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Currently the SpawnInventory UI will always show the standard 1,20, 50 for amount of an Inventory that can be spawned, but (appropriately I believe) will only spawn up to the max stack size), however, this does have a potential for confusion, as if someone clicks on, for example, the button to spawn 50 power cells, they would reasonably expect to be spawning 50 powercells not only 5.
So, while working on another PR, I toyed with making it not display options higher than it can spawn, and if it's max stack size is less than 50, have one button for the max stack size. Basically having what the UI shows match what it will actually do (and less buttons that do the same thing for things with really small stack sizes.
This is what it looks like (also with localized names, because that's the PR I'm working on):
The text was updated successfully, but these errors were encountered:
Regarding categories, inventory already has categories, and In the PR I have that localizes them, I sort by category (current categories are, I think, raw, refined, crafted, and crated furniture), and we're discussing how to go about displaying said categories for this menu.
Regarding categorization of furniture, there has been discussion (long in the past) about how to go about categorizing, the two primary camps are things having only a single category, as in your quick example, and multiple descriptive categories, so, for example, a water tank may be listed under both storage (along with stockpiles, and any other storage type furniture), and fluid handling, and an airlock door might be listed under doors (and/or structural), and perhaps Pressure Resistant (so maybe someone building something that needed to handle pressure would have everything related in one easy place).
My examples for the second may not be the best to illustrate the point, but hopefully are enough to get the idea... they're the only ones I could come up with on the spot. But categorization should be handled in its own issue. (otherwise it will be lost to time like all the other discussions regarding it.)
Currently the SpawnInventory UI will always show the standard 1,20, 50 for amount of an Inventory that can be spawned, but (appropriately I believe) will only spawn up to the max stack size), however, this does have a potential for confusion, as if someone clicks on, for example, the button to spawn 50 power cells, they would reasonably expect to be spawning 50 powercells not only 5.
So, while working on another PR, I toyed with making it not display options higher than it can spawn, and if it's max stack size is less than 50, have one button for the max stack size. Basically having what the UI shows match what it will actually do (and less buttons that do the same thing for things with really small stack sizes.
This is what it looks like (also with localized names, because that's the PR I'm working on):
The text was updated successfully, but these errors were encountered: