Topic: Remove goods before upgrade (Building)

Nordfriese
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Posted at: 2017-05-30, 13:34 UTC+2.0

How about always making the building´s current workers go away without removing any wares (like they do now) and letting the builder remove all wares (before he starts dismantling/upgrading)? This would solve the issue with unoccupied buildings.

Flags that are full of wares are so annoying. How about vanishing wares that are just waiting on a flag somewhere with no destination when the flag is full? That would reduce such problems at least partially.


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Ex-Member
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Posted at: 2017-05-30, 16:06 UTC+2.0

Having the builder remove any wares before starting work also gives him somethinh to do while aiting for stuff to arrive.

Wares piling up at flags is more an indication that you should fix your transporation system than you should lose wares. As I understand it all wares in transit have a destination, the only problem would come if the economy was split whie it was on route.


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GunChleoc
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Posted at: 2017-05-30, 17:36 UTC+2.0

Yes, all wares should always have a destination. If they don't, it's an unintended bug - I think it can still happen though when you split an economy and one of the resulting economies has no warehouse, headquarters or port.

In all other cases, it's really a matter of clogged up flags because the road layout needs improving.

Edited: 2017-05-30, 17:37 UTC+2.0

Busy indexing nil values

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PkK

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Posted at: 2017-05-30, 17:44 UTC+2.0

Tibor wrote:

[…]

Another complication can be that flag belonging to the building is full of wares - there is some transportation issue

But that's no different from other cases were a flag is full. E.g. when construction materials are recovered while dismantling the building. I don't see what makes the case of moving out wares special.

Philipp


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Tibor

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Posted at: 2017-05-30, 18:56 UTC+2.0

I just wanted to emphasize that upgrading might never take place if it will not be possible to get rid of wares. Or can start long time it was ordered and can confuse some players.


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GunChleoc
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Posted at: 2017-05-30, 20:42 UTC+2.0

Well, if we can't get rid of wares, how do we ship the building materials needed for the upgrade to the building? The flag will be just as full. We could offer a third option in the confirmation dialog though.


Busy indexing nil values

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Tibor

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Posted at: 2017-05-30, 20:57 UTC+2.0

GunChleoc wrote:

Well, if we can't get rid of wares, how do we ship the building materials needed for the upgrade to the building? The flag will be just as full. We could offer a third option in the confirmation dialog though.

Fair comment.


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JanO
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Posted at: 2017-05-30, 21:01 UTC+2.0

Is there an upgraded building, that has no use for materials, which are used by the not-upgraded version? If not, I would suggest that the upgraded building should just keep the wares that were originally there. I guess there would be enough room on a construction site to store a few pieces of bread or other stuff face-wink.png


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Tibor

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Posted at: 2017-05-30, 21:05 UTC+2.0

JanO wrote:

Is there an upgraded building, that has no use for materials, which are used by the not-upgraded version? If not, I would suggest that the upgraded building should just keep the wares that were originally there. I guess there would be enough room on a construction site to store a few pieces of bread or other stuff face-wink.png

This is more a design question. Wares have to be handed over to constructionsite (that have no use for it) and then to final building. Bit complex.


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JanO
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Posted at: 2017-05-30, 22:40 UTC+2.0

Maybe store the wares at an additional flag hidden under the construction site? But the idea is obsolete since at least babarian upgraded mines have no use for "small" food.


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