Is 3.0 going to calculate the ingredients needed from a prior combine that is already trivial and buy and make those items to make the ingredients need of the trivial item to make the skillup item?


Yesterday I just figured out that skillup and make had two separate functions. Now I found where the missing item list is and purchase those items, run the make command to make the amount of the trivial items I need and then then run the skillup to make the skillup items.
Also, helps to read the directions, (Which I am Horrible at Doing for anything) that already explains most of this.
Like to add, the more I dig in and learn about this, the more impressed I become.
So the doc sections is not verbose nor is it exhaustive, it could use some sprucing up. I am not a fan of self documenting, buut it helps if I want to remember what the hell I was doing or trying to do in the code, and helps others make it live on.
The way it will work for task based is doing calculations to buy based on the need of the parent recipe. (taking into account the yield)..
So if you have 2 tacos (main recipe) , and 1 lettuce (sub recipe), and it needs lettuce to complete the taco it will buy or make 1 lettuce. The caveat being, if it is a recipe that does not have a task step it will make that amount, whatever the yield is..
An EQ example is, I have 1 small clay jar, it will craft 3 unfired containers and then make them into clay jars to equal the required total of 4.
Problems that need solutions would be and not limited to:
The recipe has 2 or more sub combines that are not dependent on each other but required to make the main recipe.
Snippet: Uses main recipe to determine how many to make of the lower recipe using the task updates "0/4" to determine.
/if (${l_task_type.Equal[Deliver]}) {
/echo \atTCS \agDelivery Task ${t_step_set} \ay[\awMake Count Calculation\ay]
|/if (${sub_recipe} > 0 && ${ter_recipe} == 0) {
1) How many in inventory do I have of the main recipe
/Call Recipe_Inv_Count "${ts_file}" ${org_recipe}
/varset sub_rec_inv_count ${Macro.Return}
2) What is the yield based on the recipe
/Call Get_Recipe_Yield "${ts_file}" ${org_recipe}
/varset l_yield_count ${Macro.Return}
3) Multiply yield by the raw turn in amount..
/Call obj_rem_count "${l_quest_n}" ${t_step_set}
/varcalc make_count (${l_yield_count} * ${Macro.Return})
/varset MakeCountOverride ${make_count}
}
This does causes problems for the weird ones like the fletching quest that wants you to turn in 2 arrows and it is 0/2 but arrows come in 5s..
The potential fix is to make an answer file that instead of using the task on delivery. This part is used for determining if you have the right amount to deliver.. can revisit.