Inventory system needs to be overhauled!
Rbox
Belgium Join Date: 2018-03-17 Member: 239227Members
Okay, I put this up so everybody that needs this can upvote. The inventory system gets incredibly tedious in later (although arguably already in early) game when you have lots of cabinets and wall lockers. How much time and running up and down isn't wasted just to check what's in all those lockers? A combined inventory over like 30m radius or so. So I can access all stuff in my vehicles and on my person at once. And make this applicable to the crafting necessities as well. Suggestion is that all what you've got on person + all stuff that's in all lockers at the BASE you ARE IN (certainly NOT from the entire map) + everything in DOCKED vehicles + everything in the Cyclops (stuff in vehicles preferably in seperate Pop Up window but in same screen) is all visible AND accessible form the same screen! Believe me that when you've got lots of cabinets, the running up and down to access your stuff takes at least 30% of your gaming time.
Comments
It's not that hard.
Why do you need to do this? Typical Reddit behaviour. Instead of just filling out the poll, giving your opinion and telling how others need to live their life. I put up a poll. Answer the poll, do not give me your passive-agresive inventory directions. Like wow now, I did not think of that myself, labeling the lockers. That should end the running around then no?
Sorry
Wrong post quoted..
The poll you put up has an obvious bias. When you're ready play it straight, come on back.
In the meantime I provided a helpful suggestion to the community on dealing with storage.
Have a very pleasant day.
You fucking did it again . What's wrong with you?
No you did not. You gave your guideline (and labeling is already obvious to everyone) with a distinct undertone that we should follow it and not ask for change. And then you began patronizing.
But on top of that you can place more of those large/small lockers a you please, just like you currently can.
Being able to see and use all your stock from anywhere, even a docked vehicle is a bit unrealistic. I think we should have to physically go to the locker(s) locations. Being able to see it from anywhere is fine, but not access it too.
Leting the crafting stations acces certain close cabinets to gather ingrediens, sounds like a nice QOL improvement. But leting player having acces to the whole inventory of the base from one place, sounds like a big mess.
So point taken that in this game you're a survivor and you don't exactly have access to the shiniest of things...But if we have a device called a fabricator which breaks entities down into their constituent elements and then remolecularizes them into either a modified or completely different arrangement (cooking fish vs making a bottle of water from a bloater.) I refuse to believe that they would not have created a system that just has the fabricator store the constituent molecules in an electrostasis which conveniently enough would allow for a storage unit of elements that can be called upon through the fabricator...so instead of overhauling the inventory system...I suggest 1 new item, and 1 new habitat structure. give us a fabricator storage room that we can select to send things into as broken down molecules and recall at a later date from any fabricator that is connected to that storage unit (conveniently creating a reason to have an actual base. Then create a simple pipe system with a logic sorting pipe that makes it so we can just drop our inventory into a large cabinet when we enter our base, and it sorts it into cabinets as we tell it too.....great examples of this being very well implemented are the pipes and Applied Energistics mods in the expanded mine craft universe....it would lower the start curve a little bit...make a lot of players happy since I am obviously not the only one who thinks the system could be improved, & finally this allows the player who for some reason voted they like running back and forth for...reasons...to continue to do things the way they want....all they do is just not take advantage of the new update....
That could be a nice compromise
That's just it. Again another cabinet to go to.
Not the whole inventory, just the cabinets in the base you are in. Or all in the Cyclops. I have 20+ wall lockers in my Cyclops. They are all labeled. Still I have to run around accessing several of them when I want to craft something. That gets annoying real fast. And don't forget: you have to put the stuff in them first too. In the correct locker too my good sir. And when you're about to build outside, you first have to stock up on the ingredients. Flipping craft screens as well as lockers to be sure you don't forget anything. And then you did! You're away to build a base + scanner +fabricator and you miss the table coral. Great.
Lets say that a nice compromise would be that the fabricator has access to all lockers in a 6m or so radius in a base. And all lockers that you put in the Cyclops when you're in it.
Well, I like to build. So I build a lot and thus always have to stock up on ingredients. Dreading the fact that I forgot one but now hundreds of m apart from where I stocked it or from where I know to get it anew. Doing this often makes the 'running around like an idiot' to feel spot on. And note: it's 'running around like' and not 'you are an idiot if you do this' Or did I miss something and is idiot the new PC word to avoid? Which I will never be concerned with BTW.
So Hong, exactly what I proposed....I fail to see the difference in coding between a new habitat structure that allows storage via the fabricator, and a room that does the same thing without it...So seems to be we would all like a larger and more versatile storage solution.