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Topic: Button to expel builder to another building

Kontorotsui
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Joined: 2021-05-20, 15:35
Posts: 40
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Pry about Widelands
Posted at: 2022-08-08, 13:57

Hello, I have a problem with the game, like the Empire scenario when you start without tools and tool making materials (iron and coal, and no quick mines).

To plan ahead I often start new buildings with lowest priority for material. This avoids that rare materials (like marble) go there before going to more important buildings.

My huge problem is that the builder, we have 6 of them in that scenario, often picks that building and sits there, while other more important buildings, which even have all the required materials, are not built because they lack the builder.

This would be solved very easily with a button to kick out the builder from a building and force him to relocate.

Can this be done for the next releases?


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Nordfriese
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Joined: 2017-01-17, 18:07
Posts: 2059
OS: Debian Testing
Version: Latest master
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One Elder of Players
Location: 0x55555d3a34c0
Posted at: 2022-08-08, 14:19

Two related issues are already on the wishlist:

#5280 – clean cancel button for constructionsites
#5275 – describes your problem, one of the suggested solutions is to add a button to evict a builder.

So there's a pretty good chance this will be implemented for release 1.2 face-smile.png


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Kontorotsui
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Joined: 2021-05-20, 15:35
Posts: 40
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Pry about Widelands
Posted at: 2022-09-26, 11:10

Nordfriese wrote:

Two related issues are already on the wishlist:

#5280 – clean cancel button for constructionsites
#5275 – describes your problem, one of the suggested solutions is to add a button to evict a builder.

So there's a pretty good chance this will be implemented for release 1.2 face-smile.png

That's great. I'm looking forward to the 1.2 release then!


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aDiscoverer
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Joined: 2022-10-29, 13:23
Posts: 19
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Pry about Widelands
Posted at: 2023-07-13, 17:10

I hope as well it is implemented in the next release and look forward to it. But it is not yet implemented. I tried but I can not do it. face-sad.png


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aDiscoverer
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Joined: 2022-10-29, 13:23
Posts: 19
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Pry about Widelands
Posted at: 2023-07-24, 09:26

aDiscoverer wrote:

.... I tried but I can not do it. face-sad.png

Meaning: I tried to implement the button but I can not do it. face-sad.png


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dansan
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Joined: 2024-01-31, 00:04
Posts: 3
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Just found this site
Posted at: 2024-01-31, 00:21

I'm looking forward to this feature!! Until then, the work-around is to expel all of the materials (click the button down to none for each), wait for the builder to carry them to the flag, and then destroy the builld site.


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treehugger
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Joined: 2020-09-06, 20:25
Posts: 16
OS: Mint
Version: 1.0
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Pry about Widelands
Location: Nethrelands
Posted at: 2024-05-14, 21:13

A more elegant solution is if the builder would just walk away if there are no building materials for some time.

This could also be annoying, but I don't know whether that's good or bad :) I guess adverse effects would be minimum if a builder only walks away when there are other buildings under construction.

Best solution for OP, would be to have an option to prevent a builder from going to the construction site at all, so it only collects building materials.

I often have a similar situation with workers. For example, when I build 6 or so tree planters near the enemy to slow their progress, I don't have enough workers. I can (temporarily) expel some other tree planters, but I also have to disconnect roads to expel several tree planters from an area to make them go to the new buildings. It would be nice If I could just set a building to have no workers for a while. (Which also means the toolmaker would not create tools for workers in those buildings).


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