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The items that disappear will only be for those blocks that you have '999' of. If you have 999 dirt blocks, any dirt mined will immediately disappear. But if you don't have 999 stone, you'll keep leaving stone on the ground even though dirt will disappear.
Do you mean to manage inventory so that it does not reach just 999 units?
It seems like a good trick that doesn't leave the game system.
But dwarves are always trying to pick up something that has fallen, and don't care where it is, and will idle for a long time until deciding they can't go get it. It's inefficient.
I think that if the stack limit cannot be solved directly with just a mod, there is a way to create a new block that can be combined with a 0% loss rate when disassembled again with a block such as dirt or stone, or if that is not possible, I would like to at least find a way to modify it so that I can create a new recipe.
You're saying that, at some point, you have so much of a certain material (let's call it X), to the point of that material X overflows the cap limit of 999. However, as the game advances, you use all those 999 units of X, and, by the late game, you start missing X. There's no more X in your inventory, and no more X in the map.
Is that what you're saying?
No. What I am saying is that when you mine a block, if the inventory of that block reaches 999, that tile will disappear instead of falling to the ground when you mine more. Literally, it disappears as soon as it falls so you can't even pick it up.
it is not about overflow, nor is it about resource depletion. it's about inventory capacity.
The tiles(you might think X) referred to here are raw materials that are more common, such as dirt, stone, and sand, but are not easily regenerated like wood and have relatively few uses compared to the total amount.
Of course, the world's soil and water have never been exhausted, and it would be meaningless to think about that. However, CTW is a closed world where physics, which we often take for granted, does not apply.
As i divide and dig into every part of the map, i can find out what kind of raw materials there are and to what extent. I like the game's original goal of opening portals, but I also like building what I want to build in a limited ecosystem.
In that context, the fact that I could not store the remaining 3,000~4,000 blocks without loss after mining 999 raw materials felt like a quite obstacle to my enjoyment, and I thought that this issue would not be difficult to solve. (I didn't concern about the limitations of the software)
just I thought I could find a solution with a little help.
So, yes, it seems like an issue to me that the archive can't store even half of the tiles on this map, not all of them. I also don't really want to miss out on thousands of tiles instead of hundreds, because usually in other games Because I can build up more than that, and it becomes the foundation that will not limit my build.
edit
%AppData%\dekovir\crafttheworld\config.xml
old
new example
Really Thank you much !
Much appreciate !
You can craft items beyond 999 so its not an actual game limiting factor, its like stated above "A setting". So food and structures can be crafted above 999 times, good idea to consider this in some situations if you are making alot of something and while mining dont reach that 999 limit, craft the items before then.
I think developers enabled this cap limit with the good intention of preventing dwarfs from "wasting time" gathering material that, in theory, would never be used, at least not by the majority of players.
Just think about this very common situation: you're in the 4th world (Land of Dangerous Caves), and you've been playing there for hours and hours, and now you're just trying to find mithril to upgrade weapons, to find and kill guardians to craft the final portal; but dwarfs keep spending their time doing thousands of trips to stock bajillion units of dirt that will never be used.
(To be more specific, the 4th world has a total area of 50k blocs. If we consider that 70% of that is covered with dirt, and we count the 1st layer and the background layer of each block, we'll have around 70k dirt items to be carried by dwarfs to the stockpile. As they can carry a max of 5 items per trip using the tough backpack, they'd have to make 14 thousand trips carring just dirt!)
So that was just a common sense decision about how most players would like to play the game.
As for why they decided not to create an in-game option to disable that... Well, if you take a look on forums, you'll see that there's an incredibly huge amount things we can easily tweak in this game by simply editing 1 line in the game files.
Well, I understand the game's intention to limit the rules to the goal it wants to focus on for the general user. It's sad that I'm a bit of an outlier.
Also, since this game is cross-platform, including mobile, I think there was no choice but to be concerned of the memory of compatible hardware.
However, it is a bit disappointing that there are no simple customization options internally. Of course, there are countless parts that can be modified with various scripts and editors, but from the perspective of regular players, they are considered closed information that can be called mods.