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Sometimes a macro can be made better manually due to something that happens in-game which the simulator doesn't account for. Suppose you only have 5 durability left, the simulator says that it can't perform a Basic Synthesis because that would cost 10. It then rearranges things to ensure you end on 0 or greater durability. In-game the Basic Synthesis would work fully as if you had 10 durability left and the craft would be a success even though it would technically leave you with -5 durability.
Not sure if there's a setting for this that I'm not seeing or how if implementing this behaviour is even feasible?
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Sometimes a macro can be made better manually due to something that happens in-game which the simulator doesn't account for. Suppose you only have 5 durability left, the simulator says that it can't perform a Basic Synthesis because that would cost 10. It then rearranges things to ensure you end on 0 or greater durability. In-game the Basic Synthesis would work fully as if you had 10 durability left and the craft would be a success even though it would technically leave you with -5 durability.
Not sure if there's a setting for this that I'm not seeing or how if implementing this behaviour is even feasible?
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