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Author Topic: [Suggestion] Base items limits (autosell feature)  (Read 3084 times)

Offline Progger

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[Suggestion] Base items limits (autosell feature)
« on: November 03, 2020, 12:17:25 pm »
Add the ability to set the max amount of each item stored in the base. Items above this limit are sold automatically.
It useful for maintain needed amount of produced items or sell waste random products. And in some other cases.

Quick and dirty implementation: github.com/progger/OpenXcom/commit/f392c22c21bf1961fb75811f209445340a6dfd59


Images:
 

As I see it, a good implementation requires many changes. Also I am not sure about a good GUI for this.
« Last Edit: February 14, 2023, 11:49:34 am by Meridian »

Offline Stoddard

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Re: [Suggestion] Base items limits
« Reply #1 on: November 03, 2020, 02:10:01 pm »
We have multiple bases.

Per-base limits would be tedious to set up, global limits would be useless since people often set up dumpster bases with lots of storage,
and combat bases where attack craft is based, so what is needed is to transfer some of the crap to the dumpster base(s), and sell it only if all dumpster bases overflow... also set up priorities what gets sold first to make some space, also send some particular shit to bases with workshops to get disassembled or whatever .. where the disassemble jobs would get triggered on arrival --- you see this blows up into an ERM system.

I don't think we're going to make one out of the engine just yet

I don't know how to make this simple to use, but I think this is not it.


EDIT:

You see, my use case would be  - one to three production bases, where I also have assault transports, and about four outpost/storage bases where I have some interceptors and lots of storage.

Most of loot comes from the assault teams, but some comes from interceptors taking care of small craft they shoot down themselves.

So what I care about is that ammo gets restocked at outposts, while stocks of materials for its production are kept at some sane volume on production bases, and any researchable items  get sent to the research base (usually one, but might be two of them).

And all prisoners get sent to the prison base where they would be either robbed, enslaved or kept for research.

Simple item count limits are practically useless in this scenario.

« Last Edit: November 03, 2020, 02:24:23 pm by Stoddard »

Online Meridian

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Re: [Suggestion] Base items limits
« Reply #2 on: November 03, 2020, 02:31:31 pm »
This has been discussed already.

Half the people were against it as such.
And the other half couldn't find a good solution.

I personally am against any automation of tasks.
Even the debriefing auto-sell feature is driving me crazy. It tries to be smart, but it's not, just extra annoying.

The game is designed around notifications (for finished tasks and new events) + user actions.

Offline Progger

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Re: [Suggestion] Base items limits
« Reply #3 on: November 04, 2020, 11:21:16 am »
Per-base limits would be tedious to set up

But this is less tiring than manually selling the same items.

You see, my use case would be  - one to three production bases, where I also have assault transports, and about four outpost/storage bases where I have some interceptors and lots of storage.

Most of loot comes from the assault teams, but some comes from interceptors taking care of small craft they shoot down themselves.

So what I care about is that ammo gets restocked at outposts, while stocks of materials for its production are kept at some sane volume on production bases, and any researchable items  get sent to the research base (usually one, but might be two of them).

And all prisoners get sent to the prison base where they would be either robbed, enslaved or kept for research.

Simple item count limits are practically useless in this scenario.

When I played in XPiratez previous time, I had similar issues. I don't try to fix all this micromanagement, but I can fix some - maintain hellerium level and sell trash from casino base. Of course, this feature may replace debriefing auto-sell feature that I don't use because

It tries to be smart, but it's not, just extra annoying

I implemented this feature for myself and it looked good enough to post it here  :)

Offline Stoddard

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Re: [Suggestion] Base items limits
« Reply #4 on: November 04, 2020, 12:53:24 pm »
Well, idk. The micromanagement shit I help myself with out-of-game tools, like last.py

It did show that just a global inventory overview with search is enough to keep some semblance of order, if it allows to sell/buy/transfer stuff without much clicking  (as is the case currently since I run it on the second monitor).


The autosell feature was intended for absolutely useless crap you do not want ever like good looking stones or holdout pistols late in the game in xpiratez. Why would anyone expect more from it I can't fathom.