Sorting Inventory


Problems running or configuring the software, commands & options, compiling, different platforms, using the interface, documentation, etc.

Lair Larrikin

Posts: 18

Joined: Monday, 20th February 2012, 12:32

Post Saturday, 25th February 2012, 14:27

Sorting Inventory

I would like for my inventory to be sorted thusly:

all like items together--potions next to potions, daggers next to daggers, dart next to darts etc

identified items to the left of [before] un-identified items
and then by quantity if applicable

identified items ordered by name
and then by charges if applicable

I have tried various things but have been unable to produce any noticeable change whatsoever in the ordering of my inventory.
I am convinced that I am doing something wrong or failing to do something correctly.
If anyone who knows has a moment, would you spell quite specifically out how to get the sorting to work? Or to be applied? Or w/e it is that it needs?

Mines Malingerer

Posts: 46

Joined: Friday, 17th February 2012, 02:03

Post Saturday, 25th February 2012, 15:18

Re: Sorting Inventory

well if i knew the language that shouldnt be a difficult bubble sort with a couple options, perhaps a developer can look into it, or soneone can poit me where to learn lua and C+ and i could give it a try myself as ive been wanting the same thing

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applepie
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Dungeon Master

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Location: France

Post Saturday, 25th February 2012, 15:46

Re: Sorting Inventory

Or use the sort_menus option (and read the options_guide.txt to figure it out).
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...

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applepie

Mines Malingerer

Posts: 46

Joined: Friday, 17th February 2012, 02:03

Post Saturday, 25th February 2012, 22:11

Re: Sorting Inventory

or that, lol ive never looked into sorting so i didnt know that exsisted

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applepie

Lair Larrikin

Posts: 18

Joined: Monday, 20th February 2012, 12:32

Post Sunday, 26th February 2012, 22:28

Re: Sorting Inventory

galehar wrote:Or use the sort_menus option (and read the options_guide.txt to figure it out).
I read it.
Tried it.
Came here for help.

I have tried various things but have been unable to produce any noticeable change whatsoever in the ordering of my inventory.
I am convinced that I am doing something wrong or failing to do something correctly.
If anyone who knows has a moment, would you spell quite specifically out how to get the sorting to work? Or to be applied? Or w/e it is that it needs?
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Vestibule Violator

Posts: 1509

Joined: Wednesday, 21st September 2011, 01:10

Location: St. John's, NL, Canada

Post Sunday, 26th February 2012, 23:23

Re: Sorting Inventory

I just tried this line and it seemed to do what you want:
  Code:
sort_menus = true : identified, qty, name, basename, fullname, charged


put it into your init.txt file. To avoid confusion and conflicts, search for the sort_menus option in the file and replace or comment-out that line (put a # in front of a line to comment it out, making it do nothing) and put the new line below it.
Won all race/bg, unwon (online): Nem* Hep Uka
Favourites: 15-rune Trog, OgNe/OgIE/OgSu (usually Ash), Ds, Ru, SpEn, Ce of Chei, Qaz

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applepie

Lair Larrikin

Posts: 18

Joined: Monday, 20th February 2012, 12:32

Post Monday, 27th February 2012, 12:38

Re: Sorting Inventory

shouldn't
sort_menus = true : basename, qty

yield inventory sorted first by basename and then by quantity?

Yet I end up with my inventory in the exact same mixed order as always--arrows, bolts, darts and needles amongst one another w/o any regard to the number on hand let alone by type, amulets in amongst rings, a lantern of shadows amongst my decks, etc

As far as I can tell, I cannot effect any change in the sort order of my inventory.
Yes I uncommented the line
No, there are no other uncommented sort_menu lines in my init file.


* basename:
This is the name of the item type. The basename for all of
"a +0 robe", "an embroidered robe" and "the cursed +2 robe of
Ponies" is just "robe". The basename for both of "a brass
ring" and "a ring of fire resistance" are "ring".

* qty:
The quantity for stackable items (such as scrolls, potions,
etc.)
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Dungeon Master

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Location: France

Post Monday, 27th February 2012, 13:33

Re: Sorting Inventory

Well, I tried it and it works fine. Have you tried changing other options with a more obvious effect to see if it is taken into account by the game?
Since your problem seems to come from your setup, we need more information to help you out. What OS are you running? What version of crawl? How did you install it (installer, zip, compiled,...)?
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...

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applepie

Lair Larrikin

Posts: 18

Joined: Monday, 20th February 2012, 12:32

Post Monday, 27th February 2012, 14:46

Re: Sorting Inventory

galehar wrote:Well, I tried it and it works fine. Have you tried changing other options with a more obvious effect to see if it is taken into account by the game?

Yes. I can change the screen size, HP and MP warnings and colors,
galehar wrote:Since your problem seems to come from your setup, we need more information to help you out. What OS are you running? What version of crawl? How did you install it (installer, zip, compiled,...)?

win 7 x64
0.10.0
I have had exactly the same problem using the zip and the installer.
If there is one way that is preferable, I can switch to that way.
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Dungeon Master

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Post Monday, 27th February 2012, 15:01

Re: Sorting Inventory

applepie wrote:
galehar wrote:Well, I tried it and it works fine. Have you tried changing other options with a more obvious effect to see if it is taken into account by the game?

Yes. I can change the screen size, HP and MP warnings and colors,

Then I have no idea what's wrong. Maybe post your config file here. Just paste it in a code tag.
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...

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applepie

Lair Larrikin

Posts: 18

Joined: Monday, 20th February 2012, 12:32

Post Monday, 27th February 2012, 16:01

Re: Sorting Inventory

galehar wrote:
applepie wrote:
galehar wrote:Well, I tried it and it works fine. Have you tried changing other options with a more obvious effect to see if it is taken into account by the game?

Yes. I can change the screen size, HP and MP warnings and colors,

Then I have no idea what's wrong. Maybe post your config file here. Just paste it in a code tag.

I don't know either. afaict, it should be sorting
The previous version wouldn't sort for me either.

I hope this is what you meant by the config file
  Code:
# Crawl Init file
#
# On Unix systems (such as Mac OS X, Linux and the BSDs), you must copy
# init.txt to ~/.crawlrc or ~/.crawl/init.txt as:
#   cp init.txt ~/.crawlrc
#
# Lines beginning with '#' are comments.  The basic syntax is:
#
# field = value         or      field.subfield = value
#
# Only one specification is allowed per line.
#
# The terms are typically case-insensitive except in the fairly obvious
# cases (the character's name and specifying files or directories when
# on a system that has case-sensitive filenames).
#
# White space is stripped from the beginning and end of the line, as
# well as immediately before and after the '='. If the option allows
# multiple comma/semicolon-separated terms (such as
# autopickup_exceptions), all whitespace around the separator is also
# trimmed. All other whitespace is left intact.
#
# For descriptions concerning an option consult the file
#    options_guide.txt
# in your /docs directory. Also note that the ordering of the options
# is taken from that file; this is for presentational reasons only.
#
# Note that all boolean options (i.e. values of 'true' or 'false') have
# their non-default value commented out. You can toggle these by just
# uncommenting.
# Options with several values, e.g. drop_mode = (multi | single),
# usually have the first value as default.
#
# The options for monster glyphs and item colours don't matter for Tiles.
# Similarily, tile options are ignored in console games.

##### Ancient versions ##############################################
# If you're used to the interface of ancient versions of Crawl, you may
# get back parts of it by uncommenting the following options:

# include                 = 034_command_keys.txt
# target_unshifted_dirs   = true
# clear_messages          = true
#
# And to revert monster glyph and colouring changes:
# include                 = 034_monster_glyphs.txt
# include                 = 052_monster_glyphs.txt
# include                 = 060_monster_glyphs.txt
# include                 = 071_monster_glyphs.txt
# include                 = 080_monster_glyphs.txt
# include                 = 0.9_monster_glyphs.txt

##### 1- Starting Screen ############################################
#
# name = Delilah
# remember_name = false
# weapon = (short sword | falchion | quarterstaff | hand axe | spear | mace
#           | trident | unarmed | random)
# species = (Human |...| Vampire | random)
# job     = (Fighter |...| Wanderer | random)
# random_pick = true
# good_random = false
# restart_after_game = true
# default_manual_training = true

##### 2-  File System ###############################################
#
# crawl_dir  = <path>
# morgue_dir = morgue
# save_dir   = saves
# macro_dir  = settings/
# sound = <regex>:<path to sound file>

##### 3-  Lua Files #################################################
#
lua_file = lua/stash.lua
lua_file = lua/wield.lua
lua_file = lua/runrest.lua
lua_file = lua/gearset.lua
lua_file = lua/trapwalk.lua

# kills.lua yields more information at the cost of huge dumps.
# lua_file = lua/kills.lua

# autofight.lua allows binding both movement and attack a single key.
# Use at your own discretion! See options_guide.txt for details.
lua_file = lua/autofight.lua

##### 4-  Interface #################################################
#
##### 4-a       Picking up and Dropping ###############
#
autopickup = }:($?!+"/%

# There is a long list of autopickup exceptions in
include = autopickup_exceptions.txt

drop_filter = useless_item

# default_autopickup = false
# autopickup_no_burden = false
# pickup_thrown = false
# chunks_autopickup = false
assign_item_slot = forward
#
# drop_mode = (multi | single)
# pickup_mode = (single | multi | auto:5)
# drop_filter = skeleton, corpse, useless_item
# default_friendly_pickup = (none | friend | player | all)

##### 4-b       Targetting ############################
#
# default_target = false
# target_unshifted_dirs = true
# darken_beyond_range = false

##### 4-c       Passive Sightings #####################
#
# detected_monster_colour = lightred
# detected_item_colour = green
# remembered_monster_colour = darkgrey
# clean_map = true

##### 4-d       Branding ##############################
#
# friend_brand       = hi:green
# neutral_brand      = hi:lightgrey
# stab_brand         = hi:blue
# may_stab_brand     = hi:yellow
# heap_brand         = reverse
# feature_item_brand = reverse
# trap_item_brand    = reverse

##### 4-e       Level Map Functions ###################
#
# level_map_cursor_step = 7
# level_map_title = false
# show_waypoints = false

##### 4-f       Viewport Options  ###################
#
view_max_width   = 40
view_max_height  = 25
view_lock_x      = false
view_lock_y      = false
view_lock        = false
# center_on_scroll = true
# symmetric_scroll = false
# scroll_margin_x  = 2
# scroll_margin_y  = 2
# scroll_margin    = 2

##### 4-g       Travel and Exploration #################
#
# travel_delay = 20
# explore_delay = -1
# travel_avoid_terrain = shallow water
#
# explore_greedy   = false
# explore_stop     = items,greedy_pickup_smart,stairs,shops,altars,gates
# explore_stop    += greedy_visited_item_stack
# explore_improved = true
# explore_wall_bias = 0
# travel_key_stop = false
#
# explore_stop_pickup_ignore = curare
auto_exclude = oklob,statue,curse skull,roxanne,hyperactive,lightning spire

# tc_reachable      = blue
# tc_dangerous      = cyan
# tc_disconnected   = darkgrey
# tc_excluded       = lightmagenta
# tc_exclude_circle = red

# runrest options (require runrest.lua to be included above)
runrest_ignore_poison  = 2:30
runrest_ignore_monster = butterfly:1
# runrest_ignore_monster = swamp worm:3

# The file runrest_messages.txt contains a list of default
# runrest message settings. Add your own before this to override
# later settings.
# runrest_stop_message = You hear a.* slurping noise
# runrest_ignore_message = Jiyva's power touches on your attributes
include = runrest_messages.txt

trapwalk_safe_hp = dart:20,needle:15,arrow:35,bolt:45,spear:40,axe:45,blade:95

#rest_wait_both = true

##### 4-h       Stashes ###############################
#

# annotate_item_class = true
# annotate_item_dropped = true

##### 4-i       Command Enhancements ##################
#
# auto_list     = false
# auto_switch   = true
# easy_open     = false
# easy_unequip  = false
# equip_unequip = true
# easy_confirm  = (none | safe | all)
# allow_self_target      = (yes | no | prompt)
# confirm_butcher        = (auto | always | never)
prefer_safe_chunks     = true
easy_eat_chunks        = true
easy_eat_gourmand      = true
# easy_eat_contaminated  = true
auto_eat_chunks        = true
# prompt_for_swap        = false
# easy_quit_item_prompts = false
# easy_exit_menu         = true
# sort_menus = pickup: true : basename
#art, ego, basename, qualname, curse, qty
#sort_menus = true : basename, qualname, fullname, qty, freshness, charged
# identified, qty, name, basename, fullname, charged
# autofight_stop = 30
sort_menus = true : basename, qty

##### 4-j       Messages and Display Enhancements #####
#
hp_warning = 50
# mp_warning = 0
hp_colour = 67:yellow, 45:red
# mp_colour = 50:yellow, 25:red
# stat_colour = 1:lightred, 3:red

# status_caption_colour        = yellow
# mlist_min_height             = 4
# msg_min_height               = 7
# msg_max_height               = 10
# mlist_allow_alternate_layout = true
# messages_at_top              = true
# mlist_targetting             = true
# show_gold_turns              = true
# show_game_turns              = true
# show_newturn_mark            = false
# clear_messages             = true
# small_more                 = true
# show_more                  = false
show_inventory_weights     = true
# item_stack_summary_minimum = 5
# list_rotten                = false
# msg_condense_repeats   = false
# msg_condense_short     = false
# show_no_ctele          = false
# skill_focus            = false

#####          Colours (messages and menus) #####
#
# menu_colour_prefix_class = false
# menu_colour_shops = false

# Food is colour coded in standard_colours.txt as follows:
include = standard_colours.txt
#
#   yellow     = preferred food                    ($preferred)
#   darkgrey   = cannot be eaten at all            ($inedible)
#   lightred   = causes rot                        ($rot-inducing)
#   magenta    = dangerous to use, mutagenic       ($dangerous, $mutagenic)
#   red        = considered "evil" by your deity   ($evil)
#   lightgreen = poisonous                         ($poisonous)
#   brown      = contaminated, may cause nausea    ($contaminated)
#
# You can change colours by using something like
# $contaminated := magenta

include = food_colouring.txt

# There is elaborate colouring of items in the inventory (and other menus)
# depending on their usefulness, taking species and other criteria into account.
include = menu_colours.txt

# Colouring of autoinscribed god gifts
menu_colour = pickup:green:god gift

# Highlight (partly) selected items
menu_colour = inventory:white:\w \+\s
menu_colour = inventory:white:\w \#\s

# Colouring of messages
# Messages are colour coded in standard_colours.txt as follows:
#
#   lightred   = really important messages  ($danger)
#   yellow     = significant messages       ($warning)
#   lightred   = item damaged/destroyed     ($item_dmg [same as $danger])
#   darkgrey   = boring, message clutter    ($boring)
#
include = messages.txt

# Colouring for the notes
menu_colour = notes:white:Reached XP level

# These lines will suppress extra feedback messages from travel/shift-running.
#
# message_colour = mute:warning:comes into view
# message_colour = mute:You start (searching|resting)
# message_colour = mute:Done searching
# message_colour = mute:(HP|Magic) restored
# message_colour = mute:warning:Not with.*(in view|monsters around)

# You can also enforce a --more-- prompt for messages

## Avoid wasting turns with aborted actions:
# force_more_message = There are no visible monsters within range
# force_more_message = This wand has no charges

force_more_message = You have reached level
force_more_message = Your scales start
force_more_message = You fall through a shaft

## Reduce chance of drowning because levitation or form runs out:
force_more_message = Careful!

# Announcements of timed portal vaults (bazaar, labyrinths):
force_more_message = interdimensional caravan
force_more_message = distant snort

##### 4-k       Firing Commands #######################
#
# fire_items_start = a
# fire_order = launcher, return
# fire_order += javelin / dart / stone / rock / spear / net / handaxe / dagger / club
# fire_order += inscribed

##### 4-l       Channels ##############################
#
# channel.multiturn = mute

##### 4-m       Inscriptions ##########################
#
# autoinscribe = bad_item.*potion:!q
# autoinscribe = potion.*mutation:!q
# autoinscribe = royal jell:=g
# autoinscribe_artefacts = false
# autoinscribe_cursed = false
# autoinscribe = fruit:!e

##### 4-n       Macro related Options #################
#
# flush.failure = false
# flush.command = true
# flush.message = true

##### 4-t       Tile related Options ##################

# All tiles specific options are in the external file
include = tiles_options.txt

##### 5-  Dump File #################################################
#
##### 5-a       Items and Kill List ###################
#
# kill_map = friend:you, other:you
# dump_kill_places = (single | all | none)
# dump_item_origins = all,artifacts,ego_arm,ego_weap,jewellery,runes
# dump_item_origin_price = -1
# dump_message_count = 20
# dump_order  = header, hiscore, stats, misc, notes, inventory,
# dump_order += turns_by_place, skills, spells, overview, mutations,
# dump_order += messages, screenshot, monlist, kills_by_place, kills
# dump_order += spell_usage, action_counts
# dump_book_spells = false

##### 5-b       Notes #################################
#
# user_note_prefix=@@@
ood_interesting = 8
note_hp_percent = 5
note_skill_levels = 1,5,10,15,27
#note_all_skill_levels = true
#note_skill_max  = false
#note_all_spells = false
#note_xom_effects = false
note_items    = rod of, acquirement, preservation, running, of Zot
note_messages = You pass through the gate
note_messages = cast .* Abyss
note_messages = Your scales start
note_messages = protects you from harm
note_messages = You fall through a shaft
note_monsters = orb of fire, ancient lich, Sigmund

##### 6-  Miscellaneous #############################################
#
##### 6-a       All OS ################################
#
# mouse_input      = true
wiz_mode         = no
# char_set         = ascii
# use_fake_player_cursor = false
#
# colour.lightgray = black
# colour.lightcyan = cyan
# colour.yellow    = brown
#
# pizza            = Sausage
# show_player_species = true

# See options_guide.txt for the options
# cset, feature, mon_glyph

## Highlight the edge of unexplored terrain.
# feature = explore horizon {',,green}

##### 6-b   Windows console #######################
#
dos_use_background_intensity = true
# background = black

##### 6-c   Unix console ##########################
#
# use_fake_cursor = false

##### 6-d   Alternative keybinding files ##########
#
# Alternative vi bindings for Dvorak users.
# include = dvorak_command_keys.txt
#
# Override the vi movement keys with a non-command.
# include = no_vi_command_keys.txt
restart_after_game = false

tile_window_width = 1680
tile_window_height = 1050

Ziggurat Zagger

Posts: 3163

Joined: Friday, 6th January 2012, 18:45

Post Monday, 27th February 2012, 17:05

Re: Sorting Inventory

I've tried that line with my install and Wiz'd up a bunch of missiles. They're sorting by base type, then by quantity-- arrows before bolts before darts before needles. Within types, they sort by quantity, lowest to highest.

Created a few rings and amulets, amulets appear first, then rings.

This is probably a dumb question, but are you restarting the game after making changes to your init.txt file?

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applepie

Lair Larrikin

Posts: 18

Joined: Monday, 20th February 2012, 12:32

Post Monday, 27th February 2012, 17:16

Re: Sorting Inventory

BlackSheep wrote:This is probably a dumb question, but are you restarting the game after making changes to your init.txt file?
I exit the game before I make any changes to the init.txt

Then I start the game again after I make changes.

Is my syntax wrong?
Is there a typo?

Ziggurat Zagger

Posts: 3163

Joined: Friday, 6th January 2012, 18:45

Post Monday, 27th February 2012, 17:26

Re: Sorting Inventory

Nope, I copied and pasted your line into my init.txt file in the same position. With it there, missile types and jewellery types sort together by type, without it, missiles and jewellery are grouped together but appear in the order of their inventory letter assignment.

Another dumb question: are you saving your changes before you start the game again? (I know, I know, but best to cover everything.)

Less dumb question: do you have any sort_menus lines in any of the other settings files? Any file after an uncommented "include =" in your init.txt file is included by reference in order of their appearance.

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applepie
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Dungeon Master

Posts: 182

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Location: Germany

Post Monday, 27th February 2012, 17:59

Re: Sorting Inventory

Another stab in the dark: Are we talking about the menu inventory here, or about the tiles inventory?
As far as I know, the latter only groups by item type, with items within each group sorted by slot letter.
Please report bugs to Crawl's bug tracker, and leave feedback on the development wiki. Thank you!

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applepie

Ziggurat Zagger

Posts: 3163

Joined: Friday, 6th January 2012, 18:45

Post Monday, 27th February 2012, 18:01

Re: Sorting Inventory

What exactly do you mean by tiles inventory? I was doing my testing with the tiles version and could alter the order within groups using the sort_menu options.

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applepie
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Dungeon Master

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Location: Germany

Post Monday, 27th February 2012, 20:56

Re: Sorting Inventory

BlackSheep wrote:What exactly do you mean by tiles inventory? I was doing my testing with the tiles version and could alter the order within groups using the sort_menu options.

Maybe it does work somehow, but if so I haven't worked out, how.

Here's an example:
I have the following weapons in my inventory:
e - an orcish dagger
g - a dagger
l - an orcish club
v - a whip
w - a club
y - a short sword
z - an orcish club
B - a short sword
E - a club
I - a whip

Then I define the following option in my init file:
sort_menus = inv: true : basename, qualname

... which results in the following neatly sorted list in the (i)nventory menu:
w - a club
E - a club
l - an orcish club
z - an orcish club
g - a dagger
e - an orcish dagger
y - a short sword
B - a short sword
v - a whip
I - a whip

However, the order in the tiled inventory panel is still showing the following icons: 2 daggers, a club, a whip, a club, a short sword, a club, a whip, i.e. very much not sorted.
Please report bugs to Crawl's bug tracker, and leave feedback on the development wiki. Thank you!

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applepie

Ziggurat Zagger

Posts: 3163

Joined: Friday, 6th January 2012, 18:45

Post Monday, 27th February 2012, 21:21

Re: Sorting Inventory

Oh, do you mean the panel at the bottom right corner? Yeah, I don't think that will sort by anything but letter.

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applepie

Lair Larrikin

Posts: 18

Joined: Monday, 20th February 2012, 12:32

Post Tuesday, 28th February 2012, 01:47

Re: Sorting Inventory

BlackSheep wrote:Another dumb question: are you saving your changes before you start the game again? (I know, I know, but best to cover everything.)
Well, if you didn't ask and I wasn't saving the file, nothing else we tried would work.
BlackSheep wrote:Less dumb question: do you have any sort_menus lines in any of the other settings files? Any file after an uncommented "include =" in your init.txt file is included by reference in order of their appearance.
I don't know if I do or not. I haven't altered any other files. So, whatever the default is is what I've got.

jpeg wrote:Another stab in the dark: Are we talking about the menu inventory here, or about the tiles inventory?
I think it is the tiles inventory--the pictorial representation on the bottom right hand side.
jpeg wrote:As far as I know, the latter only groups by item type, with items within each group sorted by slot letter.
Mine has more than one type of thing together--amulets amongst rings, needles and arrows between darts, etc.
So if I could at least sort them so that item types are together, that would be an improvement.

How do I get the tile inventory to group by item type?



Is there anyway to change what letter is assigned to an item?
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Vestibule Violator

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Post Tuesday, 28th February 2012, 06:00

Re: Sorting Inventory

applepie wrote:Is there anyway to change what letter is assigned to an item?


whoops, didn't think about that inventory, even though I mostly play tiles I still use the list from 'i'.

You can change letters for items, spells, and abilities by pressing =, then i, s, or a as appropriate, then the letter of the thing you want to change, and what you want to change it to (it will swap two items if needed).
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Dungeon Master

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Post Tuesday, 28th February 2012, 11:51

Re: Sorting Inventory

applepie wrote:Mine has more than one type of thing together--amulets amongst rings, needles and arrows between darts, etc.
So if I could at least sort them so that item types are together, that would be an improvement.

How do I get the tile inventory to group by item type?

The tile inventory group items by type but not by sub-type. Amulets and rings are both of the jewellery type. Needles, arrows and darts are all of the missile type.
What you're asking for isn't supported. Ideally, I guess the inventory panel should use the same sorting as the inventory menu.
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Lair Larrikin

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Post Tuesday, 28th February 2012, 12:14

Re: Sorting Inventory

galehar wrote:The tile inventory group items by type but not by sub-type. Amulets and rings are both of the jewellery type. Needles, arrows and darts are all of the missile type.
What you're asking for isn't supported. Ideally, I guess the inventory panel should use the same sorting as the inventory menu.

That would explain why I was having such a hard time with it.
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Post Tuesday, 28th February 2012, 14:01

Re: Sorting Inventory

Yeah, sorry about all the confusion. I was thinking of the (I)nventory menu as well.

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