Thursday, 5th December 2013, 14:51 by dpeg
I like the general idea. Like galehar, I am afraid the solution could look too much like an accounting tool. What if we took a completely different approach?
If you select an item from the inventory (press 'i', then the item's slot), you get another two options. (Currently, you can already do a number of things with items from there.)
A) "I have enough of this particular item."
B) "I have enough of this general type of item."
So if you carry 8 large rocks and use A) on them, then the game will pick up rocks, but not if you already have 8 or more (more is possible as you can still pick up some of them manually).
And you could use B) to affect your picking up of needles, or food, without bothering about the individual types.
These limits would still be shown in the autopickup menu ('\').
What is the keypressing saldo? With the method I propose, you'd have to invest three keypresses in order to tell the game you're satiated with the one item (type). If you want to do this via the other approach, then it is more keystrokes: one for the menu (\), another one for the item or category, then several keys to enter the number. However, I think the main virtue of my approach is the different mode: instead of trying to set these numbers globally from a menu, you would set them locally from the inventory.
- For this message the author dpeg has received thanks:
- Lasty