That functionality could be present in the Trade menu. When placing either and choosing the material, you can EITHER choose the category of material, like clicking on "Oak," or you can choose the individual item, itself, like expanding the Oak Category and choosing an individual "Oak Door." Notice the "Place Furniture" menu or the "Door" menu. The game is very capable of ignoring individual qualities and being locked into "every item is unique" in any menu in the game. The issue is that the game does not produce groups of finished goods items - Everything produced is individually crafted and has its own qualities. Originally posted by Elur:Workaround for trading ui anyone?Ĭonsolidating items in bins to sell in bulk is probably the only way. Using a QS, as above is an option for responsive trade hauling, but won't really help your finger muscles or the switch in your LMB when it comes time to go through the trade interface.Īs for the sorting conventions for the "haul to depot" interface, there's nothing to do but scroll through. The second option has a couple drawbacks (more bins needed overall, sorting time in an established fort). Second, you can disable "similar items in bins" (should be in standing orders or settings I'm tired) so as to sort out your crafts from other things such as quivers/flasks and to just select the bins themselves for sale. First, simply add additional stockpiles for specific things you intend to trade and set the relevant workshops to output to those stockpiles. If you are worried about losing fort-designated items alongside trade items, a couple solutions exist. If you aren't worried about certain things getting sold with your usual trade output, you can simply slap the relevant bins in the trade depot and select the bins themselves for trade. When a bin/barrel/flask is selected for sale in the trade window, all contents are sold at the same time. (sidenote 2- wheelbarrows tended to mess up hauling jobs in classic, I've noticed them not working properly here too - am I doing something wrong?) (sidenote 1 - things are much easier when items are not in bins, but having no bins seems horrendous for a big fort) I'm not seeing threads addressing this issue so there might be something I'm missing? Anyway, by the time the fort goes up to 200+ dwarves I'm tempted to just start skipping trading, but it's such a good sink to get rid of a good chunk of crap through that I just don't wanna go without it. It feels like the bin selection was not implemented fully - selecting a whole bin does not place selection checks on each item in its contents, which would make my life less miserable (since I can then deselect items I don't want traded). typing "Finished goods" should list all finished goods bins at the top instead of placing them at the top of each respective material category basically noone cares what the bins are made of, except for trading with elves, but who trades with elves anyway.). I also think that the sorting feature shouldn't be based on the bin material, but rather by the name of the contents first (e.g. Might be something people have figured out, but how do I trade items in bins in a quicker fashion? It's not a problem at the beginning stages, but gosh, by late game I'm just speed running carpal tunnel syndrome and it feels like my eyes will start bleeding from the 237/500+ items I select.
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