Ridiculous inventory system

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Re: Ridiculous inventory system

Postby windmaker » Tue Dec 30, 2014 5:44 pm

what is your problem? u just need equip more tsacks

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that bug was fix'd in some restart, but i know people who have it too yet.
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Re: Ridiculous inventory system

Postby Kaios » Tue Dec 30, 2014 6:41 pm

The only problem with making certain items stackable is that most of them all have a quality attached meaning you'd probably have to have several stacks of the same item just as different qualities.

Or even worse would be if all the items stacked regardless of quality and you'd have to figure out some way to deal with that, like right clicking the stack and opening up some sort of "inventory" to grab the quality item you want (like a seed bag) or you would just have to pick them out of the stack 1 by 1 until you find the quality you are looking for and neither of those options sound good to me.
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Re: Ridiculous inventory system

Postby borka » Tue Dec 30, 2014 7:56 pm

windmaker wrote:what is your problem? u just need equip more tsacks
[img]8x10_2tsacks_no_merch[/img]
that bug was fix'd in some restart, but i know people who have it too yet.


max is 8x7 with backpack, merchant's robe and 2 traveller's sacks ... and no exploits
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Re: Ridiculous inventory system

Postby loftar » Tue Dec 30, 2014 8:53 pm

Kaios wrote:Or even worse would be if all the items stacked regardless of quality and you'd have to figure out some way to deal with that, like right clicking the stack and opening up some sort of "inventory" to grab the quality item you want (like a seed bag) or you would just have to pick them out of the stack 1 by 1 until you find the quality you are looking for and neither of those options sound good to me.

Indeed. Originally, we had planned to implement more proper stacking for items in Salem, but the related UI issues made us kinda back out on that.

Overall, I'm a bit split on the issue of inventory size. When out exploring and foraging, I like and enjoy the fact that inventory space is limited and precious, because it makes you choose and prioritize and other fun things. When doing routine work back home moving bricks from kilns and whatnot, however, I do agree that it's a wee bit retarded. I've actually considered something like having a magical inventory inherent in the plot itself that is always available to the owner whenever he's on the plot just to reduce unnecessary roundtrips, but it's just so ad-hoc and ugly. (And I also tend to think that such things as travellers sacks are good enough.)
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Re: Ridiculous inventory system

Postby windmaker » Tue Dec 30, 2014 9:16 pm

loftar, the inventory space is perfect, u just need add something for transport and storage items out from the inventory space of chars.
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Re: Ridiculous inventory system

Postby Potjeh » Wed Dec 31, 2014 12:27 am

How often do you need to pull an item that's neither the highest nor the lowest q of it's type?
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Re: Ridiculous inventory system

Postby loftar » Wed Dec 31, 2014 1:08 am

Potjeh wrote:How often do you need to pull an item that's neither the highest nor the lowest q of it's type?

Well, items may have several dimensions of qualifiers, not least if stacks are a bit more heterogeneous -- for example, it might not be entirely unreasonable to let "meat" stack together regardless of type. As for other dimensions, you could care about such things as seed-stalks at different points in drying, items with different crafting buffs, boiled/unboiled mushrooms, &c&c&c. That is to take Salem examples, the context into which we tried to fit stacking.
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Re: Ridiculous inventory system

Postby Potjeh » Wed Dec 31, 2014 12:39 pm

You still just need two variables, one for sorting parameter and one for sorting order. As for what should stack, a simple rule of thumb would be if it has the same icon it stacks.

Also, I sure as hell hope you're not hinting that Haven might have multi-dimensional quality, because you botched that royally in Salem.
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Re: Ridiculous inventory system

Postby CTheRain » Wed Dec 31, 2014 7:59 pm

Stack same items into one slot but limited. Say boards use the same space but stack maybe 3-4 in one slot. In the slot if the items are different quality, a sub inventory menu opens up and shows them individually like the current inventory system does. Each item has limited inventory per slot.

Below is an example:

Boards = 3-4 per slot
Dragonflies = 9-10 per slot

Could get a bit crazy if they auto-opened so I'd probably add a right-click option and a forced tutorial session on how to use it to prevent idiots from complaining.
Last edited by CTheRain on Thu Jan 01, 2015 10:27 am, edited 1 time in total.
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Re: Ridiculous inventory system

Postby loftar » Wed Dec 31, 2014 8:22 pm

CTheRain wrote:Boards = 3-4 per slot
Dragonflies = 9-10 per slot

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