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UI Niggle- Disarm traps without picking them up

Discussion in 'Bugs' started by onesandzeroes, Mar 29, 2012.

  1. onesandzeroes

    onesandzeroes Member

    Once your trap skill gets high enough that you can automatically pick up a trap, dealing with traps you don't actually want (which for me is most of them) is really cumbersome. The only way to get rid of a trap without it clogging up your inventory is to pick it up and then put it down again somewhere out of your way.

    Is there any way to make it so that you can just make them disappear, like they do when your skill is a bit lower?
     
    Wi§p and klaymen_sk like this.
  2. Daynab

    Daynab Community Moderator Staff Member

    I support this suggestion, it personally has always annoyed me as well.
     
  3. klaymen_sk

    klaymen_sk Member

    +1

    Lutefisk cube is the only option for getting rid of those traps you don't want, but some reliable solution would be great (on some characters I have not found the cube at all.)
     
  4. J-Factor

    J-Factor Member

    As per the 'improving stats' thread, if your :trap_level: is high enough that traps are fully drawn / salvageable then you should no longer trigger them when you step on them. This would let you ignore traps or just 'double click' them if you need the XP.
     
  5. onesandzeroes

    onesandzeroes Member

    The only problem I can see with that is that you might want to get rid of an AoE trap so you don't get stuck in the blast when a monster steps on it.
     
  6. SkyMuffin

    SkyMuffin Member

    What if the :trap_level: stat automatically converted traps into zorkmids after a certain threshold?

    example with shoddy dwarven IEDs:

    (just making up numbers here)

    At 0 :trap_level:, whatever percent chance to disarm.

    At 1 :trap_level:, the IEDs are 100% disarmable and disappear.

    At 2 and 3 :trap_level:, the IEDs go into your inventory on disarm.

    At 4 :trap_level:, the game has assumed you are at a point where you no longer need the IED trap, because the monsters have outpaced its damage/usefulness. So it automatically changes it into gold.

    Ideally this would be customizable by the player. But if that is too complex, i'd say at least have different automatic threshholds for different difficulties, since IEDs would still be useful in Going Rogue when you have 4 :trap_level: on floor 1 or 2, but in Dwarven Moderation less so.

    maybe this is a bit too ambitious haha. to make it even simpler in general, just have a "pit" in your inventory where you can dump items to instantly sell to Brax for money.
     
  7. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Just keep the Lutefisk cube open and tuck it away in a corner (like next to the minimap), so when you pick up a trap you can just drop it right in.
     
    Kazeto likes this.
  8. Lorrelian

    Lorrelian Member

    This is usually what I do. In fact, I'd estimate that as much as 40% of the junk I find never gets into my inventory.
     
  9. coldcandor

    coldcandor Member

    Personally, I LOVE being able to pick up the traps (well, at least until I've passed dungeon level 9), as they are easily the best source of gold in the first 6 levels and still good past there.