Haven't seen a thread for this either, setting priorities for certain blocks for pickupableness (new word, I just crafted it myself). So say you could set Sand, Dirt, or Cobble Stone at a priority of 0, so that while mining you aren't automatically filling your inventory with blocks that you have no desire to obtain. They would remain on the ground unless you set their level higher. You could even include a setting for refilling a block that you already have, i.e. refill my cobblestone to a limit of 64, but do NOT pick up extra. You could always ensure you had ready building material, but not overloaded. Could also incorporate this to your 1-9 inventory buttons, for automatically refilling what you are using. Say I am building a glass wall, I run out of glass, I have more in my inventory already, so a smart inventory that would move that glass to my quick slot that I was already using. Just a few way that the game would be less frustrating (in my mind anyway). Comments, suggestions?
That's a tad bit complicated; I'd rather just have it such that when a guy dies in SMP and drops 64 cobble and 64 diamonds, and there's only 1 free inventory slot, I don't pick up the cobble.
Kind of an exaggerated example, but you get my point.
Yes I do understand what you mean, but to set a priority like that I think it would really end up being an all or nothing type situation, in other words if the game is going to have a setting like that implemented, why not go ahead and include a refill limiter also? Yes some blocks are more desirable than others, but instead of juggling settings so you can pick up a few cobble stone for a short section of wall you are wanting to build, it would be easier to just allow your inventory to take in said amount and reject the rest. I really think they would go hand in hand.
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Kind of an exaggerated example, but you get my point.
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