Topic: Picky Miners!
mxb2001 Topic Opener |
Posted at: 2020-10-07, 18:37
Punny eh? Anyways, I've noticed something while making deep mines for the Empire. With a shortage of Master Miners ("worker missing") the solution is simple, terminate a master miner in another mine and he gets replaced by a regular miner. Usually.
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kaputtnik |
Posted at: 2020-10-07, 18:53
Interesting... are you playing the development branch or build 21? I do never build deep mines, except i couldn't find any ore anymore, which is very rare on most maps (i want to spend all produced bread for the trainingites). So didn't noticed this behavior prior . Top Quote |
_Elefantenrennen |
Posted at: 2020-10-07, 20:22
The same thing happens to me with a Barbarian Brewery (using build 21). Top Quote |
Nordfriese |
Posted at: 2020-10-07, 20:27
Internally, every slot is assigned a minimum worker rank at building creation time. One slot for a miner or better, one for a chief miner or better, and one for a master miner or better. That's the same for every building that needs experienced workers. No reordering is possible currently, +1 for implementing intelligent detection whether the slot requirements for a filled slot and a vacant slot could be swapped. Top Quote |
hessenfarmer |
Posted at: 2020-10-08, 09:58
+1 for intelligent detection and management from me as well Top Quote |
mxb2001 Topic Opener |
Posted at: 2020-10-09, 02:36
No need to reprogram anything. Just add it to the documentation. It's no problem once you know the slots are not all interchangable as one would expect. Or another suggestion: In the building screen where it has the slots add a tooltip when hovering over each slot that states what rank is -- |
Nordfriese |
Posted at: 2020-10-09, 11:59
But we want to https://github.com/widelands/widelands/issues/4329 Top Quote |
WorldSavior |
Posted at: 2020-10-13, 20:45
yes, good one Wanted to save the world, then I got widetracked Top Quote |
simplypeachy |
Posted at: 2020-10-14, 00:57
It'd be great if one could control experienced workers as an economy target. For example: with a target of five master miners, a master miner was ejected once they are no longer needed in a slot, and a miner would take their place; repeat until five masters are in stock (not in mines). Whether buildings should operate (perhaps exceeding their product economy targets) until worker targets are met is another matter; I'd incline towards "yes". WARNING: New-style view packet not found. There may be strange effects regarding unseen areas. |
GunChleoc |
Posted at: 2020-10-14, 10:43
That's not easily done - you can't create a master miner in the warehouse, so implementation-wise it can't be captured by an economy target. Busy indexing nil values Top Quote |