This comment right here demonstrates that you’re not talking about the topic at hand at all, and you’re just grinding your “content bloat” axe. If there WERE a “undergarment” item, and the description varied, it wouldn’t be any easier to address this issue. In reality, it’s far easier to just make new items, so what would the benefit of only having them vary by description be?
What is the difference between the game and reality that makes this simplification acceptable?
Because a camisole is a commonly-worn undergarment and a peignoir is some random piece of lingerie. That having been said, feel free to PR a peignoir.
Because the areas where it makes a difference (dropping things on your foot) isn’t something the game engine models, so in the context of the game engine, there is no difference. You could make a “heavy construction boot” (“steel-shank boot” is too specialized, that would tend to go in the description), but for the time being it’d simply be a heavier boot with higher thickness attribute (therefore higher protection). If we ever added foot-crushing mechanics though, it’d be worth having.
Bla bla bla begging the question, appeal to authority. You haven’t made a case for WHY simply having more items is a bad thing.
[quote=“Rutilant, post:40, topic:6138”]I’d love if I could reduce the clutter in my crafting menu. Like a “Move to Inactive” function for things I know I’m absolutely, positively never going to need.
THAT is the kind of bloat that I’d like to see nixed.[/quote]
That’s valid, and definitely something we can do.
[quote=“borrisb, post:43, topic:6138”]I think there’s a difference between detail and being able to manage the detail effectively. This game feels a bit like dwarf fortress, where perhaps the culprit isn’t so much the number of items but scaling the UI to keep up with the detail. Example of scaling UI in the right direction: the default crafting menu in 0.9 and that in the current builds with the sub-categories.
Please don’t go the way of Dungeon Crawl where Mountain Dwarves and Swamp Elves get the axe because they weren’t different enough. On the other hand, I also hope the UI continues to scale so that the management of said details becomes more user friendly, too.[/quote]
This is what I’ve said all along, having a lot of variety isn’t a problem as long as you manage it, and that’s exactly what we’re working toward.