Categorical Chests
Assign Chests an Item or items for quick deposit and retrieval.
Lots of people want to have a more streamlined inventory. I in particular, wish to make chests more efficient.
Categorical Chests would be chest assigned with a set of blocks/materials/tools to make taking things in and out of chest easier.
A chest is modified by throwing whatever it is you want to put into the chest at the chest. Unless a new key can be used for special action (such as assigning materials to chests) throwing is the best I can come up with.
Say you throw a piece of stone at a chest, this piece of stone is stored into the chest and the chest now has the following categories (viewable in the chest menu perhaps). From then on right clicking the chest with stone in your hand will put all the you have in your inventory into the chest automatically. *Note that you can still store other items into the chest by right clicking with something other than the assigned materials and dragging as normal.
At this point I'd like to ask for suggestions on placing items into the chest.
My Preferred Method:
One stack of any size per right click. (Starting at the top left and ending with the object in your hand)
Taking materials out of the chest would work in a similar manner, however instead of requiring something in your hand, you select the desired material and right click that icon to retrieve one stack of . (Likely a 3x3 grid or something to that effect). *Non-stackable items like tools and food would act as one stack, if would also be an idea to take stacks in order of number present in the stack. Would be replaced by damage for tools and armor.
This is the bulk of the idea. I can see how it would be hard to implement but I see no issues game wise. If you don't want to assign a material to a chest don't throw something at it, if you did accidentally throw the same thing at it again to unassign.
I was also thinking of using the icons mentioned above to have start and end points for items, so when you place into the chest it will start filling up at that square. End points could be used to place a limit on the amount of space the could take up. This is optional though, and somewhat OCD.
Please leave any questions, further suggestions, and general discussion of this idea in a good manner.
Hey, instead of additional coding, why not make the player do some work?
Step 1 - Make Chests.
Step 2 - Place Chests.
Step 3 - Fill Chests with stuff.
Step 4 - Make Signs
Step 5 - Place Signs above Chests to remind player what's in them.
Step 6 - Rinse and Repeat for other chests.
How hard is that? It would also let Notch work on something else, something new, something that would actually be interesting, rather than waste time with something that the player can do himself with a little work.
Hey, instead of additional coding, why not make the player do some work?
Step 1 - Make Chests.
Step 2 - Place Chests.
Step 3 - Fill Chests with stuff.
Step 4 - Make Signs
Step 5 - Place Signs above Chests to remind player what's in them.
Step 6 - Rinse and Repeat for other chests.
How hard is that? It would also let Notch work on something else, something new, something that would actually be interesting, rather than waste time with something that the player can do himself with a little work.
Assign Chests an Item or items for quick deposit and retrieval.
Categorical Chests would be chest assigned with a set of blocks/materials/tools to make taking things in and out of chest easier.
A chest is modified by throwing whatever it is you want to put into the chest at the chest. Unless a new key can be used for special action (such as assigning materials to chests) throwing is the best I can come up with.
Say you throw a piece of stone at a chest, this piece of stone is stored into the chest and the chest now has the following categories
*Note that you can still store other items into the chest by right clicking with something other than the assigned materials and dragging as normal.
At this point I'd like to ask for suggestions on placing items into the chest.
My Preferred Method:
One stack of any size per right click. (Starting at the top left and ending with the object in your hand)
Taking materials out of the chest would work in a similar manner, however instead of requiring something in your hand, you select the desired material and right click that icon to retrieve one stack of
*Non-stackable items like tools and food would act as one stack, if would also be an idea to take stacks in order of number present in the stack. Would be replaced by damage for tools and armor.
This is the bulk of the idea. I can see how it would be hard to implement but I see no issues game wise. If you don't want to assign a material to a chest don't throw something at it, if you did accidentally throw the same thing at it again to unassign.
I was also thinking of using the icons mentioned above to have start and end points for items, so when you place
Please leave any questions, further suggestions, and general discussion of this idea in a good manner.
Step 1 - Make Chests.
Step 2 - Place Chests.
Step 3 - Fill Chests with stuff.
Step 4 - Make Signs
Step 5 - Place Signs above Chests to remind player what's in them.
Step 6 - Rinse and Repeat for other chests.
How hard is that? It would also let Notch work on something else, something new, something that would actually be interesting, rather than waste time with something that the player can do himself with a little work.
That's how I do it.
Incompetence is a plague. I am the cure.
For all your wolf suggestion needs, I present the WOLF MEGATHREAD!
Stories: A Miner's Chronicle, The Lost Chronicle [Entries 32-2, 33-1, and 33-2 out!]
It's removing clicking and dragging, the "icon" system is just making parts of the UI more friendly.