Don't think too deep, find the most efficient and easy to play build, and you'll find your way.
E.g. TornadoShot, Spark, Bow Builds in general, earthquake, some ez builds that is mostly "Jump in, kill shit, repeat"
That's not how it works, I could add a blacklist for bases especially for recipes, if I find the will to deal with GUI stuff :D but yeah, I could do it internally, not in rules (but internally wouldve an impact on rules so it's a good thing)
Now I have to judge if it's worth the time.
IsRecipeItem means it has been blacklisted from identification already
IsNeededForGearRecipe means it's missing for the recipe to be done (can be multiple items, not only one)
for pickup, "item.IsRare and item.IsNeededFor..." should work, it'll pickup and save for recipe as soon as it gets...
No, it'll remain like this anyway
INFO : Zip has been updated on first post to resolve a GUI bug for specific stashing, should now properly allow user to enter item name when selecting specific item
Temp solution, add specific stashing for it (specific item by name)
Add specific stashing for recipe items (for the tab)
For the gear recipe, enter min/max level, and you're set.
For the start/stop, give logs
This project is discontinued, even though I wanted to make good stuff happen for EB, I won't find enough time to do so.
The sources files are attached, if anything is missing in the zip file let me know.
HF Boyz
Weird, tbh, Ive integrated on-the-fly identification for testing purposes, but never tested it deeply and don't have the will to tbh.
Soon I'll have a fulltime job and it'll be hard for me to maintain any plugins beside the farm.
I'll update plugins if they need but not to add features so...
idk, for the a) yep, it's the only way, i won't code anything that could make you lose shit ton of money :D
b) I'll need a log, need to make sure logic is still executing.