Or we could go back to 2.9 and just fix the bag swap issue. bahahaha!
What does the Recipe1BuyTotal=1 represent? How much to buy, what items to buy, how many of this item we need?
Answer: this is used to calculate the yield by dividing by the make total. It is also used for shopping to represent the total amount to buy for a recipe to achieve the make total.
What if a recipe is dependent on more than one other recipe? |Create Task Dependencies
Answer: I made a sub called recipe_missing_recipe.. so if we know it has multiple dependencies for a single recipe.. it finds the first one and determines
if we have enough.. if not we try to make that recipe.. once done it starts over, then it has another sub recipe, it tries to make it,. and so on..
for that situation we set CTD to 0 and put an entry in the answer file ex. R6=1 recipe 6 has 2 or more sub recipes in recipe 6...
|Step to Recipe - Is this the steps according to the quest or just in general to get the final recipes made?
Answer: each step is associated with the MAIN recipe needed to satisfy that step.. so step 1 typically would match to recipe 1.
buuut, when the delivery is different,, and let's say step 10 would normally be recipe 1, but it is taking an unfired and making into fired.. then the recipe matched would be the final product that is to be turned in (delivered)
Still trying to figure out how this is all working together, is it an option to use itemid for recipeitem and then call call that itemid from the recipeid?
Where are items labeled as farmed or bought? Is this set as farmed if they are not found in the vendor file?
Short Answer: Magic
Longer Answer: Recipes that are not vendor bought (Call Storebought) means they need something, either they need another recipe to be made, or they need some farmin. The check eliminates all vendor bought items from the calculation, then it checks to see if that recipe is made in another recipe..
if none of these conditions apply.. well then it checks what is left over and that is what is missing..
another way to determine if it is farmed is the CTD=0 and SB=0 if both conditions apply it means it has no sub recipes and it is not vendor bought..
so whatever left has to be farmed.. or summoned vendor.. so there is a count check,, if it passes we are good, if not we are missing that item..
Once I combined the 6 silk threads by hand, it ran through to the end without a loop. turning in a partial.
Would it be an option to delete the shopping list after shopping and then redo the list after failing combines to only buy what you need that way? (not sure how this works when you have multiple toons and you run it already on one toon, then run again on another, wouldn't the list be different if the second toon already had the supplies?
Diatribe: shopping list was a great idea for non-quest or non-task crafting.. it would allow the mass purchase of the WHOLE set of recipes and make them..
mass shopping is limited by how much we can stuff in memory.. and then write to disk.
Features:
not running from vendor to vendor and then back to the same vendor to get what you shoulda already bought..
It would write the complete list, and then it would write the individual recipes. but it would sort the items by vendor so you are not
once again running all over the place for either mass shopping or one recipe at a time..
Mass shopping looked at every recipe and added up the total amount for everything.. and was a one stop shop..
The new buy routine would have to look at the recipe, match all the items to vendors, then sort it, and then have an in-memory recipe to use
and do it for every recipe, which is not an issue.. and would make solo buying palatable..
The overall reason for writing is so that we could shop for some stuff again and not go through the processing part of doing it over and over..
other options could be write lists to ZEK_scoobypop_SL.ini so it is based on toon and server..
but deleting and re-making adds the processing time that I was trying to avoid to begin with..