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Update 02.023: Inventory system

Discussion in 'Change Log' started by Drui, Jun 30, 2015.

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This last post in this thread was made more than 31 days old.
  1. Drui Keen Update Guy Staff

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    1,390
    Summary
    Inventory system was added in this update. Players now have the ability to store items from the containers inside the player's inventory and see the full content of the storage containers. Additionally, we have added more construction models for blocks used in survival building, including the first batch of roof tiles. Also, players can't build on top of unfinished models anymore. Stay tuned for more survival features in future updates!



    Features
    - inventory system ("I" button)
    - more construction models for blocks (survival building)
    - added confirmation screen before exiting the lobby in castle siege

    Fixes
    - fixed player can't build on unfinished construction models anymore
    - fixed problematic placing blueprints close to each other
    - fixed better detection of timbers and large stones
    - fixed texture on generated object GeneratedWoodSideCornerIn_Mir
     
    • Like Like x 3
  2. PsicoPato Senior Engineer

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    1,096
    Awesome! =)
     
  3. xzosimusx Junior Engineer

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    662
    Excellent!
     
  4. Thedevistator Senior Engineer

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    Did anyone else notice tazoo was showing off the inventory system?
     
  5. Stori3D Past Productions Apprentice Engineer

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    297
    Every week the world gets bigger & more interesting. Thanks!
     
  6. deltaflyer4747 Apprentice Engineer

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    Nice, just two things - how can i pick up something directly into inventory? and I key is missing from F1 help menu
     
  7. Drui Keen Update Guy Staff

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    Tazoo is one of the developers now ;)
     
  8. MichaelC Junior Engineer

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    592
    im actually a little disappointed. I like the fact that you didn't have an inventory. You had to think about what you were building and how to get it there. Now you have an inventory bigger than the largest chest.
     
  9. Thedevistator Senior Engineer

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    I thought that was the case considering he said he'd be working for keen a couple months ago in a video.
     
  10. kejn ME Tester Staff

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    Hello deltaflyer4747,

    You can't pick anything from the ground direclty to the inventory yet. We are working on it right now and it will be added soon. Thanks for the tip with F1 menu.
     
  11. deltaflyer4747 Apprentice Engineer

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    215
    Ah, thx & neni zac :)
     
  12. kejn ME Tester Staff

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    michaelphoenix22,

    it will be balanced later, don't worry. This is just first iteration :)
     
    • Like Like x 1
  13. deltaflyer4747 Apprentice Engineer

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    215
    btw not quite true, i just picked up some shrooms directly into the inventory.
     
  14. Codebender Apprentice Engineer

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    196
    Quick question, will the ability to transfer items between chest be possible to make a transfer system using that? Say I have a stone path all the way to my mining spot, and connected to a large platform with a chest on it, am I able to transfer items between the home base and the mining camp?
     
  15. xzosimusx Junior Engineer

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    662
    Unless they implement a way to have the porters do it, I would say this is where you build a cart and transfer everything that way. No magic teleporting items in medieval times.
     
    • Like Like x 1
  16. PsicoPato Senior Engineer

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    1,096
    I do hope that large itens like woden logs and large stones can't be carried in the inventory.
     
  17. Martinineter Senior Engineer

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    2,253
    Very nice progression!
     
  18. Masked Death Apprentice Engineer

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    313
    Maybe make the inventory size moddable like the ship speed in Space Engineers. One will want an inventory where you can carry only one tool and some food, another person will want an inventory in which you can store the whole world, so making it moddable will be the best solution.
     
  19. Deewad Trainee Engineer

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    33
    very nice guys, chests and barrels now available in survival will help a lot, and roofs! inventory will make it easier, just really missing the torch stand!
     
  20. xzosimusx Junior Engineer

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    662
    @Lukas @Drui No fix yet for the tool accuracy problems? Looks like it is still an issue after this patch.
     
  21. KingdomBragg Junior Engineer

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  22. SirMento Trainee Engineer

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    1
    Nice update!

    BTW, sometimes when dropping inventory items from containers they just disappear.
     
  23. xzosimusx Junior Engineer

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    662
    Please make an official bug report over in the Bug Reports Forum so that the devs can see it.
     
  24. tharkus Junior Engineer

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    712
    Wow! nice!
     
  25. NeoKuro Trainee Engineer

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    1
    This is awesome. Tuesdays are like a weekly christmas for me now haha

    But I have a question (its probably been asked and answered before so for that I@m sorry).

    But I've noticed that Timer is well...insanely strong, I mean I know its brilliant at reinforcing structures (supporting them) but I've had a 200ton battlement remain standing because of a 1x1x10 tower of timber haha. Was wondering if Timber will eventually be 'fixed' so its not...well...a tad overpowered (I know it breaks easy, but because it doesn't collapse, from a game perspective, it'd be better to build towers and such our of timber at the moment, just because the entire base would have to be destroyed before the a tower comes falling down (and you losing your advantage etc) whereas with stone, it takes like 1-2 full power 10x mass shots to break a wall, and you don't have to destroy the entire base (in fact more of than not I only have to break 50%-75% of the base before it collapses)...or rather when you're building a nice new palace, and the lower stone supports start to cave, but you are 5 floors (100m) above them so you aren't aware, the only thing keeping it up is a bit of timber here and there, but as you build up your tower/spire in the centre, where there is no timber, suddenly it all caves in.

    I don't think its a major thing, but when its fixed...I'll be incredibly happy cuz then I can destroy my things with even more beauty :3

    Also, again I'm sure it has been asked so I apologise but I'm lazy ^.^ I'm guessing at some point in the distant future we will have ranged weapons (bow and arrows ;) )
     
  26. Morphik Apprentice Engineer

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    186
    LOL I just dropped 128 Wood scrap into the world. That was interesting. Only 64 scraps can fit into the large chest and I had taken the contents of two into the player inventory, I hope we get the ability to divide stacks soon.
     
  27. Morphik Apprentice Engineer

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    186
    [​IMG]
     
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  28. Sanfard Apprentice Engineer

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    108
    Nice update. A precursor to ranged weapons, perhaps?
     
  29. JuStX2 Apprentice Engineer

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    310
    My Only question is why didn't you just steal this code from SE a long time ago?
     
  30. waterlimon Senior Engineer

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    1,499
    Given that the logic for dragging items, item grids, and general UI elements (g menu) were already in, and the structure of the SE and ME codebase is probably slightly different, and the layout of the inventory systems is different, and 90% of the SE inventory UI would need to have been removed, and GUIs replaced with ME versions, honestly the only thing they could have reused would probably have been the few lines of code that declare the names of a bunch of objects/functions inside which the actual code would need to have been rewritten.

    I dont know why they decided to still go with the monolithic viewblocker claustrophobic design with buttons that are big enough to work on a fist operated touchscreen -.-

    It really doesnt have to be that big. Sure, now they have plenty of room to throw in another 10 submenus like in SE, but that both doesnt seem likely for ME and is somewhat indicative of poor design anyways.

    What they should be using is small, independent, transparent windows that dont block the entire view (perhaps draggable or resizeable even). Tighter packing, smaller font, more compact controls, less click to navigate.


    If it was an actual design decision then that decision needs to go in favor of more enjoyable gameplay.
     
Thread Status:
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