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kemil88
- Posts: 216
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[Idea] More Iventory Slots
I would like to have more inventory space, I think we could have pockets in jacket and pants, also you could add new bagpacks like Hardened Leather one or Cloth one
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overtyped
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Re: [Idea] More Iventory Slots
nokemil88 wrote:I would like to have more inventory space, I think we could have pockets in jacket and pants, also you could add new bagpacks like Hardened Leather one or Cloth one
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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loftar
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Re: [Idea] More Iventory Slots
If inventory space could be added on a single-square basis, then I would be generally far more open to add some space here and there on various more-or-less insignificant items, but as long as the basic unit of space that can be added is an entire row or column, I feel the need to be quite conservative. Not entirely sure how to solve that problem; we did attempt in Salem by having effectively separate inventories for the various inventory-extending items, but having a segmented inventory would probably work much worse in Haven where items aren't necessarily 1×1.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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kemil88
- Posts: 216
- Joined: Wed Jul 18, 2012 7:56 pm
Re: [Idea] More Iventory Slots
What about implementing the Weight system like in Salem? You get free space but you are limited to weight, and you increase the weight limit with Str or Con or both, and with backpacks (a backpack could reduce the weight by Weight/2 and another could do the same but /3, or something like that
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maze
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Re: [Idea] More Iventory Slots
but if it's a pocket~ then its a pocket.loftar wrote:~ but having a segmented inventory would probably work much worse in Haven where items aren't necessarily 1×1.
if you branch that extra one box off the backpack inventory then someone going to put their 1x4 item coming out of their pocket and going into their backpack.
I cant see a real downside of segmented inventory's
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MadNomad
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Re: [Idea] More Iventory Slots
good idea +1
still better than nothingloftar wrote:but having a segmented inventory would probably work much worse in Haven where items aren't necessarily 1×1.
u have more windows on screen which can disturb u while doing actions, it especially might disturb during combat with other people, but cause we can turn windows off it obviously is still better than nothing.maze wrote:I cant see a real downside of segmented inventory's
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Granger
- Posts: 9255
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Re: [Idea] More Iventory Slots
Then please, please, pretty please, with cherry on top:loftar wrote:If inventory space could be added on a single-square basis, then I would be generally far more open to add some space here and there on various more-or-less insignificant items, but as long as the basic unit of space that can be added is an entire row or column, I feel the need to be quite conservative. Not entirely sure how to solve that problem; we did attempt in Salem by having effectively separate inventories for the various inventory-extending items, but having a segmented inventory would probably work much worse in Haven where items aren't necessarily 1×1.
Add a toolbelt with slots accepting waterflak/waterskin, keyring, saw, axe (not B12), sicle (should it ever be introduced) where the tools are auto-pulled into use like they would be if in a hand (as long as a hand is free).
QoL please. Pretty please...
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Iva
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Re: [Idea] More Iventory Slots
And a hunter's belt with slots accepting four-five dead squirrels, rabbits, hedgehogs and bats. Please. For a newbies.Granger wrote: Add a toolbelt with slots accepting ...