Jump to content

Toolbelt in Mange Thy Kingdom


wizzot

Recommended Posts

I love my toolbelt and my money pouch. However ...

 

You can't use the rake in your toolbelt to boost your approval rating in Manage Thy Kingdom. I don't know whether this applies to other tools but it probably does. It may be an oversight or an intentional annoyance but either way, it's typical Jagex. We can only applaud the new Jagex commitment to removing some of these annoyances but we are almost certainly going to be both grateful and disappointed. Why is it so hard for them to get the little things right?

Link to comment
Share on other sites

you can use your hatchet

 

 

 

and it's so hard for them to get these little things right because there are so many of them. Think about all the cases when you use a knife...now when introducing such a thing as the toolbelt, you have to look through years of code. It's impossible to find everything.

Link to comment
Share on other sites

Because the items all have like hundreds of uses (if you count each separate item they work with eg chisel gem cutting is 9+ actions without even counting bolt tip making)

Some are bound to be overlooked, there's just so many! All you need is to throw in a bug report and it'll get sorted.

Plv6Dz6.jpg

Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

Link to comment
Share on other sites

Because the items all have like hundreds of uses (if you count each separate item they work with eg chisel gem cutting is 9+ actions without even counting bolt tip making)

Some are bound to be overlooked, there's just so many! All you need is to throw in a bug report and it'll get sorted.

I completely agree. I wish the players would just give it a bit of time till the updates fix all these minor inconveniences. Often a place like MTK is overlooked, it will get sorted out in the following updates.

Link to comment
Share on other sites

Because the items all have like hundreds of uses (if you count each separate item they work with eg chisel gem cutting is 9+ actions without even counting bolt tip making)

Some are bound to be overlooked, there's just so many! All you need is to throw in a bug report and it'll get sorted.

I completely agree. I wish the players would just give it a bit of time till the updates fix all these minor inconveniences. Often a place like MTK is overlooked, it will get sorted out in the following updates.

 

I wouldn't even like to work out how many separate uses rake has!

If you consider each separate plot, even of same type, must have a unique id due to it storing separately for growth data/plant type etc.

Then each of them has 3 stages of weeds.

That's like 12 uses for 1 allotment.

48 for all 4 allotments.

54 when you add in the stray vege patch on harmony + my arm's patch

69 when you add in herblore habitat

99 when you add in the tree patches

Then there also the bush patches, hops patches, special patches plus an assortment of quest uses.

Plv6Dz6.jpg

Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

Link to comment
Share on other sites

Because the items all have like hundreds of uses (if you count each separate item they work with eg chisel gem cutting is 9+ actions without even counting bolt tip making)

Some are bound to be overlooked, there's just so many! All you need is to throw in a bug report and it'll get sorted.

I completely agree. I wish the players would just give it a bit of time till the updates fix all these minor inconveniences. Often a place like MTK is overlooked, it will get sorted out in the following updates.

 

I wouldn't even like to work out how many separate uses rake has!

If you consider each separate plot, even of same type, must have a unique id due to it storing separately for growth data/plant type etc.

Then each of them has 3 stages of weeds.

That's like 12 uses for 1 allotment.

48 for all 4 allotments.

54 when you add in the stray vege patch on harmony + my arm's patch

69 when you add in herblore habitat

99 when you add in the tree patches

Then there also the bush patches, hops patches, special patches plus an assortment of quest uses.

 

Jagex would be using some of the worst code in history if they counted weed stages and different allotments as completely unique entities. MTK is a very unique and special case which is why it was likely overlooked.

 

I wouldn't call this a bug, but an oversight. I'm not surprised in an update as expansive and intricate as this one that they would miss a few fringe cases. Yes sure it's annoying, but totally understandable, at least for someone who has done both coding and QA before.

Link to comment
Share on other sites

This is why I keep constantly repeating that we should be able to take items out of the toolbox.

Squab unleashes Megiddo! Completed all quests and hard diaries. 75+ Skiller. (At one point.) 2000+ total. 99 Magic.
[spoiler=The rest of my sig. You know you wanna see it.]

my difinition of noob is i dont like u, either u are better then me or u are worst them me

Buying spins make you a bad person...don't do it. It's like buying nukes for North Korea.

Well if it bothers you that the game is more fun now, then you can go cry in a corner. :shame:

your article was the equivalent of a circumcized porcupine

The only thing wrong with it is the lack of a percentage for when you need to stroke it.

 


7ApdH.png
squabharpy.png
Poignant Purple to Lokie's Ravishing Red and Alg's Brilliant Blue.

Link to comment
Share on other sites

I would've hoped that Jagex's design aproach to the game was more abstracted and useful. They should've had a "use rake" action in the code, that they could simply change. I do get for things like quests that are completely separate. But action chains would be an easy way to avoid a lot of this. I realize that generic coding is hard to implement after the fact, and that is likely why they ahve some of these issues...

 

At any rate: Submit a bug report.

Serena_Sedai.png
Maxed since Sunday, January 9th, 2014
Completionist since Wednesday, June 4th, 2014

Link to comment
Share on other sites

This is why I keep constantly repeating that we should be able to take items out of the toolbox.

The idea is that once they are done with it, you will not need to do so.

 

By "done with it" you mean "fix up the bugs," which again, my idea has far, far less since there wouldn't be ANY issues of not being able to use a tool in your toolbelt for a slightly more obscure task.

 

Also, being able to take items out of your toolbox to use them and using them while in the toolbox are not mutually exclusive.

Squab unleashes Megiddo! Completed all quests and hard diaries. 75+ Skiller. (At one point.) 2000+ total. 99 Magic.
[spoiler=The rest of my sig. You know you wanna see it.]

my difinition of noob is i dont like u, either u are better then me or u are worst them me

Buying spins make you a bad person...don't do it. It's like buying nukes for North Korea.

Well if it bothers you that the game is more fun now, then you can go cry in a corner. :shame:

your article was the equivalent of a circumcized porcupine

The only thing wrong with it is the lack of a percentage for when you need to stroke it.

 


7ApdH.png
squabharpy.png
Poignant Purple to Lokie's Ravishing Red and Alg's Brilliant Blue.

Link to comment
Share on other sites

Edit: Fail reply in wrong thread.

Plv6Dz6.jpg

Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

Link to comment
Share on other sites

This is why I keep constantly repeating that we should be able to take items out of the toolbox.

The idea is that once they are done with it, you will not need to do so.

 

By "done with it" you mean "fix up the bugs," which again, my idea has far, far less since there wouldn't be ANY issues of not being able to use a tool in your toolbelt for a slightly more obscure task.

 

Also, being able to take items out of your toolbox to use them and using them while in the toolbox are not mutually exclusive.

The only reasons I see to be able to take items out of your toolbelt are:

1) bugs when you cannot use your tool because it is in the toolbelt (which should be fixed so this would not be a reason to do it and in most cases you can take the same item with you in your invetory to do the same thing)

2) the spade for treasure trails and quests (which is the only valid reason I see for it)

http://sign.tip.it/1/2/79/260/essiw.png

Retired item crew

I would like to be credited as essiw at the website update & corrections forum. Thanks!

Link to comment
Share on other sites

Yeah I still don't see the why people are arguing you should be able to take tools off the belt.

All the obscure uses that are not currently covered are obvious oversights/bugs that will be fixed rendering the need for the tool off the belt obsolete; eg why let the rake be removed when all current* and future uses of the rake can be done from the belt? There is no reason.

 

*After the few obscure overlooked things are fixed.

 

The only exception is the spade for barrows, a few quest uses and treasure trails for spade, but there are plenty of good suggestions out there that covered work arounds for this; eg most if not all these items can be altered to have a dig spot (eg a specific mound of dirt on barrows with dig option) or have a conditional dig spot/option (eg when in the map area for a map based dig clue you get right-click dig on the ground or for co-ordinates you get a dig option/dig spot when you check cor-ordinates and ur on the right sq)

Plv6Dz6.jpg

Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

Link to comment
Share on other sites

This is why I keep constantly repeating that we should be able to take items out of the toolbox.

The idea is that once they are done with it, you will not need to do so.

 

By "done with it" you mean "fix up the bugs," which again, my idea has far, far less since there wouldn't be ANY issues of not being able to use a tool in your toolbelt for a slightly more obscure task.

 

Also, being able to take items out of your toolbox to use them and using them while in the toolbox are not mutually exclusive.

The only reasons I see to be able to take items out of your toolbelt are:

1) bugs when you cannot use your tool because it is in the toolbelt (which should be fixed so this would not be a reason to do it and in most cases you can take the same item with you in your invetory to do the same thing)

2) the spade for treasure trails and quests (which is the only valid reason I see for it)

 

-shrugs-

 

A failsafe against potential glitches and not forgetting the [giant stream of profanity] spade at barrows. Now that we agree on two valid reasons why we SHOULD be able to take it out, want to come up with reasons why we shouldn't?

 

EDIT: One or two more reasons to allow items to be removeable on the toolbelt. You could make it so that you lose items from there on death. Preferably not all of them, but if items could be taken out of it, then you could put a dragon pickaxe/hatchet in.

 

Also, they said they didn't put the sextant in because of the way you have to use it. If items were removeable from the toolbelt, the sextant could be put in.

Squab unleashes Megiddo! Completed all quests and hard diaries. 75+ Skiller. (At one point.) 2000+ total. 99 Magic.
[spoiler=The rest of my sig. You know you wanna see it.]

my difinition of noob is i dont like u, either u are better then me or u are worst them me

Buying spins make you a bad person...don't do it. It's like buying nukes for North Korea.

Well if it bothers you that the game is more fun now, then you can go cry in a corner. :shame:

your article was the equivalent of a circumcized porcupine

The only thing wrong with it is the lack of a percentage for when you need to stroke it.

 


7ApdH.png
squabharpy.png
Poignant Purple to Lokie's Ravishing Red and Alg's Brilliant Blue.

Link to comment
Share on other sites

This is why I keep constantly repeating that we should be able to take items out of the toolbox.

The idea is that once they are done with it, you will not need to do so.

 

By "done with it" you mean "fix up the bugs," which again, my idea has far, far less since there wouldn't be ANY issues of not being able to use a tool in your toolbelt for a slightly more obscure task.

 

Also, being able to take items out of your toolbox to use them and using them while in the toolbox are not mutually exclusive.

The only reasons I see to be able to take items out of your toolbelt are:

1) bugs when you cannot use your tool because it is in the toolbelt (which should be fixed so this would not be a reason to do it and in most cases you can take the same item with you in your invetory to do the same thing)

2) the spade for treasure trails and quests (which is the only valid reason I see for it)

 

-shrugs-

 

A failsafe against potential glitches and not forgetting the [giant stream of profanity] spade at barrows. Now that we agree on two valid reasons why we SHOULD be able to take it out, want to come up with reasons why we shouldn't?

 

EDIT: One or two more reasons to allow items to be removeable on the toolbelt. You could make it so that you lose items from there on death. Preferably not all of them, but if items could be taken out of it, then you could put a dragon pickaxe/hatchet in.

 

Also, they said they didn't put the sextant in because of the way you have to use it. If items were removeable from the toolbelt, the sextant could be put in.

Reasons why not:

1) Means a lot more code (now it only saves which tools you have in your belt and that you can use them, if you can remove them it works like a bank/leprechaun)

2) The code in part one isn't even the biggest problem, the big problem is that with every update of the tool belt they have to add even more code to let it work correct and there will be a lot more bugs.

3) They could make it for specific items to be taken out of the belt, so it wouldn't need to be the whole belt (for example spade and sextant).

 

So the biggest reason they got is that it takes a lot time to code all that stuff which they could use for better things. And I am sure they can find ways around the problems that exist now. (Sy suggested already a few ones).

And if you don't think that much more code is involved by making items removeable, they already replied to the FAQ that adding a toggle option for the coin pouch would already involve to much code to be worth it.

http://sign.tip.it/1/2/79/260/essiw.png

Retired item crew

I would like to be credited as essiw at the website update & corrections forum. Thanks!

Link to comment
Share on other sites

Here is another bug atm: clicking on Craft on Blisterwood Logs gives the option of either using Tinderbox or Knife on it. As of now neither works, clicking on them yeilds no response. The right click light option works as normal

tim_chenw2.png
6,924th to 30 hunting, 13,394th to 30 summoning, 52,993rd to 30 Divination

Kiln Record (Post-EoC): W 25 - L 0, 14 Uncut Onyx, 8 Jad hits received (Best record: Two in the same kiln)
Obby set renewed post update #2: 0

QBD drops: 21 crossbow parts, 3 Visages, 1 Kites, 2 Kits

Max Port Score [2205] Achieved: 27th April 2013 (World 2nd)

 

Farmyard Rampage ranking: 12th, 50,000 Kills.

 

Dragon Pickaxe Drops: 1 (Times after I first entered Battlefield: 2h)

Link to comment
Share on other sites

  • 2 weeks later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.