Topic: Priority for expedition wares
gnarfk Topic Opener |
Posted at: 2019-11-26, 07:26
Hello, every building can set priority level for his needed wares, except for the expedition in the port. Is there a reason for it ? I think this feature could be interesting. Top Quote |
hessenfarmer |
Posted at: 2019-11-26, 09:01
+1 from my side Top Quote |
WorldSavior |
Posted at: 2019-11-28, 21:35
One could also think about implementing some arrows for decreasing / increasing those wares (and the builder) like in constructions-sites, just with the option to also send the builder away (which would also be a nice feature in construction-sites). Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2020-02-21, 22:40
WIP branch for the construction site: https://github.com/gunchleoc/widelands/tree/evict-worker-from-constructionsite Not as trivial as I thought though, this is leaking memory. Busy indexing nil values Top Quote |
GunChleoc |
Posted at: 2020-02-22, 12:38
I think control over the expedition wares is a good idea, so I have opened an issue: https://github.com/widelands/widelands/issues/3708 Sending the builder away should make it impossible for the expedition to start, because you won't be able to build the expedition port. So, I haven't added that idea to the issue. Edited: 2020-02-22, 12:38
Busy indexing nil values Top Quote |
WorldSavior |
Posted at: 2020-02-25, 20:56
The idea is to to be able to send the builder away if he is needed elsewhere, for example if the expedition cannot be completed anyway. So one doesn't have to cancel the whole expedition in that case. (The wares would go away if cancelling, sometimes one would like to avoid that.) Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2020-02-26, 20:50
Yep, that would make sense if it blocks the expedition. Busy indexing nil values Top Quote |