[1.0] Auto Seller - (v2.0.4.2) (13-12-2019)

Started by Supes, July 14, 2015, 05:03:35 PM

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Supes

So, I've been busy coding 1.1.0.2 and I should have a Autobuy feature ready well before Christmas.

When I've finished testing and polishing it, Buying can be set on existing rules, where you will be able to set 2 new text fields, Reorder Point and Restock Level. so when you click AutoSell, the quantity of your items goes under the Reorder point value, it will set the amount to buy up to the value you specify in Restock Level.

Florius

Is it possible to custom select certain catagories of goods? Now I have to create several rules for short bow, long bow, great bow etc.
But somehow hold shift/ctrl to select multiple? This would be of great help and makes it much easier to use.

Supes

Quote from: Florius on December 11, 2015, 07:45:51 PM
Is it possible to custom select certain catagories of goods? Now I have to create several rules for short bow, long bow, great bow etc.
But somehow hold shift/ctrl to select multiple? This would be of great help and makes it much easier to use.

For more specific groups of things in a category, I've been planning on adding Thing Exceptions which would eventually allow you to exclude certain Things from an 'Any Thing' Rule.

Florius

That would be incredibly helpfull! Hopefully you can implement it soon :)

Supes

#64
1.1.0.2
Rules can now be made to buy as well as sell
tweaks to translations

MisterVertigo

I downloaded this last night. I look forward to trying it out! I just started a new colony and I don't have enough "stuff" yet to make use of it, but I know I will!
"In vertigo you will be..."

"Relax, people. It's a teeny indie game; don't kill it with love." - Bozobub

Emmote

#66
Found a problem with the new version. If you set up an order with with 0 in "Sell when above Level", "Reorder Point" and "Restock Level", it neither buys nor sells them, when the intention is to sell when you have any amount, and never buy.

Supes

I've uploaded a tiny hotfix, should work as intended now

Proximity_Microwave

I think I found another buying bug. It doesn't appear to take into account multiple stacks of an item in the trade window. I created a Rule to keep me stocked with 20 medicine. I had a stack of 21, and a stack of 5, and it wants to buy more to fill the stack of 5.

Supes

It sounds like some of the the items aren't near a beacon, something that I didn't think of earlier.

also, other certain situations can cause stacks to be ignored, such as herbal medicine gets treated as a different item than normal medicine in an Any rule.  Setting Health percentage ranges may cause the rule to ignore stacks that you have that are out of these ranges.

It may be after Christmas before I can do something about taking into account items not near a beacon, too many festive preparations to do atm.

Proximity_Microwave

Forgot to say. Thanks a lot for adding the feature, I love your mod and the auto-buy is so great. This is a screenshot of what I was seeing. Should have included it originally. Both medicines are within the beacons range.

[attachment deleted due to age]

Supes

#71
that screenshot helped significantly, thanks, I was able to recreate the conditions that led to the bug and I narrowed the bug down to the check for whether Improved stacking was enabled.

In the past when it just had sell rules and had a sell level of 0, it would ignore improved stack selling and sell the entire stack as if improved stacking was unchecked (part of optimising to avoid unnecessary running of code). now it will only do this if sell level and buy points are both 0.

Proximity_Microwave

Thank you a lot for the update. Seems to have fixed the bug. Hope you have a great Christmas.

Emmote

The updates just make this mod better and better!

I think I've found another bug (sorry). I've got 5 rules set up to sell each kind of stone block (Sandstone, Granite, etc..) and they're all set to:
Sell when above Level: 100. Reorder Point: 0. Restock Level: 0.

I have over 700 Slate and about 400 sandstone and they never get sold. They're all in stockpiles within trading beacons so not sure what's wrong.

Also had a problem earlier with buying Steel. I had 400 and I have a rule set to buy when below 2,000 and restock to 2,000. The trader had ~1,400 on them and the mod didn't want to buy any.

Supes

Found the bug, it seems that resources such as steel don't have hit points (their hit points read as -1), so were excluded in buy/sell checks.