Let us barrel (nearly) everything

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Let us barrel (nearly) everything

Postby shubla » Tue Feb 26, 2019 7:50 pm

Granger wrote:Simple thing: let us put practically every kind of item (=stuff that goes into an inventory) into barrels, as long as it's below a maximum inventory grid size (I would suggest limiting to items that only occupy 2 squares, so absurd things like a barrel of B12 won't happen).

Mechanic wise the implementation could work as following:

When RMB'ing an empty barrel with a non-fluid item (=anything that currently can't go into a barrel) turn the barrel server-side into a stockpile for that item and put the item inside. The label on the barrel gets the same image as a display sign would get when applying that item. Interacting with such a barrel would work identical to a stockpile (show the usual interface window, LIFO scrolling, ...).
Removing the last item returns the barrel to a as-is currently empty one.

Automated solution to generating the graphics for the contents when looking inside such a stockpile barrel: Blender has a physics engine, enable that and collisions, float a barrel and have blender spawn a series of the (game world) items above it (spread out over some seconds), wait a moment for the simulation to settle, delete all objects that fell beside the barrel or protrude above it, enumerate what's left (sans the barrel) position wise (lowest point of each) bottom to top and a bit of quick math later you'll have a list of positions/rotations (relative to the barrel) specific to that item for the client to render when looking inside a barrel (only a partial of that list being rendered when the barrel isn't 'full') containing that particular item. It should be possible to script that inside Blender so it runs for every distinct in-world mesh (what's drawn when the thing is dropped on the ground in the world) without additional user interaction. Bonus points for letting it run several times for each mesh so there'll be variation in the looks when having several barrels with the same stuff open.

Barrel of b12 is very logical.
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Re: Let us barrel (nearly) everything

Postby linkfanpc » Tue Feb 26, 2019 8:05 pm

Shubla, i've heard of a double post but that's ridiculous!

Anyway, +1000000. Wanted this for as long as i've played. On the topic of this making large chests irrelevant make these not loadable into carts/boats/etc? I've also heard people debate whether we should make barrels take metal and make urns/pots early game fluid storage (Which i'm 100% on board with btw.), if we did that then both barrels and LCs would be at a more equal footing i feel, while also making pots and urns too small to be viable for long range transportation. (Make urns have 40-50L capacity, pots 20-30L while also allow running while carrying it?)

Another idea is just giving empty barrels 5x5-6x6 storage like any other container, but then others like bone chests and coffers become obsolete, and honestly that just further digs barrelling everything into the "Too OP" hole.
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