"Sell items" and "refrigerate items"

Started by Dieform, March 18, 2015, 08:46:21 PM

Previous topic - Next topic

Dieform

With the addition of item health being modified by being outside (such as cloth items, and food items) supply management has become annoying because of a separation between previous categories and new behaviors.

Previously I could say "food goes here" but now when I build a fridge, I need to put all the spoilable items in it, so { "prepared food" + "herbal medicine" + "raw food" }. For this one I'd simply move them all into one super category of 'spoilable items'.

Meanwhile, in order to sell items they have to be within range of an orbital beacon, and the beacon has to be outside. Apart from building a shed that partially covers the beacon area, essentially items that can be sold must sit outside (and take weather damage). Furthermore, usually depending on item quality and needed quantity, I want to keep SOME items to myself, and sell off others. I have no way to say "this crappy shotgun should go to the sell pile, and this good shotgun to go to the gun rack in the long hall".

A way to manage these things would alleviate some frustration. I was going to list managing equipped clothing, but I see that you already implemented "Colonists now attempt to optimize their own apparel..." :)

BetaSpectre

Beacon can be under a roof. Drops will be outside of roof but sell can be under now.
░░░░░░░░░░░░░░░░░─╤▌██ |
░░░░░░░░─╤▂▃▃▄▄▄███████▄▃|
▂█▃▃▅▅███/█████\█[<BSS>█\███▅▅▅▃▂
◥████████████████████████████████◤
                           TO WAR WE GO

Dieform

Even if the entire beacon area is covered in roof? I don't think it lets you place the beacon if that's the case.

BetaSpectre

Try it out it worked for my mountain base. Then again Dev mode always will let you place it. But I remember constructing them.
░░░░░░░░░░░░░░░░░─╤▌██ |
░░░░░░░░─╤▂▃▃▄▄▄███████▄▃|
▂█▃▃▅▅███/█████\█[<BSS>█\███▅▅▅▃▂
◥████████████████████████████████◤
                           TO WAR WE GO

SSS

They can be placed under roofs. If you can't, you have a bug.

Try it.

Monkfish

You have two beacons; one for outbound goods (kept under cover so your goods don't disappear to nothing) and one for inbound goods (which would be outside and, ideally, a short distance away from your main stockpiles).

I also wouldn't want to lump all spoilable items together as I usually keep medicine in a small fridge next to the medical area rather than in amongst the potatoes, berries and dead things.
<insert witty signature here>

Dieform

Quote from: Monkfish on March 19, 2015, 08:09:14 AM
You have two beacons; one for outbound goods (kept under cover so your goods don't disappear to nothing) and one for inbound goods (which would be outside and, ideally, a short distance away from your main stockpiles).

I also wouldn't want to lump all spoilable items together as I usually keep medicine in a small fridge next to the medical area rather than in amongst the potatoes, berries and dead things.

Thanks for the tip.

There would be  a super-category of 'spoilable' but all the sub-categories would still exist. So in this case for the small fridge, you simply choose medical herbs, but for your large fridge you can select 'spoilable' and deselect 'medical' under that if you so desire.