Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Tried to rob ye estate but me filled bags didn't fit the door frame. #4

Open
lossycrypt opened this issue Mar 7, 2017 · 7 comments

Comments

@lossycrypt
Copy link

Entering the estate with a full inventory is impossible. Same goes for leaving it.

@avosirenfal
Copy link
Contributor

Working as intended, yarr. This is unavoidable with my choice of "pick up item to enter". Sorry

@lossycrypt
Copy link
Author

Is the event not fired at all in that case?

At least add a proper localized name to the pickup item. Currently the error message you get lists the usual unnamed garbage.

@avosirenfal
Copy link
Contributor

Yeah, I don't believe it fires any events. Never thought of the localization problem, whoops. Thank you for helping, I really appreciate it.

I like your artful issue descriptions too. My friends and I had a laugh at it :P

@avosirenfal avosirenfal reopened this Mar 9, 2017
@avosirenfal
Copy link
Contributor

Incidentally I might add a "go near to enter" option at some point like Factorissimo, but I don't have time right now. I hated that because I kept entering factories by accident, and because you couldn't abuse SqueakThrough with factories stacked vertically right next to each other.

@lossycrypt
Copy link
Author

Personally i haven't used factorissimo, but it seems trivial to add a delay to "stand near to enter". I.e. stand near the entrance for 2 seconds or something, that way ST should still work. As a workaround you could add a temporary item slot to the player if you see they have a full inventory. Tho that would require some longish detection code to not cause other issues i guess. If the key-item is stackable adding an extra slot an putting a not-full stack in the temporary slot would work.Might use an invisible item icon...dunno.

Glad you liked the titles. Not everyone likes jokes .P

@lossycrypt
Copy link
Author

Oh also on exiting the factory if you stand near the outer corners of the exit you're not close enough to pick up the item anymore. Might be good to place some more or move it closer to the edge.

@lossycrypt
Copy link
Author

Also another afterthought, if one checked for the actual player orientation on a "go near" imlementation there would be even less accidential entering.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants