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But I do think you are missing the point of the post. This 1.1 update is the last unless the Devs have some renewed spirit in doing even more. Maybe they have a change of heart on their old stances, maybe they just add more of the same. The post was about discussing possibilities and provoking thoughts so that if they decided to continue development we would have Ideas to give.
Instead you just came in like a myth buster who's only goal is to debunk the myth that people can dream.
Who told you cannot dream? You of all people should not be so beholden to let other people make up your mind for you, it is after all your dream - verbatim, so dream on.
As for their old stances many of which were made pre v1.0 back when their goal-posts were a bit more flexible, at the current rate of development it's not "it cannot be done" simply that it's not feasible/practical given the scope of current projects in lieu of said features.
You don't make sense. Crafting from inventory IS coming in 1.1, it's already been confirmed.
"Treasury"
"Store all your worldly goods in your treasury, and pull those ingredients from your vault to craft without having to run from your chest to your crafting station, with additional improvements to help manage all your valuable loot!"
"Store all your worldly goods in your treasury" - so a new room type?
"pull those ingredients from your vault to craft" - oh actually just a new type of chest?
"without having to run from your chest to your crafting station" - oh now hold on here! 'treasury', 'vault' and now 'chests'?! Where is the consistency?
There is a definite lack of consistency in the wording, my guess is that it's going to be a new room type(flooring), which will be for the craft type 'Vault' like the workbench has the craft type 'workshop'. Having new chests specifically for that perfect would be cool, but the communication about this is indeed confusing.
I'm just glad we're getting craft from storage at all though, I just hope they don't invalidate the existing storage types.
᛭ "Memory per chunk" the way it works is that the game engine transfers the data exceeded to another chunk that has free memory available (assuming there are any), eventually you'll get null errors when the engine itself doesn't recognize the value for excess entities (components) you'll be able to play game as normal but eventually your world save will be toast.