Latest Posts

Topic: Possibility for setting the material supply of all/several building( type)s

usingUser
Avatar
Topic Opener
Joined: 2024-01-19, 18:54
Posts: 26
Version: 1.1 Release
Ranking
Pry about Widelands
Posted at: 2024-02-03, 17:56

E. g. when you have a gold shortage but instantly need gold for making an expedition, you can set the maximum gold amount for the big and the dressmaker (?) to zero for sending your gold ingots to the port. But the disadvantage is that you need to keep in mind that no gold is going to be stored there as long as you keep the gold at zero amount in the two buildings. Could there be something for setting and changing the stored amount of the materials in every (type of) building? Or something to see which buildings have a) no; b) some; c) all materials at i) zero; ii) some other; iii) maximum capacity storable? Perhaps in the buildings statistics?

Is it clear what I wanted to express?

Edited: 2024-02-03, 17:57

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 19:48
Posts: 2452
OS: Archlinux
Version: current master
Ranking
One Elder of Players
Location: Germany
Posted at: 2024-02-03, 18:32

You can address this issue with the priority sliders, imho. If you set the priority to max for the expedition each produced gold will be delivered to the port and used for the expedition.


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

Top Quote
usingUser
Avatar
Topic Opener
Joined: 2024-01-19, 18:54
Posts: 26
Version: 1.1 Release
Ranking
Pry about Widelands
Posted at: 2024-02-03, 20:30

Let's say we have one building with a priority of zero (violet) to four (red) each.

If I get you (and the game) right, only the building with priority 5 gets anything of my ware, let's say gold. So no matter how much (many?) gold there is or is produced, every gold goes only to the "red" building because its priority is the highes. As far as I can remember the calculation of where the gold goes next is different, at least for building buildings (creating a building). You can try that with let's say two fortresses, which need both 10 bricks to be built. Then you'll see that that's different (at least for building materials).


Top Quote
Nordfriese
Avatar
Joined: 2017-01-17, 17:07
Posts: 1962
OS: Debian Testing
Version: Latest master
Ranking
One Elder of Players
Location: 0x55555d3a34c0
Posted at: 2024-02-04, 07:25

The five priorities do not all work the same:

  • The Highest priority means that all available supplies are sent here first, regardless of everything else. That's what you want for the situation in the opening post.
  • The Lowest priority means that this site only gets supplied when no other site needs the supply.
  • The three medium priorities are relative: sites with priorities Low, Medium, and High will all be supplied, it's just that sites with higher priority are given wares more often than sites with lower priority.

These work the same for all types of ware requests, regardless of whether it's for construction, input or whatever else.


Top Quote
mxb2001
Avatar
Joined: 2019-05-20, 17:49
Posts: 257
OS: Linux
Version: 1.2
Ranking
Tribe Member
Location: The land of the thirsty spider
Posted at: 2024-02-05, 17:36

Mmmm those highest and lowest sound good. I've been using them w/o really knowing what they did. That should help.

However there is still the problem of emptying out gold from weapon/armour smithies when you need it elsewhere. So a place to look up all the buildings which are set to 0 or maybe less than full would be handy still. It is a chore to go through all of them checking if they are set back to normal once things improve.

Something else that would help is a little marker on the building stock to show the minimum needed to make all goods. Like a charcoal building would have a marker between 6 and 7 logs to show that it needs at least 6 logs to function at all. Clicking through 2/3 help screens to find that is a hassle. Of course not much help once you have memorized it but that's not relevant.


--
To Boldly Go Where No Man Has Gone Before

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 19:48
Posts: 2452
OS: Archlinux
Version: current master
Ranking
One Elder of Players
Location: Germany
Posted at: 2024-02-06, 08:56

mxb2001 wrote:

However there is still the problem of emptying out gold from weapon/armour smithies when you need it elsewhere. So a place to look up all the buildings which are set to 0 or maybe less than full would be handy still. It is a chore to go through all of them checking if they are set back to normal once things improve.

You can use the building statistics for this, hotkey "b". Click on the building, and then you can use the arrow buttons to move the map to production sites with low productivity.

Something else that would help is a little marker on the building stock to show the minimum needed to make all goods. Like a charcoal building would have a marker between 6 and 7 logs to show that it needs at least 6 logs to function at all. Clicking through 2/3 help screens to find that is a hassle. Of course not much help once you have memorized it but that's not relevant.

You don't have to search the help for the relevant info: Open the buildings window and click on the help button. Then you just have to scroll down then to find the relevant info.


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

Top Quote