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
the teleport stone is not usable in the dungeon it just -1 inventory slot
Did you somehow seriously think I didn't know that? Really?
The instant you exit the dungeon you can port to your house. Personally I leave it behind because my speed potion never runs out before I am out of inventory on a Dungeon expedition and I have a routine after leaving: Dump powders, solutions, extracts and monster parts (bat wings, webs, jellies, etc.) in the alchemy lab; scrub bloody nails clean; put away hardware (nails, iron parts, etc.) and so on but some people don't do it that way.
it not you (i think you now it from the start the stone ), it for the new player if they don't now the stone is unusable in the dungeon
Second, I do believe that the limitations in this game's inventory are a flaw, here is why: the limited number of slots is fine, it's to be expected, every game of this genre is like this, one simply learns to live with this, BUT, the limitation on stack size of items and the very stacking factor are pretty flawed; take Stardew Valley for instance, it's stacking limits are 999 and every item that can stack does go that far, that doesn't mean the inventory is limitless, you still need a fair amount of organization, many chests and a work ethic, much like here, but with much more freedom; I think the stack limit should be higher, faith already stacks to big numbers, why can't everything else? Specially alchemy ingredients... At late game I had 3 shelves for processed alchemy ingredients alone, another 2 for unprocessed, plus the chest for miscelanious stuff that clutter the church basement, all that because none of that stuff stacks to high numbers. There are also things that should stack at least a bit, like goods crates, because you make a lot of them but have very limited space to work.
And lastly, thanks for the great guide.
Rather than complaining about the stack sizes, I worked out a system that compensates for that in how I lay out storage in my build areas. I would still prefer that identical brains/hearts/guts stacked, even before having the Cultist perk, and that many items stacked higher than they do, but I opine that going to stacks of 999 for every stackable item in GyK would be overkill and detrimental to the game.
For example, LB could let identical b/h/g stack to 10 or 20 and it would alleviate some of the congestion without making a limitless "bag of holding" situation.
Mass ingredients like wheat, flour, cheese, grapes (1 stack per grade), beeswax, etc. could stack to 100, 200, 500, maybe even 999 or 1000. I would suggest 100 but not be bothered by 200. More I would find excessive and pandering to the "I want a magical backpack that holds a million of everything in the game" crowd.
Faith, being a currency, shouldn't even have a physical manifestation. It should be like r/g/b tech points and actual money. For that matter, Science should be a currency that stores with the character, not the study desk, so you can demolish the poorly located original one and put it in a sensible place without losing your stored science points.
Crates I think work ok the way they are, so you have to manage the pipeline to prevent your garden trunks from overflowing and the cellar by the crate factory elevator from becoming a sea of crates. This isn't Factorio after all, and even that game has pipeline management problems and overflow/spillage issues that have to be resolved by the player, on purpose. If either game "ran itself", there would be no need for players, which would kinda suck for developer revenue.
Cheers :)
While I agree that some things should be limited to stacking low, some things like crops and everything related to them should stack all the way to 999. Now, I also don't think crates should be the way they are now. If each table thingy would store 10 crates instead of 1, it'd be the biggest achievement for manking EVER. And it's not like this is some scientific breakthrough, it's simple crate stacking.
I've been cracking down on crate production since before DLC came out, and let me tell you, it is horrible, it just refuses to break even...
I just avoid letting more than there is space for on the pallets, and I stop my zombie farms when the produce trunk gets too full. If stack sizes were 999 for those items it would be even easier because trunks could hold more before overflowing.
Edit: But I do focus on getting to the point of shipping only gold star crates for max profit. I almost never ship anything but pumpkin/lentil/onion crates and once gold star production is consistent I ship, sell, use or destroy all silver star produce and even seeds.