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Hide/show container's content in inventory view #45553

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Salty-Panda opened this issue Nov 21, 2020 · 5 comments · Fixed by #50491
Closed

Hide/show container's content in inventory view #45553

Salty-Panda opened this issue Nov 21, 2020 · 5 comments · Fixed by #50491
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Info / User Interface Game - player communication, menus, etc. (P3 - Medium) Medium (normal) priority Quality of Life QoL: degree to which players are comfortable, and able to enjoy CDDA <Suggestion / Discussion> Talk it out before implementing

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@Salty-Panda
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Salty-Panda commented Nov 21, 2020

Is your feature request related to a problem? Please describe.

Before the nested containers update, we could group certain tools with qualities into one item with more qualities (toolbox).
Now we can manually put certain tools into a container but it's a play-pretend and doing that causes a mess in inventory view.

Describe the solution you'd like

Keybinding to show/hide container's content in inventory and drop view - things inside TOOLBAG wouldn't be displayed (the way how it works for containers in advanced inventory/pickup view):
image
It would help with medicine-dedicated containers too, I always carry certain meds and bandages but inventory view shuffles them with random DRUGS I looted.

Describe alternatives you've considered

Option to bind items in a container and the container into a single piece:

  • Its content wouldn't be displayed
  • It could be activated to enter activation menu where we would only see its content. Basically the way tool belt, survivor's belt and toolbox used to work.
  • No item can be inserted or removed until unbinding.

image

Additional content

image

@anothersimulacrum anothersimulacrum added <Suggestion / Discussion> Talk it out before implementing Info / User Interface Game - player communication, menus, etc. Quality of Life QoL: degree to which players are comfortable, and able to enjoy CDDA labels Nov 21, 2020
@Entity-y
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I was just thinking about how nice that would be, having an inventory without 10 pages of stuff. My work around was to just rename my usual carry stuff to "my ..." then everything that I actually use is all stacked on top of each other in my inventory. It makes sorting after looting much smoother.

@RoyBerube
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Vormithrax was complaining about this exact issue not long ago. It would certainly help to reduce information overload for the player.

@sumpfralle
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I think, a partial solution for this problem (looted stuff vs. preferred stuff) is the favorite label, that can be attached to any item (keyboard shortcut asterisk in the inventory view). This label is respected by the drop and multi-drop activity. Thus it solves this specific problem nicely for me.

Maybe this is already sufficient for your use-case?

@stale
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stale bot commented Dec 25, 2020

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@stale stale bot added the stale Closed for lack of activity, but still valid. label Dec 25, 2020
@I-am-Erk I-am-Erk added the (P3 - Medium) Medium (normal) priority label Jun 15, 2021
@stale stale bot removed the stale Closed for lack of activity, but still valid. label Jun 15, 2021
@I-am-Erk
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I-am-Erk commented Jun 15, 2021

This got called to my attention and I think it's a great idea. I'd suggest that we have a "show hide" per container and also a "show/hide all containers" toggle. The individual container show/hide settings should be remembered when closing opening inventory, and show/hide all should not override individual settings.

A good example of use cases: I do not want my canteen's clean water showing in inventory for me to have to avoid dropping. I am never going to want it showing in inventory. The same goes for my first aid kit. I want to hide their contents and only see them when I am in the 'a'ctivate or 'E'at menus.

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Labels
Info / User Interface Game - player communication, menus, etc. (P3 - Medium) Medium (normal) priority Quality of Life QoL: degree to which players are comfortable, and able to enjoy CDDA <Suggestion / Discussion> Talk it out before implementing
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6 participants