I think changing the stack size in a single queue slot should just lower the queue # without resetting the progress.
Since bugs are so few now, maybe you can add in this new feature.

Moderator: ickputzdirwech
The game already lets you cancel jobs. And you just agreed front or back doesn't make a difference. So then why not cancel off the back instead of the front so your crafting time isn't wasted when you decide you want fewer items?ssilk wrote:Which makes it impossible to cancel parts of jobs, because you don't know how to pay back the difference correctly.
It makes no difference, if the job is in the beginning or end of the queue.
Exactly correct. Apologies if I was unclear.daniel34 wrote:ssilk: This is not about changing the amount of the items in the crafting queue when you cancel one item, compared to how it is now. It's about keeping the progress of the current item in the queue.
When you cancel the item currently processing, it's count goes down by one. However, the game resets the progress you already made on the current item. It cancels the one being processed and not the one being processed next (or last).
What OP wants is that the progress of this item is preserved and just the number of items to craft goes down by one.
Perhaps I misunderstood you. But If you want to cancel from the end of your job-queue, why don't you just do it?roy7 wrote:The game already lets you cancel jobs. And you just agreed front or back doesn't make a difference. So then why not cancel off the back instead of the front so your crafting time isn't wasted when you decide you want fewer items?
No, your suggestion is about canceling one item from the last job which is the same as canceling parts of jobs, which is - as explained - not possible to handle mathematically correctly.It sounds like you are arguing against people being able to cancel jobs at all, and not actually arguing against my suggestion.
Yeah we're talking past each other a bit. I'm talking about the in-process item currently being crafted, the one furthest on the left (at the front of the queue). The one you are already partially finished making. It takes 60 seconds to make, and you have 3 of them being made. It shows the icon for the item with a 3 on it. After 30 seconds, it is 50% complete. You decide you want to cancel one of them. So you right click on it. The icon with a 3 is now an icon with a 2. However, you aren't 50% finished on the first one you are making, now you are suddenly 0% finished. So the 30 seconds is wasted, and you spent another 60 seconds to make it. 90 seconds for a single item that should only take 60 seconds.ssilk wrote:Perhaps I misunderstood you. But If you want to cancel from the end of your job-queue, why don't you just do it?Right click on the job you want to cancel... or is it because the queue is too long and you cannot reach the end? There are a lot suggestions about more control to the job queue.
Right, there's the confusion. I don't mean last job in the whole queue, I mean last item in the in-process stack at the front of the queue. The item you are working on right this second.ssilk wrote:No, your suggestion is about canceling one item from the last job which is the same as canceling parts of jobs, which is - as explained - not possible to handle mathematically correctly.
Hmm. Possibly yeah. daniel34 I think answered fine. I think of it as one stack of items being made because visually it shows you one icon with a number on it for the # you are making. Queue up 20 of the same item, and if you have all of the ingrediants already made, it'll just say "20" on the icon. But if you work on the first one for a while and cancel, dropping to 19, you lose all the progress.ssilk wrote:Well. Perhaps it's too late. I make one more try.
So your suggestion is:
If the item in my next job of my crafting queue is the same type as the current, then deleting the first job should not loose the progress for the second.
Right?
Nonsense. No recipe in the game takes half an item. Closest comparison is Circuit taking 3 wires, and wires making 2. So, you tell it to make 10 circuits.ssilk wrote:Hmja. The problem is more complex and already discussed a lot. In short: It could be used to cheat.
Say you want to bake a cake and need 3.5 eggs for it. But there are no 3.5 eggs, so you need to take always 4.
Now you want to bake 5 cakes. For that case you don't need to take 20, you need need only 17.5 eggs, because you can make all at once. So you take 18.
Now you change your mind, cancel one cake. You receive 3.5 eggs back. But that's not possible, so you get 4.
Now you change your mind, cancel one cake. You receive 3.5 eggs back. But that's not possible, so you get 4.
Now you change your mind, cancel one cake. You receive 3.5 eggs back. But that's not possible, so you get 4.
Now you change your mind, cancel one cake. You receive 3.5 eggs back. But that's not possible, so you get 4.
Now you change your mind, cancel one cake. You receive 3.5 eggs back. But that's not possible, so you get 4.
You give in 18 eggs, but received 20.
There is no way to make this correct working, so this will not come in this way.What we all are thinking about is to shift the crafting queue, have priorities, interrupt crafting for more important stuff.
Well it does. Create 5 electronic circuits (=cakes) and use copper plates for it (=eggs). Then it uses 1.5 copper plates for each electronic circuit.Ranakastrasz wrote: Nonsense. No recipe in the game takes half an item
...
<Error, Recipe cannot use fractional items>
You can, but then the next players come and mark that as bug....gamble excessively and maybe get another egg ... Or you could, on cancel, round down.
If I don't see something, I try it out.I don't really see how this can be considered a valid counter-example.
Ah, well, If you were to imagine that the cake used 3.5 eggs, then you need to have an intemediary, (bowl of egg?) which produces 2 per egg. Cake then uses 7 bowl of egg.ssilk wrote:Well it does. Create 5 electronic circuits (=cakes) and use copper plates for it (=eggs). Then it uses 1.5 copper plates for each electronic circuit.Ranakastrasz wrote: Nonsense. No recipe in the game takes half an item
...
<Error, Recipe cannot use fractional items>
If you make more than one item, then there are for many recipes different brutto- and netto-item-values.You can, but then the next players come and mark that as bug....gamble excessively and maybe get another egg ... Or you could, on cancel, round down.
If I don't see something, I try it out.I don't really see how this can be considered a valid counter-example.