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Forbid picking up items from the ground under the vehicle #20728
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When a Car container gets full, the items drop down below the car. A solution need to be found for this befor you merge this change. Else each time you drop more items than a container can hold, you have to move your car away to pick the items up. And this will be very very annoying. |
Also when you are removing parts from the car the removed part is dropped on the ground below you... Again, it's going to be annoying if you need to move you car to get it... I kinda like the idea, but this other things needs to be solved first before this. |
I think we need to get rid of all this "items-falling-through-bottom-of-vehicle" mechanics altogether regardless of this PR in question. |
Yeah, but this one will have to wait until that's solved. |
Well, we could check for total volume of items we want to put in a car container and forbid putting if it exceeds. We could also use this check prior to removing car part and forbid if it exceeds free volume in character inventory and/or adjacent tiles with car containers. |
Unless you want to allow things like items rolling 5 tiles to nearest edge of the car, you can't just forbid placing an item in a given spot. And it isn't possible to just forbid placing items in those spots, because there are cases when it will happen anyway - zombies dying there, thrown items and so on. |
Planning on merging this once I can test it, we should just commit to fixing the other issue as well. |
Suggested behaviour would be something like this: if dropping on a full tile instead place on a random not full adjacent tile inside vehicle, if all adjacent tiles are filled place on nearest non full tile, if all tiles are full fall out of nearest open door, if no door open allow temporary to go above limit and fall out of vehicle the next time a door is opened. |
I'm not sure I would like a behavior like this... If you are sorting your items in the vehicle by certain rules (I have floor trunk for books, another one for drugs/medical supplies, etc.) this will quickly mess up everything and you would be unable to find things. Multi-dropping a lot of small volume items on a tile which you forgot/didn't notice is full will end up with huge annoyance trying to clean the mess. Maybe if you add query before that happens that "targeted tile is full, drop anyway?", it might work. |
@Mecares There's currently no system in place, as far as I know, for checking whether the storage spaces in a vehicle are connected, so there are several more worm cans you could open with that. Suppose you have a large vehicle, with a cargo space in one end, and little platform of aisles in the other. When you kill zombies on your murderstage, their corpses will attempt to fall to the ground, and materialize in the cargo space, teleporting through six layers of solid walls if necessary. You could probably do something like Dwarf Fortress does with fluid simulation, making the corpses roll around on the floor until they reach a tile with available storage space, including ground at vehicle edge. Or, if no storage space exists, and they are sealed in an enclosed space, just keep rolling around on the floor, constantly moving to tiles with lower corpse potential. The corpses would settle into a roughly even mat of corpses, and expand to fill available space if the player opened interior doors. Another option would be to make tiles with too many items on them impassable. There are so many items in the car trunk, it's no longer possible to squeeze past. If neither creatures nor thrown items can pass into the tile, it shouldn't be possible for more items to accumulate there, right? One problem with this is what you do when something smashes the tile. You don't want items to just disappear, but neither do you want a pile of clothes to be indestructible. |
Oh, crap :( |
@kevingranade please rethink this. This merge alone will create a lot of unwated ingame work for the player. |
This is a terrible idea. The issue of automatically dropping excess items through the floor (causing the same break with the laws of physics this pull request concerns) must be fixed before this should even be considered. I would fully advocate regarding that issue as a blocker to this pull request. This will only create more tedium and player hassle if items can phase through the floor when dropped, but cannot be picked up afterward. |
What happens when the character is in a completely sealed of vehicle room, with no free cargo space around and they drop an item? Does it vanish? Example:
|
I'm pretty sure that item will drop on the ground in this case. |
Which would further make this poor implementation. And again, uninstalling vehicle parts should not render them unusable. |
Kevin, I saw your note but I'd close this, because the current PR doesn't fix the actual issue, in its current state it just adds inconvenience to the player: items still can be magically dropped thru the vehicle floor on the terrain but for some reason player have to move a vehicle away to get these items. Also, I suppose that in some cases game put items on the vehicle tile automatically, so it enforce you to do a lot of tedious actions with no way to avoid that. Sadly, we need a more complex solution and it's not here. |
Closes #20727.
Items on the ground under the vehicle are no longer accessible, except for items lying under the outer edges of the vehicle and if the character is not in the vehicle.