I’d like to see how many of a crafted item I have on-hand in the crafters recipe window without having to sort through town inventory and do the math on how many I have deployed vs not deployed.
Perhaps in the form of (any of these):
a number indicator on the product icon itself
a tooltip on icon hover
in the description flyout on the right
It would also be super helpful to see how much a crafted item would sell for to the wandering merchant in case I have material overstock and decide to make a bunch to sell for gold.
You have already found the inventory parts I know about it. My idea would be to start with looking at ui\game\character_sheets\citizen_character_sheet\citizen_character_sheet.js and find the Lua that feeds components section. More specifically the part:
I think that’s because those are items, and don’t have the 3 forms the other objects have (placed, ghost, iconic). The other items are counted as deployed when in ghost or normal forms, and undeployed when in iconic form (still in storage).
Cloth don’t have an iconic so it is always considered deployed (it doesn’t need the 3 forms, it is always in small item form)
Also why not just use the auto-craft mechanic in your placement window? I would like to see all possible doors/lamps/… (highlighted if they are ready to be crafted) in this menu, this would also make some planning easier (place ghosts beforehand and auto-queue them in the workshop). If the list gets too long, one could make a switch for hide/show all stockpiled/craftable/possible items.
In the the long term we’re going to have too many workshops to keep track of all possible items (and what we have and need, in my opinion. So I think this mod is the first step to reduce the micro management and counting all your items.
Another thing I think would be a nice addition is to show how much resources are stored in piles. I fooled myself a little too) many times in a row, thinking all the logs were gone, only to realise I had three log piles ready to be harvested.
Of course I only realised after I had cut away a piece of forest I’d liked to have had preserved. :sad:
I wonder if something like an “auto harvest” checkbox is possible. I know some people like piles (or harvestable plants for that matter) for aesthetics. However, if you’re using them for space management, it would be nice if Hearthlings knew that they could break down piles for materials if they need to. It would cut down on micro management, that’s for sure!