@ Nikodemus: yes, this is a way to make what you described in your first post work. I decided to elaborate on how it could be implemented since there was Zan's comment of "How it is done I'll leave up to the people who understand programming.". I also would prefer it in the same window, possibly a scrolling list could be added to the right that contains the stack.
To me, Seytra just described how sacks work. His "system" doesn't increase capacity, but that's where the differences stop.
So what's the point?
This was precisely the intent. It means that the sack system can be used, with minor modifications to
- not display the sack image, but instead the item image and name (topmost item) and
- not give additional capacity / remove weight
IOW, it would likely not be (much) new code to be written.
The point is that with the multipliers we have now, there is no way to ever stack items with different attributes, even if they are nothing but a difference in quality by 1. In addition, the proposed system can be set to allow just about any arbitrary limit on what can be stacked, so it can be set to allow stacking of anything, or only completely identical items, or anything inbetween.
And this is necessary, unless one really wants to not be able to ever stack items with merely difference in quality. One day there will be not just quality, but other attributes as well (like color), and even if not, I'd rather have a stack of 10 mushrooms of different quality than 10 stacks of 1 mushroom each.
There seems to be a trend to dismiss anything that is OOC as not worth looking at, or thinking about.
Source?
What I quoted
When stacking, you say "rat eye x 10". So you can't keep track of individual qualities.
If items are differently named, they can't stack.
Is that realistic?
No.
Should you care?
No.
Because, as Nikodemus says, stacks are OOC. You don't really have a "pile of rat eyes" when you stack 10 of them. It's only to make stuff easier for us.
You can't have stacks with different quality items or differently named items, because that would beat the point of stacks.
This doesn't make sense to me. If it is a usability consideration (which you state by saying "it's to make things easier for us" = enhancing usability), then it should actually increase usability. And if it mangles item quality, then it doesn't actually improve usability since it can't be used. Likewise, if you don't allow stacking of items with different quality, then the system will be close to useless in the long run, when almost every item will have a slightly different quality. I recall having read something similar recently, but I'm not going to search for it. It was, after all, merely stating an impression, designated as such by "seems to be".
From an OOC POV, and especially a usability perspective, OOC things matter quite a bit.
Where did anyone say usability doesn't matter?
You said "Should you care? No." So this clearly means that we should not care how the stacks work, or if at all. Thus, if the stacks work in a way that forces us to avoid them in all but a few specific cases, then usability isn't as good as it could be. If we are not to care, then we aren't supposed to care about usability.
You still see a stack as an IC "pile of items".
They are not.
They're simply a tool to increase that usability.
So instead of having 10 slots filled with rat eye, you have one slot with 10 rat eyes in it.
Absolutely not. I know very well that there doesn't have to be such an "IC pile of items". This is obvious when looking at things like swords that can't really make real stacks. However, this doesn't matter. The point is that
if we are going to have a stack system, then that system should be usable in as many cases as possible. I therefore don't see why a stack should
not be allowed to resemble a pile of rat eyes, be it an IC or OOC pile.
What's the point of changing this system so you can have combined stacks of mushrooms, swords, daggers, glyphs and breads?
Simply move the items to their own stack, their own slot or their own sack.
As I said, it doesn't have to be allowed to stack radically different items. It merely was intended as an example to show that the linklists would keep all item properties intact, regardless of what they are. I even said that one could artificially limit what a stack can stack. However, a system that can be limited to allow only certain things is more flexible than one that simply cannot allow anything else. And given that items can be expected to get lots of different properties in the future, such a system will be needed unless stacking will become really minor.
I see no issue (except for the real autostacking-after-trade issue) and I see no use for Seytra's system as you can already do everything it does with the inventory itself and with sacks.
A sack can be expected to get additional functionality in the long run, like extending capacity, possibly reducing weight, increasing security or allowing different items to be carried than normally (like ale in mugs, or sand in sacks, etc.). Therefore, the sacks will become a lot more different from inventory stacks, anyway.
Regardless, I still think that one should be able to just stack items of different quality without losing individual properties. I don't see sacks as a method for separating items. After all, the inventory is a purely OOC thing all by itself. Not only considering that a character would never be able to carry all the inventory stuff without a cart, they'd also not be able to place it anywhere on their body, even leaving clothes (or lack thereof) aside. Additionally, we would need to have different inventories for the different body parts or attachments (like belts, etc.). Therefore, sacks can't be meant to be limited to separation.
Sacks for additional IC functionality (liquids, less weight, more capacity, ...)
Stacks for OOC usability (easy viewing, sorting, access, trading, ...)
Sure, it
is possible to use sacks to replace a proper stack system, but it is cumbersome. Even unlimited inventory slots wouldn't solve the issues that stacks should address. I really expect people to often have 50 mushrooms, but rarely 10 daggers. Also, if items would be stacked on the top of the first fitting stack, it'd not be necessary to browse each stack to find the dagger you just looted. And you could always sort your stacks, maybe even set a stack to only accept identical items via an option.
Since FAICS the stack system and the sack system can actually be the same, slightly enhanced, code, with instances merely set to different effects, there wouldn't even be an additional system. Looking at it this way, the
current stack system is an unnecessary complication.
I therefore think that such a stack system does have merits and can coexist peacefully with sacks and other containers.