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Current revisionEdited Oct 8, 2024 by Alip Aldo
<p>This answer doesn't provide an other way (which would be groundbreaking for the decoration community), but explains the necessary conditions to trigger the behavior as seen in the video. (Read: I researched this a bit and wanted to document my findings.)</p><p>As you wrote, this method requires the <strong>non-pickable item to be within a (wrappable) container</strong>.</p><h2>Rules</h2><div><ul><li>A container</strong>.</p><h2>Rules</h2><ul><li>A house field can normally hold 1000 stacks. (You'll get an error upon trying to move a next item there.)</li><li>More item items can be put by for example:<ul><li>destroying a container with a melee weapon,</li><li>unwrapping an item,</li><li>being <a rel="nofollow" href="https://tibia.fandom.com/wiki/Capacity#Overload">overloaded (red zero capacity)</a> and making action that would make a new item (e.g., using a flask of demonic blood works great),</li><li>throwing over&nbsp;stairs/ladder.</li></ul></li><li>Overflow logic happens at ~1050 items. All items beyond the 1k limit are "evicted" &nbsp;(probably just like when moving out of a house):<ul><li>wrappable items are wrapped,</li><li>pickable items are grouped,</li><li>non-pickable items are discarded,</li><li><strong>non-pickable items within wrappable items use the first condition and land in inbox</strong>.</li></ul></li><li>Unrolled carpet uses a separate slot (is always&nbsp;displayed on top).</li></ul><h2>Single-floor houses</h2></div><div>Since houses</h2><p>Since I don't own a multi-story house, I came up with a setup that works for walkable-over items. (So sadly not lockers).</div><div>As lockers).</p><p>As with the rules above, only stairs can be used to put a non-pickable item as 1001st. However, an occupied bed has a very useful feature: it is not visible on the "browse field" list and <strong>doesn't count to the limit, while keeping its position on the list</strong>.<strong>&nbsp;</strong>This is a powerful feature, but with a limitation:&nbsp;only walkable-over items can share a tile with a bed.</div><div></div><div>Here's bed.</p><p>Here's a procedure to put an item as 1001st and "evict" it:</div><div><ol><li>Put it:</p><ol><li>Put a bag and 998 stacks.</li><li>Unwrap a part of a bed (1000th item) and put a char to sleep.</li><li>Place the walkable-over item on top (again visible as 1000th).</li><li>Wake up the char: the item in question is now 1001st.</li><li>Put more items to trigger overflow. A simple strategy is to:<ol><li>put a "chest of drawers" kit in the bag and unwrap it (works).</li><li>put a crate and fill the drawers with trash (the crate is at the end)</li><li>destroy the chest using a melee weapon</li><li>the chest is now at the top: repeat the process with chests until overflow triggers.</li></ol></li></ol><h2>Summary</h2></div><div>Sadly, triggers.</li></ol></li></ol><h2>Summary</h2><p>Sadly, a non-pickable body or furniture is discarded in the process – it must be contained. There is another use-case for this trick: as items are not "evicted" when transferring a house, this procedure may be used to quickly move your heavy belongings to your inbox.</div><div></div><div><span inbox.</p><p><span style="color:#7f8c8d">BTW Yeah, I know that "pickable" refers to "picking", not "picking up"...</span></div>up"...</span></p>
Posted Oct 8, 2024 by Alip Aldo

This answer doesn't provide an other way (which would be groundbreaking for the decoration community), but explains the necessary conditions to trigger the behavior as seen in the video. (Read: I researched this a bit and wanted to document my findings.)

As you wrote, this method requires the non-pickable item to be within a (wrappable) container.

Rules

  • A house field can normally hold 1000 stacks. (You'll get an error upon trying to move a next item there.)
  • More item can be put by for example:
    • destroying a container with a melee weapon,
    • unwrapping an item,
    • being overloaded (red zero capacity) and making action that would make a new item (e.g., using a flask of demonic blood works great),
    • throwing over stairs/ladder.
  • Overflow logic happens at ~1050 items. All items beyond the 1k limit are "evicted"  (probably just like when moving out of a house):
    • wrappable items are wrapped,
    • pickable items are grouped,
    • non-pickable items are discarded,
    • non-pickable items within wrappable items use the first condition and land in inbox.
  • Unrolled carpet uses a separate slot (is always displayed on top).

Single-floor houses

Since I don't own a multi-story house, I came up with a setup that works for walkable-over items. (So sadly not lockers).
As with the rules above, only stairs can be used to put a non-pickable item as 1001st. However, an occupied bed has a very useful feature: it is not visible on the "browse field" list and doesn't count to the limit, while keeping its position on the list. This is a powerful feature, but with a limitation: only walkable-over items can share a tile with a bed.
Here's a procedure to put an item as 1001st and "evict" it:
  1. Put a bag and 998 stacks.
  2. Unwrap a part of a bed (1000th item) and put a char to sleep.
  3. Place the walkable-over item on top (again visible as 1000th).
  4. Wake up the char: the item in question is now 1001st.
  5. Put more items to trigger overflow. A simple strategy is to:
    1. put a "chest of drawers" kit in the bag and unwrap it (works).
    2. put a crate and fill the drawers with trash (the crate is at the end)
    3. destroy the chest using a melee weapon
    4. the chest is now at the top: repeat the process with chests until overflow triggers.

Summary

Sadly, a non-pickable body or furniture is discarded in the process – it must be contained. There is another use-case for this trick: as items are not "evicted" when transferring a house, this procedure may be used to quickly move your heavy belongings to your inbox.
BTW Yeah, I know that "pickable" refers to "picking", not "picking up"...
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