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Topic: Measuring working time of productionsites

niektory
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Joined: 2019-06-03, 20:06
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Posted at: 2020-03-25, 03:36

I managed to create a gigantic traffic deadlock in my recent game, and noticed one problem: If a building doesn't work due to the flag being full, the productivity number will not decrease.


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GunChleoc
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Joined: 2013-10-07, 15:56
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Posted at: 2020-03-25, 09:48

Can you create an issue and attach a savegame?


Busy indexing nil values

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Nordfriese
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Joined: 2017-01-17, 18:07
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Posted at: 2020-03-25, 10:15

If a building doesn't work due to the flag being full, the productivity number will not decrease.

Reason is, the building only recalculates productivity when it actually is working (Building::get_buildingwork). When a ware needs to be dropped out, the building assigns this task to the main worker on the next call to get_buildingwork and waits until the task is complete. When the flag is full, the worker will need quite some time until he can actually drop out the ware. So this is not really a bug but a side effect of poor road management IMHO.


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niektory
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Joined: 2019-06-03, 20:06
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Posted at: 2020-03-25, 15:12

When a building doesn't work because of any other reason (lack of resources, lack of space, missing input wares, no economy demand, stopped by player), the productivity will decrease. So it's an inconsistency. Would you as a player expect this case to be treated differently if you didn't know about implementation details?

Issue: Productivity doesn't change when flag is full #3803


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Tibor

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Joined: 2009-03-23, 23:24
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Posted at: 2020-03-25, 15:25

You are right about expectation, but I would also mention that statistics is not updated in fixed cycles (like 15 seconds) - this is probably what most players would expect.


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JanO
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Joined: 2015-08-02, 11:56
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Posted at: 2020-03-25, 20:31

Nevertheless, perhaps buildings which can not drop their products to a flag because of congestion should drop a warning-message?


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