Topic: No "no resource" messages when producers are present
dantedarkstar Topic Opener |
Posted at: 2020-08-02, 20:18
The "no trees" and "no game" messages can be clogging the message box when your setup cuts trees slightly faster than plants them (for example due to limited space and need of trees to grow). I propose that resource gatherers (lumberjacks, hunters, etc.) do not produce "no <resource>" messages if there is resource producer (ranger, gamemaster, etc.) within its own working area. You will be able to still that the efficiency goes below 100%, but are not at the same time spammed with useless messages that hide actually important ones (like "no coal"). Top Quote |
Nordfriese |
Posted at: 2020-08-02, 21:01
Moin dantedarkstar and welcome to the forums I currently have a branch in review that will get merged in the next days, that will allow you to disable the sending of messages for any building, as well as to mute messages for all buildings of a type. Then it will be possible to selectively turn off any messages you are not interested in with few clicks; that should solve this annoyance. Top Quote |
dantedarkstar Topic Opener |
Posted at: 2020-08-02, 23:12
That's great news. It wouldn't solve however some meaningful "no trees" alerts when you put lumberjack just to clear space and no forester/ranger. It certainly would allow to tailor the messages to fit your idea of "meaningful" as you please though. Top Quote |
GunChleoc |
Posted at: 2020-08-03, 02:50
Just switch the messages off for those buildings individually - Nordfriese has implemented 2 buttons. One will mute all messages for all buildings of the same type, and the other will mute messages only for a specific building. Of course, the buttons toggle for unmuting too. Busy indexing nil values Top Quote |