quote:
Originally posted by zagibu:
<STRONG>That would be great, yeah. But are there any complex conditions for starting jobs that justifies a full-blown script language, or do we just need a lower limit on stock supplies?</STRONG>
I can think of one. I would like to use seeds and plants for cooking, but I don't want to run out of seeds (and I don't want to cook too many plants if I need to get seeds out of them instead). So I'd like to be able to cook until my seed/plant quantity fell below a certain amount. So while the original idea was to perform activity X that creates item Y as long as item Y was below a certain quantity, I'd like to perform activity X that creates item Y as long as item Z is above a certain quantity.
It's not absolutely vital, but if we're thinking about expanding in this sort of direction, this would be one of the first tasks that I'd like it to be capable of handling.
As for simply not cancelling a repeat job, I think I'd be satisfied for now if we could simply specify some value greater than 30 in the manager menu. Like in the thousands or millions. Something that isn't going to run out anytime soon. I can't imagine how that would require any complex programming, or result in any unwanted side-effects. At worst, the save file would have to store 2 (or 4) byte values instead of 1 byte values for job quantities. There could always be some problem that I'm missing, though. 30 seems like an arbitrary (and arbitrarily low) number, but maybe it was in fact chosen for a reason.