any costs local to a building (creating ship in ship crafter, researching in the lab ...) can also be paid thanks to the ship inventory #158
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4c920f1.A building's local costs - a vessel at the crafter, an upgrade at the lab - now draw on the fleet's hold as well as the building's own delivered stock. The building's stock is spent first, so what was hauled in goes before the hold you are still flying around with, and it is all-or-nothing: an order that cannot be paid for takes nothing.
The bank is still not raided. #12 made production cost resources physically delivered rather than money out of the vault, and that principle stands - banked ore alone will not start an order. The hold is simply the other place resources physically are. (At the mothership the "local" inventory is the bank, so it comes to bank-plus-hold there, which is the pool construction has always used.)
One qualifier, and it is the whole design: only where the fleet actually is. My first draft had no range on it, and
test_manual_supply_routecaught it within one run - a crafter three thousand units away reached into the hold and spent ore the player had just withdrawn at the mothership to carry somewhere else. That is precisely the complaint that got automatic banking removed in #24, arriving from the other direction.The range is
Building.interact_radius- the same distance that decides whether the transfer button is offered at all. So there is no hidden rule: if you could hand the cargo over by hand, the building can take it. Fly away and it cannot.