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feat: lock specific items #948

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ChandlerFerry
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Right click -> lock/unlock specific items from:

  • Merchant
  • Manual Salvage
  • Salvage All (Toolbox)
  • Drop
  • Trash

@ChandlerFerry
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ChandlerFerry commented Oct 12, 2023

Still working on this; opened a draft PR to start receiving feedback.

  1. How can I prevent Manual Salvage / Drop / Trash packets actions from being sent when a locked item is the target?

  2. What is a more optimal way to calculate a unique identifier for an item?

    • Currently merging the full mod_struct, is heavy

@3vcloud
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3vcloud commented Oct 12, 2023

No easy way to generate a true identifier for an item, it depends on use case e.g dye info, customised to etc. A full mod struct combined with a model id is the most sane way to do this for most scenarios, but if you don’t care about mods then name id would be another option

@3vcloud
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3vcloud commented Oct 12, 2023

Salvage, drop and trash actions (not packets) would need to be blocked further up the chain to avoid ui elements looking buggy, I’ll see if I can hook it in a good place at some point

@ChandlerFerry
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I believe we will need to do full mod struct + model id to handle the use cases I see, I'll think about if name + model id works, but inscriptions & requirements aren't maintained in that case.

Noted on salvage/drop/trash actions, it's greatly appreciated.
Please let me know if there is anything I can do to assist.

@ChandlerFerry
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For transparency, I won't be able to loop back to this until late November as I'm occupied preparing for WebSummit Lisbon.

@DubbleClick
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no problem, feel free to finish it when you have the time

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3 participants