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Neruz
- Posts: 133
- Joined: Sun Dec 20, 2009 12:23 am
Re: Sacks
I'm not being willfuly obtuse, i honostly do not see how you can control what items go into what stack. Instead of having an inventory full of random quality seeds, i'll have an inventory full of stacks of random quality seeds. How does this help?
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CG62
- Posts: 591
- Joined: Thu Sep 03, 2009 2:45 am
- Location: <Insert Witty Location Here>
Re: Sacks
Jackard wrote:Jackard wrote: Inventory and equipment are abstracted. Your character is assumed to have all manner of pouches, belts, rope, pockets, sacks, whatever they need to carry what they do.
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Chakravanti
- Posts: 3345
- Joined: Sat Aug 29, 2009 3:38 am
Re: Sacks
Regardless of what aesthetic methods are used, forcing drag n drop UI would be a major fail of implementation. Fortunately the devs aren't that stupid.Neruz wrote:Wait, it just occured to me, are you advocating putting the pieces of dirt into the stack individually with mouse clicks?
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Neruz
- Posts: 133
- Joined: Sun Dec 20, 2009 12:23 am
Re: Sacks
I saw the link; it makes no mention of this issue that i can see.Jackard wrote:did you even bother clicking the link or whatNeruz wrote:Wait, it just occured to me, are you advocating putting the pieces of dirt into the stack individually with mouse clicks?
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Sacks
Like I mentioned before there is nothing you propose here that wouldn't work with stacks, which are basically just the same as containers except being more flexible - they don't require that you find recipes then build them, they dont force you to carry them and have empty ones clogging up your inventory/storage, and they can also be used for a lot more stuff. (Keyrings? Pff. Just stack keys!)Neruz wrote: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.)
You haven't conjured up any problems that couldn't be fixed during implementation. I'd explain further but your dull wit and inability to connect the dots has left me in despair
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Neruz
- Posts: 133
- Joined: Sun Dec 20, 2009 12:23 am
Re: Sacks
So you're advocating that stacks work exactly the same was as i have described with sacks, except without crafting the actual sack item. You should probably say this rather than pointing me to a post you made which contains none of this information and just assuming i'm psychic.
At which point it comes down purely to how jorb and loftar want to develop the game. I fully agree that from a purely UI cleanliness point, stacks are better. But they lack the same sort of flavour that container items have, container items are also technically more 'realistic' so to speak. So it depends entirely on the direction jorb and loftar want to take the game.
At which point it comes down purely to how jorb and loftar want to develop the game. I fully agree that from a purely UI cleanliness point, stacks are better. But they lack the same sort of flavour that container items have, container items are also technically more 'realistic' so to speak. So it depends entirely on the direction jorb and loftar want to take the game.
