Adding my 2nd post cuz didn't realize it was Closed/Merged so more info to clarify my thoughts around this idea. Currently your "Buys" aren't actually buying items they are Fulfilling a request to always have this amount of an item. If you put in your shop "Buying" 200 Iron Bars you are saying to the whole server I want to have 200 iron bars in my storage at all times. Lets say your queues were setup for 200 iron bars and someone sold you the 200 to finish out your queues. You now will eat up the 200 sold iron bars and now your shop will say you want 200 iron bars again. Well now someone can sell you another 200 iron bars that you'll sit on until a use occurs. Because there is sadly no way to say "Buying 200 Iron Bars" you can only put a request to "Always have 200 iron bars" in your storage. Currently your "Sells" aren't actually selling a requested amount and instead its selling your entire inventory. You might think oh but you have "Reserves" if you want to "Reserve" some sadly no you don't actually. If you want to reserve 300 to craft something, but lets say you have 500 total and you want to be able to sell 200 to players while crafting stuff. Well guess what once you finish the 300 craft your shop will reserve the 300 still and now your 200 remaining supply cannot be sold. So no this reserve system doesn't take into consideration why you reserved the items. In both these problematic systems they require the user to be smart about decisions and be cautious of how their shop is used and it also requires them to be online to fix issues. Where a proper buy/sell system would do just that actually buy an amount and actually sell an amount. Something we badly need. How can we adjust shops to support a better trading system. 1. Firstly there will now be 4 types of transactions you can make --- Buying Amount - Goal is to only buy this exact amount then order deletes --- Selling Amount - Goal is to only sell this exact amount then order deletes --- Fullfillment Buy Amount - Goal is to always have this amount always in your storage order never is removed. --- Unlimited Sell Offer - Goal is you'll always sell this item so long as it's available in your storage. 2. How each of these work --- Buying Amount - When you add a Buy Amount every time the item is sold the amount is reduced until it reaches 0 at which point it then deletes. --- Selling Amount - When you add a Sell Amount every time you sell the item the max available that will sell is reduced by this amount until 0 can be sold and then it deletes. If you don't have the correct amount in stock it'll show the available amount or cap the available amount to the Sell Amount so if you had 152 available buy a sell of 200 it would show 152 available (200 limit) if you then sold 100 but made another 100 it would now show 100 available (100 limit) --- Fullfillment Buy Amount - This just uses our current "Buy" system and whatever amount you enter is your goal to have this amount in your storage. --- Unlimited Sell Offer - This also works like how our current sells work letting you put up an item to infinitely be sold. Please understand why we need this as this would allow someone to only buy the amount of items they need and nothing more and it would also allow someone the ability to sell off a chunk of their supply while actively using their supply without someone either buying all of it or not being able to because reserves don't do their job correctly.
Totally agree, and we should add "only sell X amount" limits to this request as well. I want to stress that these specific buy or sell limits should be absolute transaction caps that do not depend on our current inventory levels. Additionally, for perishable items, this cap needs to operate independently from the freshness filters. For example, a player should be able to say: "I want to buy a maximum of 100 units of flour in total, but I only want to accept individual purchases of flour that are at least 80% fresh." Having absolute transaction limits, separate from stockpile checks and item quality, would give us precise control over what we buy and sell, preventing over-purchasing supplies or completely draining our intermediate goods.
Why would this be an issue? Just remove your buy order before you use the ten after having been sold them. If your answer is because you want to be able to have a bunch of things automated to happen while you are gone then all I can see is this is and should be the obvious drawback to trying to AFK the game as much as possible.
It’s a 24 hour world where people from various time zones log into the same world. It’s not about AFKing, it’s about providing goods and services in a game about economy. While you’re not logged in, asleep or otherwise, people are playing and trading with you. Setting up a shop to provide what people need is what this game is about.
Just came here to post this same suggestion after I had a buy order up for 10 pieces of one food type, only to login and find out my bank was completely drained and that I had been sold 290 pieces of the food because the clever cook managed to manipulate his stack durability by selling me 10 food at exactly 50%, waiting one tick for it to drop to 49%, then selling me 10 more. Over and over and over again.
Is this worded correctly? It sounds like what you're wanting is the ability to set a shop to only sell X amount of an item, regardless if you craft more. I.e. You want to sell the 10 papers and once they are sold it will not sell anymore even if you craft more.
Jeremy DX This is for buy orders. Automatic buying in your shop (right side), not selling your items (left side).
Shoop de boop Yeah i read that wrong lol but both directions would be awesome idk why they at least haven't done like a maximum purchase amount. Currently the system really requires that you make a unique storage for everything and basically keep excess materials to force a buy limit yeah :/ or only place a specific # in a storage for selling.
I'd love some way to set "max X per people" or "max X per people per day" or a reservation system, like someone orders something i craft it and put in my shop and only them can buy it
Zach Bora For the reserve system, you could create a second shop and ONLY authorize one person to use it, but you will need to remember to take it off, and you would need one shop per person. It's a bandaid, but maybe it will help you.
Zach Bora This is a good idea too. You should make a new feature suggestion so it gets attention :)
This suggestion has been implemented in Update 14.2.