While i dont care about clicking at stuff i need to do manually, it really sucks if workshops dont do anything just because their merchandise ran out. They should take it from the inventary directly so they only stop working when really no merchendise is left. Also, when workshops should only produce one thing, like my used ammo, one kind of faction donation or the most valuable thing to sell it should be possible to just lock/repeat that
Well workshops (with manufacturing focus) only produce in some sense one thing (or two), as they produce production points (and tech points). When I need to have some production points converted to something else, I will just make sure, that I do have the materials, and then go into the workshop and do some clicking (for example procude 24 stacks of coilguns to purchase some "letter of indulgence" in Fenriks tavern as the mc/pc did sin and did boost control value by 20 points the other day as roaming bandits in Stokke Hills did not figure out, that some folks did just loiter/linger there to get repeatedly ambushed).
Btw, manually sorting only works if you have free slots, by the time i accidently found this option it was already useless. However, the best thing you can do with it is sort by jobs since the relevant stats tend to change every day...and the whole point for asking to sort by stats is to sort it by stats and not memorize the stats of all your girls every day and sort them manually.
Well you can always temporarily dismiss a non-random npc and do a manual sorting and then re-add the dismissed non-random npc afterwards.
Of course I am just fine with putting unique (random) npcs on special pages (along with the "story npcs") and otherwise only putting npcs I want to keep on other certain pages (and reserve the rest for npcs, which will get sold).
But then again I have had no problem in tweaking the code, so that I can get as many npc pages I want and as many npc slots as I want, interestingly the code size also gets considerably smaller that way (ie. the "Move" passage, which has over 400 lines of code, is easily rewritten so that it has less than 100 code linesm while making the code capable to display as many npcs slots as there might exist, heck even with arrows to accomodate navigation to npcpages with values above 12).
What a few little for-loops can do and putting some div-containers inside the for-loops (and using the normal "break" and "continue" control statments, to either exit a for-loop prematurely or to skip the first iteration, ie. as the first entry in $npcpages is not a pagenumber).
And i guess, the devs of this game are more experienced with its codes and limits, they did far more with the engine then any other dev, i think they'll figure it out IF they want to.
Ever wondered why the game is better displayed with monitors (and screens) from the 90s? The dev might have done more with this engine (Sugarcube) then other devs did, but then again nothing has been done in this game, which has not been done before (with a vintage engine from the end of the 90s and beginning of the 00s). Also whenever I look at the ("original") html code of this game, I might involuntarily see some code, where I do get the urge to immediatly rewrite some of the code (ie. some parts of the ClearSlot passage and AddNpc passage, but I guess some people like to write n times some code with minor variations instead of writing the code just once inside a for-loop, where the loop variable takes care of the minor variations).
("And I guess that I just don't know" from the lyrics "Heroin" by "The Velvet Underground").