Topic: Problem with worker requests
Nordfriese![]() |
Posted at:
2020-07-03, 19:45 UTC+2.0
If an economy target is set to > 0, then the ware will be produced if and only if the total amount stored in warehouses is strictly less than the target setting (regardless of existing requests). Worker requests are being correctly cancelled when the target building is destroyed or gets a worker from somewhere else. The translations from worker requests to tool requests is done in the Economy. ![]() ![]() |
JanO![]() |
Posted at:
2020-07-04, 08:27 UTC+2.0
Not very intuitive.
Edited:
2020-07-04, 08:27 UTC+2.0
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Tribal-Chief![]() |
Posted at:
2020-07-04, 10:10 UTC+2.0
It is very intuitive as I see it. Set to zero means do not produce any wares for stock. If a request is created for something not in stock then a request to produce the item is created. The main problem currently is a worker requst is made to a warehouse which then creates a tool request. If the worker request is cancelled for any reason the tool request is still left active and a tool will be produced for stock. Handling the request chain in code is much better than creating new states in the UI, together with rewording help texts, tooltips etc. ![]() ![]() |
teppo |
Posted at:
2020-07-04, 10:11 UTC+2.0
Could you imagine that when request arrives, the amount of wares (stocked minus reserved) becomes negative, and producer attempts to bring it back to zero. ![]() ![]() |
JanO![]() |
Posted at:
2020-07-04, 15:31 UTC+2.0
No, I cannot imagine that. I guess it is more likely that code produces an error for wrong type of variable than that. The "-1" is only a name I chose to visualize how to enter that state. I still think that setting the stock to zero should imply a production ban. ![]() ![]() |
Nordfriese![]() |
Posted at:
2020-07-04, 19:41 UTC+2.0
Perhaps the following interpretation is more intuitive? If a ware is needed somewhere and we don't have enough in stock, it will be produced. Always. If we don't need a ware, it will be produced until the desired amount is being stored in warehouses. A production ban would not be useful most of the time IMHO so I don't see the need to implement that. ![]() ![]() |
hessenfarmer![]() |
Posted at:
2020-07-04, 22:13 UTC+2.0
me neither. I believe the settings is explained well in the Tutorials, so it should be clear what it does. ![]() ![]() |
GunChleoc![]() |
Posted at:
2020-07-06, 08:27 UTC+2.0
That's what I gleaned from my work on this feature so far and where I want to go with addressing the issue. Busy indexing nil values ![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2020-07-07, 19:53 UTC+2.0
I have played now a whole game with all economy settings set to zero, and it works nicely. Main reason why this works nicely are:
I have played also the economy tutorial again. It doesen't explain the "produce-on-demand" mode. Instead this tutorial does two things:
Just to make it clear: I don't want to change the game, or some parts of it. I just write my thoughts. ![]() ![]() |
hessenfarmer![]() |
Posted at:
2020-07-07, 22:19 UTC+2.0
Ok so we should update this a bit I suppose. Thanks for reevaluating.
Here I disagree. there are situations where it is defi itly useful to produce for stock (at least the following).
Well as your thoughts are well argued they might lead to a change, at least they are valuable input to the discussion. ![]() ![]() |