So i recently renovated our FC house, made it look a LOT better. but sadly we've ran into the issue of the "visual item cap of 40 interact-able items", which i can surely understand due to lag/performance issues, but it DOES mean that when my FC members are unable to see a few things across the room it gets rather weird.
Just to preface:
No i haven't thrown in 100s of usable items, the count is currently 67/400 items in the house having an action. Having a large variety of items: food, lights, pictures, airship models, plants, crafting stations, and all of the others are generally "unique" items that you wouldn't have more than one of: FC chest, Aetherial wheel, toybox, piano, etc.
For the record i don't know if NPCs count but i have never seen them cull
Also there is no "mass collection" of 40x a single item or anything and the important thing is that they are all spread pretty much evenly around the house.
Its not gamebreaking obviously but it's extremely noticeable when say the piano or an alternative large item culls. The majority of the time this is because the item detection draws items through floors too, and so you can end up culling items a few paces away because there's some above and below you.
I can substitute some items for less attractive ones, such as lights and lamps for the simple "glade/riviera/oasis" ones, and potted plants for vendor ones, but i am hoping to see if we don't have to do that, because i assume with 4.1 adding a housing rush, many new items will be added, and if any are interacted with, does that mean i have to remove other items from the house in a deathmatch style "what's more important" scenario?
A couple of solutions i can think of are:
1) Dont load any (or some) interactable items that aren't on the floor you're on.
Yes it will look weird if you're looking up or down the stairs probably, but you wont be reaching down a balcony to flick a light off regardless, and it fixes the more major problem of things across the room doing the same. Unless someone puts a huge concentration of items in one spot, this wont really be a problem to single floors.
2) Add alternatives to items that can not be used/toggled and are purely decoration.
Hard to do i understand, especially with certain items and having to create them from the ground up (even using current models as bases) but having something such as a manor piano that doesn't play, crafting stations that are just there, food items that cant be consumed, lights that just stay on or even the miniature airships that don't move would reduce this count CONSIDERABLY. A housing vendor that switches the use-able items for a decoration one would be the simplest way to do this. This is probably the best option looking forward but would take the most effort to implement.
3) Add an option to remove the interact ability for items.
Similar to 2 but on an item-by-item basis, possibly a selection option that you can click to remove the ability to toggle items/eat food and reduce them to decoration.
These are just some possible thoughts i came up with after getting tired of having portions of my house vanish on me, if anyone has any feedback or additional thoughts please feel free to let me know and i can add them in.
Also sorry about having to spread this over multiple posts, but a 1000 character limit hits pretty hard.