- If I forget to detach the tinker from something when I take it off, I have to re-wield it to detach the tinker and take it off again, which is kind of silly. That's fixed by adding a "Detach tinker" action to the use-item dialog for objects with attached tinkers. This works from inventory or while wielded.
- And speaking of things with attached tinkers in inventory, it can be hard to tell whether something in inventory has a tinker attached, since it isn't mentioned in the name or the tooltip. With some tinkers you can tell by the tinker-specific bits in the tooltip, but, say, a mental stimulator on a randart amulet wouldn't really be obvious. We cover that by adding the tinker name to the object name — thus, for instance, "gold amulet 'Randomexample' [steel mental stimulator]".
- Healing salves have the same problem as healing infusions vis-à-vis regeneration infusions: you have to wait until you've taken a fair amount of damage before you can use it, or you've wasted a lot of it. The obvious solution for that is regeneration salves. [Still tweaking the numbers on those a bit; dunno how powerful they need to be relative to healing salves.]
- Am I the only one bugged by the initial focus in the Create Tinker dialog starting in the search field, instead of the recipe list where I'm most likely to want to start navigating by keyboard? We tweak that to put the initial focus in the list; this one, though, is the one for which I could most easily be convinced that we need a configuration option.

[Technical info:]
Code: Select all
Hooks:
UseItemMenu:generate [to add the 'Detach tinker' action]
UseItemMenu:use [to implement the 'Detach tinker' action]
ToME:load [to load our regeneration salve tinker recipe]
Entity:loadList [to load our regeneration salve object]
Superload:
mod.class.Object:
getName() [to add attached tinker name to object name]
mod.dialogs.CreateTinker:
init() [to put initial focus into the recipe list]