Named door vs. carried item
Description
Someone brought this to my attention in-game.
When you're carrying an item with keyword "X" it seems to completely obscure a hidden door with that same name in the room. Open "2.X" doesn't work. Or, at least, I couldn't get it to.
Carrion Fields on 2020-05-28 21:23 UTC
Automatically imported from the legacy bug board forum.
Ishuli on 2026-03-09 19:55 UTC
Subject: Somewhat fine but tweaked.
So a lot of people reported this bug despite us having, in the helpfile, the note that you can do:
open door [keyword]
close door [keyword]
instead of just open [keyword] and close [keyword].
That note in the helpfile would have caused 5 of the bugposts to be fixed if they just did that command.
BUT I also found a funky bug about w/west n/north etc.
So I revamped the logic some and we'll see how it goes.
Exits now get priority keyword over objects.
You can STILL use "door" or "window" as an argument to make sure it targets ONLY those things.
AND you can bypass it with "open 1.keyword" which will ONLY do objects, NOT doors.
So a bit more variety here that hopefully catches all use-cases and is a bit more intuitive.
Bemused on 2026-03-09 21:24 UTC
Subject: RE: Somewhat fine but tweaked.
Dunno who the original poster was but one example in game of this is SNIPPED.
Ishuli on 2026-03-11 14:15 UTC
Subject: The thing I did should have fixed it.
So should be good now, I think.