-
Notifications
You must be signed in to change notification settings - Fork 4.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Inventory Enhancements and Nestable Containers #10926
Comments
Seems interesting and a step further as long as it doesnt get boring\uncessary and I do agree just adding volume isnt realistic. |
A few top level points: As we discussed on IRC, I don't want to land a system with an incomplete |
Agreed, and noted. The system will only have nestables. I will get to the point where it isn't strictly inserting/removing manually, but I needed a jumping off point. Edit: I have updated the intro to point out that "volume" in inv will change, as Kevin stated. |
This looks really promising. I would love to cut down on the time I spend micro-managing my inventory to prepare for different purposed excursions. It would be great to be able to create different kits of gear ahead of time, basically once, by packing them into containers. This could also make melee characters more attractive to me as a play style. Currently I shy away as I find ranged characters can deal with encumberance more easily. If a melee character can drop their backpack and get unencumbered conveniently to be ready for combat, that would be great. Perhaps a "ditch" flag could facilitate that? If set on a container, you drop it when a key is pressed, and perhaps pick it back up and wear it when you walk back over it if no enemies are within safe mode range? Or at least, if the container labels were allowed as valid input for auto-pickup rules, you could ditch your bag and then pick it back up automatically. Just some random input. |
I really like that idea. A quick "battle mode" key then? :-) |
Oops, you auto-pickup your bag during combat. (Unless you turn off auto-pickup during the fight.) Friendly reminder that we try to have the program anticipate some common deaths-by-boredom, but we can't anticipate and check for every player preference. Don't get too comfy. |
Noted noted! So leave some duty to the player! Any ideas that would be nice to tie in? |
For that I'd say make auto-pickup of dropped stuff be opt-in rather than |
Yeah was thinking the same, otherwise peeps would be wondering where the hell there pickups were going. |
Okay, so still on the warpath, but I am definitely understanding where I shouldn't and should put stuff. A lot of stuff needs to be rewritten, but I'm on the case! |
Good luck, Kemosabe. |
Thanks Rivet! :-) |
Wooo sticking potatoes into canvas sacks!
|
This is going to be where I'm putting my updates on this, as it has sat too long and i want this done before next version! Come and chat! Enjoy a drink! Tell me what I screwed up! |
This is a feature I would like to see realized. If you need help testing or anything let me know what I can do to help! |
This is the addition I would most love to see as well! I just have a few fixes to the latest AIM update... I love this update though! I can't wait to get it done. :-) |
I wonder whether nestable containers have been implemented yet? |
@l0master: Nope, not yet. |
Assuming this one is dead, though, correct? Unless David is still working on it in stealth mode somewhere? |
Exams coming up, not to mention the extra shifts on ICU... Not likely. :-( |
Similar to #3671. |
Hello all, so while my medical stuff is still in design, I figured I would tackle some other things...
As always all comments, suggestions, constructive criticism are very welcome! Let's help me make this system kick ass!
Also, git reviewers and devs, bare with me a bit too. This is the biggest addition I have both started on and actually done a good bit of work to. I can always fix any issues you have with my code, so don't toss me to the curb over how I do things. :-)
Introduction
So, as many of you are aware, the inventory system needs a bit of upgrading. I would love to add some great things I have considered and seen on the forums, but all are welcome to add!
I plan on reworking the inventory system to bring it up to speed with the rest of the game. AIM is amazing, and I use it for 99% of my inventory management, but even it has shortfalls! gasp
So therefore, this is happening. Bags will no longer simply "increase your volume" allowing a cluttered inventory. All items will need to be in a contianer/bag/pocket/etc. Gone are the times where you carry everything in your hands!
Notes
bags
andcontainers
fairly interchangeably in discussions, but the code will be clear.if(is_container()) then do_stuff_with_liquids()
, liquids aren't the only thing in containers now!moves
, and will vary depending on certain factors. Such factors may [or may not] be things like:TODO
storage
,volume
, etc. systems to work well with this new system.magic
variables that are totally black magic and you can't see them without wizard eyes.Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.
The text was updated successfully, but these errors were encountered: