This is one of those feature requests for stuff that's already there... astral consumables are non-tradable, EatDrink already has non-tradable handling and by default sets their acquisition cost to MAXMEAT, which defaults to 1 billion meat. That means that EatDrink will, unless directed, never use astral consumables. If you want to do the math on your personal copy and figure out where your personal value of adventure balances out with the scaling of astral consumables to actually provide a positive number and set your eatdrink_priceOfNontradeables to that... go ahead. But I think the default setting should remain that it doesn't use your unique stuff automatically.
fronobulax, I think the problem is somehow the system is miscounting availability, at least by one... If I have 2 tomatos on a new ascension, it will only make one shot of tomato schnapps. If I rerun EatDrink with only the one available, it will make the second (first, in that case) shot just fine. It's possible this bug has been in for a while, but I've really been noticing it the last day or two.
Edit: Appears that it's due to effective_price considering the usage as well as availability. The EP was doing something like:
Code:
if ((con.have - con.using) > 0) <do stuff>
Problem is, con.have has already subtracted con.using once, so we're doubling our usage there. This version should fix that bug. Note that it hasn't gotten as much testing as I'd like yet, since I've only tested it on one character, but it returned the same results for what should be bought/made, so it should work... Besides the fix to EP, this version also aborts/restarts the stack when you reach one of the reusable special consumables... KLP and TPS. It will now calculate the average aventures per consumption rather then using a straight consumption comparison, since the straight comparison might say it's better to drink 15 overpriced imports rather then 1 TPS drink. It might eventually need a straight check though for if the stacks are both reaching full... On overdrink you just want the most adventures you can, etc. I think I should just be able to check for the repeating flag and if neither VoA nor speculative are repeating, use the pure values... I'll test that a few days though before I shoot another new one out. Unless we find problems with this, in which case it should get a newer release sooner.
Edit2: Using ED for the first time with full consumption in aftercore and yes... it does take freaking forever. Was around a minute trying to decide on food, and it's been waiting for drink for the time I've been writing this update. I think disabling accurateMake if get_ronin is false would be a worthwhile choice, since you're much more likely to buy than create. Does that work for everyone?