
In particular, I think the shovel could use this to switch digging out materials on or off. I just played OC a bit, and it was really annoying that you would always dig out materials. Other uses might be e.g. spell selection on a magic wand.

Anyway, in my opinion we don't need that switch/2 extra buttons for the shovel. I propose this:
1. Make digging in earth only produce very little earth (every 3-4 seconds)
2. Earth chunks can be placed into the landscape again as "chunks" instead of thrown into a pile so that they can be used for similar stuff as loam chunks (or can replace them).
This solves the problem of those "instable" earth chunks which break all the time when you are innocently digging down. Or, just make the earth chunks only break on HitSpeed 2.

Earth chunks don't come out often as it is, but it's still annoying e.g. if you want to dig out a flint, but just before you get there you collected a piece of earth. Reducing the dig-out rate would just make it even less predictable, while removing the tactic possibilities of quickly digging out a chunk of earth. We could do some weird stuff like not make them collectible just after they have been dug out. But I feel this is just dirty workarounds for the problem that you didn't want those chunks of earth in the first place.
It's also a possible performance problem in large underground landscapes, when more and more unused objects just lie around.
Replacing loam with earth is a different story. I'm all for it, but it should be possible to switch this off for some scenarios. Otherwise, it would be too easy to solve some riddle scenarios (or: Too hard to design riddle scenarios) with this change.


If we have a shortcut for dropping objects to the ground (we don't, or am I wrong?), this shortcut should use the same hotkey. For example: [Down]+[Click] -> Drop to ground. [Down], Release -> Pick up.
[Down] itself is a bit unpredictable since you may need to use an item while climbing downwards.
We already have a (modifier-)button for throwing away objects. Shift.
What about: [Shift]+Release -> Pick up stuff in front of you, [Shift]+[Down]+[Click] -> Drop Item, [Shift]+[Click] -> Throw away (like it is now?)
I think "you pick up items with [Shift]" will be something every new player understands instantly


>[Down]+[Throw] is for dropping something.
And that means that you will drop your shovel when you try to dig into the wall while still climbing down. Needs change! :)

I think [Down] is not always meant as the S key, but as the direction of the material your clonk is touching (the one that is not used for movement at the moment/the CR classic control stop key). S if falling.

Alternatively, [Use] on the empty slot could open/close it. You don't collect items while the slot is closed. This might be faster than clicking on items, but it's probably not quite as intuitive.
Anyway, it doesn't address the problem: If you always dig out materials, you end up with lots of useless materials lying around everywhere. They annoy me because they clutter the scene. They annoy me because it makes picking up other stuff harder, even if we improve that a bit. They annoy me because I get tumbled when I dig. Is it really too much to ask for a way to not dig out materials if you don't want to?

Regarding the dig-out-request: Yeah, you are right. Either digging out earth should not produce chunks at all or one needs a possibility to switch that.

+1 (we should just name all callbacks consistently OnSomething)

The callback should describe what's being done with the object, not how the user got there. Just like the Use-callbacks aren't named OnClickInLandscape.

Also, that way we can at least make clear that it's a callback to a user action. "Activate" sounds like some specific lifecycle-callback to me.

Anyway, the point is that clicking is a player user interface action, which belongs into the interface code. The interface converts them into actions, like use, throw, dig, etc. The callback should describe the action.
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