Stopped production sites should produce something from their consumed wares befor they stop
Bug #1442869 reported by
GunChleoc
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Low
|
TiborB |
Bug Description
It seems that production sites lose already consumed wares when they are stopped. They should finish the current production cycle first, so that no wares are lost.
Originally reported on the forum: https:/
Related branches
lp:~widelands-dev/widelands/bug-1442869
- GunChleoc: Approve
-
Diff: 15 lines (+4/-1)1 file modifiedsrc/logic/productionsite.cc (+4/-1)
Changed in widelands: | |
status: | New → In Progress |
importance: | Undecided → Low |
assignee: | nobody → TiborB (tiborb95) |
Changed in widelands: | |
status: | In Progress → Fix Committed |
Changed in widelands: | |
status: | Fix Committed → Fix Released |
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I agree the building should continue doing whatever is in progress, but not start the next cycle if they are stopped. It should definitely not consume wares without giving anything in return. (Most likely the reason for stopping buildings is to conserve a particular ware and losing it without getting something it produces would be working against the intention.)
I've had some suspicions this might be happening, but never really sat down to investigate what happened to the buildings. If someone look into this, could they please check whether this is a regression from build18 (or earlier).