Check inventory before upgrading belt
Posted: Fri May 27, 2016 12:05 am
Assume the following:
1. Every inventory slot is full.
2. 50 red transport belt in one slot
3. 45 normal transport belt in another slot.
Now, upgrade SIX normal transport belt. The first five work just fine and increase the stack of normal transport belt from 45 to 50. But on that sixth one, the game displays the message, "Inventory is full". The only solution appears to be freeing a space in your inventory. If you are smart and planned ahead for this, then you have one or more items in your inventory that are single items. I typically try to keep exactly one wooden chest. Then, when a situation like this occurs, I select the wooden box and place/drop it to create an empty space in my inventory.
Is there any way the game could check your inventory before letting you perform an activity that will "overflow" you inventory? Or, alternatively, can you modify the game so that it behaves consistently when it encounters inventory full conditions? For example, when you are crafting items and do not have free inventory space, doesn't the game drop the newly crafted item on the ground? If the game acted consistently, then wouldn't it drop the (incoming) normal transport belt from the belt upgrade on the ground? That would be FAR superior to what happens now I think.
1. Every inventory slot is full.
2. 50 red transport belt in one slot
3. 45 normal transport belt in another slot.
Now, upgrade SIX normal transport belt. The first five work just fine and increase the stack of normal transport belt from 45 to 50. But on that sixth one, the game displays the message, "Inventory is full". The only solution appears to be freeing a space in your inventory. If you are smart and planned ahead for this, then you have one or more items in your inventory that are single items. I typically try to keep exactly one wooden chest. Then, when a situation like this occurs, I select the wooden box and place/drop it to create an empty space in my inventory.
Is there any way the game could check your inventory before letting you perform an activity that will "overflow" you inventory? Or, alternatively, can you modify the game so that it behaves consistently when it encounters inventory full conditions? For example, when you are crafting items and do not have free inventory space, doesn't the game drop the newly crafted item on the ground? If the game acted consistently, then wouldn't it drop the (incoming) normal transport belt from the belt upgrade on the ground? That would be FAR superior to what happens now I think.