Crypt Cleanser
Posts: 746
Joined: Thursday, 5th December 2013, 04:01
Quality of life changes for managing a full inventory
There are a bunch of ideas here, but they all come from the same core premise: it is optimal to walk around with a full inventory most of the time, because inventory slots can essentially represent tactical options in combat and having more tactical options is better. However, walking around with a full inventory leads to some annoying scenarios. Most of these scenarios either involve some awkward inventory shuffling when you find a new item you might want, or auto-explore being annoying with autopickup when your inventory's full. I think putting all of these changes in would make having a full inventory vastly less annoying.
1. Allow ID scrolls to be used on items on the floor. If I find an unidentified item while my inventory is full, and I want to identify it with a scroll, it is currently a 4-step process: I have to drop a different item, pick it up, use a scroll on it, the determine if I want to keep it or swap it again for the item I dropped. If you could ID items that are on the floor, the first two steps of this process would be eliminated.
2. Make items that auto-ID on pickup (wands and books) auto-ID when you step on them instead. Similar to change 1. Finding an unIDed wand or book with a full inventory is a 3-step process (drop something else, pickup to ID, determine which to keep) that could be reduced to a one-step process.
3. Let scrolls and potions be used from the ground. Another "turn a 4-step process (drop item, pick up consumable, use consumable, pick up dropped item) into a one-step process (use consumable)" suggestion. Food already works this way, why not potions and scrolls?
4. Make the "cannot pick up item" prompts for autoexplore happen when you land on the item, instead of when you try to autoexplore while standing on the item. I think this one's a bit more debatable, might work better as an rc file option. Right now, every time you auto-explore while your inventory is full and encounter and item on autopickup, it interrupts auto-explore. If you try to auto-explore again, it prompts you whether you want to continue or not. Personally, I would find it better and less awkward if it prompted me at the end of the autoexplore when I landed on the item, instead of when trying to start an explore while standing on it.
5. Add a third option to the "cannot pick up item" autoexplore prompt that turns off auto-pickup for the item. The "cannot pick up item" message it also annoying when it's an item that you don' want. This can be solved by going into the menu and micromanaging your auto-explore options, but sometimes I forget or my preferences change. It would be nice if, when encountering the prompt, I could have a third option besides "yes" or "no" for "no, and turn off autopickup for this item" to make things a bit simpler. This way, I don't have to periodically dig through the autopickup menu to modify my changes, and instead can just respond appropriately when the prompt shows up.
6. Add an option to let chunks be picked up automatically upon butchering, but not on autopickup. It's nice to have chunks automatically get picked up when I butcher something if I have room. It's annoying if I leave chunks behind because my inventory's full and autoexplore prompts me about it. I'd like to have an option where chunks get picked automatically when I butcher something if I have room, but are otherwise ignored.