Thanks a lot for your prompt and detailed reply! I really appreciate the time and thought you've put into addressing my suggestions and providing insights into the design choices.
Turning off autosorting is a good idea indeed, thanks for the suggestion!
Even if there are 20+ slots of the same type, I don't see it as a big design issue: once a category is selected, the full keyboard could be used to bijectively assign keys to slots, especially with autosorting turned off. In Jupiter Hell, I dedicate each slot ID to a specific kind of weapon depending on the context (even though I understand the slot count is much lower, typically three). For instance, in a fully ranged run, I would typically use 1 for pistols/auto, 2 for rifles, and 3 for shotguns/grenade launchers. In a melee build, I would typically use 1 and 2 for melee weapons, and 3 for a unique side weapon. This setup lets me switch weapons seamlessly, without needing to check my inventory.
For more extensive slot systems, the same concept could apply. Utility slots, for example, could be mapped to specific subtypes in the player's mind, e.g., 1 for storage-increasing utilities, 2–4 for armor, and so on. Similarly, I could assign a slot (e.g., 7) as the go-to slot for swapping a grenade launcher, ensuring that I always know which key to press (r, then 7, then select the grenade launcher in the inventory). Doing so, I would know 7 is the slot ID in which I would place a weapon that is will be replaced by a grenade launcher.
This consistency would also allow for mental shortcuts during gameplay, even with larger inventories or slot counts. Nevertheless, I fully understand that implementing such a system would be challenging and that it may not align with current priorities.
Nice! I wasn't aware of this, very useful, thanks for pointing it out!
Yes, I am familiar with the p menu, but it doesn't fully address the need for consistent assignment.
That's a fantastic addition!
Thanks again for the consideration, time and efforts.
Quote from: Kyzrati on January 07, 2025, 09:07:33 PMThere's definitely an advantage there, for sure, although Cogmind is far more dynamic than most roguelikes in terms of item upgrading and slot changes... in general I feel the suggestions may not be able to handle having a growing or excessive number of slots? Or massive inventories? Like some builds have 20 slots of the same type... or nothing but utilities in their huge inventory (one build even loses slots)
It's nice to have a system that consistently handles all the dynamism.
As usual, if there is enough demand I'll more strongly consider such an optional approach (which I do find interesting and have considered similar options before!), though I think this is the first such request in over 10 years, and a sizeable chunk of Cogmind players use keyboard mode (myself among them, and many of the existing related features have come out of suggestions or frequent needs, to be sure!). It'd be quite a lot of work to implement in a satisfactory manner.
One area for better managing the existing system, if you haven't already (I'm guessing you have?), is to turn off autosorting. This will at least keep lettering consistent except between evolutions, when it will naturally shift somewhat.
Turning off autosorting is a good idea indeed, thanks for the suggestion!
Even if there are 20+ slots of the same type, I don't see it as a big design issue: once a category is selected, the full keyboard could be used to bijectively assign keys to slots, especially with autosorting turned off. In Jupiter Hell, I dedicate each slot ID to a specific kind of weapon depending on the context (even though I understand the slot count is much lower, typically three). For instance, in a fully ranged run, I would typically use 1 for pistols/auto, 2 for rifles, and 3 for shotguns/grenade launchers. In a melee build, I would typically use 1 and 2 for melee weapons, and 3 for a unique side weapon. This setup lets me switch weapons seamlessly, without needing to check my inventory.
For more extensive slot systems, the same concept could apply. Utility slots, for example, could be mapped to specific subtypes in the player's mind, e.g., 1 for storage-increasing utilities, 2–4 for armor, and so on. Similarly, I could assign a slot (e.g., 7) as the go-to slot for swapping a grenade launcher, ensuring that I always know which key to press (r, then 7, then select the grenade launcher in the inventory). Doing so, I would know 7 is the slot ID in which I would place a weapon that is will be replaced by a grenade launcher.
This consistency would also allow for mental shortcuts during gameplay, even with larger inventories or slot counts. Nevertheless, I fully understand that implementing such a system would be challenging and that it may not align with current priorities.
Quote from: Kyzrati on January 07, 2025, 09:07:33 PMNote that selective floor swapping is sort of possible now if you have a full inventory and there is no autoswap condition, by repeating the 'a' attach command.
Nice! I wasn't aware of this, very useful, thanks for pointing it out!
Quote from: Kyzrati on January 07, 2025, 09:07:33 PMThat said, are you familiar with/do you use the 'p' menu, by any chance? That's another option that simplifies some operations for some people, though the same operations are available through other means as well.
Yes, I am familiar with the p menu, but it doesn't fully address the need for consistent assignment.
Quote from: Kyzrati on January 07, 2025, 09:07:33 PMThis is solved by reverse comparisons, coming to Beta 15.
That's a fantastic addition!
Thanks again for the consideration, time and efforts.