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pagsiu
- Posts: 352
- Joined: Fri Feb 25, 2011 3:14 am
Re: Game Development: Pocket Bundle
Quality update, at last. I noticed one weird thing, though - if I select a spot with multiple containers using the new feature and only one of them has stuff inside, the barter stand that is connected to this spot shows "0 left", however I'm still able to buy the stuff. Doesn't matter if I bundle the stuff or not.
Last edited by pagsiu on Wed Jan 18, 2023 12:17 am, edited 1 time in total.
Marking forum read since World 2.
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loftar
- Posts: 9093
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- Location: Your character database
Re: Game Development: Pocket Bundle
Yes, that has always been a problem with barter poles as well. Should be fixed, but it's a fairly involved fix.pagsiu wrote:if I select a spot with multiple containers using the new feature and only one of them has stuff inside, the barter stand that is connected to this spot shows "0 available"
We did consider that option, but the UI consequences seemed like opening a pretty large can of worms that we didn't want to look at at this point. Stuff like, how to inspect/interact with the individual stacked items, what should happen when shift-transferring (does it target one item or the stack as a whole) and a whole range of other issues. Might consider revisiting at a future time perhaps, but not really sure the UI complexities would be a net positive for the game.bumfrog wrote:Bundles seem clunky, why not just let (certain small) items be stackable?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Edhardt
- Posts: 9
- Joined: Thu Feb 04, 2010 8:19 pm
Re: Game Development: Pocket Bundle
loftar wrote:You are probably using a client that hasn't merged the inventory masking patch to display the partial rows/columns properly. Perhaps that's the issue for the other people reporting problems as well.Edhardt wrote:One, two or three various pockets on same item added only one colunm. Maybe incorrect work?
No. Screen from default client. I stripp off all inventory-add items. 4x4 cell base + 2 inventory space = only 4x5.
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loftar
- Posts: 9093
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Re: Game Development: Pocket Bundle
As far as I can tell from your screenshot, you have exactly the two extra inventory squares the pockets promised. Am I misunderstanding something?Edhardt wrote:No. Screen from default client. I stripp off all inventory-add items. 4x4 cell base + 2 inventory space = only 4x5.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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ksetrad
- Posts: 84
- Joined: Sun Feb 21, 2016 9:13 pm
Re: Game Development: Pocket Bundle
This is the best update in the last few years. I finally removed those damn barterhands!
THANKS!!!!!!
THANKS!!!!!!Discord of Nurgling custom client : https://discord.gg/3YF5yaKKPn
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bumfrog
- Under curfew
- Posts: 429
- Joined: Wed Mar 24, 2021 12:47 am
Re: Game Development: Pocket Bundle
certain small items (namely, seeds and flour/dust/ash) are already stackable.
Does it defy possibility to implement stacks for other things like branches the exact same way? Is it a distaste for the quality averaging that motivated this bundle thing, or the desire to stack nonhomogenous items like insects/boughs/meats/etc as a generic category?
I’m sure the average player, if asked, would prefer to stack only identical objects, even with the levelling out of quality, so they wouldn’t have to interact with more “inventory within an inventory” silliness.
Imagine if the only way to stack seeds was in a 5x10 “Bundle” that took any type of seed. That’s kind of what seed pouches were in Legacy iirc, and the current seed stacking system is considered a step forwards, no?
Does it defy possibility to implement stacks for other things like branches the exact same way? Is it a distaste for the quality averaging that motivated this bundle thing, or the desire to stack nonhomogenous items like insects/boughs/meats/etc as a generic category?
I’m sure the average player, if asked, would prefer to stack only identical objects, even with the levelling out of quality, so they wouldn’t have to interact with more “inventory within an inventory” silliness.
Imagine if the only way to stack seeds was in a 5x10 “Bundle” that took any type of seed. That’s kind of what seed pouches were in Legacy iirc, and the current seed stacking system is considered a step forwards, no?
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Edhardt
- Posts: 9
- Joined: Thu Feb 04, 2010 8:19 pm
Re: Game Development: Pocket Bundle
loftar wrote:As far as I can tell from your screenshot, you have exactly the two extra inventory squares the pockets promised. Am I misunderstanding something?Edhardt wrote:No. Screen from default client. I stripp off all inventory-add items. 4x4 cell base + 2 inventory space = only 4x5.
Understood thanks
Plus only one cell for one pocket. Client displays incorrect.
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loftar
- Posts: 9093
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Re: Game Development: Pocket Bundle
Well, regardless of perceived mechanical similarities, internally that is one item containing a substance of some amount, rather than multiple items actually stacking.bumfrog wrote:certain small items (namely, seeds and flour/dust/ash) are already stackable.
I would certainly consider both of those issues.bumfrog wrote:Is it a distaste for the quality averaging, or the desire to stack nonhomogenous items like insects/boughs/meats/etc as a generic category?
I wouldn't be quite so sure, at least not without introducing other new complexities to the UI. You would clearly not want the high-quality bones you pick up from an animal to auto-stack with the q10 bones that you happened to be carrying around, for example.bumfrog wrote:I’m sure the average player, if asked, would prefer to stack only identical objects, even with the levelling out of quality
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Stoneface
- Posts: 290
- Joined: Sat Sep 04, 2010 1:28 pm
Re: Game Development: Pocket Bundle
This sounds more and more like OCO is "will consider" for Jorb..... yayyy
nice patch QoL yeeeeeeeeeee
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OblongNoodle
- Posts: 46
- Joined: Tue Jun 24, 2014 9:22 pm
Re: Game Development: Pocket Bundle
Welp, broke my version of Ard Client. Can no longer inspect objects or repair objects. It was fun while it lasted...