Trade Stockpile Improvements

Started by Niddhog, April 15, 2014, 07:40:05 AM

Previous topic - Next topic

Niddhog

The whole trade beacon/generic stockpile set up for trading is rather cumbersome.  Mostly, you can't really control what goes into it.  Not only are we unable to turn on/off individual types of items (like enable potatoes but disable agave, or disable everything but cooked meals), but we can't set limits or transfer items too/from stockpiles.  You just set a stockpile and people take/place items in it based simply on proximity (with the ability to only restrict CLASSES of items).  I'd like to easily be able to sell excess food (renewable resource, after all), but that means keeping the food I WANT in my kitchen (safe inside the depths of my fort+near the stove) to instead be outside/near the outside with a trade beacon up+no roof. 

I just want to be able to better control what goods I can set aside for trading, instead of having everything in this one giant mess of a pool outside.  I mean, why would I want my food outside where the squirrels eat it! Or it gets soggy and rots, and the flies! @.@


Pirx Danford

This should be solvable if you use the stockpile priority function.

Just set the kitchen stockpiles for stacking your raw materials to Critical priority.

Monkfish

What Pirx said.

Set a stockpile near/next to your kitchen and ensure it has a higher priority (or the same priority) as the selling stockpile. Anything moved to it, which you control in the same way you control any other stockpile's contents, will come from other stockpiles of lesser priority.
<insert witty signature here>