Can we please allow players to (Tag) or (Rename) their storages.
Example
(Balenos Territory) -----> (Potions/ Gear)
(Serendia Territory) ----> (Crafting)
or
Even just changing like
Velia ---> Gear
Olvia ---> Potions
A more customizable interface where you can pin point groups easier then flicking each storage.
Something like this already in game and I am overlooking it or?
@CrudeBunny
On the same note, can we please allow stickies/pin points/labels for us to put on the world map??
On the same note, can we please allow stickies/pin points/labels for us to put on the world map??
I agree with this as well.
Quality of life installments should be easy enough to enter.
Could go something like...
using System;
class Program {
static void Main(string[] args) {
string interfaceName = "Inventory";
Console.WriteLine("Current interface name is: " + interfaceName);
Console.Write("Please enter a new name for the interface: ");
interfaceName = Console.ReadLine();
Console.WriteLine("Interface name has been changed to: " + interfaceName); }
For map just do a simple
On the same note, can we please allow stickies/pin points/labels for us to put on the world map??
using System;
using UnityEngine;
using UnityEngine.UI;
public class MapController : MonoBehaviour {
public GameObject mapUI;
public GameObject notePrefab;
public Transform notesParent;
public InputField noteInput;
private bool mPressed;
void Update() {
// Check if the "M" key is pressed
mPressed = Input.GetKey(KeyCode.M);
// Check if the middle mouse button is clicked
if (mPressed && Input.GetMouseButtonDown(2)) {
// Show the note input field
noteInput.gameObject.SetActive(true);
// Create a new note on the UI map Vector3 mousePos = Input.mousePosition;
Vector3 worldPos = Camera.main.ScreenToWorldPoint(mousePos);
GameObject newNote = Instantiate(notePrefab, worldPos, Quaternion.identity, notesParent); } }
public void SaveNote() {
// Get the text from the note input field
string noteText = noteInput.text;
// Hide the note input field
noteInput.gameObject.SetActive(false);
// Update the text of the last note created
int numNotes = notesParent.childCount;
if (numNotes > 0) { Transform lastNote = notesParent.GetChild(numNotes - 1);
Text noteTextComponent = lastNote.GetComponentInChildren<
Text>(); noteTextComponent.text = noteText; } } }
Guess it does depending on the Language and everything thats already coded but please Quality of life updates!