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Disassembly menu: highlight filtered components, always show required & components #78737
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Maybe it's just me but I don't see why I'd ever want stuff out of reach showing up on the menu if it can't do anything with it (autopathing to it and then starting the activity). I appreciate you have that listed as a todo but unless you plan on doing it asap I think it'd be better if that part was disabled (or disabled by default and toggleable on) for now. |
I expected the point was to extend the range to the same as e.g. crafting. I don't think inventory selector is the correct type of menu to show items from the entire reality bubble. It feels like V menu + appropriate item filter does most of the things you want there already. |
I didn't look into it properly yet. Thanks for the tip! The reason I published this PR is to get feedback as I was unhappy with my approach. Ths is definitely not finished. Thanks for the feedback! |
I didn't mean a disassembly menu like the crafting menu, just the range of shown (and interactable) items. For crafting, you can use any components and tools in a 6 tile radius ( |
Ah, I get you now. I thought about that, however, wouldn't it be weird if you could essentially destroy any disassemable item distant 5 tiles? If an enemy NPC drops a gun, you could just destroy it, right? Or is this not an issue? Having that in would remove the need to display if anything is far, the need of |
I didn't realize there was a search by component. I thought it was just by name. My personal opinion. You have a menu that's too heavy. And with chunks of empty space. Keep the old version. But add to it:
As a second step, and possibly a separate PR, you can increase the radius of view of items. To the level of the radius of finding components for crafting. With the same restrictions (if they are there). In the third step, you can add a choice between disassembling immediately or moving the selected items to an area to disassemble items. (Provided that zone is nearby). As for details:
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Searching needs better hints. I think nearly all menus support it. This would be a valid new issue I support.
This might be nice. I will see if I fit it in after I finish my half-baked improvements.
Yeah, I concluded so too. I should make a separate PR right now.
I don't play with that. I would first have to see the value. I understand conceptually, I would need to want it though.
This is exactly the thing I don't agree with. To me, it is dumb that I cannot see at a glance what I can get from disassembly until I charge my tools or fetch them. It does make the menu wider though... Maybe a toggle between "slim"/"descriptive" would be the best option, if I am allowed to merge the "descriptive" option. |
Several items are disassembled one by one. If you interrupt the operation, then one item will be partially disassembled and the other items will not be marked in any way. At the moment, if you take a few things apart. The first item is placed on the workbench or taken in hand. The other things remain under the character's feet (disassembly of things through the B menu). If mass disassembly is available through the disassembly menu. The items will remain in their places within a radius of 6 or 8 squares. To continue the operation, you will again have to search for these items and select them for disassembly. This is an unnecessary action that can lead to mistakes. (Disassemble more than planned). The solution may be:
Notice. If the disassembly menu will move things to a special zone. Then mass disassembly via the menu is not so necessary anymore.
With all tools being plugged in, you will most likely never get a dead tool situation. In general, it's more likely to be a situation where "you don't have a tool" than a situation where "you don't have enough charge". |
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If I do (or anybody does) the multi-select I want to see the list of components to be obtained from the disassembly, combined from all to-be-disassembled items, sorted. Then it would solve the counting problem:
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Summary
Interface "Disassembly menu: highlight filtered components, always show required & components"
Purpose of change
Part of #73808
Describe the solution
I don't like my solution. I need to set cells to mutable and replace_cell to const so that it compiles. I am listening to any better solution!
on_filter_change
to inventory_selector_presetd:copper wire
Old image, update it after code changes.
Needs work
Describe alternatives you've considered
Expand the capabilities more sustainably by implementing this somewhere else in the call chain. I would like that!
Testing
(
disassembly menu.CAN DISASSEMBLE
.d:copper wire
Additional context