Could be an easy code change to do with drones in game. Fill drone, send to base to offload, drone returns.At the end of the day, convenience always wins out for the majority of people. Most people would agree, the less clicking there is, the better. If there was a mod that enabled a button to send all of your inventory back to base, perfectly organized, even if it was halfway across the map, there would be mass adoption, especially if it became standard in other games. If there was a block you could place down costing 10 wood and 2 paper that auto-harvested crops after every growth cycle, again, there would be legions of people downloading it and begging it be added to vanilla.
The above is especially true, however, if you've put thousands of hours into a game and don't care for the "same old, same old chores". They don't lack the ability to organize inventory, they simply have grown tired of it and want it automated to some degree. Fair enough. They want to skip the grind and get to the fun parts. This is especially important for content creators.
Exactly. I play games to relax and enjoy them in my free time. It's a question of quality of real life to me. And all those timers? Same. I don't want to spend my real life-time pouring over containers in a video game to pull out what I need for crafting piecemeal, although I do still organize materials and such neatly. Nor do I want to spend it waiting on timers with no animation associated with them whatsoever, which does happen if you've done everything else you can do. Drumming my fingers on the desk while I wait (when there's nothing else to do) is also a waste of my real lifetime. And that's what it comes down to to me. I don't want my lifetime wasted. There's nothing "realistic" about watching a timer count down.To me it's just less friction between you and fun. ALL GAMES should try to follow this idea. I am not saying make it so easy it's no longer a challenge. A game without challenge isn't fun. This is purely a quality of life thing. Searching for your materials isn't fun. I have played with crafting from container mods and I LOVE it. It's just QOL lubrication. We need it. Make an option to enable/disable per container and it's a win.
I can agree with that for the most part. I want to say there was a time when you had to have the crafting menu open to craft someting. I think that is an extreme in the wrong direction, but I also think instant crafting is an extreme in the other direction. As is I can run out of arrows and crafting1 a second while I am running away from zombies. It's super unrealistic, but the timer means you have some level of handicap for your McGyver skills.Exactly. I play games to relax and enjoy them in my free time. It's a question of quality of real life to me. And all those timers? Same. I don't want to spend my real life-time pouring over containers in a video game to pull out what I need for crafting piecemeal, although I do still organize materials and such neatly. Nor do I want to spend it waiting on timers with no animation associated with them whatsoever, which does happen if you've done everything else you can do. Drumming my fingers on the desk while I wait (when there's nothing else to do) is also a waste of my real lifetime. And that's what it comes down to to me. I don't want my lifetime wasted. There's nothing "realistic" about watching a timer count down.
If animations were associated with some of those timers aside from crafting, obviously those that last only a couple of minutes e.g. searching a car or breaking into an ATM, I probably wouldn't mind them at all. That would be immersive. But there's not. I thought maybe they were placeholders for animations to come. Obviously not.
That ability to allow or not allow a chest to be used for crafting is in Night of the Dead. It is useful, but if they added that, they should make it something that isn't easy to accidentally enable/disable. In Night of the Dead, the enable/disable is a key that you use often, so it's easy to switch the setting without intending to do so. But yes, I think that would be a good option if they add craft from container.I would just want an option per chest to exclude it from the network of chests that are connected for crafting from containers. I have played other games with this feature and it is beyond frustrating to find out that I used something in a crafting recipe that I didn't intend to use. I guess the current lock feature could be used for this. If an Item is in a locked slot then it can't be auto grabbed for crafting purposes. That would put me in the yes camp for this feature.
I would just want an option per chest to exclude it from the network of chests that are connected for crafting from containers. I have played other games with this feature and it is beyond frustrating to find out that I used something in a crafting recipe that I didn't intend to use. I guess the current lock feature could be used for this. If an Item is in a locked slot then it can't be auto grabbed for crafting purposes. That would put me in the yes camp for this feature.
That isn't quite the same thing. Sometimes you put aside some stuff for later in its own location. If it pulls from that location and you're not paying attention, you can easily use too many because you're not continually tracking how many of the items you are trying to hold onto. You just put them aside and let them stay there until you are ready for them. Or you just want a container that has specific things that you can grab whenever you're heading out somewhere and you don't want to jump through a few different crates to grab everything. Excluding crates is far more versatile than just choosing how much of a resource to use.The mod we used for crafting from containers shows you how much of the items you have that you want to use. Not really a problem unless you don´t pay attention. Most games with built in craft form containers also do this, can´t recall one that doesn´t from the top of my head.
Still wouldn´t hurt to be able to exclude containers. Like Darkness Falls does this where you have to turn broadcasting on in every container. I would prefer the other way around with disabling it tbh. But not a big deal if we would have to enable it.
I think if we cant have drones automatically delivery our "field loot" back to base containers and auto sort, maybe give us some POI's like a Mailbox store and have the mailboxes become loot containers with all the bells and whistles we need so we dont have to keep setting up storage areas every time we move to a new location. Just convert what we find out in the field. Either way, just do whatever you can do to reduce the labor of storage sink.I know what you mean. You get used to it pretty quick honestly. We do have such a crate for quick grabbing also usually but i can´t think of crafting materials that would be in there tbh.
That's exactly how I unload my inventory now. But that requires opening every single crate.Have you played around at all with the different drop buttons and lock options? Once I have containers set up with some of the different items in them, I can run past each container, open the container, click one button, then move on to the next to unload. I don't even have to look at what I'm doing other than to make sure I hit the right button... I've sometimes did the wrong one and either dropped everything into the crate or else picked up everything out of the crate. Heh.
Click the unload button again. The first click unloads up to a full stack, the second unloads and creates new stacks. The same engines unload just fine.The only things it doesn't work with is when you either don't have an item in the crate yet or you don't have an item in the crate that has space to stack on top of. So something like an engine or battery won't work because they don't stack. And full stacks don't let you drop more of the item. So I'll set up an ammo crate with a lot of stacks of 1 ammo so that later I can drop ammo quickly. It is definitely a bit of setup, but speeds up dropping off stuff significantly. I do still have to manually drop the things that don't stack, but ~90% of my inventory is emptied without having to manually do it.
I think a button to unload everything automatically from your inventory is a bit excessive. I'm find with an option to unload to a dumb crate and let the drone move stuff to the right containers, but I don't think we need to go that far.That's exactly how I unload my inventory now. But that requires opening every single crate.
I had something slightly different in mind. I'm currently playing Palworld, and it has an interesting quick-storage feature. I simply go to my base, open my inventory, and press the "Storage" button. The game looks at all the crates in my base and places all matching items in the corresponding crate. After that, my inventory is left with only the items I've specified not to store, or the items that aren't in the crates at my base.
Click the unload button again. The first click unloads up to a full stack, the second unloads and creates new stacks. The same engines unload just fine.
I think a button to unload everything automatically from your inventory is a bit excessive. I'm find with an option to unload to a dumb crate and let the drone move stuff to the right containers, but I don't think we need to go that far.
I'll have to try using that button twice. I've never tried that.
It´s 2026 that´s meanwhile a wide spread QoL feature in many games.
Especially in this game where a good part of the player base is already around for many years and already spent hundreds of hours in chests, we really don´t need the constant picking out materials from the chest anymore.
Could be an easy code change to do with drones in game. Fill drone, send to base to offload, drone returns.
Try it, it's a great time saver. Especially when you need to unload multiple stacks of the same thing (iron, stone, engines, batteries).I'll have to try using that button twice. I've never tried that.