Updated.
BevapDin’s Item type slots for items to be of multiple types got merged into mainline and I made some changes to accommodate it. You can make containers from wearables in mainline now and I changed definitions of backpacks and stuff to use it, instead of my own solution.
If you changed some wearables into containers on your own, you have change definition of these items as well.
[quote=“vultures, post:97, topic:7777”]Me & some of my friends took a look at what you did. It seems like you’ve tackled layers and nesting on your own quite well. What I’m thinking about right now is some sort of extension to the Advanced Inventory system governed with your solution to clothing layers. If you’ve player Unreal World perhaps, you might’ve seen a visual aid in form of bodypart examination; think of it in ASCII. We could use keys to scroll and select various spots used to store, or even attach containers onto clothing. An Info panel would show extended info and allow for selection and manipulation, and even show the number of turns needed to complete the needed action.
It seems to me this may be somehow vital to the wholesome issue of clothing and encumberance. I feel it’s not just the mere mention of the inventory system at stake here; there are combat and survival to be considered as factors. If we wanted to use autopickup and macros combined, in order to backpack all the necessities and use (future) fighting styles and martial art techniques we should build easy and viable system for dropping/picking up gear.
As for suggestions, upon reading up on your effort there were but a few of our own, but perhaps usable. Let’s say you’ve stumbled upon a fallen NPC in the wastes with a silly amount of arrows on him, say 200 total. There should be at least three pickup options available when this happens:
- “pick up some” - a dozen, handful, or any fairly minimal ammount (ten arrows would suffice);
- “pack as much as you can” - you can carry as much as 167 arrows at this point, period;
- “pack all of it” - interacting with the value system to create suggestions and remove items.
Even though this was somewhat of a “dry” case, think important things in corelation with your, enhanced layer and container system. A gallon jug strapped onto your belt with just one portion of clean water may seem important at one point, but it’s nothing compared to stocking up on some gas for your Road Hog left behind some miles ago. It would be really, really cool to resolve default tasks with as little effort as a couple of keypresses.[/quote]
Kevin and BevapDin are working on some prerequisites for their versions of container system (or so it seems) and I think it actually might be closer to system you want - autopickup and stuff.
Thank you guys, I really am touched by your kind words.