Topic: Ferries
| dreieck   | Posted at:
        
            
    2019-08-30, 10:30 UTC+2.0 
 Where? (Or, since time has passed, maybe somewhere else the up-to-date ferry sources? I build by myself anyway. So patches to the main branch are the best ;)) 
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    2019-08-30, 10:32 UTC+2.0
            
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| GunChleoc   | Posted at:
        
            
    2019-08-30, 11:36 UTC+2.0 You can get the branch info as well as information on the current state from the merge request: https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Busy indexing nil values  Top  Quote | 
| stonerl   | Posted at:
        
            
    2019-12-04, 14:43 UTC+1.0 Since the ferries-branch is close to getting merged and therefore soon available for testing in the development build I'd like to add some remarks. I think there is still room for improvement.
 
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    2019-12-04, 14:46 UTC+1.0
            
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| hessenfarmer   | Posted at:
        
            
    2019-12-04, 16:17 UTC+1.0 
 I have tested them as well and the mechanics work well except the issues provided below. 
 +1 if feasible however I'd deem this not a showstopper for the current implementation. 
 I believe handling them as wares would allow for #1 to be implemented. Have the ferry as a ware and rename the current ferry to ferryman which is created in a warehouse with ferry and carries a ferry to the waterway where he is turned into rowing ferry man.   
 +1 if implemented as ware it would lead to have the ferryman take his boat and walk back to the nearest warhouse if the waterway is destroyed. but not a showstopper from my side for this merge. 
 +1 but no prerequisite for the branch currently. 
 I'd prefer rowboats based on current ship designs. just remove the mast and sails, shrink and add a worker inside. Ideally with rowing animation but not necessary for the current branch. Directional animations should be a prerequisite for merging though. 
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| Nordfriese   Topic Opener | Posted at:
        
            
    2019-12-04, 17:41 UTC+1.0 
 This could also be fixed by making the ferryyard a small building. It only stores a few logs, and the ferry is assembled on the shore (perhaps with a long working anim of building it then) 
 Same as for shipyards, I don´t see the need to change that 
 How about ferries auto-sinking after half an hour of unemployment? (they´re cheap, so it doesn´t matter much) 
 The current ones are only placeholders of course. As soon as the branch is merged, I´ll make a follow-up branch with a new building for the frisian ferryyard and a rowboat for the frisian ferry. (For the other tribes, I´ll make ferry placeholders from their ships and some modifications to the shipyard-like placeholders).  Top  Quote | 
| stonerl   | Posted at:
        
            
    2019-12-04, 19:19 UTC+1.0 I did some brainstorming and do have some ideas I'd like to share. Ferry Yard 
 Ferry 
 What do you think about this mechanism?  Top  Quote | 
| gnarfk   | Posted at:
        
            
    2019-12-04, 20:40 UTC+1.0 some ideas : Should there be a limit for the length of a waterway ? or the maximal distance to the beach ? Should we think about 2 types of water terrain types , one on which only real ships can float, and other one on which ships and ferries can ?  Top  Quote | 
| hessenfarmer   | Posted at:
        
            
    2019-12-04, 21:46 UTC+1.0 
 was discussed in this thread. is defined by a vlaue to be set by the map designer. Nordfriese made values for our standard maps. 
 why should we this would cost a lot of work with nearly no advantage.  Top  Quote | 
| hessenfarmer   | Posted at:
        
            
    2019-12-04, 21:50 UTC+1.0 
 I believe this to be too complicated. especially the stocking part of the yard. currently we have no other building which stores its wares.  Top  Quote | 
| Nordfriese   Topic Opener | Posted at:
        
            
    2019-12-05, 13:27 UTC+1.0 Yes, this would be way too complicated. -1. Also I see a problem with the suggestion that a carrier grabs a ferry-ware and walks with it to the new waterway and turns into a ferry there: If the waterway connects two separate worker economies, both economies will independently send a worker with a ferry, which could not be easily fixed as unconnected economies do not communicate. Also, if we make the concept much more complex than it is now, ferries will become annoying to handle. They´re intended to be a lightweight complement to ships, not something you need to pay much attention though. On most maps there are only one or two oceans so you don´t need to build masses of ferryyards either.  Top  Quote | 

 
         
		 
		 
		 
		
 
 
