Food acquisition doesn't seem to take valueOfAdventure into account

ereinion

Member
Some time ago I made a post describing my problem in eatdrink's forum thread, believing that it was an issue with that script's acquisition code.

However after discussing it with Theraze for while, it became clear that the script used mafia's native acquisition command, indicating that the problem was either with that or with some of my settings. Considering . He did also imply that it probably wasn't a bug, and that I'd probably be better of posting the problem here instead of reporting it as a mafia-bug.

My fine-tuning values:
Dhsf9FG.png


So, have any of you got any suggestions on what could possible be the issue, and what settings I need to change to get mafia to take turn-loss into account when trying to craft something?
 
It's not entirely clear from your post, but the basics from the posted bit are:
EatDrink is trying to get a fishy fish lasagna for you. The mall price is 4440 meat and buying from the mall is allowed and the aBPL is 30k.
EatDrink uses retrieve_item to get the item, handing the item acquisition over to mafia.
It sees that you can get a fishy fish casserole for 1588 meat, dry noodles for 555 meat, and MSG for 1000 meat and make the fishy fish lasagna for 3143 meat plus an adventure.

The problem is that ereinion says that adventure should cost 4000 meat, so that crafted lasagna costs 7143 meat which is more than the 4440 that it would have cost from the mall. So why does mafia want to craft the lasagna?
 
I guess - but since it considers items in inventory to be of mall-price, at least according to the setting on the fine-tuning page, I would think that's not the entire explanation. And I would think that it should take the cost of the adventure(s) spent crafting into consideration anyway, or is that not something that normally is considered with the acquire / retrieve_item command?
 
The part of that which MIGHT be the cause would be entry twelve:
Code:
item creation, up to the quantity creatable from ingredients on hand (this can be overriden by a buyScript)

Item 12 appears to override the cost checks and simply says, you've got the ingredients, it's more expensive but let's do that anyways.

Other relevant entries are 16, buy from the mall if they don't have any ingredients regardless of whether or not buying ingredients from the mall for crafting would be cheaper; 18, craft if it's cheaper than the mall; and 19, buy from the mall if it's enabled and everything else failed.
 
I don't have all the ingredients, though I may have had some of them - I don't think that option was included there, unless it is 18? And if it is considering the cost of crafting compared to mallprice for the finished product, I'd have expected it to consider costOfAdventure too when it is included in the "ingredients".
 
That's the entry labelled "Value of a turn spent crafting" which is currently set to 4000, not 500. :)
 
Back
Top