Needful things (simple additions to improve the game)

Yeah. I was supposed to post that on bad ideas but got the wrong thread by accident.

It’s a bug…but you can give your followers your monomolecular blade and extend another one. I don’t know about getting it back from them, haven’t tried it myself.

The ability to use the hose to siphon liquids from things like 55 gallon drums… I hate having to pick one up every time to fill my canteen.

You can do that now in experimental, without the hose. Just stand in the tile where the drum is, make sure you’re not wielding anything, and press the unload key.

I’d love some more water tiles, live white water for fast moving rivers that push players around and make swimming harder. Or patches of ice and snow in winter that slow movement, make vehicles skid and can cause players and enemies to slip.

So I don’t know how long it has been there but I downloaded the latest experimental and got just a bit ticked off at the new examine screen.

On the old screen, I find it pretty tight and easy to read, but the new one has colors seeking to distract you from seeing the whole thing and it’s darker and thus, harder to see, I also find that the Horizontal Rule’s (at least as the forum calls them.) clutter the screen rather then make it easier to digest the information.

But, I’m not asking to ditch the new one, I’m just asking for an option somewhere to use the old screen so that I (and anyone else who is bothered by it) don’t have to deal with the new one.

Of course, this would also apply to the (e)xamine screen when you look at something, which has also been changed to the new one.

[quote=“blazing glory, post:2726, topic:5570”]So I don’t know how long it has been there but I downloaded the latest experimental and got just a bit ticked off at the new examine screen.

-snip-[/quote]
What’s bothering you about this new UI change? I find each section having its own color highlighting the important details, and separators between different categories very convenient. The color choice could’ve been better in my opinion, but other than that all the old information is still there, just organized in a way that makes reading it much easier and is a bit more user-friendly than before.

I’ve also found the new rainbow vomit annoying, and asked that it be made optional. And I’m still annoyed at Kevin for vetoing it rather firmly because, essentially, we don’t need to clutter the settings menu with more options.

Considering that feature has caused annoyances and inconsistencies since goddamn day one, that should’ve been a sign that, like with ANY potentially-buggy feature (see hordes, dynamic NPCs, z-levels), it should’ve been optional to begin with, and only made mandatory when everyone was sure it was properly 100% functional.

Hello,

wouldn’t it be better if the taillor’s kit menu would have the repair/fit part in his first line ? Ya know it’s a very small change, but I wonder if it would actually break anything, as I’m pretty sure that every body use the repair/fit option 99% of the time anyway, so we wouldn’t have to move up/down each time.

Unless the order is done automatically (I doubt , looking at the iuse.cpp file, but what I know about it ?)

thx for reading

This has been mentioned before and forgotten, yeah. It’s in the source code, but should be a simple tweak by the standards of source code tweaks.

Alternatively the function to repair could be moved out of tailor’s kit and added as a separate function of the item.
That would allow using it with ‘%’ menu.

That might be the saner option, yeah.

While that potentially means more keypresses to enhance clothing with padding (unless the tailor menu is coded sanely, as some use_actions work exactly right when made multi-option and some don’t), it’s still far more likely that the player will be using it normal sewing function more often.

[quote=“Coolthulhu, post:2731, topic:5570”]Alternatively the function to repair could be moved out of tailor’s kit and added as a separate function of the item.
That would allow using it with ‘%’ menu.[/quote]

I may have missed some point here, but, here some though

I don’t see much improvement with this. It would require me to do
% => going trough this messy menu that need quite some improvement to be worth it => select the clothe
instead of what it could actually be with a swap of line that wouldn’t take much time i think, unless something is tied to the order
i = > tailor’s kit button you can set with “=” => select clothe => enter if you repair/fit, or move if you upgrade

A real improvement for me would be a separate new button unused on my keyboard (there is still some) that do
Button => select item (clothe, weapon, ground item)=> repair/fit/improve it while using any kit/soldering iron/welder/ car welder that is required (no menu if only one possibility)

So to repair/etc you only need to “button-select clothe” and maybe, maybe, select which kit you want to deplete; and the soldering iron will be melted with it, avoiding to check if you need either it or a sewing kit

It would also allow us to drop it in the base and forget about it until you reload it (or even better, use it as a requirement only and use sinew/stuff around you as well; no reload. padding/etc could still be tied to the second kit like now)

Faster (1 less pressing required), less thinking required for the user (checking requirement iron/kit automatically), possibility to repair at “home” without picking it or search for it like the other tools. And way more work to do.

But I really hardly see any good thing from the % menu. thing move in, shortcut aren’t here, cluster with useless stuff that could have been moved out (cutting a bar ? really ? just add it with the (e)xamine like you do when you look at a crate, no ?). even if it’s finished, and thing looked nice, it still require a button to open it, so it would be as the same as using the right button we already have. (that’s it, unless some have bad memory and can’t bare to remember them. A newcomer is better using the “Action menu” to learn the shortcut required for any action at this point)

[quote=“Oragepoilu, post:2733, topic:5570”]I may have missed some point here, but, here some though

I don’t see much improvement with this. It would require me to do
% => going trough this messy menu that need quite some improvement to be worth it => select the clothe
instead of what it could actually be with a swap of line that wouldn’t take much time i think, unless something is tied to the order
i = > tailor’s kit button you can set with “=” => select clothe => enter if you repair/fit, or move if you upgrade[/quote]

You can bind buttons to functions in the % menu. Those settings are kept between games, meaning that once you set it up, your every character will understand that, for example, %->s means “sew”.

Really ? that’s a bit better then. (Can’t do anything with v.4008 to bind, didn’t know it changed recently)

[quote=“KliPeH, post:2727, topic:5570”][quote=“blazing glory, post:2726, topic:5570”]So I don’t know how long it has been there but I downloaded the latest experimental and got just a bit ticked off at the new examine screen.

-snip-[/quote]
What’s bothering you about this new UI change? I find each section having its own color highlighting the important details, and separators between different categories very convenient. The color choice could’ve been better in my opinion, but other than that all the old information is still there, just organized in a way that makes reading it much easier and is a bit more user-friendly than before.[/quote]Except each section doesn’t have its own color, ‘Steel’ and ‘Parry’ are both the same color, and you have the great pink/purpley WEAPONS clashing with the dark brown that’s everywhere else on that section.

Speaking of which, the brown is far too dark for marking the most important information on the item.

Also on the right you have the all the usable options shrouded in what might as well be neon green, adding to the difficulty to properly read the darker colored information on the left.

I feel the separators just unnecessarily lengthen the everything.

But after reading Dragon’s post, I realised that the only thing that really bothers me is all the colors, I’d like an option to use the simple clear white-with-colors-used-sparsely that the previous UI used.

I agree.

After playing for a few minutes, I find very hard to read anything in dark blue.
I guess that’s because I play without tiles, but if that stays I think I may mod it out to other more readable colors.

Yes. The fact that Kevin has vetoed this rather strongly continues to irritate me.

[quote=“Goombah, post:18, topic:5570”]Sewing machines.

Seriously.

Why the hell can’t I get a sewing machine?

Game effect would be to just make tailoring faster or maybe make it easier at the small possibility of injuring your hand at low levels of skill, or maybe do more with less stuff due to machined precision or /something/.[/quote]

I think I could play with the data/json files and made it(thou I still have to see how itemspawn works). But it would clutter everything under the “Armor” tab, would it be worth to do it?

I can sort of see the sense in it. I mean, this one instance, not such a big deal, but include an interface reversion every time someone dislikes an interface change? It could get huge… This sounds like too much for a mod. You could try a separate reversion section and just dump everything in there unsorted, new people could trawl through it recreationally or get recommendations, the old folk could dig up their past glories and dance with them…