Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I use one of the linked chests in eternity isle and in my valley to store my timebending parts. It's no biggie to fast travel to my valley to store minerals, fish, and wood. It just seemed a little overwhelming initially. I had to craft a new chest for fish, besides that not overflowing yet. Increased backpack would be awesome :)
It would be cool if when all the critters each biom are collected a chance to spawn rarer types of critters they drop a motif of their photo to use to put on touch of magic content. maybe the rare critters once fed their usual favorite food they run to all the bioms and have to feed them the type of food those other critters usually eat and once it eats all the other food it auto collects it? that would be special and fun.
Example I don't want million of same type of fish in storage and I don't want my critter food transferring over to storage when I press T from inventory.
Adding option in the split, transfer menu could include pause or something to prevent content from transferring over. Maybe a lock option for inventory, and for storage a cap field where players can type a max value of what to transfer over for specific items. If cap reached place a goofy photo or $ symbol next to overflow objects in inventory :) that would be little extra but helpful to help track what to sell.
Also would be cool if they increased the stack size of fishing, farming/cooking, flower type content, and gems from 50 to 99. Most mining materials can stack up to 99, as well as, wood.
https://steamcommunity.com/sharedfiles/filedetails/?id=3227826987
That said too, I like your idea of making it so some things won't be pulled out of inventory, but only as an option. I carry various critter food in inventory routinely -- but it's okay if some transfers while cooking or something, because I usually keep so much of it on hand.
A tip about the red and white (IIRC?) capybara by the way. Others might have figured this out but it baffled me for a while. I could never find it. Well, I finally found it the final time on the ramp.
The biome it's found in has a ramp which goes all the way to the sky. It was at the very tip top of it. Same biome but its special hiding cubby, apparently.
Thanks :D and thanks for tip, that reminds me; time to get afternoon critters :)
Chests that stack. As usual, the storage system in the game is horrible. Put names of contents right on chest.
A WHOLE round planet instead of a clump of dirt!
After quests are completed, ban certain characters from game, removing their houses. I hate Gaston, Maui, Vanelope, Skellington, etc.
Ability to move M. Gothal's house or remove from game.
Far better furniture and clothes, especially for females. I hate most of the clothes.
Pets that don't get in the way.
Need Scrooge to stop saying he has things available in the store when I'm standing right there in it buying things.
Assign certain characters to help with work. Those young men wandering around playing lute and flute can remove the stone and tree trunks. Someone like that rat can go harvest the community garden, and why does he use MY food for his restaurant? I cook dishes for people sitting there at tables and the ingredients comes from my chests in my house! He never pays me for cooking for HIS customers either. does he? And, I don't care what the story is, I just don't like a RAT running a restaurant or even being in there.
I'd like to get rid of some NPC houses too and NPC and not just the NPC, although that's nice.
Tried everything and still can't.
......Maybe also add Cinderella and more ballgown to the game.
This is what inventory currently looks like.
Another player mentioned ability to favorite objects that can go to top of list for easy access to them.
And vs newest objects obtained going to end of list perhaps making them go to top of list would be more efficient for locating newest content. Maybe a sort button as well to this screen. Sort by date, collection, favorite, type? It's a nightmare trying to find all bookshelves.
I would bet many of the players would take the time to organize their content by specific terms, maybe a note field for all with drop down suggestions as well as field where players can type to organize all bookshelves, halloween, holiday, spring, winter, would give us more control of how our inventory behaves when sorting by specific notes.
https://steamcommunity.com/sharedfiles/filedetails/?id=3233663731
I just discovered that dishes served in the restaurant are paid after order is given once exiting from the conversation, should notice coins being added at corner of screen at that time and I verified that the amount paid equals amount paid from selling at Goofy's stall. Example a fruit salad sell for 10 star coins at Goofy's stall is same paid to player after order is delivered at remy's. a 338 seared rainbow trout sells for 338 at Goofy's is same as paid to player after order is served at remy's.
Maybe they can make that more obvious because I too never noticed that before, also would be nice if the total paid to player was based on a random multiplier bonus, this would make working the the restaurant more funner; maybe bonus if restaurant clothing is worn, maybe with bonus mini game that would activate additional meal requests to earn more kitchen accessories/decorations.
Also, it would be easier to scroll if the scroll bar was not so tiny, I'd recommend plus sizing that too; even though we can hold mouse down and scroll using the window, i'm old school and always default to the scroll bar and seems the larger the inventory the smaller the inventory scroll bar becomes, difficult to click.
Here's an example of inventory showing all content I have, the arrow I crafted is pointing to the current size of the scroll bar:
https://steamcommunity.com/sharedfiles/filedetails/?id=3234529339
I noticed when I had to filter to brown objects to find my recently crafted sign that the scroll bar behavior changed based on amount of content on screen, with brown objects filtered and viewed the scroll bar became larger.
Also, clicking on the area of the scroll bar does nothing, player has to physically click and hold the scroll bar to scroll using the scroll bar method. Maybe if mouse detected in scroll bar area enlarge scroll bar for ease of use would be most optimal solution.
Side Note: Would be awesome if we had a crafted section added to our inventory category list because, when crafting random content it is not placed at the bottom of the inventory as typical new content received behaves (at least some I've crafted do not) and it is kind of difficult to locate crafted content in our inventories without guessing what filter tags it may have or endlessly scrolling hoping to locate object without triggering frustration.
In conclusion, it's not game breaking; just observation and suggestion.
What if in the future with the possible character mail feature our cooking expertise is requested to construct breakfasts, brunches, lunches, and dinners with specific times and places the characters would like to dine at and the task would be to lay out seating and tables and decorations and place the food on tables for the characters to gather and take. maybe a buffet style dinning experience. and we can accept the task or deny job. or could be like outdoor dinning experience set up like restaurant where we are hired to serve the courses and sit back and watch the characters enjoy. Would be cute if the characters took selfies with the players/chef as option characters can request during their event.
Thinking character interaction, building, cooking, and fun.
I think outdoor dinning with characters who hang around sit and enjoy meals and mingle would be special and fun with different time slot options. Depending on character experience ranking would offer more dining event tasks.
just throwing that one out there.
What if the customer orders were automatically populated in the cooking station, like order tickets, similar to when we have to create something for a quest but restaurant style. I'm so not looking forward to scrolling through the recipes trying to find these.
https://steamcommunity.com/sharedfiles/filedetails/?id=3234932741
an order tab below the quest tab would be most optimal.
https://steamcommunity.com/sharedfiles/filedetails/?id=3234938293
And! this would be a great way to learn new recipes without having to go to the wiki..