I think it should be ok (I’m not admin, so we should double-check with admin first) to have the complete button just move to the next cube number and not as much along a branch (although the chronological order does tend to go along branches anyway), as your add-on is set up that way. That is how I see it for if this idea goes through. Not saying any of this to pressure, just to work out how to logistically set it up
.
This in combination with completing within a cube means you could be completing without looking at the OV at all, and in a fair number of cases, what’s going on in the OV informs reaps as much as what’s going on inside the cube.
Whether or not you should be completing single cubes in isolation where full branches are available, I do not think you should be completing cubes without the context of the OV altogether.
@hawaiisunfun The chronological order goes by circles, because each branch grows, more or less, at the same pace, so cubes spawning is really spreaded across the whole cell. For now, I won’t be adding the ability to jump to the next cube automatically after completing a cube. You can still use the show children button if you really want to do it that way.
Utilities v. 1.12.4
FIXED the problem, that when the Auto-complete option was turned on, every cube (either normal played or scythed) was automatically completed, which caused many cubes completed at low weight. Thanks @susi for reporting it.
I was saying that when I finish working on a cube, I only go back to the OV because it places me there just to press the complete button. I don’t actually look at the cube and overlook the OV. If I overlook the OV, it’s while I’m working on the cube, but when I’m done, I’m done. Looking at the OV’s after finishing working on the cube’s as useful as looking after playing a regular cube (to me). People can always look at the OV if they want to at the end, but for those who do not use that feature, it helps to speed their work up. Usually most (90%) of my completes are 100%, but sometimes >99%, and I’ve had a 92% and some really low, like 60% before.
imo, and as admins wish, it’s much better to scythe-complete a branch, than jump just between random cubes of whole cell.
If you for example find an error in a cube, and if this error is at corner, then cube has many childs, and one should correct in all of these. You find when staying in branch, since you know how it looks, but you might miss, when just jumping anywhere and not knowing context. Staying in a branch, you get more a feeling what is good and what not.
If you jump around, you might edit cubes which do not belong to cell, (possible merger in one of the parents). This you can only see while scyting from base near CB and going outwards.
Advantage of scythe-completing branches is also: If two scythes do the same, this branch is taken off from normal play, speeds up finishing the cell. And for a scythe wishing to do some completes and speed up this finishing, it’s easier to see whole branches which need just second sc, than seeing a multicolored cell…
I understand about the the preference to work on a branch rather than random cubes, but that’s not what I was talking about. I was saying that I don’t have that capability, both with KoK’s addon and in the OV itself, because there are cubes I cannot access underneath the overlap. If I could, I would, but I can’t without jumping around at some point in time due to my lack of capabilities. With what I was saying, I wasn’t debating between whether I work along a branch or not, but how it’s not possible, so since it’s not possible, we should at least work with what we have and continue improvements until we can do better.
do not understand that:
because there are cubes I cannot access underneath the overlap
I have no problems going quickly through a branch. Missing edge-cubes can be easily sc-d later on, when cell is almost totally sc-d, with help of Kruks application.
(i use this, and jump over cell as i said above is not good, but i do when cell is almost finished to get these edge-cubes)
I don’t want to get this any more confusing than it already is, as I would like this TamperMonkey script discussion to move forward with productivity (as I feel it’s getting off-topic or deviating and getting long - 638 responses!), so I don’t mind continuing through PM if that’s ok with you until everything’s clarified and then coming back to the discussion here
, which will benefits readers too
. Unless we should continue here, in which I’m fine with that too.
But for now, sometimes the overlap is so great, I click on the pixels to access the different cubes within the overlap, which is tricky and stressful enough, but there are still some that are way too underneath, that even that method will not help.
I’m glad KoK’s application helps, but does the application help you move down a branch? It seems you use it for last-minute cubes you didn’t click on when going down a branch, and it helps get you there. I use it for every cube. Let me know if I’m mistaken, which I can be. I guess I must’ve been misusing it then, as it might not bring me along the branch and maybe one day the application could have that feature (which would be hard to create - as KoK said he couldn’t, but one can hope), but all I’m saying is that these shortcomings should not hinder progress that will also have these shortcomings - if it doesn’t break rules or get anyone in trouble for doing so.
My solution would be to write in these warnings in this branch, so people know about them with each advancement, so issues don’t occur - if we decide to go ahead with upgrades and improvements.
We do not need to go on in that topic. I have said, what i wanted and what i understood of your entries, so no need for more from my side :).
ok, but I hope I clarified what I could and it clarifies for others too 
I’m really glad you brought up what you did, as it helped me think and see a new perspective and also lead to an idea/productivity. So please, don’t let me stop you from speaking what comes to mind
@KrzysztofKruk I think I figured out why the application doesn’t make it possible to go down a branch. It’s because the cubes, when regularly playing on them, do not go down a branch either. So if the game is changed to be set up to where cubes get regularly played down a branch, then the application and possibly completing when clicking on a next button would work too. However, since it would require to possibly change the game from the beginning, it seems it would be too much work to invest in just for a slightly faster method.
Exactly, it’s not possible to find all cube down the branch basing just on the cubes’ IDs. They are assigned whenever a new cube is spawned. It doesn’t even have to be in the same cell or the same dataset. So a cube number n can be in our current cell and cube n+1 might in a zfish cell or even is a very old cell if some admin or scythe is reapgrowing something there.
I could get all the descendants of a cube using the EW API (the same, which is used for highlighting children), but there is still the problem of subbranching and corner cubes. So, I could jump you to one of the children and you’ll go along that trace, but the other children would be missed. It wouldn’t be a problem, if those were entire subbranches, because it could be easily seen in ov later, but if those were some corner cubes, you would miss them even easier than going through ov cube by cube visually.
I’m not saying, that SCying from inside the cubes and automatically jumping to the children is a bad idea. It’s just it has some flaws. Some of them would be agaisnt HQ rules (checking cells by branches) and other against the will to check each and every cube along the branch.
I think, the best solution is what @susi said - check branches as good as you can and then, if the cell is nearly finished, use the Cubes addon to find all those missing corner cubes and SC them too if you want (AFAIK, HQ doesn’t require those to be SCed before declaring a cell completed).
On another topic, I was working on completes, and thought of more improvements if that’s ok.
for the tiny buttons on the right, would it be possible to go straight to annotate images, as the option’s available when clicking the reap button? I just can’t edit the image after clicking on the tiny buttons, and that’s not good.
Also, since I hear a lot that people do double work when people don’t click complete after reaping, would it be possible to add in an option for this?
For the first paragraph, that’s good to know, as I’m not familiar with that. @susi’s method sounds like the best way to go right now until better.
I read the scythe manual and it didn’t talk about subbranches. I’m assuming that people can only take one branch at a time and cannot work on multiple subbranches. So people would go from parent -> child and then go back and work on the next subbranch closest to the parent (and work down to the end) and so on. So it seems that might be possible.
However, I didn’t know corner cubes create such a large problem and know little about it, so idk how to help on that until I learn more.
I think this brainstorming’s a good start and appreciate @susi and @KrzysztofKruk for helping. I feel more knowledgeable to say the least :). Hopefully there will be a solution that doesn’t involve breaking rules nor poor form when working - or at least a warning that this could happen while using the new feature.
Not sure about the posibility to jump straight to the annotate images - didn’t investigate that part, but I will see.
As for automatic completing after reaping (I believe, this is what you’re talking about), there’s already an option called Auto Complete. If you turn it on, then clicking on any of the quick reap buttons will, at the same time, log, reap and complete the cube.
I think bringing it to annotate would be counter-productive to a ‘quick reap’ as in most of my reaps I personally don’t annotate. When I do feel the need to explain something, that’s what the regular option is for.
agree with you hwaaim.
Quick reap is great, i show things in explore-color, no need for annotate. And as you say, if more is needed, you can go into “normal” log
Hey all, we’ll discuss some of these ideas on Mon and weigh in if there is more to add from HQ.
I honestly believe that annotate images is really important. When I complete a lot and look at entries that do not have annotations, I really get confused as to where the changes occurred as well as how. That I believe causes me to make mistakes at times (rarely, but still) and not communicate well when I work on completes.
I really appreciate you taking out your time to look at this discussion and weigh in everything. My heart and soul got almost 10x bigger just now! <3