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#1 Report | Quote[en] 

I've been asked to continue this project and fix some things recently, so I wanted to start a topic and collect some of the issues you have found or would like to see changed. I can't promise anything, but with the completion of some of my other projects I might have some spare time for kc again.

I'll start:

- integration with the game api to craft with only those materials a player really has access to
- with the above, simulation of a real inventory with amounts, right now every items is available unlimited
- skin support, some users hate the colorscheme
- addition of missing materials (generics, special yubohoho loot etc)
- a better way to manage materials, set their stats, check for errors / typos
- a central page to see which postcraft formulas are still missing or generate errors
- a central page to quickly copy postcraft formulas to other recipes and in general manage them more easily
- native cross platform support
- better recipe generation with a color set (e.g. beige heavy armor)
- more intuitive interface for some areas like jeweler or evolver
- a better way to search through existing recipes, e.g. show all amp recipes where heal is above 80% or those who DON'T use zun amber
- user set frames to e.g. mark a certain material with a yellow, red, etc border to quickly find it or distinguish between rarities etc
- shopping list / bill of materials, get a list of materials needed to be dug / hunted for a set of armor or any combination of recipes
- make the evolver more flexible e.g. let it fill missing materials in partly finished recipes
- ability to import whole jewel sets and see the combined stats


You can find the current version here http://www.mollylovescake.de/kipeecraft/
and the beta here http://www.mollylovescake.de/kcbeta/

arc

Last edited by Arcueid (4 months ago)

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#2 Report | Quote[en] 

- fix disappearing/extra slots in plan
- fix not to select previous material when I cancel selecting new after I set the slot empty

#3 Report | Quote[en] 

I will address the list solely from my own personal perspective

- integration with the game api to craft with only those materials a player really has access to  (no interest really as not a "settler".   If I'm aiming for the best I can craft, I wanna use KC to see what mats I need.)
- with the above, simulation of a real inventory with amounts, right now every items is available unlimited (as above)
- skin support, some users hate the color scheme (no interest, it's a tool... don't care what color my hammer is, bangs in a nail just as well regardless of color)
- addition of missing materials (generics, special yubohoho loot etc) ... This is welcome of course but perhaps even access to the data base so that one could add more when they arrive)
- a better way to manage materials, set their stats, check for errors / typos (not sure of goals here)
- a central page to see which postcraft formulas are still missing or generate errors (not sure of goals here)
- a central page to quickly copy postcraft formulas to other recipes and in general manage them more easily (not sure of goals here)
- native cross platform support (Other than giving all players a version for each OS that Ryzom supports, from player perspective, not sure oif advantages)
- better recipe generation with a color set (e.g. beige heavy armor) (as discussed, Evolver sometimes makes mistakes but not a big deal)
- more intuitive interface for some areas like jeweler or evolver (a manual explaining each screen and what each things mean wand what impact they have would be great ... written by a novice, experts make terrible manual writers)
- a better way to search through existing recipes, e.g. show all amp recipes where heal is above 80% or those who DON'T use zun amber (include those with QL limits, for example a great recipe may max out at 170 as no mobs exist above 170 for that mat)
- user set frames to e.g. mark a certain material with a yellow, red, etc border to quickly find it or distinguish between rarities etc (not sure vaklue here)
- shopping list / bill of materials, get a list of materials needed to be dug / hunted for a set of armor or any combination of recipes (seems difficult .. scanning just ones own packers, GH, apartment is hard ... but alts storage, alt GHs would get crazy ... perhaps to start a simpler approch where player could imput what they have avalable and then generate list from that)
- make the evolver more flexible e.g. let it fill missing materials in partly finished recipes (not sure where going here ... but are you saying ... here's what I have, find me the best stuff to go with it)
- ability to import whole jewel sets and see the combined stats (A way to select all the gear and see what totals are would rock)

Again, not saying anything isn't a worthwhile feature, just what appeals to me.

Edited 3 times | Last edited by Fyrosfreddy (4 months ago)

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#4 Report | Quote[en] 

You should write importer that can read material and resource info from client files and cache it for KC internal use.

You could also read creature info and manually pair with resource info to get max quality for each resource/ecosystem (+some overrides as Yubohoho is not actually a thing)

If using game ids, then translation and inventory link would be 'free'.

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Hello!

#5 Report | Quote[en] 

First, thank you for continuing the development.

Otherwise, I do would like a feature that can import what is my bag or on a mek.

- integration with the game api to craft with only those materials a player really has access to

I really would like this. I often have a ton of stuff, but do not know what to do with them. A tool that could tell me to craft X of Y, the rest sell would be awesome.
This does not need to be real time.

Last edited by Nudge (4 months ago)

#6 Report | Quote[en] 

Nudge
...I often have a ton of stuff, but do not know what to do with them. A tool that could tell me to craft X of Y, the rest sell would be awesome...

How could any app know what you want to keep and what you want to sell? Every material has its use...

#7 Report | Quote[en] 

The lock mechanism. You have wonderful Yelkoo shrooms that you don't want accidentally used? Lock them away. KC only looks at non-locked items.

Either this, or simply separating the material physically in different bags.

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#8 Report | Quote[en] 

If you know what you want to keep then you dont need app to tell you what to keep... ???

#9 Report | Quote[en] 

Ok, let me rephrase:

You have a bunch of mats. Some of these are super-useful, and you lock them. They're not getting used now.

The rest is a mess. You don't really want to sell everything, but you're curious if out of the mats you have, you could make a nice pair of amps or something. So, you ask KC, who dutifully looks through the combinations of materials and tells you which of them could make nice items.

Then you craft said items, and dump the rest on a merchant.

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#10 Report | Quote[en] 

eh.... self-digging pick attacks again....

#11 Report | Quote[en] 

I am more interested on what I might be able to craft, not what I want to keep (although locking works perfectly for that).
I can sell, sure but if I can get a bit extra xp for crafting, why not?

#12 Report | Quote[en] 

Arcueid
- integration with the game api to craft with only those materials a player really has access to
- with the above, simulation of a real inventory with amounts, right now every items is available unlimited

That might be a little tricky for those that have access to multiple guild halls... unless you have it set up to take multiple APIs. Also, as FF points out, a lot of people use KC to make a "shopping list" of what to hunt/dig.

Those are not major problems, but they are things that need to be taken into consideration.

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#13 Report | Quote[en] 

Arcueid
- native cross platform support


*Little eyes starts to shine brightly* No more using buggy wine?

Woohoo, go Arc! You can do it!

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Member of Shuriiken

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#14 Report | Quote[en] 

Thank you for your ideas and feedback. Please keep in mind this is just a wishlist / bug report, I will work on it as time allows.

arc

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#15 Report | Quote[en] 

These come to mind .....

1.  I have a recipe I been usoing for years. How about the option to import into Evolver, set your level of importance and start from there .... usually, when i do this, it seems as if it strats from scratch and takes about an hour to match what i startyed with.

2.  As Evolver wrestles with bouncing back and forth between the red numbers (ones that haven't quite reached the desired threshold), I see somehting that's good enough and stop it to export and save before letting it continue onward... but when you restart, it seems to foirget where ya were and starts all over from scratch ... how about a pause function or allowing it to export while running ?
Arcueid
Thank you for your ideas and feedback. Please keep in mind this is just a wishlist / bug report, I will work on it as time allows.

arc

Slacker !  :0   !

Last edited by Fyrosfreddy (3 months ago)

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