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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Sacks
ugggh this does not need repeating but you are not getting it
that has the same problems I listed as seedbags. It fills the same role as item stacking, except being inferior in every way.
here's an idea: how about you accept that the system is abstract and doesnt need more garbage thrown in just to make it more "realistic". how are you keeping the dirt separate from the rest of your inventory as it is now? go off and pretend that your useless fucking dirt is already in a useless fucking sack.
that has the same problems I listed as seedbags. It fills the same role as item stacking, except being inferior in every way.
here's an idea: how about you accept that the system is abstract and doesnt need more garbage thrown in just to make it more "realistic". how are you keeping the dirt separate from the rest of your inventory as it is now? go off and pretend that your useless fucking dirt is already in a useless fucking sack.
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Chakravanti
- Posts: 3345
- Joined: Sat Aug 29, 2009 3:38 am
Re: Sacks
While there is a fine line between an 'aesthetic' and a 'realistic' argument they are not in fact the same. Now, I understand your concern for the game mechanics and UI difficulty but the fact is that both stacking and item containers could be implemented with equivalent functionality and I maintain that the sole difference is in aesthetics and the amount of coding required by the gnome.
I believe it is the latter fact that has you inclined toward stacking because you want it sooner and because something a bit more complex like containers would require more testing and probably have more bugs. Also because, given how fucked up seedbags were, one might be inclined to think other item containers would be implemented as equally useless and fucked up.
I believe it is the latter fact that has you inclined toward stacking because you want it sooner and because something a bit more complex like containers would require more testing and probably have more bugs. Also because, given how fucked up seedbags were, one might be inclined to think other item containers would be implemented as equally useless and fucked up.
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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Chakravanti
- Posts: 3345
- Joined: Sat Aug 29, 2009 3:38 am
Re: Sacks
Actually, if item containers, like Gautemus originally suggested months ago (albeit not as inventory objects), use the build UI, then Quality of individual items can be preserved as quantum storage does.
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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Chakravanti
- Posts: 3345
- Joined: Sat Aug 29, 2009 3:38 am
Re: Sacks
Not as buildables Pacho, I mean, using the build UI.
Of course, There's something seriously fucked up about window management and priority so that's something that would need to be fixed or it's just asking for shit with this setup.
Of course, There's something seriously fucked up about window management and priority so that's something that would need to be fixed or it's just asking for shit with this setup.
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
Jackard, if your only reason for not liking sacks and similar ideas is that item stacking is simpler, you seem to be playing a different game from the rest of us. HnH appears to be deliberately obtuse and complicated at times, merely because it can be.
Whether or not item stacking or containers enter the game depends entirely on where our devs are intending to take the game.
Whether or not item stacking or containers enter the game depends entirely on where our devs are intending to take the game.
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Pacho
- Posts: 712
- Joined: Wed Jun 10, 2009 2:21 am
Re: Sacks
Aaah, ok I see what you mean.Chakravanti wrote:Not as buildables Pacho, I mean, using the build UI.
Of course, There's something seriously fucked up about window management and priority so that's something that would need to be fixed or it's just asking for shit with this setup.
I was thinking that to extract dirt from a sack it would be a simple shift click/right click and a handful of dirt would pop into your inventory