Topic: Stuff sack/bag  (Read 7579 times)


JP_Finn

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« on: April 03, 2020, 04:33:31 PM »
Would be extremely nice to have a stuff sack in game.
I.e. enable containers, at least bag, possibly birchbark basket too, to be able to take multiple types of items in and also get them out manually.
Nethack/rogue style “Bag of Holding” where you can ‘apply’ the bag to put in or take out items.
(Apply bag, then fill/put it/take out (instead of ‘empty in to oblivion)

With a nod to travois, sled/sleigh&cart in dev notes. Presumably they’ll have some sort of inventory management?
Would enable quick drop of excess weight when active hunting. Would help nomadic characters “move camp”. Could also help trappers re-bait small game trap fences.

Of course, if a bag has flour in it, game should ask if the flour should get contaminated/dirty/disposed.

JP_Finn

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« Reply #1 on: May 23, 2020, 08:29:28 AM »
Side request of sorts here, if we could get stuff sack/bag/birchbarkbox and select a category for it to receive when picking up items. E.g. Food; and all picked berries, mushrooms and cuts of meat and fish are placed in. Set type for tools, and picked feathers and cords are placed in it. Most importantly, a container for carcasses.
Of course, there should be upper limit to the tools to get stored in the containers. I.e. skis and ski sticks shouldn’t be shoved/stuffed in a sack or birchbark box. Elk carcass shouldn’t be shoved in container either.

Pros: less crowded inventory.  Small game picked up, not left behind* when dropping stuff to reset traps etc

*carcasses are dropped with drop, +everything, but not picked up with get, +everything. With limited daylight hours in winter, processing small game by cabin in the evening is better use for day light than skinning and butchering it in the field, and have other, possibly menial, tasks in the low light.

Cons: harder to access individual herbs and mushrooms for healing and cooking, unless first taken out of the container, into the main inventory (I imagine it as a rucksack)

Additionally:
Further items of existing type should be placed in the container they already exist: e.g. if character has milkweed leaves in main inventory, add to that stack. If the character has milkweed leaves in container, additional leaves should be added to that container. If the character has no milkweed leaves, picks some and has container for Food; then the leaves go there. Same for any unrecognized plants. If person has milkweed leaves in main inventory and in their Food designated container, then add any additional picked milkweed leaves into the container.

This would make dropping and picking up excess weight when meeting game or enemies easier to handle the weight/encumbrance penalty. Character would still need to take off skis and drop them and ski stick separately.

No nesting of containers should be allowed.
Only one container per inventory category should be allowed.

Possible hiccups: weight of accepted items. Long tools like fishing rod and ski stick shouldn’t be allowed in Tools container. Shovel is heavier than fishing rod, but should fit in a sack.
Possible solution to above hiccup: Storing vanilla items wouldn’t be an issue (hardcoding ftw) but would likely require an item flag for modded items “oversize” which then would place those items in main inventory only. Which also could be used for vanilla items for ... relative... K.I.S.S.

Sami

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« Reply #2 on: January 05, 2021, 06:01:18 PM »
Would be extremely nice to have a stuff sack in game.
I.e. enable containers, at least bag, possibly birchbark basket too, to be able to take multiple types of items in and also get them out manually.
Nethack/rogue style “Bag of Holding” where you can ‘apply’ the bag to put in or take out items.
(Apply bag, then fill/put it/take out (instead of ‘empty in to oblivion)

With a nod to travois, sled/sleigh&cart in dev notes. Presumably they’ll have some sort of inventory management?
Would enable quick drop of excess weight when active hunting. Would help nomadic characters “move camp”. Could also help trappers re-bait small game trap fences.

Of course, if a bag has flour in it, game should ask if the flour should get contaminated/dirty/disposed.

Sacks and other multi-item containers have been suggested and discussed also before. Containers are very simple, like we know, and I've got no big plans to overhaul them in the near future because of more important priorities. But maybe one day. However, even though people want multi-item containers in the end their usage may require more key presses than all-at-once inventory. It depends, of course, but may be cumbersome at times. There other benefits to multi-item containers, though, but it should be kept in mind that it's not all fun as to have fluid mechanics there isn't all that simple.
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