Major QoL improvement idea

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Major QoL improvement idea

Postby vatas » Fri Sep 09, 2016 12:56 pm

At least I personally feel that while crafting menu isn't worst thing in the game, it could be better. My suggestion is following. When you occupy workstation, you can right-click workstation again to open up flower menu for things that you can craft with it.

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Basically the boxes would read "Grind Flour" "Grind Grist" "Grind Pipeweed" and clicking any of them would open the relevant craft window.

In further example, Loom would open flower menu for different kinds of cloth.
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Re: Major QoL improvement idea

Postby MrPunchers » Fri Sep 09, 2016 1:22 pm

+1
Some stations craft a lot of things, but for the ones that only make 3-4 things, it sounds sweet.
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Re: Major QoL improvement idea

Postby shubla » Fri Sep 09, 2016 1:36 pm

Would be neat, but sounds like too time intensive for devs current schedule.
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Re: Major QoL improvement idea

Postby Ysh » Fri Sep 09, 2016 4:01 pm

shubla wrote:Would be neat, but sounds like too time intensive for devs current schedule.

You have change of heart on nice to developer? Mix up tactics?
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Re: Major QoL improvement idea

Postby Enjoyment » Fri Sep 09, 2016 4:34 pm

vatas wrote:At least I personally feel that while crafting menu isn't worst thing in the game, it could be better. My suggestion is following. When you occupy workstation, you can right-click workstation again to open up flower menu for things that you can craft with it.
Image courtesy of my uber paint skills:
Image

Basically the boxes would read "Grind Flour" "Grind Grist" "Grind Pipeweed" and clicking any of them would open the relevant craft window.

In further example, Loom would open flower menu for different kinds of cloth.

Though I don't think you choose the most imaginary thing (grinder) for it, the unifying of craft/flower menu was suggested so many times, that J&L should stop ignore them and start to dig in that direction.
This game has too much mechanical repetitive work and sometimes I find myself stuck into trying to right-click on something to craft/finding something in craft menu w/o any success, just because I've used the wrong method of interaction. And any time this happens I think "WTF why do we have 2 separate system for similar actions???". Seems like devs don't know which system to use - right-click flower menu or crafting/building menu, and still using both because of laziness.
You can just right click on item in your inventory - select "craft" and then select needed stuff...
Or we should not have flower menu at all, but get all that right-click actions accessible via craft/adventure menu.
But having BOTH systems seems kinda dumb...
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Re: Major QoL improvement idea

Postby ydex » Fri Sep 09, 2016 5:13 pm

this idea I think is muched needed and good. and then fix trellis as well and its much better
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Re: Major QoL improvement idea

Postby ekzarh » Fri Sep 09, 2016 5:43 pm

Enjoyment wrote:But having BOTH systems seems kinda dumb...

IMO - in some use cases menu is really more convenient. Rright clicking is more convenient in others. So having both is ok by me.
But menus work well either when you remember the hotkey sequence or when you have this item on a hotbar. While lots of things (like most curios) cannot be be brought up by right-clicking anything.

But as of original idea - it is really good. and it is ok to have e.g. Grind flour in both craft menu and while right clicking on grindstone.
So +1!
Also, being able to right-click on e.g. oven and bringing up anything that can be baked is also good, even though crafting the unbaked pie does not require to use oven at the moment of crafting.
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Re: Major QoL improvement idea

Postby azrid » Sat Sep 10, 2016 9:59 am

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Re: Major QoL improvement idea

Postby Granger » Sat Sep 10, 2016 10:09 am

The flower menu may seem to be fine at first glance, but it isn't a good interface:
Just look at a full stone in the moddle of a road when you're wayled on several of its paths and you'll know what I'm talking about.
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Re: Major QoL improvement idea

Postby ekzarh » Sat Sep 10, 2016 10:22 am

Granger wrote:The flower menu may seem to be fine at first glance, but it isn't a good interface:
Just look at a full stone in the moddle of a road when you're wayled on several of its paths and you'll know what I'm talking about.

There has to be some kind of sub-menus when there are too much items. And shorten labels somehow.
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