by Neruz » Wed Dec 30, 2009 8:26 am
What's unintuitive about a sack? Lets say we get a sack, it's a 2x2 item, it has 10x10 spaces in it (for a total of 100 chunks of dirt). Dropping a chunk of dirt into the sack causes it to become a 'dirt sack' and will now only accept dirt, the first chunk of dirt goes into the first slot in the sack. Mousing over the display calls it A "Sack (Dirt), 1/100, Avg Quality". The Avg Quality number would ovbiously be the mean quality of all the bits of dirt in the sack. Lets further make it a little easier by allowing you to set min\max quality variables for the sack, any dirt that falls within the bounds automatically goes into the sack. We can then make it one step easier again and allow someone to set the item that goes into the sack without actually dropping an item in there.
We now have sacks, they can bet set to accept a given predetermined item of certain quality levels, they display their total level of filledness and the mean quality level of the items within. Shift clicking on the sack causes the lump of dirt at the end of the sack to jump onto the mouse. Dragging the sack onto something and right clicking causes the correct amount of dirt required to exit the sack and enter the object (ex: Treeplanters pot, drag sack onto pot, right click, 4 chunks of dirt at the end of the sack pop out and go into the pot.)
Explain to me how this is unintuitive and overcomplicated, it requires one more step than stacking (making the sack) but is actually more flexible, as stacking runs head-on into the quality issue.