Ideas about autopickup 1) fourba implemented: in the drop menu, press '\' to drop and turn off autopickup. I think this is basically a good idea and there is no reason not to include it, but there may be easier ways to let the player drop and control autopickup. 2) I thought fourba implemented: in the autopickup menu, turning something off also drops it. I think this is a good idea but would want to be optional because it's bound to mess up someone's gameplay. In particular right now interacting with \ consumes no turns and it could provide some unpleasant surprises if this was implemented (you wouldn't drop with monsters in view, but you might with them in pursuit...) 3) I suggested: an option that pressing D, drop last item, also turns off autopickup of that item. I think this is a good idea (but I would). 4) Yermak suggests: essentially the inventory embodies autopickup, and dropping an item always turns off autopickup. I don't like this; I drop items at the entrance to portal branches to make space, the most obvious way it would catch me out. That's not to say it's a bad idea, but I wouldn't use it so would be upset if it were not optional. All of these ideas are problematic around those autopickup categories that cover multiple items (mostly ammo, since one practically never wants not to autopickup books). In practice I personally find I almost never turn these on. #1 is harmless - don't press the special key, and you won't turn off the category. #2 could be annoying. I somehow turned on autopickup tomahawks. I go to turn it off because I don't want to clutter my inventory with exploding tomahawks. It drops my stack of ordinary tomahawks that I did want. #3 is kind of theoretically possibly annoying; I have some poisoned needles but have seen no curare. I D the poisoned needles, and now won't autopickup curare. I'm kind of inclined to say that's my own lookout for turning on the option that makes D do this, but that's partly because it wouldn't bite me personally anyway. I'm not sure I understand how #4 is meant to handle edge cases well enough to comment on this edge case. In summary I think fourba has implemented #1, yay!, this is a good change that we want; #2 might be nice but is arguably a bit redundant and has potentially unwanted consequences; #3 would also be nice; I wouldn't use #4. But! Yermak observes (correctly) that autopickup is a tristate. This is an interaction between the "autopickup" option, which sets whether items with a given symbol are picked up by default (eg if unknown), and the autopickup_exceptions options and selections made in the \ menu. The three states are "always pickup", "never pickup", and "use the per-symbol selection". There are then some additional rules like not picking up useless objects or picking up matching objects which trump the per-symbol setting but not autopickup_exceptions. This poses a bit of a problem. Suppose '(', Missiles, is off. I have a poisoned needle, and drop it using options #1 or #3. I also have a stack of needles of curare. It suffices to set the tristate to "use per-symbol selection" - with this setting, I will still pick up curare needles because "use per-symbol selection" doesn't suppress autopickup of matching stacks. So far, so good. But what if '(', Missiles, was on? Then if I set the tristate for needles to "use per-symbol selection", that does nothing at all; I still autopickup poisoned needles. If I set it to "never", I don't pick up curare. Hence I think it's necessary to arrange that the game will always, no matter what options are set, autopickup items that stack with existing inventory. With the removal of encumbrance, there is no reason not to autopickup such an item. (This behaviour itself has to be optional, or some crazy turncount speedrunner will complain, so; add an "always_pickup_matching" option, default true, that causes matching items to be picked up if autopickup is on at all, regardless of autopickup_exceptions). Now the tristate can be set to "never pickup" (regardless of the per-symbol selection), leaving poisoned needles behind but still picking up curare because it stacks with existing inventory. If you turn "always_pickup_matching" off then use this drop-and-turn-off-pickup facility, you probably still get what you wanted because you didn't want to automatically gather extra curare needles. (How does this interact with "pickup_thrown"? I think it would be valuable but tedious to construct a flowchart of all autopickup behaviour.)