Autopickup while running

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • ewert
    Knight
    • Jul 2009
    • 702

    Autopickup while running

    Is there anyway to enable autopickup setting to work also when you are running? I find it somewhat annoying and cumbersome to be constantly having to move back to an item that you run over while keeping shift down, just to pick it up. Waste of real time, my optimization OCD doesn't like it.

    Cheerios
  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

    #2
    OK, so is this a recurrence of this bug (ie you hit run one time and then end up running over and past the item), or something else?
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • Cuboideb
      Adept
      • May 2020
      • 196

      #3
      This happens all the time in Android. The port has a fake running mode, every direction is transformed to run+direction.

      If there are monsters in LOS, autopickup is cancelled. I think that sometimes if you step back it works. It's normal behavior ?

      Comment

      • ewert
        Knight
        • Jul 2009
        • 702

        #4
        Originally posted by Cuboideb
        This happens all the time in Android. The port has a fake running mode, every direction is transformed to run+direction.

        If there are monsters in LOS, autopickup is cancelled. I think that sometimes if you step back it works. It's normal behavior ?
        Playing on PC but yeah, but happens without monsters too I am pretty sure. Shift-direction running through a corridor, gold/item matching inventory on floor, character stops on tile (or probably next to it, uhh, honestly I play so fast real time that haven't payed attention) but doesn't pick it up when moving over it.

        Has to do with running/autopickup code I guess. Super annoying to run a whole corridor back just to go pick it up ... walking not running the final step ...

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9637

          #5
          So what should happen is that any run is interrupted if the player is next to an item. Reading the current code, it looks like the run should be interrupted if the player is about to step on an item (which is the same thing in corridors). How does what you're seeing compare to this?
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • ewert
            Knight
            • Jul 2009
            • 702

            #6
            The interrupt happens, but the annoyance is if you only move with run with fast-in-real-time, the next click won't pick it up even though it just steps on top of it. It is just a quality of life issue, but it is quite annoying as it happens repeatedly. As far as I can tell, autopickup while moving does not consume energy does it? So not sure why the behaviour should be different.

            Comment

            • ewert
              Knight
              • Jul 2009
              • 702

              #7
              Just to return to this issue, I think I figured it out.

              So if you start running, step on an item that is on your autopickup (=g, gold, matching, etc.), you are interrupted after move before autopickup.

              I think if the autopickup would be zero energy cost, then the autopickup should trigger before the interrupt.

              Comment

              Working...
              😀
              😂
              🥰
              😘
              🤢
              😎
              😞
              😡
              👍
              👎