a somewhat tricky implementation since the barter stand needs the ability to revert the transaction if it's failing in the middle for whatever reason, which can be difficult to accomplish for multiple involved items. Will still consider if I can make it work, but recursing into stacks and containers for finding the "price items" should be simple enough.
loftar wrote:boshaw wrote:Also is the # left on Barter Stands being looked at still as it shows 0 always for Barter Areas & Barter Poles.
I'd like to fix it, but it's a fair bit tricky, especially for keeping properly updated. It was easy when we had neither areas or poles and the hand just had one inventory to monitor, but the multi-monitoring situation that would be required to be accurate with the current more complex situation would be a fair bit of work. Not saying it couldn't be done, but I feel it falls rather low on the work-to-output scale.
loftar wrote:Pushed some more smaller accrued fixes that don't really warrant their own announcement:
- When mousewheeling into inventories that only accept some items (eg. herbalist tables, smelters, &c), the transfer will try to find items in stacks (and also other container items) to see if something matches. It's a general mechanism, so I'm not sure if it might have some unintended consequences that are less desirable, but I haven't found any obvious yet.
- The Drink action still uses the general autodrink mechanism that is invoked when out of stamina, but this mechanism has been augmented such that, if you have nothing drinkable bound to your hotbelt, it looks for anything drinkable that your character has. The intention is that if you don't care what you auto-drink or the order in which they are prioritized, just don't bind anything, and if you do, you can bind the things you want to drink.
- If a chippable boulder is in the way when area-mining, the character will first prefer to chip down said rock. Hopefully this lessens the problem with boulders preventing area-mining.
- The following things now stack: Feathers, entrails, intestines, animal fat, rendered fat, butter, eggs, and bone material.
loftar wrote:Pushed some more smaller accrued fixes that don't really warrant their own announcement:
Granger wrote:Fuck off, please go grow yourself some decency.
pietin1 wrote:Is Ender client still down? I still get Error and can't log on
loftar wrote:pietin1 wrote:Is Ender client still down? I still get Error and can't log on
Again, what is the error?
SnuggleSnail wrote:lol
> Could not validate https://enderwiggin.github.io/hafen/hafen.hl
> Loftar needs to know
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