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I dont think you understood the problem to be honest.
OT. Yea, as RF fan it feels meh that I have to use 3 slots per one item. And as you say the ingredient quality seems to have no effect on crafted stuff. I guess its not that easy to code stacking of different quality items. Maybe.
As for a way to collect things and not clutter your inventory, I at least dont know any way. Which is meh, because my chests are filled with duplicates all the time.
it does make a difference, as stated in the original post you can't put 5 coffee beans in the form of different quality coffee beans in a keg despite the fact that the final product is unaffected and is always worth more than any star coffee beans.
Wait... I have not gotten that far in game, but is it impossible to use different quality items in same recipe that needs more than 1 of something??
Coffee is the only product that requires more than one of the same input item* to make an output item. 5 beans makes one cup of coffee, and the beans have to be the same quality. You can't put one iridium star, two gold star, one silver star and a no-star bean in to make a cup of coffee. But since any half decent farmer is going to be SWIMMING in coffee beans (I have about 3000 right now), that's really not a problem. Generally I only put no-star beans in the kegs for making coffee as well as planting more coffee crops, al the starred beans go into the sell chest and I still have a megacrapload of the stuff.
* i.e.: this doesn't count items that take say, 1 iridium bar and 1 iron bar like sprinklers do. star quality doesn't matter in those recipes.
no one claimed it was an insurmountable problem it's a simple quality of life change that, like all proposed changes, magnetizes angry fanboys from all over to defend the creator of this game who will never even see these posts.
there is no "any half-decent farmer" there is "farmers on their first year vs farmers on their third year" when not everyone even grows a lot of them in the first place when there are more profitable crops, in either case having three sets of coffee beans in your inventory or swapping them out repeatedly when you get enough beans is a hassle. selling all gold quality coffee beans is also not a viable solution because the final product is still more valuable than any star quality there is.
personally I had little problem with putting animal products into mayonaisse machines and cheese presses, but when 1.1 rolled around I found it extremely annoying having to constantly switch out different milks and eggs that varied on quality as well as size because I have minimal space in the initial row of my inventory--it's not game-breaking, but it's a quality of life change that should be addressed.
" play RF4."
lol yeah guys don't you dare give a game some constructive criticism, telling people to leave and play a different game is definitely helping the creator
The only place I can see this being a problem with is foraged goods, and even that's easy enough to manage. Work from the beginning. Give away Daffodils as gifts before Sweet Peas. Eat or gift the leeks before you eat or gift the grapes. Or just save one tier of gift, either gold star or common, and eat/sell the rest.
For farmed goods, there's very little reason to save silver crops. Gift or sell the silver/gold crops, and put the low level crops into preserve jars and kegs.
The RF system you described doesn't sound like it'd work well in SV. :S I'd rather be able to easily scroll to my grapes to put into a keg, then scroll to my gold star grapes to give to Vincent as a gift. I wouldn't want all my grapes in a single stack.
why would a chest help me in that situation at all when I already have more than enough room in a 36 slot inventory? the initial row is filled with important tools with only a few spaces available and you can only use items in the initial row--this involves frequently dragging different items that are all basically the same into the first row of the inventory, something I only had to do half as often or less before 1.1 came out and milk and eggs themselves were given different star qualities.
Either the scythe, watering can and hoe, or the pickaxe, sword and hoe. On the rare occasion I clear the forest it's axe, pickaxe and hoe.
Like you don't need the watering can off your farm, you don't need your axe or fishing pole in the mines... Am I weird for only carrying 3-4?
I don't like frequently changing items out depending on where I am on the map, if I did then I probably wouldn't have a problem with the different quality animal products in the first place. though the coffee beans would still be a problem
Just dumping everything into a stockpile or shipping bin would be much less frustrating; for crafting you'd just have to split and put the lower quality stack before the high quality one, much like it is now.
@Everyone
I can see that it would be difficult to do something like this with such a basic game engine, but it'd certainly be neat if you could store all qualities in one stack instead of having separate stacks for each quality.
I have plenty of chests set up but navigating them is a nightmare when I have 3 different qualities of crops, forage and so forth, it's just not enough. I need at least 2 chests per season for the crops alone. The foraging goods of a season also take up more than a row.
Maybe a temporary solution could be to just add 1 extra row to chests or give the options of larger chests. Struggling with the game's interface and controls is tedious enough as it is; having to navigate through several chests and run back and forth inbetween harvesting a single patch just makes you want to say "♥♥♥♥ it, I'm not going to farm, I'm not going to gather anything, I'll just set up 1000 Crystalariums, because at least gems are easily stackable"