Since I normally disable EoR on non-Embers characters (as preemptive defense against saw horrors
), I had completely failed to notice that I'd unlocked steamtech classes in AoA.
So, with Gunman Stan McKurt now busily shooting evil in the face
I'm discovering all new minor inconveniences that need to be worked on, and since I'm not sure what the right fix for them is, I figured I'd get some feedback.
The most obvious wrinkle so far is that our Maj'Eyal tinker characters have both a transmo chest and an APE. So far it looks like you can either melt or transmo everything in your transmo chest by manually "Use"ing the corresponding item, but you can't manually melt something not in the chest (unless you manually set the APE as your default transmo source, which can only be done if there's nothing in the transmo chest and nothing on the floor at your feet, and is kind of a hassle anyway). Auto-transmo when you leave the level presumably also uses whichever default is set above.
Ideally, I think, we'd like to melt anything that will yield ingredients and transmo the rest for fortress energy; AFAICT the gold yield is the same either way. I think
I can achieve this by hijacking Actor:transmoInven() at the right place, though I don't think I can get the prompt dialogs right that way. Something we want? Default behavior or have a game option to enable it?