Inventory Management
in The Bridge
I've gotten to the point now where I'm getting random items deleted from my inventory. To the veterans, how do I manage inventory so this doesn't happen? I farmed up a bunch of items this week that typically appear in galaxy events and this morning logged in and discovered at least one of the stacks was gone.
Are replicators the only way to manage inventory? How can I tell if I'm deleting a specific individual's item versus an identical looking general item (burnham's idic vs the generic one as a simple example... both have the exact same icon, but I'll only use burnham's on burnham, but I may use the generic one on any vulcan).
Suggestion to DB: make inventory management a priority!
Are replicators the only way to manage inventory? How can I tell if I'm deleting a specific individual's item versus an identical looking general item (burnham's idic vs the generic one as a simple example... both have the exact same icon, but I'll only use burnham's on burnham, but I may use the generic one on any vulcan).
Suggestion to DB: make inventory management a priority!
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I'm starting to get rid of the cruddy schematics and certain shuttle boosts that you never use as a precaution to keep my item quota lower.
I was over 950 items and didn't think that idea would do much to help, but I wound up finding about 100 useless crew-specific 0-3* inventory items for FE crew!
The one pain is items that have the same picture as other items, especially when you only have a single copy of both items, since you can't check the name of the particular item before adding it to the replicator (when you only have 1 copy and don't need to use the slider).
The inventory interface is long overdue for an overhaul, especially for clearing out extra junk (there should be a function to convert inventory items to replicator rations).
I have to go through my inventory and look for specific crew items. When I do so I note the name and star level of each item.
When you are in the replicator screen they sort items by star level and alphabetical order of item name, so having the exact name helps narrow things down some as long as you know names of other common items from the pictures.
Then when you click replicate after getting to 100% and get the confirmation screen you can click on each item to confirm the name before completing the replication.
When filling up your replicator with items, start at the bottom with 0* items and work your way up. Select items that you only have 1 of. This helps in two ways. First, it gets rid of a full stack all at once. And second, it's more likely that that single item will be a useless crew specific item that is most likely no longer needed and cheap to reproduce if you need to.
However, the real answer to this is for DB to get rid of the asinine 1000 item limit, and to allow sorting and searching in inventory, including crew specific items, and to fix the replicator so it displays names and lets you remove individual components.
This is an aspect of the game that DB should be utterly ashamed of and should have put a priority on fixing when they were in alpha, let alone 3 years ago when people were already running into problems.
There's a flaw in your math. you're forgetting that when those hoarded chrons are used, they are 100% used with a supply kit, which reduces chron cost by anywhere from 20-30% I believe it is, depending on if the components you're farming are divisible by 4. Also, pre-farming has a giant flaw in that you may be unlucky and farm one or two items not used at all in the galaxy event, rendering some of your farm entirely useless for the current event. Not as straightforward as you think.
My understanding is it is 100% random what gets tossed.
The point of pre-farming is the long game. Sure an item might not be used in a specific event, but it's used eventually in an event. My pre-farm inventory is high enough that I can rank under 1k in any event. I'm never farming for "the next event", I'm farming for the future. So if an item isn't used, so what? I still have enough of other items to not matter and I'll use the unused item in another event.
As I suggested here:
https://forum.disruptorbeam.com/stt/discussion/6121/item-quench-from-the-inventory-screen
We should be able to get rid of gear from the inventory screen, and turn it straight into replicator rations.
The inventory screen should also be sortable and searchable,
e.g. sort alphabetical, star level, items only useable by one crew member (e.g. Lewis Zimmerman's holographic Igunana), sort by star level.
Another temporary option would be to create two lots of inventory. One would be the current 1000 slot inventory for components and equipment . The second would contain all the stuff not used to equip crew, e.g. star base components, replicator rations, trainers, boosts, transmissions, schematics, citations and voyage supplies. The second would currently need about 140 slots for all available items, and it could be programmed for fixed items per slot, saving memory, and possibly allowing a larger stack per slot.
The power of chron stockpiling for galaxy events are the millions in credits you make by using supply kits. Also, without hoarding chrons what do you do for skirmish events? Do you skip them? Do you hoard for the week that a skirmish is coming up and no other time?
Not FIFO? @Shan , would you be able to confirm?
Thanks!
This is correct. It was in the engineering thread when this "feature" first came out that it was mentioned. That might actually have been on the old forums now that I think about it.
I have never needed a chron hoard for skirmish events. Just what I earn over the 4 days and turn them all(minus daily requirements) into intel. Between the chron drops during the skirmish and using a supply kit to maximize those chrons, I've placed under 1k easily without needing any extra chron hoard. Plus I run space missions that drop galaxy items, so I'm effectively pre-farming the entire time.
Something to keep in mind when reading advice from these forums, is that many people are at different stages of the game. If you're using skirmishes for rapidly levelling a pile of crew you have waiting while using ship battles wherever possible in that levelling, you're going to need a lot more chrons than AviTrek who's exclusively using ship battles 100% of the time, and perhaps even focused on highly efficient ones divisible by 4 chrons. As a result, he also needs a lot less chrons to be competitive in galaxy/hybrid events, because he's much more prefarmed than someone still levelling a lot of crew.
Someone who is barely keeping up with their available crew slots trying not to keep airlocking 1/4's, is not in the same position as someone who's able to prefarm so consistently there is not significant concern about some of the prefarmed components not being in a galaxy build at all for the next event because the rest of their pool of components is also well stocked.
1000% truth right here. It’s something that I think a lot of people tend to forget when discussing strategy (I know I do). There was a time not that long ago when I couldn’t understand why more people weren’t pounding the faction stores for things like 3* casings and other harder-but-not-impossible-to-get items...now that I am not power-leveling everyone in sight and run only enough away missions to meet the daily achievement (and maintain stockpiles of things like ID codes), I am awash in a number of components that were formerly huge impediments to the crew leveling process.
Same goes for crew recommendations. There is a pervasive notion that if a 5* crew isn’t on the top 25 or top 50 list for voyages, they are no good. Same for 2 skills versus 3. But most people don’t have the luxury of having all 5* crew immortalized to pick and choose from...the only crew that can help you are the ones you have, and putting an additional star on a “bad” crew can help more than rolling the dice on trying to get someone else.
Very true. The game changes drastically when you reach the point when you have immortalized all 1-3* crew and a good chunk of the 250+ 4* crew, fully equipped all the 5* crew on your roster, and suddenly have nobody waiting to be levelled aside from new event crew. It happened for me after about 1.5-1.75 years of playing the game (I just passed my 2 year anniversary).
All of a sudden you can easily get every voyage past 8 hours, watch your chroniton & credit stockpiles grow substantially, and can build a sizeable inventory of key equipment for both crew levelling and galaxy events. It becomes a much different game once your crew quarters aren't full of unlevelled crew and FE crew that are not FF.
I actually play LESS because of this. I normally would be on ensuring I was generating shuttle missions, now I get my seven out of the way and just stop.
Again, this penalises long term players.
https://datacore.app/voyage/
When loading the replicator, if you tap the item it should show what it is. Then drag it to the hopper if you want to get rid of it.
I'm not sure that gave me accurate info. It suggested several 5* Uniform Items for Level 90 on Crew I do not have to 90 yet.
I experience the same and do not use that list for decisions. It tells me I can discard items that obviously have a valuable use in the near future.
I rely on the 'old-fashioned' hunt and peck method from the regular list.
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