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Post by stargrace on Jul 22, 2024 17:24:08 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 PERFECT. I love it (I will love it more later once a restart fixes mining).
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Post by Dominikk on Jul 22, 2024 17:26:54 GMT
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... That is the magic ![:)](//storage.proboards.com/6367702/images/hXyXnlOEoieVpasvHLEs.png) There is no difference between corpse and wagon because both are items so there is only one repeat action but this is how it works. And it will make your life easier.
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Post by sencha on Jul 22, 2024 17:48:13 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? So its like custom action that is automatically assigned to a key each time action is performed, that's pretty cool, I had a dedicated key to assign different actions frequently to. Not very intuitive that there are 11 different action slots, 1 per entity type, but I can live with that. Thank you for explaining.
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Post by Dominikk on Jul 22, 2024 18:33:24 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? So its like custom action that is automatically assigned to a key each time action is performed, that's pretty cool, I had a dedicated key to assign different actions frequently to. Not very intuitive that there are 11 different action slots, 1 per entity type, but I can live with that. Thank you for explaining. But that is neccessary it does not make much sense to perform a tile operation like digging, or tracking on creatures, wounds, items, etc. We can speak about combining tiles, tile corners and tile borders, because these are mostly the same. Would be possible to combine them but I thought it would be quite cool to have them separated. But the rest is quite trivial, what would you expect to happen when you just dug a hole and then click repeat digging on a cow?
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Post by sencha on Jul 22, 2024 19:28:57 GMT
But the rest is quite trivial, what would you expect to happen when you just dug a hole and then click repeat digging on a cow? I'd expect nothing to happen, since action set to repeat was digging. But with current logic it may unexpectedly repeat killing action, that I did before digging spree and forgot about that.
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Wurmhole
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Ingame Name: Darquan
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Post by Wurmhole on Jul 22, 2024 19:37:29 GMT
So for anyone considering this vs Actions mod, this is very quick and easy to simplify performing single actions over and over or jumping from one simple action to another simple action and back, etc. If anyone is wanting to perform a series of actions bundled together, that would require the Action mod and a fair bit of effort to learn it properly. It is worth the effort in the long run. This Repeat mod should be a great way to simplify things if not doing the full Action mod config for everything you do. Also, when you do the Actions mod, you will struggle to come up with available key binds to handle all the new action sequences you create, where the Repeat is a single key bind and that is a great QoL. Sometimes I forget my Action bind when I take a couple days off and might chop a tree down, when I meant to pick a flower.
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Post by sencha on Jul 25, 2024 4:41:38 GMT
One more note: actions to repeat are stored between player game sessions, so I can not be sure what action the repeat key will reproduce until I check it after logging in. I'd suggest cleaning the cache when player logs off to make them explicitly set actions to repeat before use.
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Post by Dominikk on Jul 25, 2024 5:33:25 GMT
One more note: actions to repeat are stored between player game sessions, so I can not be sure what action the repeat key will reproduce until I check it after logging in. I'd suggest cleaning the cache when player logs off to make them explicitly set actions to repeat before use. If you disconnect for a short time then you also would loose the stuff you have on repeat not sure if the cache is really a problem.
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Post by sencha on Jul 25, 2024 6:48:06 GMT
I don't see short disconnects very often, maybe once per 30 normal disconnects. As for keeping what you have on repeat in mind - I mean you can for example accidentally kill valuable animals, if you hunted mobs before logoff, or burn wooden tools if you used repeat to fuel something. I don't think setting action to repeat right before you use it is too much of a burden, unlike memorizing your repeats between game sessions.
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Post by Dominikk on Jul 25, 2024 7:45:15 GMT
I don't see short disconnects very often, maybe once per 30 normal disconnects. As for keeping what you have on repeat in mind - I mean you can for example accidentally kill valuable animals, if you hunted mobs before logoff, or burn wooden tools if you used repeat to fuel something. I don't think setting action to repeat right before you use it is too much of a burden, unlike memorizing your repeats between game sessions. Fair point
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veji
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Post by veji on Jul 25, 2024 12:55:39 GMT
I noticed last night while planting flowers that if I used the repeat function, it will plant again on a tile that had flowers on it already, using a flower again.
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Post by Dominikk on Jul 25, 2024 14:59:46 GMT
I noticed last night while planting flowers that if I used the repeat function, it will plant again on a tile that had flowers on it already, using a flower again. Hmm ok that shouldn't happen but I could have mixed up two variables
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Post by Dominikk on Jul 25, 2024 15:30:03 GMT
Just checked code looks fine
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veji
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Post by veji on Jul 25, 2024 16:59:24 GMT
Just checked code looks fine After further testing, it does this with the default planting option as well, so not a bug of the mod.
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Post by Dominikk on Jul 25, 2024 18:59:02 GMT
great that explains it ty
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