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Resolved About the MakeAllInterface

How should available quantities be returned?

  • An array or list of strings containing each available option

    Votes: 4 33.3%
  • 0 for "All', -1 for "Make X", the respective number for other options

    Votes: 8 66.7%

  • Total voters
    12
Joined
Aug 23, 2015
Messages
1,970
So I'm not entirely sure what the use case is...
When you're combining two materials and you're unsure of what the best option to craft will be, it would provide a way to check. When looking to craft less than all of an item, it would also provide a way to check and see if Make X is there, or if you have to do it some other way.
 
Client Developer
Joined
Oct 12, 2015
Messages
3,817
When you're combining two materials and you're unsure of what the best option to craft will be, it would provide a way to check. When looking to craft less than all of an item, it would also provide a way to check and see if Make X is there, or if you have to do it some other way.

Not trying to be facetious but I've not used it yet - can't you always use a Make-All option?
 
The Pip Collector
Joined
Sep 14, 2014
Messages
445
Not trying to be facetious but I've not used it yet - can't you always use a Make-All option?
I think Fletching was one place where i had to continously do Make-X as it did not have a Make-All option available. IDK if that changed in recent RS3 updates.
 
Misfits
Joined
Nov 21, 2016
Messages
1,592
Arrows, it populates the MakeAll interface but only offers Make 1, Make 5 and Make 10
 
Client Developer
Joined
Oct 12, 2015
Messages
3,817
@Cloud if there's never a Make-X without a Make-All, there's no need to report a Make-X option, just don't include it.
 
Joined
Aug 23, 2015
Messages
1,970
@Cloud if there's never a Make-X without a Make-All, there's no need to report a Make-X option, just don't include it.
Found another reason this is needed. If you have less than what it requires to make 10 of an item, when the item doesn't have a make all option, authors need to be able to determine the best quantity to select in interface.

Ex) headless arrows - best option is usually 10 sets of 15 headless arrows

have 1k feathers + 1k shafts in inv - quantity options are 1, 5, and 10
have 1k feathers + 45 shafts in inv - quantity options are 1 and 5

If the author can't check that 10 is there before it tries to select 10, it won't know to look for 5 when the 10 option isn't present.
 
Engineer
Joined
Jul 28, 2013
Messages
2,776
Found another reason this is needed. If you have less than what it requires to make 10 of an item, when the item doesn't have a make all option, authors need to be able to determine the best quantity to select in interface.

Ex) headless arrows - best option is usually 10 sets of 15 headless arrows

have 1k feathers + 1k shafts in inv - quantity options are 1, 5, and 10
have 1k feathers + 45 shafts in inv - quantity options are 1 and 5

If the author can't check that 10 is there before it tries to select 10, it won't know to look for 5 when the 10 option isn't present.
I see your point now that I used that example to check it. I'll see what I can do about getting this implemented.
 
This has been implemented in V2.75.0
 
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