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[0.16.26] Player Inventory Filter In Campaign First Steps

Posted: Tue Feb 27, 2018 2:04 am
by Immun
the player inventory filter in the campaign "first steps" at the beginning is missing the "category view". guess is because there are no "categories" introduced for crafting items at this point in the game.
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Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Posted: Tue Feb 27, 2018 8:21 am
by kovarex
Yes, but I don't see how it is a bug.

Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Posted: Tue Feb 27, 2018 2:21 pm
by Immun
ok, not really a bug but looks strange (at least to me) if the filters are looking different on different places in the game

Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Posted: Tue Feb 27, 2018 7:20 pm
by kovarex
The option to turn on/off the crafting categories are affecting all the places where recipe/item/signal is selected, and it is done by that way on purpose.

The settings is forced specifically in the first 2 missions of the campaigns to avoid having categories for the very few items in the crafting.
The fact that filters don't have categories as well is kind of an side-effect, but it is consistent with the way game works.

Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Posted: Tue Feb 27, 2018 7:33 pm
by Immun
thanks for the answer and of course happy to hear if all is consistent and not a bug at all :)

Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Posted: Tue Feb 27, 2018 8:45 pm
by Jap2.0
kovarex wrote:The option to turn on/off the crafting categories are affecting all the places where recipe/item/signal is selected, and it is done by that way on purpose.

The settings is forced specifically in the first 2 missions of the campaigns to avoid having categories for the very few items in the crafting.
The fact that filters don't have categories as well is kind of an side-effect, but it is consistent with the way game works.
Could you make it so that you can only filter to items that are available to you in that scenerio, or would that cause issues with how it's set up/console commands etc.?

Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Posted: Thu Mar 01, 2018 1:56 pm
by kovarex
Jap2.0 wrote:
kovarex wrote:The option to turn on/off the crafting categories are affecting all the places where recipe/item/signal is selected, and it is done by that way on purpose.

The settings is forced specifically in the first 2 missions of the campaigns to avoid having categories for the very few items in the crafting.
The fact that filters don't have categories as well is kind of an side-effect, but it is consistent with the way game works.
Could you make it so that you can only filter to items that are available to you in that scenerio, or would that cause issues with how it's set up/console commands etc.?
It is not that easy, since not all items can be crafted or unlocked (ores for example). And you might want to have filters prepared even before it is available.

Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Posted: Thu Mar 01, 2018 5:04 pm
by Jap2.0
kovarex wrote:
Jap2.0 wrote:
kovarex wrote:The option to turn on/off the crafting categories are affecting all the places where recipe/item/signal is selected, and it is done by that way on purpose.

The settings is forced specifically in the first 2 missions of the campaigns to avoid having categories for the very few items in the crafting.
The fact that filters don't have categories as well is kind of an side-effect, but it is consistent with the way game works.
Could you make it so that you can only filter to items that are available to you in that scenerio, or would that cause issues with how it's set up/console commands etc.?
It is not that easy, since not all items can be crafted or unlocked (ores for example). And you might want to have filters prepared even before it is available.
I meant specifically for the campaign, where there's a small list of things it is possible for you to get, but I suppose that it probably wouldn't be worth it because it works fine as is anyway, people playing the early levels of the tutorial probably don't know or need filters, and custom campaigns/mods/console commands could cause some issues.