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Plr943

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  1. I agree, I didn't suggest being able to put them on your back.
  2. Not quite. I know what's in the roadmap, and I know about the storage movement mod. I would argue there should be a storage update added to the base game before adding fishing or gemcutting. It's a fundamental part of the game and should be built upon earlier rather than later for future development convenience. A way to move items in bulk, reason to store materials immersively via piles, and QoL for moving containers and other objects are core game functions not side content. I understand a cart/wagon would take the most time to develop and is difficult to get right. The cart/wheelbarrow is the least important out of these changes, but a cart after a horse/animal update for hitching would be ideal additions. I do not think there are "tons of other stuff that needs to be done first", but if Tyron thinks otherwise then I understand. I suggested this assuming it may fit his vision of the game and that he had not thought about it yet.
  3. Special input for picking up storage containers. Slowed, unable to jump, climb, sit, swim, or interact while carrying container. Right click to place container back down. New Craftable Cart Entity - Not allowed to be placed in inventory or dropped as an item - exists only as an entity and crafted outside of the player's crafting grid (multiblock structure/external blueprint). Dragged by the player only for now, similar penalties to carrying containers. Movement difficult offroad. Can hold X containers or piles of any type with no inventory of its own. New piles - Logs, ore, rocks, blocks, dirt, sticks, etc. Chest/basket/urn/crate nerf - Disallow bulky items from being put into containers. Containers only for special misc items, food, seeds, etc. In general have it be more space efficient to use piles than chests for storage on applicable items. New wheelbarrow entity for moving piles, can be picked up while empty like a container.
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