This is a very specific option I would really appreciate seeing in the game: The ability to reverse the order of the container and its contents when displaying item names. For example, instead of seeing a “plastic bottle of clean water” you would see “clean water in plastic bottle”.
My main reason for this is that it make it much easier to identify things at a glance, especially when I’m looking at a long list of items like in advanced inventory management or listing visible items with V. When I’m reading down a list looking for specific things it’s much easier if I can identify each item within the first one or two words. This is the case for most items in the game, but containers of liquid and food are a very common case where this is never true.
Reversing the name order also helps any time items are listed in alphabetical order. If I’m scanning a list to see how much “clean water” I have, I’ll need to check the whole list because it could be stored in any number of container types.
This might also help localization (though I’m really not sure on this) because it seems likely that different languages use different grammar such that one order or the other sounds much more natural to a native speaker.
I do recognize that many lists of items have various [F]ind/[F]ilter options that can mitigate this problem, but it seems like overkill. If I use advanced inventory management to look at my display rack of food and drink it would be nice if I can see them sorted by the part I intend to eat; it doesn’t really matter to me whether it’s in a glass jar, a plastic bottle, or a paper wrapper.
I’m imagining that this would be implemented as a game option under the “Interface” section. I toyed around with the code and it seems like you can just change a few lines in item::tname() to get this result. I managed to compile the game with the name order manually reversed in item.cpp and it seemed to work fine. I don’t know nearly enough about the code base just yet to make it a menu item and I have no idea if there might be any consequences for putting an option check at this point in the code.
So I’m posting here to see if people with more knowledge think that this is possible and/or practical without tons of coding and/or causing problems. If the code involved is as simple as it seems and it’s something that could be included in the game I’d be happy to do the coding and create the PR for it.
So what do people think about this?