It was Pantsgiving. Welcome back.
Thanks!
Revision 299 of VMF fixes this.
I had two loops with essentially duplicated code where I checked for "timed" things: one where we simply adventure with a combat filter and one where we are looking for a specific choice adventure and want to stop looping after it occurs. The second is ONLY used for Lubricating the Tracks in Barf Mountain.
I combined those into a single function so that the various "timed event" checks - voters, ghost busting, mayfly bait running out - and now Pantsgiving giving you extra fullness - did not duplicate code in two functions.
My richest multi (although any could have) bought a Pantsgiving in the mall. (My main, who has one, is in Hardcore). I passed it among other multis and tested these cases:
- Farming not in Barf Mountain
- Farming in Barf Mountain with no Lubricating the Tracks available
- Farming in Barf Mountain with Lubricating the Tracks - and also Ghost Busting.
They all worked like a charm. Pantsgiving gave extra fullness after 5 turns (at which point we ate) and then again at 50 (at which point we ate again).
I sort of wanted to, somehow, count to 5 or 50, but since I can't guarantee you haven't spent turns not under the control of this script, if you are wearing Pantsgiving, I run one adventure at a time, rather than "X adventures until the next timed thing is expected". It's only the difference between X * adventure( 1 ) and 1 * adventure ( X ), so, a bit more execution in the script, as opposed to inside the ASH runtime, but, no big deal; ASH is plenty fast enough.
I am amused to have bought a Pantsgiving for 237 million Meat. With an extra 10-12 turns of Barf Mountain per day, there is no way I'll ever recover that cost, but, it's a fun toy, and Meat is cheap and easy to farm.