Well, my main preference there is that using potion for underwater means +50/+100 item drop by skipping the traumatic gear... which is nice. Using a grouper groupie at... 35 weight? Something like that... anyways, using the GG, had a positive item drop chance even without further penalty reductions. Sped things up nicely on initial work.
Yeah, once the initial work is done, we can throw in a monkeeFax T/F or something similar. Should be relatively fast and easy... that's refinement though, not basic work.
Last bits of basic work are waiting for another character with a nice underwater familiar to get up... will probably be a day or two. Just happened to have a few that were in aftercore with underwater familiars due to the holidays sucking up my playtime.
If you have a goal set, won't it auto-putty? Is it just bounties that it auto-olfact/putties, or do goals count as well?
Anyways, I'm leaving that part on the user... remember my first assumption in post 16:
We're assuming that the character has enough stats to survive and a CCS that works.
Though we could hijack it, but... initially at least, my plan is to leave successful combat on the user. Some users will want to have all normal combats flee (possibly with free-flee familiars) while they're looking for choice adventures... others will want to kill for the random items. As long as they don't have it set to run away from neptune flytraps without any item gathering, they'll finish up the quest eventually.
My current plan is this:
1) Ascend back up to the sea. Should have another character or two there in 1-3 rollovers, now that I've finished my Omega/Balloon wars and get to focus on speed again.
2) Test to see whether or not it properly stops when it runs out of breathing ability. Should be safe now... put 5-try loops on the while loops for choice adventures, and there should only be 3 choice adventures, so that should work great.
3) See if it gets locked on finding Grandma. That was the only problem I had with my last character... it kept adventuring after Grandma, saying that there were still conditions remaining. If it screws up again, see if it stops properly with autostop instead of choiceadv. This is the remaining bug that's keeping this private.
4) Release The Sea v0.6 for people to try.
5) Add seafloor_buySkateBoard and seafloor_buyBoot. Since SB is about 80k when I checked yesterday, and the Boot costs 100 SD which is about 80k as well, these should have opt-in functionality.
6) Change the obtain(1, item, location) code to condition clear, add_item_condition(1, item), adventure(my_adventures(), location). Basically, don't try to buy stuff if the character doesn't want to buy it, and don't scream about them not having an 80k autoBuyPriceLimit. That's just silly. In the same way, if someone wants to have the SB weapon and is willing to pay, buy it instead of failing. Don't waste the tons of turns fighting random skate board members because their aBPL is at sane levels. Probably release v0.8 or so with this change, while keeping the v0.6 up as well if it doesn't work out perfectly initially.
7) Add faxing the neptune flytrap. Probably gets released as v0.9, unless this gets rolled into v0.8 instead. Since I don't really fax, this might take feedbacking...
8) Add in seafloor_buyMat (T/F), seafloor_getHelmet (0-2), and anything else that's struck us. Basically, other things with the sea that people will do regularly. If they're farming, they probably want to get a sushi mat every time... if not, they'd probably just as soon skip it. Regarding the helmet, we'll skip it if they have one already. If they're farming helmets for their display case, they can type create aerated helmet themselves.
Also regarding that, getHelmet will probably be 0 for skip, 1 for adventure, and 2 for buy. At this point, we should be able to release v1.0 and have it be fairly solid.