Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@Yenwood: Oops. :D
The rules the game uses to decide what material the player wants to use when crafting cannot possibly always match player intent without asking on a case-by-case basis or allowing those rules to be selected/adjusted on the fly from the crafting UI.
Being able to see what it is going to use in the inventory helps for player intervention. However, going back and forth between manually sorting and checking the craft takes a long time.
Informing the player of their options and making that information stay available would be valuable.
Proposed Options:
* Add options to the crafting and better control over automatic inventory sorting
* An optional UI with the items that would be used automatically so the player can swap them; ideally providing a filtered set of the allowable items for the craft.
* An interaction on a craft option to sort the valid materials to the top of the player inventory.
Thanks!
Keep in mind that as a new player i don't know what all the recipies are or which recipes to save things for. So I never know which items to mark as protected or which to always keep on me.
If you don't care what is being used the current system is great but when I am looking at multiple items that can be used for the same recipie and if I forget what was in a different bag.
It would just be nice to have the option to manual pick sometimes.
I keep thinking of examples and then thinking my examples sound dumb even if true.
At this point, I feel like we should move this to discussions since we're no longer talking strictly about this mod anymore. :P
The problem in this case is that once you've got a page or three of items in your inventory, you lose the ability to see everything at once. My tongs are at the top and my ores are at the bottom, for example.
How does the game decide what's "best" for a craft? I can certainly imagine a situation where I've got 2 remarkable items, 1 exceptional, 1 legendary, and 4 regular ones, and the craft takes 4 items. I might want to do R/E/N/N for one, and L/N/N/N for the other, so I end up with two reasonably good chances of high quality rather than one high chance and one low chance (of course, I don't know exactly how quality is calculated, but that seems reasonable.)
I could also see having two legendary items and plenty of normal ones, and I want to make a 2-ingredient craft out of the normal ones so I can save the legendary ones for something that needs those two ingredients plus a third that I don't have yet.
When you hover over a craft, it shows you the items it will use. But maybe it should show visually ALL the items it could use for example. I guess my new question is, what is the point of manually selecting items to use in the craft when the game can automatically use the best ones for you. Are you wanting to use less than optimal items for some reason?
Imagine making an iron breastplate with this mod. You would have to drag and drop over 100 items from start to finish. I'm trying to find a way around that but provide the same utility of this mod.
I'm just kind of getting tired of Drathy saying "you shouldn't feel like this, I made it better!" I learned as head of a dev group that wasn't...productive.
I feel like I feel. I'm not stopping playing, I'm not changing my good review. I'm not even so bitchy that the mod doesn't work as being told that what I and all the other folks on this thread feel about it is just incomprehensible.
And thanks for your clarifications, Epsilon. I agree with everything you said. ;)
Also really? 1000 character limit for comments? grr
* I'm a sysadmin, and have to work with devs on a daily basis. So very common that they unintentionally muck up UX. :D
Now that I think of it, this could be simplified with something that's almost the inverse of protect - something that tags an item as "preferred for crafting".
My issue here isn't really with individual ingredients themselves, so much as the tools. When I have a legendary iron mortar and pestle, then loot a copper one from a random chest (for example,) it seems to prefer that because it sorts alphabetically within the categories (at least, as far as I can tell...)
Can they? I haven't been a programmer in this century, and I'll readily admit I'm not going to do it. I'd be just as happy if it could be done and someone fixed/took over the mod. 3/3
I don't blame you for taking a different fork in approaching the problem. But I will say that arguing about it when a lot of people are still missing the other way to do it is an exercise in futility on your part. We want choices; we used to have choices; a bunch of us don't find the current UX to have solved our preferences. We want choices we were used to, not the choices you decided make sense.
2/3
You know, as a dev, you don't get to decide how people AUGHT to use the program. We are probably a minority that doesn't like the current UX. What I don't understand is why can't the mod work anymore, or why isn't someone taking it over and replacing it? 1/3
It's been a while since I played, but I recall the interface to this being clean and easy to use, comparatively speaking.
For what it's worth, I tried the +mod update command on this mod, but it looks like there's something else wrong with it beyond just not being... built with? Associated with? Something to do with the new version number and whatever +mod update does. :P
How about adding the functionality into the base game like you said you were planning almost two years ago ?
I'd probably have to update it again, though. :P
@CompWiz is right though, it is a bit fiddly. Specially when you're trying craft stuff quickly (Even when I did figure it out... I did have a lot of... "dammmit I didn't mean to use that", moments)
An "advanced" crafting interaction that proposed the items that would be used and allowed you to swap them before proceeding would be a very nice QoL feature.
Overall, fun game, and I appreciate how active you are with the community. :)
the crafting system of this game always screws me over (I.e. roots for string isntead of medicine)