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When food spoilage was introduced in 9.6 it created particular need for improved control over raw goods supply although it was arguably always needed, this was to prevent further supply of ingredients in already amply prepared food.
Since applying rules to 'wanted' seems too hard/complex to implement, it seems the crafting options could be the easier place to tackle this.

In Rimworld, there is the concept of 'make until you have X'
In this situation you can have greater influence over wanted limit levels and products since you can keep stock levels at lower amounts but make more as needed. For food, this is particularly relevant but also for slower moving decorative items etc.

By having this option you can more safely set wanted quantities to lower levels. You then don't need to setup a bill to make 100's of salads and worry about them all coming out in succession.
For it to work properly, the tables would need to allow quite a few more bills than 5, potentially being very long lists indeed for organised players.
I guess this creates a problem with how labour is supplied into the table since 'until you have x' could end up being a work order that supplies 100's of items or very few over a long period of time. Essentially the work order is potentially indefinite. If players could over supply labour and top up when needed on such work orders then this would potentially deal with this.
It would be vastly improved construction mechanics to just having make X. Not a quick tweak I know, but a far more real world oriented solution.

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Originally posted by PlayerOneThousand

This has been suggested for a while on the their suggestion website (linked by the other commenter) but it seems that shop/production things are low priority, which is incredibly odd considering it’s a game that largely focuses on economy.

The roadmap and internal project planning to Update 1.0 is already fully lined out and in process, outside of that we're at this point only adding smaller suggestions with a good resource use / benefit ratio until final release (like the button for storage auto-linking in the last hotfix or the changes to default prices). So currently it doesn't really have to do something with priority, but with getting the game out of Early Access. Afterwards we'll have better capacity for more major player suggestions as those collection ones are.

Originally posted by permaculturebun

Spoiled food can create compost and fertilizer. Managing how much food is farmed to match demand and also how much you cook for what is needed and what you need to progress is a part of the intended difficulty of the food production skills. If you farm 3,000 huckleberries too soon in the cycle, you have to find a way to use them (agriculture research papers, blackberry extract into fertilizer papers) or it spoils. Similarly if a cook is crafting 100 of a dish when they won’t sell that before it spoils, it will in fact spoil.

A real world oriented solution is managing how much you harvest and how much you buy and cook. I see this as an important feature as the game progresses in development rather than an issue.

I see you are getting downvoted for this, but that is actually true - managing production to avoid spoiling is indeed part of the design concept of spoiling and a pretty big real life issue depicted in abstraction. The thing is that we can very likely make this a bit less tedious and based on manual control without loosing the whole intent behind it.

Originally posted by Naxili

I think it's a good idea in general but it doesn't make sense for food. For food you have to manage ingredients, spoilage, and demand in a fine grain way. Or you should be doing those things, rather. That said, if implemented, there's no reason to disable this feature for food. I just think it's doesn't do your suggestion any justice!

For furniture / blocks on the other hand? Oh this would be amazing. I always want to be using up all my logs as a logger. I always want 400 hewn on stock. I always want 2 of each furniture on stock. etc etc etc.

It seems complex to implement in line with the games UX principles, though. They want interactivity, and craft until X feels fundamentally at odds with that. So how do you get both? Maybe craft until X only queues up the job, but not the labor. Perhaps also limit that amount of craft until X jobs you can setup to 5, similar to the limitation on the amount of manual jobs. Then you'd have to build multiple tables to keep stock crafted up to a certain value, which seems reasonable.

I guess I'm getting ahead of myself, we don't have to solve for every UX niche here on reddit.com

Yes, we'd need to see how we can make "Craft until" fit Eco. I play a lot of Rimworld myself and use that functionality a lot as well, but there I'm a colony overseer giving orders to for my pawns to do - Eco is fundamentally different to that gameplay and intends the player to deal with things, not through UI automation.