because
the inventory kit which i made is dedicated of containing items
when i want to sale this kit deducting from inventory all containing items
and its correct
but for production order
all time we must reenter inventory items
which make delay and mistake
@Babico, inventory kits are meant for situations where you have several inventory items, such as A, B, C, and D. Sometimes, you sell A alone, or B alone, etc. But sometimes, you sell ABD or BCD. The inventory kits speed up invoicing. But since you are not necessarily selling the items only as kits, you might want to produce only B or only C, etc.
Hi, not directly related to the discussion and apologies if this has been asked before. Would it be possible to move the Inventory Kits Section to a tab along with Inventory Items and Inventory Write-Offs so all the inventory related processes are in the same location on the main window? Many thanks.
ecause
the inventory kit which i made is dedicated of containing items
when i want to sale this kit deducting from inventory all containing items
and its correct
but for production order
all time we must reenter inventory items
which make delay and mistake
Consider whether you need to track these jellies as inventory items at all, since they are not sold that way. Why not just buy them as consumable supplies? I would imagine your shop and storage area are not so large that it is difficult to tell when you need to reorder a particular kind of candy.
If, however, you do want to manage the inventory of bagged candy, then use inventory write-offs. As you open a bag for distribution to the bins from which candy is sold, write it off. That way you will be able to track inventory movement, value, etc.
Purchase orders have no impact on inventory. They are not really financial transactions, just a way of ordering things from suppliers. When the order arrives with a supplier invoice, enter it as a purchase invoice.
Production orders will subtract input inventory items from stock and add output inventory item to stock. But as I said in my earlier response, generating output jellies from input jellies raises problems. You cannot determine how much of a specific output jelly has been sold, since your customers mix and match. The quantities of output jellies will just continue to rise, because you have no way of subtracting them from your stock.
To summarize, you can manage your bagged candy stock using inventory. You would use purchase invoices for inputs and either production orders or write-offs for outputs. You cannot manage unbagged inventory because you have no way to count it or monitor its sale. So you would have to write off the output items immediately after creating it with a production order. That defeats the whole idea of a production order, which sends you back to only managing the bagged inventory.
A modification which is more manual but would provide you with what you want and that is via a stocktake.
The inventory of each jelly candy is kept separate and the unpacked would be counted on a periodic basis.
To start with, your initial Production Order (PO) should only contain the quantities of the jelly candy that have been unpacked and placed into the shops display containers - not the entire jelly candy inventory.
there is no option to add an inventory kit within an inventory kit.
but why do you need such a feature when basically you are just adding the same items in a third inventory kit which are already part of the other two inventory kits? also, why not use the Clone feature available in inventory kits when you need to change or add another item?
Hello @KrisK
From Your Explanation what i am able to understand is-
You Are Making Multiple Types of Boards from Different raw Materials And Then You have some other Additional Parts which you add into That board And The Board with Additional Parts are Being Sold.
for this You Have Created multiple Inventory Kits For Board Raw Material ( One for each type of Board ) and another Inventory Kit For Additional Parts.
and now you want That Inventory Kit made for One type of Board should be added into the Inventory kit of Additional Parts.
@KrisK, I think this is the wrong road to go down at the present time. The entire concept of inventory kits is that all items are stocked as completed items. They are only sold together for convenience. (Radio controlled car + 2 AA batteries = Car Kit. The car does not include the batteries because they could expire before the car is sold.) While it possible to use inventory kits in other ways, such a kit that sells 1/12 of a case of wine instead of having a separate inventory item for individual bottles, what you are talking about is more complex.
Future evolution of inventory kits may not take place with your use case in mind. So you might find your entire workflow broken. It seems easier given the current state of the program to use the clone feature on production orders, which are meant for the purpose you describe. When a change occurs, edit the most recent production order as you clone it, giving it a new finished item. You should be creating new inventory items when there is a part change anyway for good configuration control. Of course, it is easier if you clone a production order that already is set up for the right quantity. (Standardizing production lot size could help there.)
I deeply sympathize with your frustration over the lack of a bill of materials that can be called up and multiplied by the number of finished items desired. But that is already in the ideas category: Production Orders - Enhancements. Unfortunately, it was the very first idea placed into the category when the ideas tag was introduced in 2017. It languishes there still.
Is there any way to change a certain kit on match days? You know like you can download facepacks etc is there anything around that could be used to do a kit change or give you the choice of what kit you want to play in? Perhaps kit selection would be a good addition in future ?
I just want the Old Firm game to look like an OF game,,, surprised FM haven't corrected this as its supposed to be about realism. Every OF game Rangers are always in their all blue euro kit. Doesn't matter wither home or away. I think in a previous FM I even saw Celtic playing in their away kit in one just because it was at Ibrox.
In all the years watching IRL I have never seen either side wear anything other than their traditional kit in this game,,, and its not like the kits even clash anyway lol. Is there a reason why FM cant get this right?
You can't chose which kit teams will use, but it's not manager's decision anyway. What you can do however is use the ingame editor to change colors of Ranger's kits so that every part of their kit is blue - shirt, shorts, socks. And then change Celtic's shorts and socks to white. Then add your custom kits inside your graphics folder and make sure to allow using licensed kits within ingame editor. This way Rangers and Celtics kits will never clash and their home kits will always be used whenever they meet.
Also I use this method if I don't want my team to change shorts and socks colors. For example I'm playing with Everton and their original kit is blue shirt and white shorts and socks. When facing Real Madrid away for example, my kit shorts and socks will turn blue, because they clash with Real's shorts and socks. But if I change the colors of Everton home kit within the ingame editor to all blue and my custom kit (which is the original with white shorts and socks) is installed within the graphics folder, then the game will show my full custom kit with white shorts and socks, because the game reads the ingame kit, which is all blue and thinks there's no need to change, because there's no clash and the corresponding custom kit with white shorts and socks will show up in 3D. It's just a simple, yet very effective trick I found.
In FIFA22, create-a-club team was given option to change team kits and colors at every season change. Is this no longer allowed in FIFA23? I just got promoted and started a new season, but didn't see this option. Was hoping to change kits so I can at least get a sense of progression in the kit maker.
I think I got it after reverting to a (very old) save. The problem is that it showed the option as 'Customize Club' option in the main tab (replacing the icon to advance the time), but the description is the same as the one found in the 'Customize' tab (Customize the appearance of your stadium), although it will let you change kit design and logo. But only the one in the main tab will let you customize everything. The one in the 'Customize' tab will only let you to customize the stadium.
The problem is if you go back to the menu when you are customizing, the game thinks you committed to the change (even if there's no change), and there's no way to go back since the section then got changed to 'Advance' to advance the time.
Thnx for your reply void.
I am quite confident that there will be a (not cheap) memory upgrade in the future, that maybe will make the above mentioned tasks more easy from inside the A4. But with the actual limit of 128 patterns/kits one fills the memory quite often, makes a backup, an empty reset and go on filling memory slots. So, before you know it you end up with a fair amount of global backups that are like monads.
Just having the option to backup individual patterns AND linked kits would make managing job, if tedious, at least doable.
Be careful with A4 SysEx experiments. There is a hidden command which will break your CV outputs and requires a factory calibration in Sweden. Guess how I found out.
Anyway, do not send command 0x7C or 0x7D.
So far I can see that the Osc params are sent in pairs ! Firts two bytes are MSB LSB for Osc 1 encoder A&B, then the same for Osc 2 the 5th and 6th bytes are detune Osc1 then 7/8 is Osc2 detune (ie enc C) and so on
The Kit Manager is a specific tool in the device allowing the management of its Kits. The Kit Manager allows installing and uninstalling of kits as well as changing versions of kits already existing in the device.
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