Quasimorph

Quasimorph

I Don't Want That! (Filter pickup items)
nbk_redspy  [developer] 8 Nov, 2024 @ 2:19pm
Adding a manual way to avoid the blacklist
From Lumea DuVoi:

Great mod! I was wondering though, could you add an option to the config which allows players to transfer blacklisted items normally, if you've already got it in your inventory? Like, suppose I normally don't need Chemtrail ammo but just found a Spit I want to use - it would be handy to simply manually add it to the inventory so that the take all button will pick up more as I find it later, without having to mess with my blacklist. I'd buy you a coffee for the effort?
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nbk_redspy  [developer] 8 Nov, 2024 @ 2:21pm 
Could you give me an example of how you envision this to work?

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?
Certainly! Thanks for hearing me out :)

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.
nbk_redspy  [developer] 8 Nov, 2024 @ 5:04pm 
If I'm understanding this correctly, it would be a mode toggle (hot key most likely), where anything in inventory would be treated as if it is not on the blacklist?

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.
Last edited by nbk_redspy; 8 Nov, 2024 @ 5:04pm
Basically yeah! That's a great way to put it, but also, removing items undoes that. So it's like putting items in the inventory puts them on a temporary whitelist, and removing them puts them back to whatever they were before (either on the blacklist, or not.)

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.
nbk_redspy  [developer] 8 Nov, 2024 @ 9:55pm 
Ok, do you think you would need to have a toggle or just a config option?
I think a config option would be totally sufficient, but upon consideration, perhaps a toggle would be more comprehensible? Like, if you're trying this feature out for the first time, seeing how it works might be easier to understand if you can turn the feature on/off with a key press, but then, I know I personally won't be using that toggle because I know I'd prefer it toggled on. So, for others' sake, perhaps it should be a key toggle, rather than just a config option?
=X= 31 Jan @ 5:07am 
Sorry for necro (kind of), but I had and interesting thought after reading your suggested solution. Wouldn't it be more user friendly if blacklist would check if item is already in the inventory?

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
Last edited by =X=; 31 Jan @ 5:38am
nbk_redspy  [developer] 31 Jan @ 5:20am 
The drawback is that the user wouldn't be able to cap items already in inventory.

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.
=X= 31 Jan @ 5:42am 
Sorry, I edited, but you managed to answer before.

Originally posted by nbk_redspy:
The drawback is that the user wouldn't be able to cap items already in inventory.

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?
=X= 31 Jan @ 5:47am 
Well, you could limit the temp_blacklist items stacks I suppose? As in, while on the temp_blacklist, you can stack only 25%-50% of the stack value? And that could be changed in config file?

But then it creates new stacks ... .

And Lumea DuVoi can't have full stacks of ammo they want. Hmmm...
=X= 31 Jan @ 5:58am 
Or... three different blacklists?

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.
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