Topic: Rework Atlantean Crystal Mine
teppo |
Posted at:
2018-04-18, 20:17 UTC+2.0
Anybody strongly against? If nobody reacts to the target amount of trunk, then not having that target makes sense.
This is only a proposal, but yes.
It is quite difficult to imagine huge piles of coal accumulating, even if the burners would start working as I suggested. ![]() ![]() |
GunChleoc![]() Topic Opener |
Posted at:
2018-04-20, 11:54 UTC+2.0
There are 2 entirely different configurations at play here:
For solving this case, I think we should try to edit 2. rather than 1.. Changing 1. for logs only will introduce an inconsistency in the design, which is fragile - somebody fiddling with this stuff a few years down the road will not know that we've had this conversation.
Edited:
2018-04-20, 11:56 UTC+2.0
Busy indexing nil values ![]() ![]() |
teppo |
Posted at:
2018-04-20, 18:44 UTC+2.0
Could you provide an example of the fragility? The lumberjack/woodcutter would still produce logs endlessly, if his program tells so. Nobody forces us to change the production program just because a parameter is reuntroduced. The economy setting would be around to prevent the coal burner from messing up construction. ![]() ![]() |
GunChleoc![]() Topic Opener |
Posted at:
2018-04-21, 09:05 UTC+2.0
Somebody in the future might notice that lumberjacks periodically stop working and decide that it's a problem, because logs are such an important resource that you will want to keep producing 100% of the time - you can never have too many logs, right? That person might then notice that none of the other base wares have target quantity and remove the target quantity. Then we'll be back where we started. Busy indexing nil values ![]() ![]() |
teppo |
Posted at:
2018-04-21, 10:23 UTC+2.0
Why would the lumberjacks stop working? Nobody is suggesting that (EDIT: ,even if it would make sense in wood gnome). The coal burners could react to the target quantity of logs, woodcutters / lumberjacks can continue ignoring the setting.
Commenting code is not strictly forbidden. Anyway, if coal burners depend on that quantity, removing the target quantity would cause an error which should be easy-enough to notice. Sorry, I did not understand the fragility.
Edited:
2018-04-21, 10:37 UTC+2.0
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GunChleoc![]() Topic Opener |
Posted at:
2018-04-21, 14:30 UTC+2.0
Well, if all input queues are full, all construction sites have their logs and the inventory matches the economy target, the lumberjack will stop working. The program will need to have an "unless the economy needs" statement, because the economy target quantity will become useless otherwise. So, I'd prefer a solution via the production programs. If this can't be done or becomes too complicated, we can of course go the target quantity route and comment it. Busy indexing nil values ![]() ![]() |
teppo |
Posted at:
2018-04-21, 15:03 UTC+2.0
I still do not understand. The target quantity is not useless, if the burners' program refers to it, even if the lumberjacks' program doesnt.
Of course, the target is to change the production program. However, one cannot write "skip if economy needs trunk" into coal burner's program, if there is no target amount of trunk in the economy. ![]() ![]() |
GunChleoc![]() Topic Opener |
Posted at:
2018-04-21, 15:40 UTC+2.0
I meant that we'll need "skip if economy needs trunk" in the lumberjacks, because they will ignore the target amount otherwise. It's confusing to players if they set a target amount and the lumberjacks ignore that. So no, it won't be useless, but it will be confusing if the lumberjacks won't obey it.
Agreed. This is definitely a problem that's not easy to solve. Busy indexing nil values ![]() ![]() |
GunChleoc![]() Topic Opener |
Posted at:
2018-04-21, 16:28 UTC+2.0
Teppo & I have dug into the code on IRC and have found that if a ware has no target quantity, it acts just as if target quantity = 0.
Might be enough, but we still have to think about this some more. ETA: We have decided to add "unless economy needs log" to the coal burners and playtest to see how it handles. https://bugs.launchpad.net/widelands/+bug/1765963
Edited:
2018-04-21, 16:41 UTC+2.0
Busy indexing nil values ![]() ![]() |
WorldSavior![]() |
Posted at:
2018-04-24, 15:17 UTC+2.0
I'm just unsure if it would be good if this economy setting would be at the same place as other economy settings, because it works different.
Yes, the inconsistency would be weird
In most situations you can not have too many logs, but I remember that I once had a very big traffic jam problem which was probably caused by logs. In that situation I wished to have normal economy settings for them. But this doesn't mean that it makes sense to introduce economy settings of basic wares as long you cannot set them to infinity. Wanted to save the world, then I got widetracked ![]() ![]() |