Cataclysm: Dark Days Ahead

Cataclysm: Dark Days Ahead

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LyndaFromHR Mar 31, 2023 @ 7:02am
Remove Pockets
At some point the pocket system went in and it’s a haphazard mess of inventory management. I get that CDDA leans hard into “realism over fun” but this is tedium for the sake of realism. I don’t want to have to set priority on pockets so that my extra toasties don’t get thrown into my pants pockets. I don’t want to figure out which blind-nested container has my aspirin. I just need to have X amount of inventory and Y amount of volume.

I get that pockets are Korgs system but this should really be reevaluated given the huge pita it is for little gain.
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Showing 1-15 of 37 comments
Maddremor Mar 31, 2023 @ 7:08am 
Not really feasible to remove the pocket system, but there is ongoing work to make it easier in terms of UI. The idea is that you shouldn't have to think about it much, so there is still improvements to be made.
LyndaFromHR Mar 31, 2023 @ 7:39am 
Why not just create default options to blacklist all pockets except bags over a certain size then set the size as user defined? If realism is the goal then give us tools to deal with it. CDDA turns into Inventory Management Simulator way too quickly and it is a hassle.

I don’t need things stuffed into random pockets and if I had my pick I’d rip the pockets off to prevent it. Though that just creates more work that should be automated.

It’s even worse when I can’t see what’s inside of a baggie or whatever. I shouldn’t have to go looking for my cocaine or whatever. If I have coke I clearly should know where it is.
Not sure if you can change between nested/pockets inventory system and old one, but you could try a different fork. There's supposedly a fork of this game which is on par feature-wise.
bright nights i think is the name(look it up on github)
Maddremor Mar 31, 2023 @ 11:52am 
Originally posted by LyndaFromHR:
Why not just create default options to blacklist all pockets except bags over a certain size then set the size as user defined? If realism is the goal then give us tools to deal with it. CDDA turns into Inventory Management Simulator way too quickly and it is a hassle.

I don’t need things stuffed into random pockets and if I had my pick I’d rip the pockets off to prevent it. Though that just creates more work that should be automated.

It’s even worse when I can’t see what’s inside of a baggie or whatever. I shouldn’t have to go looking for my cocaine or whatever. If I have coke I clearly should know where it is.
It's not quite that simple, but I think we are generally in agreement here. The default content, priority, and display of different containers can be fine-tuned in the future.
Mindboggler Mar 31, 2023 @ 10:01pm 
Great idea, LyndaFromHR. Keep it up!
Erk Mar 31, 2023 @ 10:19pm 
There are a few really solid WIP suggestions for algorithmically managing pockets, we just have to decide which ones to implement and then implement them. I'd say that pockets are only a couple PRs from being quite user friendly: as it stands if you understand the system they're pretty easy to manage, but they still do a few weird things, which means it shouldn't be much more to get them fully sorted.
ExecutiveOdin Apr 1, 2023 @ 10:24pm 
I've hated the inventory system rework since it began.
when it went from:

3 paper wrapper protein ration
to
paper wrapper > protein ration (1)
paper wrapper > protein ration (1)
paper wrapper > protein ration (1)

Can't just pick up 50 bullets and have

9mm FMJ (50)
it's
9mm FMJ (5)
9mm FMJ (10)
9mm FMJ (5)
9mm FMJ (30)
All in different pockets.

Always thought it made everything so messy, not to mention like OP said where you pick up a mass of loot and then suddenly can't find where you put those tobacco seeds only to discover you apparently automatically stuck them into a 3l glass jar with some batteries and a matchbook.
Kover Apr 1, 2023 @ 10:35pm 
I've played about 5,000+ hours in DDA, and I want to agree that the introduction of pockets was ambiguous. Personally, I couldn't handle them and had to switch to the Bright Nights fork, but I still love DDA, in fact both forks are very cool.

I really wish DDA had more flexibility in settings, like the ability to disable the same pocket system at will.
andrei haiducul Apr 1, 2023 @ 11:43pm 
Originally posted by ExecutiveOdin:
9mm FMJ (50)
it's
9mm FMJ (5)
9mm FMJ (10)
9mm FMJ (5)
9mm FMJ (30)
All in different pockets.

We have a solution for this now but it's not yet enabled everywhere. It'll probably get enabled before the next stable version though. You can take a look at the PR[github.com] if you're interested
vts6482 Apr 2, 2023 @ 3:37am 
Perhaps because I had rather negative expectations going in, I didn't mind the nested pockets that much. From an immersion/role-playing perspective its a good feature. So long as there are sufficient UI mechanisms to find/select items wherever they are, its just a matter of getting used to it. A nice-to-have would be some quick way to empty your pockets recursively when returning from a gathering run.
ALEGATOR2222 Apr 10, 2023 @ 11:26am 
Originally posted by andrei haiducul:
Originally posted by ExecutiveOdin:
9mm FMJ (50)
it's
9mm FMJ (5)
9mm FMJ (10)
9mm FMJ (5)
9mm FMJ (30)
All in different pockets.

We have a solution for this now but it's not yet enabled everywhere. It'll probably get enabled before the next stable version though. You can take a look at the PR[github.com] if you're interested
When?
xjulep Apr 10, 2023 @ 2:25pm 
The pocket system is good stop whining. Why do you even need to know what pocket your junkfood and painkillers are in? Hit E and it doesn’t matter. For bullets hit r and it doesn’t matter. Every inventory item that matters can be accessed from an action menu like “a” or “%”. For all other uses there is /.

I never have to care about what pocket something is in unless it’s a belt loop or gun holster which again can be accessed from action menus. I don’t know why people want to spend multiple years writing essays about a game they clearly hate when the solution to all their problems is “learn the most basic controls and use them”.

If that’s too hard for you there is an actively developed fork of the game designed for people with your issues that is available for free and advertised in every place online cdda is mentioned.
ALEGATOR2222 Apr 10, 2023 @ 3:40pm 
Originally posted by xjulep:
The pocket system is good stop whining. Why do you even need to know what pocket your junkfood and painkillers are in? Hit E and it doesn’t matter. For bullets hit r and it doesn’t matter. Every inventory item that matters can be accessed from an action menu like “a” or “%”. For all other uses there is /.

I never have to care about what pocket something is in unless it’s a belt loop or gun holster which again can be accessed from action menus. I don’t know why people want to spend multiple years writing essays about a game they clearly hate when the solution to all their problems is “learn the most basic controls and use them”.

If that’s too hard for you there is an actively developed fork of the game designed for people with your issues that is available for free and advertised in every place online cdda is mentioned.
The problem is that I see this in my inventory, a bunch of lines of the same thing

9мм FMJ (5)
9мм FMJ (10)
9мм FMJ (5)
9мм FMJ (30)
andrei haiducul Apr 11, 2023 @ 11:55am 
Originally posted by ALEGATOR2222:
When?
As soon as I (or any other contributor) think that the performance issues have been resolved.

If you're asking for next stable release, AFAIK they're aiming for a 6 months-ish cycle this time.
ALEGATOR2222 Apr 12, 2023 @ 3:53am 
Originally posted by andrei haiducul:
Originally posted by ALEGATOR2222:
When?
As soon as I (or any other contributor) think that the performance issues have been resolved.

If you're asking for next stable release, AFAIK they're aiming for a 6 months-ish cycle this time.
Right I understand that https://github.com/CleverRaven/Cataclysm-DDA/pull/63270 is not in the game yet?
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