All ideas tagged "containers"

#4421

 · 
vanilla

If you get a full identify insight (either exclusively from a throne, or from any source) but everything in your main inventory is already fully identified, all items you are carrying in containers recursively get fully identified as well.

Something to prevent autounlock from automatically forcing a chest you want to open. This probably takes the form of a new option, either an “autoforce” boolean option or a new paranoid confirmation flag which would add a prompt (or turn the existing prompt into a “yes” confirmation) before you force a chest with autounlock.

#3540

 · 
vanilla

If there is a scroll of scare monster in a container, monsters will still open the container, but will not take any items out of it.

When the player is Weak or Fainting and uses the eat command when they have nothing to eat, the game searches through any carried containers to see if they have any food stored away in them, and if so give them a hint to check those containers.

It’s intended as a parallel to the “Perhaps you have some gold stashed away?” hint given when attempting to pay in a shop with insufficient money but money stashed in containers.

#3450

 · 
vanilla

Saddle bags, a container that can be equipped on a saddled pet. Looting the pet from an adjacent square will ask if you want to open the saddlebag, and if you confirm it will give you the normal container prompts to put in and take out items.

#2964

 · 
vanilla

The “Take out what?” container menu prints how many inventory slots you have available.

#2922

 · 
vanilla

When a container is polymorphed, its contents spill out onto its square rather than vanishing. The contents do not get polymorphed from the same source.

#2400

 · 
vanilla

Untrapping a container, whether or not successful, silently reveals the locked/unlocked state of the container.

#2336

 · 
vanilla

The directional loot command works on adjacent containers, not only on your own square.

#2324

 · 
vanilla

When standing on a (not known untrapped) container and using the search command, prompt the player to check for traps on the container. Search normally if they say no.

#2252

 · 
vanilla

Empty boxes are never trapped.

#2164

 · 
vanilla

Storeroom: a special room that only generates in a dead end room, perhaps only if the room is under a certain total area. Contains 2-4 chests or large boxes, and rarely ice boxes. If the game had barrels, it should have some of those too. May contain a couple rats too.

#2139

 · 
vanilla

Containers never generate with food. Instead, split up the probability of food among other object classes that have nonzero probability, and also allow some tools to generate in them.

#2018

 · 
vanilla

Every lock in the game has a deterministic chance (based on object ID if a box and xyz coordinates if a door) of being unopenable by a credit card. Attempting gives the message “It doesn’t look like this lock can be opened with a credit card.”

  • Boxes have a constant 60% chance of being like this, and doors are based on depth, starting at 10% or so on level 1 and increasing to 80% by level 50.
  • Possibly extend this behavior to locks that can’t be opened by a key either, requiring either a lock pick or magic.

When a container containing items is polymorphed, it can only turn into other containers (possibly never a bag of holding to prevent abuse). Or else the contents just get spilled out (and possibly polymorphed themselves).

#1118

 · 
vanilla

Padded sack: bag that protects its fragile items from breaking.

#573

 · 
vanilla

Implicitly untrap a chest when opening it (check it once for traps, not enough to guarantee there are no traps, but if one is found, prompt to attempt removing it.)

Paper bags that are a container but disintegrate when wet. They can generate with a potion of booze inside.

#405

 · 
vanilla

Split containers into a dedicated object class, whose symbol is ]. (Mimics can still be ] because the traditional disguise of a mimic is a chest.)

#335

 · 
vanilla

The chance of breaking items inside a container by kicking it is based on Str - Dex. The idea is that more force is likely to smash something, but more control will make it less likely.

#175

 · 
vanilla

Saddlebags, a rarely generated container that can be applied to a saddled mount and then have gear put into it, allowing the player to offload some of their weight onto the mount. While they are as nonmagical as a sack, they have a higher base cost and weight. You can loot it on an adjacent mount by using the directional #loot command. Knights may start with one.

#112

 · 
vanilla

80% of locks on containers, determined by the object id of those containers, can’t be opened by a credit card because they’re a latch or padlock or something that can’t be jimmied open. Perhaps Tourists get a bonus that allows them to open more locks.

#93

 · 
FIQHack

Greed as an object property for containers: the container will refuse to open 80% of the time, costing a turn. Either any gold put into the container vanishes permanently or gold weighs nothing when in the container.

Command (generalization of #tip, or #dump, have both been suggested) to transfer all items from one container into another container without having to temporarily place them in your inventory. It would be better but perhaps harder to implement if you could pick and choose which items were being transferred, rather than all of them.