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windmaker
- Posts: 1855
- Joined: Thu Mar 29, 2012 7:08 am
- Location: in the forum where some mods are fags.
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Ridiculous inventory system
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.
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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borka
- Posts: 9965
- Joined: Thu Feb 03, 2011 7:47 pm
- Location: World of Sprucecap
Re: Ridiculous inventory system
max is 8x7 with backpack, merchant's robe and 2 traveller's sacks ... and no exploitswindmaker 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.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Ridiculous inventory system
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.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.
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.)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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windmaker
- Posts: 1855
- Joined: Thu Mar 29, 2012 7:08 am
- Location: in the forum where some mods are fags.
Re: Ridiculous inventory system
loftar, the inventory space is perfect, u just need add something for transport and storage items out from the inventory space of chars.
#swag-
Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Ridiculous inventory system
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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loftar
- Posts: 9096
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- Location: Your character database
Re: Ridiculous inventory system
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.Potjeh wrote:How often do you need to pull an item that's neither the highest nor the lowest q of it's type?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Ridiculous inventory system
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.
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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CTheRain
- Posts: 151
- Joined: Wed Nov 05, 2014 7:30 am
Re: Ridiculous inventory system
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.
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.
We buy things we don't need with money we don't have to impress people we don't like.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Ridiculous inventory system
CTheRain wrote:Boards = 3-4 per slot
Dragonflies = 9-10 per slot
"Object-oriented design is the roman numerals of computing." -- Rob Pike