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How would it be different from pressing the blacklist key to no longer black list it?
If it is different, what would the user experience be? Holding down a key while clicking the item, or the take all button?
Let's assume I've enabled this new option via config. As before let's assume I want to use a Spit weapon. I happen upon two poison tanks, each full of Chemtrail ammo - from the first tank, I manually drag and drop the poison ammo into my vest slot. Then, from the second tank, I push the 'take all' key bind or UI button like I normally would, and, because my character already has Chemtrail in their inventory from the first tank, the second quantity of Chemtrail is then transferred automatically, despite being blacklisted, directly to the vest stack as you'd expect in an unmodded game. Simply removing the item from your inventory would then be enough to re-enable the blacklist function, without need of the addition edit blacklist key. This way, you can collect all the Chemtrail ammo you want for this mission automatically, without having to edit the blacklist, which means the blacklist can eventually be *finished*, not necessary to edit at all, which seems nice to me.
Of course, this is just one example, and only assuming one item. Say I came here looking for rags, plastic, and flesh for first-aid kits, and in the meantime my Spit runs low on durability so I need weapon parts - I normally don't want to auto transfer *each* of these items on *every* single mission, but despite that I'm looking to stock up on them right now. With this new option enabled, and having manually dragged and dropped at least one of each of these items into my inventory, using just one key (take all, rather than take all AND edit blacklist) will pick up each of these I find. I don't need to fit another keybind into quick reach of my hand (which is a BIG deal for my comfort, for my own bodily limitations).
I imagine there are many for whom this won't make a big difference, but for me personally it would be very nice, enabling an even greater degree of fluidity in my micromanagement.
If so, would this allow new stacks to be created if a stack is full?
The down side is that if a player only wants a few rags for emergency bandaging, rags will always be added with this mode enabled.
Yes, creating new stacks upon filling others seems most convenient. I think that makes the most sense considering...
... that if removing items from the inventory also *re*-enables the player-assigned blacklist behavior, emergency rags for example will *only* accumulate until you decide you don't want them by dropping them all somewhere. So, in that way, it would be entirely up to the player.
Then you could do something like that:
on item move attempt:
if item moved is blacklisted:
remove from blacklist
add to temp_blacklist (which does not prevent the move)
re-try move (could be on a loop I guess)
else:
if item is on temp_blacklist:
remove from temp_blacklist
re-add to blacklist
run blacklist code
As I type it out I realize it is a lot of work, and I checked the source code and it is written in a language that I am not familiar with, but seems somewhere between java and python, so I hope my generic syntax and indentation will be clear as to what I am suggesting
For instance, I'll often want some rags in inventory for just in case, but I don't want the weight of a full stack.
You mean for healing? Yeah, I get that. Though I usually don't mind the weight as much, as I am a cannibal through and through xD.
Hmmm, then a toggle button, but it is still a button press the Lumea DuVoi seemed to want to avoid? Because from the front page you can easily add and remove items to and from the list. Or was that F9-F11 added later?
But then it creates new stacks ... .
And Lumea DuVoi can't have full stacks of ammo they want. Hmmm...
Normal, full_blacklist - no items of that type AT ALL
A temp_blacklist - that switches the full one on and off automatically as described
And a semi_blacklist - which allows a single stack with % based max value of the stack on separate toggle which overwrites the full blacklist but is not a subject to the temp_blacklist?
That is a lot more work though as you would need a different indication in the UI for semi and full, and I saw you mention that UI is finicky even without it. Then again I saw that all mods for QM seemed to be made by you, which means that you figured it out with the fav mark? As it is completely different from the M for modified items.