![]() It's important to first point out that the value (or 'base price') of each item sold during an event sale is altered based on that items appeal during the given event. Unlike with beverages sales, the items are pulled from a single container (the Barman's inventory), but it's more complicated due to the greater number of items and their 'appeal' during the various events. The number of items to be sold is again derived from the TQ - simply multiplied by two - up to a max of 162 items a TQ of 81, limited to no more than 15 stacks. then yeah, the Booze in the Chest will never be sold, because there's a consistent supply of higher-priority beverages.Įvent SalesUnlike the passive sales of beverages, one can trigger events at the Talking Skull where'in most processed consumables (including beverages) may be sold, with a few exceptions, most notably un-processed foods (Honey, Berries, etc.). Point being, if you have a zombie porter assigned to the tavern beverages, and it's rate of beverage delivery is equal-to-or-greater than what your tavern is consuming, and either the rest of the storage is full or it's depositing items that are identical to those in the starter Box Rack. If the chest fills up, then the rest of the meed will be deposited into the lowest container, along with the beer - unless that also filled up, in which case it'll go into the 2nd lowest container, etc. The porter will deposit all the beer in the lowest container, yet will deposit all the mead in the chest, assuming there's room, as that's a 'seeded' container. While beverages sold get pulled from top-to-bottom of the container list, beverages get restocked via porters from bottom-to-top, with a priority for 'seeded' containers.įor example, let's say a porter is dropping off a couple stacks of gold-quality beer and gold-quality mead, and all cellar storage is empty except for some gold-quality mead in the Chest. Zombie PortersAnother variable worth accounting for - zombie porters. Protip you should be saving all Booze for Graveyard Fest / Comedy Standup events. If you have a TQ of 77+, and there are < 12 beverages that fall into either of these categories, then the Booze in the Chest should start selling - there would be no reason for it not to, unless you've confused Booze and Infusions, the latter pointedly being un-sellable. So, the problem - "Booze in the Chest is not being sold" - necessitates two checks.ġ) Are there *any* beverages in the starter Box Rack? - if so, those will be sold first.Ģ) Is there gold-or-silver-quality Red Wine in the Chest? - if so, those will be sold first. Specifically, in regards to Booze, you'll notice that it's in the 3/10 position. Regarding these beverages specifically, you can see how they stack-up in this picture. The second priority check is the value attributed to each beverage in the given container, which is interestingly how the in-game inventories are generally organized. So, beverages will be pulled from the starter Box Rack first, then the Chest, then whichever Box Rack you built first, etc. The first priority check is the position of each cellar container, viewable by opening your inventory while in the cellar, organized in this order Box Rack (starter), Chest, Box Rack (1st built), Box Rack (2nd built), Box Rack (3rd built). To that end, a passive 'sale' is made every minute or so, selling an amount of beverages dependent on the quality of your tavern, maxing out with 12x beverages sold per tick a TQ of 77+ A good question to ask here is how these beverages are selected for sale. Beverage SalesFirst off, just to be clear, there are two tavern sales the passive sale of beverages from the cellar storage containers, and the activated sales of most consumables from the Barkeep's inventory by-way-of triggering events - we're obviously just talking about the former.
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