taintedcaincrafter's People
taintedcaincrafter's Issues
Incorrect items as crafting result
I just started using your tool and while it's mostly great I've run into an issue where it frequently misidentifies what the result of the craft is. Most of the time it's correct but many times it gets the item wrong. I have a few examples that I've written down so far -- the item on the left is the one that your crafter says should be crafted, but the item on the right is what is actually made in game (item numbers in parentheses):
Dirty Mind (576) -> Psy Fly (581)
Yo Listen (492) -> Acid Baby (491)
Flush (288) -> Punching Bag (280)
Flat Stone (540) -> Pointy Rib (544)
Poke Go (505) -> Potato Peeler (487)
Trisagion (533) -> 7 Seals (526)
Rosary (72) -> PHD (75)
I couldn't quite figure out a pattern as to which items are wrong or why. They all get pretty close to what it actually should be but are off a little one way or the other, sometimes getting an earlier item and sometimes getting a later item. What I did notice is that even in the case of the ones that are off by a signification number of item IDs (e.g. Trisagion -> 7 Seals, 7 item IDs) they were much closer together in https://github.com/Earlh21/TaintedCainCrafter/blob/master/TaintedCain/Resources/Data/itempools.xml, usually 1 or 2 entries away from each other in one of the item pools in there.
Maybe there's an off by one error or a rounding error somewhere? It's very strange.
[Feature] Group by Highlight, more Highlight colors
Would be nice to have a feature such that if any craftable items are highlighted, the appear near the top and are grouped together. Would make it easier for me to make a decision which items to craft given a bunch of consumables.
In my specific case, I have break-items highlighted green (those come first), then a bunch of tears, dmg, effects items for power are highlighted blue, and everything else is unmarked. If there were more colors, I could mark defensive/health items as another color, and then utility items like flight or transformation items yet another color.
Item description seems to be broken
1.7.9a
First time trying this out, Does this need an update for the latest patch from 11/11?
After copying item xml's from the game resources the crafting recipes seem to be fixed, except the item names and descriptions aren't loading correctly
Performance issues
Performance gets very bad, the more items you add.
There are only ~11 Million recipes, so perhaps some caching of results could help.
Also, for some reason, the program seems to recalculate the results if you increase an items count that is already over 8. Obviously, no (new) recipes will be found from here, so no need to update the found ones.
Otherwise great program, keep it up!
Memory problems
Hey, I went through your project a bit (mostly for me as a learning experience, I often struggle with reading foreign code)
I found a huge (I'm talking HUGE) issue, that massively affects performance and memory consuption. (Especially the latter)
When running, there are massive amounts of pickup objects in existance. For example, if you add one pickup to ~20 of the possible pickups, more than 1,000,000 pickup objects are in existance.
The Heap size is ~1.3GB at that point.
Here is the problem with that:
EVERY SINGLE Pickup object loads and stores its respective BitmapImage. Thats a few hundred bytes per object, massively inflating memory consumption. I have commented out the line that loads images for pickups. Obviously, you cant see them in the application at that point, but the application seems to otherwise operate normally.
I have tried the same szenario as mentioned above
The Heap size is ~84MB at that point.
Best regards.
Starting issue
When launching, if the correct version of .NET isn't installed, a pop-up prompt you about it and ask you if you want to download it.
Pressing Yes close the pop-up but do not download .NET sdk.
Temporary fix ; download manually
Search on crafter not working
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