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SUS "specific use storage" 1: immersive and realistic randomized items for kitchens #29706
SUS "specific use storage" 1: immersive and realistic randomized items for kitchens #29706
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Also to-be-added items for more kitchen clutter
"subtype": "collection", | ||
"items": [ | ||
{ "item": "knife_butter", "count": [ 1, 6 ] }, | ||
{ "item": "knife_butter", "count": [ 1, 6 ] }, |
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Wouldn't "repeat"
be better for this?
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I don't believe it works that way in item groups?
Rivet eagerly awaits the opportunity to stab her enemies with a corkscrew. |
Love the idea! Would add the idea of a counter top group to include basic appliances (coffee makers, toasters, blenders, etc). |
Yeah, countertop is a good idea... The problem is that if I have a random "countertop" group to cover all the counters, it may decide to spawn three coffeemakers and nothing else. Still, it'd be better than what we've got |
I love it! People keep cleaning supplies under their sink. If I were looking for bleach, soap, trash bags, rags, rubber gloves, etc, i’d expect to find some there. Also, that’d be a reasonable place to find a wrench or a pair of pliers. Edit: clutter |
I missed oven mitts, good one. Here's my list so far. I'm not going to get all of this in one pass though, I'm trying to get on to lmoe shelters. I'll probably add some advice for how to implement some of it too *appliances *Tea and coffee *Knives *Utensils *Flatware drawer *Dishes *Fridge/freezer *Junk drawer *Pots, pans and baking *Linens and cleaning *Kids (with snippet description for different random characters and animals) *Tupperware |
Uses base items for easier definitions. Needs more items.
why was it even in there?
also coffee mugs with a bunch of cheesy slogans
with snippets
Will we be able to use cutlery to eat like a PROPER person for even more morale bonus? |
I'd like that, but I'm not doing that in a PR based around item groups. |
added a dishwasher. So fancy
Missed items
Summary
SUMMARY: Content "rational immersive and realistic item groups and storage furniture for kitchens, plus a lot of kitchen clutter"
Purpose of change
Your heart thumping in your throat, you pry open the window silently, crawling over the sill into the shadows of the house beyond. Through the sheer closed curtains, the light of the setting sun silhouettes the shambling body of one of the house's previous inhabitants, but it doesn't see you. You're safe, for now, provided you make no sound. You steal your way across the wooden floor, praying no aging wood betrays your passage. It's tense, but finally you find your way to the kitchen.
You're desperate. You could survive for weeks without food, but with clean water you'll die in days. The murky pond by your shelter isn't appetizing, but you have a fire. You could boil the water, let the murk settle out, and slake your gnawing thirst. Moving as eagerly as prudence will allow, you peer inside first one cabinet, then another. After a moment of frantic searching you tally up the yield:
A fork, a butterknife, a charcoal cooker, and a lawnmower.
It's only been five days since the world ended. Where did all the dishes go? Did someone seriously come in here and drag out every single pot and frying pan? How? WHY? And who keeps a lawnmower in the kitchen anyway?
Describe the problem for real though
Item groups are poorly suited to rooms where the loot wouldn't really be very random. Household items are the most obvious example, because we know what's in a house. Kitchens should have a full set of dishes in one cupboard, tableware in another, a cupboard with pots and pans. These wouldn't be looted and picked bare at the start of the game nor even really for months. The ratio of common household items to survivors is crazy now.
Solution
I've been thinking about this for a while and finally realized the solution is to make nested mapgen chunks that include the furniture part along with a correct distribution of items. This means mappers can plug either the nested mapgen piece of the item group in and get the contents of a "silverware drawer" or a "dishes cupboard". The groups will still have some randomness (eg "dishes" might give you a cupboard of glass or ceramic dishes) but it will produce something clearly recognizable as "oh, that's where the family kept their dishes".
EDIT: Due to the difficulty of putting nested maps exactly where I want, I settled for now with just making the item groups and putting them in all the common houses. That will have to do for the time being.
In the process I'm going to make tons of kitchen clutter. Enjoy your corkscrews, my friends.
UPDATE: In the process I also wound up rearranging items files to put kitchen clutter into their own sub-files, to avoid bloating the main tools and generic items files. Plus, I found a ton of inconsistency (butter knives were in melee.json while butcher knives were in tools, eg)
First pass will include
and items to flesh all those out with appropriate clutter.
Next pass will add:
Describe alternatives you've considered
I'm not sure the nested mapgen part is that necessary. The item groups do the heavy lifting here. We'll see. The advantage to nested maps is that some can be chosen at random so the house could have either a tea and coffee cupboard or a cereal cupboard.
Additional context
Yak shaving. I need this for lmoe shelter kitchens. It's always something, isn't it.