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Post by Dominikk on Jul 22, 2024 12:54:27 GMT
Ah yeah good catch. This happens when not mining to the west which I sadly did when testing so I didn't find this problem
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veji
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Post by veji on Jul 22, 2024 13:14:25 GMT
I was able to bind with no issues using Bdews Mod.
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Post by stargrace on Jul 22, 2024 13:28:02 GMT
I was able to bind with no issues using Bdews Mod. Did you bind using the console or mouse over? Did you try without using that mod? I can bind it using the console + Bdews mod, but no other way. Big thanks to Daria for fixing my drop shaft that was created, I'll try to mine west only in the meantime ><
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Post by Dominikk on Jul 22, 2024 13:47:46 GMT
Big thanks to Daria for fixing my drop shaft that was created, I'll try to mine west only in the meantime >< Just don't use repeat while mining then you can go any direction ![:P](//storage.proboards.com/6367702/images/UcqxGKBjxkhnhHnPscrF.png)
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Post by juliuscaesar on Jul 22, 2024 14:04:17 GMT
It works even without mods. Maybe this is a GM thing, I will test as normal player Cannot bind it either (not using Action Mod), just as Stargrace can bind almost everything else but not this.
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Wurmhole
Villager
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Ingame Name: Darquan
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Post by Wurmhole on Jul 22, 2024 14:04:50 GMT
Unless it lets me repeat a multiple action bind from the Actions mod, I don't think this one is much benefit for those already on Actions. But should be awesome for those that don't use that mod, providing it will work without the mod. I assume we will have multiple, unscheduled server restarts while this mod is being tested? Not a complaint, just for my planning. I love seeing all the QoL come out on this server cluster ![:)](//storage.proboards.com/6367702/images/hXyXnlOEoieVpasvHLEs.png)
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Post by Tolowim on Jul 22, 2024 14:48:39 GMT
Repeat seems to not know the difference of the item I'm clicking on.
So in your example Dom, you can dig a tile corner and flatten a border. But since you can't dig a border, the mod remembers both items seperatly.
I tested Sacrificing, and casting both with my statuette activated, since I can cast on both the altar and item I was enchanting, it did not remember them seperatly.
When I would sac, the repeat mod would offer me to sac while clicking on the item I was enchanting, if I would cast on it manually, it would then only remember casting, when I went back to the altar.
Hope this makes sense.
(english is my first language, I just haven't had coffee yet lol)
Also: PSA: You do not have to have the tool active to use repeat! IE: If you dig, and have that as the repeat command bound even if you switch to a different tool, you will dig with your shovel where ever you are ... like the middle of your beautful court yard! lol
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Post by Dominikk on Jul 22, 2024 15:15:20 GMT
Repeat seems to not know the difference of the item I'm clicking on. So in your example Dom, you can dig a tile corner and flatten a border. But since you can't dig a border, the mod remembers both items seperatly. I tested Sacrificing, and casting both with my statuette activated, since I can cast on both the altar and item I was enchanting, it did not remember them seperatly. When I would sac, the repeat mod would offer me to sac while clicking on the item I was enchanting, if I would cast on it manually, it would then only remember casting, when I went back to the altar. Hope this makes sense. (english is my first language, I just haven't had coffee yet lol) Also: PSA: You do not have to have the tool active to use repeat! IE: If you dig, and have that as the repeat command bound even if you switch to a different tool, you will dig with your shovel where ever you are ... like the middle of your beautful court yard! lol It is not intended to do that. Items are items, but for tiles we can distinguish between borders, tiles, corners, and cave tiles ![:)](//storage.proboards.com/6367702/images/hXyXnlOEoieVpasvHLEs.png) We also have separate actions for items, wounds, bridges, walls, floors, creatures, and fences
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Post by Dominikk on Jul 22, 2024 15:16:58 GMT
Er. I feel like there is something wrong with this and mining. I was just mining rock, nothing fancy, flat ground, no drop shafts or anything. Doing 8 actions at a time using repeat (that's my queue). Repeat should have just been default mine action. Suddenly the wall broke, and I was falling. HUGE drop shaft. Says there's lead after this tile (I see no lead, just ceiling). No idea how this was created. Not done this before, maybe it's just a fluke, but posting it here. I had to teleport home to get out of this mess. This shaft is 1183 slopes, just as a heads up. ![](https://i.imgur.com/P0ksSRD.png) ![](https://i.imgur.com/de2DULJ.jpeg) ![](https://i.imgur.com/c4aJfmI.jpeg) Fixed next restart thank you.
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Post by stargrace on Jul 22, 2024 16:00:52 GMT
I'm not quite certain of intended behaviour - so here's what I've seen so far (I'm avoiding mining until the fix goes live, lol)
Equip my hatchet (manually).
Manually cut_down a tree (1x action) Manually chop_up this tree (1x action)
Now I can run around hitting R (my repeat keybind via bdew's mod, added it in console) - and it uses my hatchet (whether selected or not) to cut down and chop up trees, bushes, etc no problems. Is this how it should work?
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Post by Tolowim on Jul 22, 2024 16:46:28 GMT
The More I use it, the more it's quickly becoming my favorite thing you guys have done to WU, and that's a bold statement seeing as how you made a good game, greater!
I bound it to my mouse button ...so clicking the mouse button repeat key both switches the active screen, and hits the command at the same time.
So many saved clicks and button pushes!!
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Post by Dominikk on Jul 22, 2024 16:51:48 GMT
I'm not quite certain of intended behaviour - so here's what I've seen so far (I'm avoiding mining until the fix goes live, lol) Equip my hatchet (manually). Manually cut_down a tree (1x action) Manually chop_up this tree (1x action) Now I can run around hitting R (my repeat keybind via bdew's mod, added it in console) - and it uses my hatchet (whether selected or not) to cut down and chop up trees, bushes, etc no problems. Is this how it should work? yes, that is the magic
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Post by Dominikk on Jul 22, 2024 16:52:57 GMT
The More I use it, the more it's quickly becoming my favorite thing you guys have done to WU, and that's a bold statement seeing as how you made a good game, greater! I bound it to my mouse button ...so clicking the mouse button repeat key both switches the active screen, and hits the command at the same time. So many saved clicks and button pushes!! I was worried that nobody likes it, so glad to hear this ![:)](//storage.proboards.com/6367702/images/hXyXnlOEoieVpasvHLEs.png)
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Post by sencha on Jul 22, 2024 17:10:06 GMT
I'm not quite certain of intended behaviour - so here's what I've seen so far (I'm avoiding mining until the fix goes live, lol) Equip my hatchet (manually). Manually cut_down a tree (1x action) Manually chop_up this tree (1x action) Now I can run around hitting R (my repeat keybind via bdew's mod, added it in console) - and it uses my hatchet (whether selected or not) to cut down and chop up trees, bushes, etc no problems. Is this how it should work? yes, that is the magic Then question is how one manages this memorized action queue? Do any other action than repeat, and it goes into that queue? Then next actions are memorized up to what limit? What if I want to remove cut_down action that was added first and leave only chop_up, do I have to use repeat action to interrupt memorizing process, then just chop_up and repeat again? What is memorized actually - action id, tool id, selected item, what else? For now this mod looks somewhat difficult to understand tbh. P.S. I've chopped a tree, killed an animal, buried the corpse, repaired the wagon. Now I get 4 different suggestions to repeat, depending on what tool or target is selected. Somehow I expect weird interactions...
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Post by Dominikk on Jul 22, 2024 17:11:18 GMT
Repeat means it will always repeat the last action with the last tool that has been used. It is super simple, isn't it?
There is no queue at all. It just will remember the last action you did on a tile (tree) == Cut Down with hatchet. And it remembers the last action you did on an item (felled tree) == Chop Up with hatchet. Then it repeats cut down on tiles and chop up on items for as long until you do something else on a tile or on an item. Remember a felled tree is an item while a tree is a tile.
It wouldn't make much to try and perform a digging operation on an item and vice versa. Therefore, this more advanced approach is used. It is a superior approach than the very basic repeat action in WO.
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You can have up to 11 actions stored for 11 different "world entities" which are:
CORNER, TILE, WOUND, ITEM, CREATURE, WALL, FENCE, FLOOR, TILE_BORDER, BRIDGE, TILE_UNDERGROUND
Per entity the action and the source item (if present) will be stored and repeated until a new action is performed on such an entity.
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