Important Dates

Currently Online

Latest Posts

Topic: Deactivate Building on demand

tichy
Avatar
Joined: 2020-03-23, 13:35
Posts: 9
Ranking
Pry about Widelands
Posted at: 2020-03-23, 13:39

Hi there, I really would like to play Widelands but... The Sawmill said, its not producing because its not need be economy... Is there away to deactivate this, it is annoying. (I dont want to be disrespectfull to the developers, its just that this one gameplay mechanic is annoying to me, personally, the rest is pretty awesome!!!)

With best wishes and regards Tichy


Top Quote
stonerl
Avatar
Joined: 2018-07-30, 00:03
Posts: 320
Ranking
Tribe Member
Location: Earth
Posted at: 2020-03-23, 13:52

Hello tichy. Welcome to the forum. There is already an open issue on GitHub.

Edited: 2020-03-23, 13:52

Top Quote
tichy
Avatar
Joined: 2020-03-23, 13:35
Posts: 9
Ranking
Pry about Widelands
Posted at: 2020-03-23, 13:57

Ok, cool I will look into that.

is the a way to edit the topic title?


Top Quote
niektory
Avatar
Joined: 2019-06-03, 20:06
Posts: 65
Ranking
Likes to be here
Location: Poland
Posted at: 2020-03-23, 13:57

I don't think you can deactivate this feature, but if you set the economy demand high enough you'll get the same result.

To do this, click on any flag, then on the "Configure economy" button. Select planks and any other wares you want to be always produced, then use the buttons at the bottom to increase the target stock to a very high number.


Top Quote
WorldSavior
Avatar
Joined: 2016-10-15, 04:10
Posts: 1492
Ranking
One Elder of Players
Location: North of Germany
Posted at: 2020-03-23, 14:25

stonerl wrote:

Hello tichy. Welcome to the forum. There is already an open issue on GitHub.

That's another issue

tichy wrote:

is the a way to edit the topic title?

Not for users. But everyone will see that it is meant to be "building" instead of "vuilding" anyway...


“It's a threat to our planet to believe that someone else will save it.” - Robert Swan

Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3159
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2020-03-24, 07:21

I used my awesome admin powers to fix the topic title face-smile.png


Busy indexing nil values

Top Quote
tichy
Avatar
Joined: 2020-03-23, 13:35
Posts: 9
Ranking
Pry about Widelands
Posted at: 2020-03-24, 10:31

GunChleoc wrote:

I used my awesome admin powers to fix the topic title face-smile.png

so... you are basicly God. :) Thanks Widelands God!


Top Quote
tichy
Avatar
Joined: 2020-03-23, 13:35
Posts: 9
Ranking
Pry about Widelands
Posted at: 2020-03-24, 10:34

Also Thanks to all for your input.

  1. I will try to play it, like suggested, just setting the demand of resources higher.

  2. I Remeber seing some Post on the Net where someone described a way to change some config files so buildings would never stop producing.

  3. Maybe I will take a look into the Sourcecode and will fix it my self....... 10000 YEARS Later..... Whats a compiler? lol face-wink.png

Edited: 2020-03-24, 10:35

Top Quote
simplypeachy
Joined: 2009-04-23, 12:42
Posts: 129
Ranking
At home in WL-forums
Location: Hampshire, UK
Posted at: 2020-03-24, 21:16

My memory might be tricking me, but I remember in the dim and distant past a building that did not need to work would be marked as "Sleeping", which one could glance at and know that for that ware, things were healthy. It wasn't working because there were no outstanding requests, rather than working at 15% productivity when its ware was needed.


I need less fish :-(
Update: I definitely need less fish :-((
_aD on IRC

Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3159
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2020-03-25, 09:46

Marking buildings as sleeping sounds good. An ideas how to do this in the UI?


Busy indexing nil values

Top Quote