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Up Topic Inventory concept(s)

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In Response to PeterW
You fail to account for the "How likely is that?" :)

Plus the menus are above the buildings for a reason - that space is in most cases unoccupied, so it's doubly unlikely we're blocking anything important. I mean, what is our worst case situation here, exactly? I'm pushing a lorry with 50 objects, which I can't let go for some reason, and have to look straight up? Maybe I'm grabbing a catapult, trying to defend, and a tightly packed chest is blocking my view?

I can't really see it right now - and having to define a special key is a huge price to pay, imo.

> what happens if we need something like an alchemists' workshop that can use ten different ingredients?


Yeah, that's the obvious downside. I would try to call that bad game design and look whether I'd get away with it.

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