Designating a building as a shop rather than shop counter

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asaguda
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Fri Sep 27, 2013 9:13 am

I just randomly thought of this while setting up a shop.

How about instead of just having a shop counter be the shop in its entirity, one could actually mark the building as a shop if the public sales tech has been researched, to allow customers to purchase from all storage containers within.

Pros: All storage containers in the building can be used for selling things such as rum barrels, weapon and armor stands and the like.
It would streamline the current production stages a little more, because you could put one rum barrel in a private house for yourself, and then another one inside the shop- Basically meaning any overflow from your production automagically goes into the shop, removing the need for a hauler job as everyone does it part-time.

Cons: Takes time to implement? I honestly can't think of any.

Ways to accomplish this: You can work the option to make a building a shop into the public/private button.
Preferably the building would still require a shop counter- They gotta pay somewhere, right?
Production lines could prefer placing their output in non-shop buildings?
You could have the shop require someone in the building to man it, to balance out not needing a hauler character?

Ways to improve upon this later: Have customers grab things from containers, bring them up to the shop counter to pay for them there.
Allow traders to sell things to the shop counter, making it a general shop storage?
Add a haggling/charisma skill- Your cashier sells items for less and buys items for more than a veteran haggler, making more of a profit the higher the skill is.


Discuss! :D

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Hatsune_Neko
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Fri Sep 27, 2013 10:40 am

would be easier to setup a building that's only meant for sales.
was having the same idea for storage, one building for storage instead of a billion container chests.
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hbrown
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Fri Sep 27, 2013 2:25 pm

I see as a sort of problem, might not be, depends how you do i guess, because workers take their finished product to the closer container, you need to place careful your things unless you do a type of order "75% of the builds to storage(yourself), 25% for sale(a building marked as shop with container for it", if not they just gona take them to the closer one and you might accidentally be sending materials you needed to sale and then have none.

I would rather see as part of the haul job to distribute depending on "market orders", exemple: Once we have 100 X of this product send the next ones to be made to sale till be 10. Bit complex but i guess enough to have the idea xD.
Hatsune_Neko wrote:would be easier to setup a building that's only meant for sales.
Wasn´t that also part from what he suggested or you mean in a different form?
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Hatsune_Neko
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Fri Sep 27, 2013 7:49 pm

differant form
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asaguda
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Sun Sep 29, 2013 10:43 am

hbrown wrote:I see as a sort of problem, might not be, depends how you do i guess, because workers take their finished product to the closer container, you need to place careful your things unless you do a type of order "75% of the builds to storage(yourself), 25% for sale(a building marked as shop with container for it", if not they just gona take them to the closer one and you might accidentally be sending materials you needed to sale and then have none.
asaguda wrote: Ways to accomplish this:
-snip-
Production lines could prefer placing their output in non-shop buildings?
Way ahead of you. :D
With what I suggested in place, workers would take their product and look for an available container that isn't in a shop building. If there isn't one with space left, they would take it to an available container in a shop building.

Essentially meaning your production lines would first and foremost stock your outpost with resources, as that's the priority. Any excess production that goes beyond what you have need/storage for would go into a shop building container, making it available for customers instead.

EDIT: And I think what Hatsune is talking about would be dedicated shop buildings, with their own storage and all that. And the same for storage, have a warehouse instead of a house with containers in it. Correct?

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Hatsune_Neko
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Sun Sep 29, 2013 7:51 pm

asaguda wrote: EDIT: And I think what Hatsune is talking about would be dedicated shop buildings, with their own storage and all that. And the same for storage, have a warehouse instead of a house with containers in it. Correct?
Correct
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hbrown
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Mon Sep 30, 2013 11:16 am

Oh i see, could be good and would keep with the rest of the world so to say, as when you go to a city you have multiple buildings, be that some are shops, others bars, trade center/police office if i am not wrong and houses.

And i guess would be better indeed like Hatsune meant with the storages inside such building be part of "shop" instead of mix, have them all in the same place can lead to confusions :lol:
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Hatsune_Neko
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Mon Sep 30, 2013 12:03 pm

i'm thinking it might also help with storage bugs as well
just have one building to store them all
course it would have to be a big building as all warehouses usually are.

the inside texture design would be of a basic stuffed warehouse as well as the storefront
maybe this would help with the bugs that revolve around stores and shops and storage.
and this isn't counting future items that will be added to the game as well. like fuel and oil and processor for that.
Save Chris and the other devs time over all ??
have 1 building rather than 16 or more storage boxes
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