Buildings produce more than set in "configure economy"
Bug #1480961 reported by
Kyromaster
This bug affects 2 people
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Medium
|
Unassigned |
Bug Description
I noticed that buildings which produce wares with no prerequisites like:
-well
-reed yard
-farm
-lumberjacks hut
-quarry
produce more than is set in the "configure economy" dialog. The values set there aren't respected at all.
Related branches
lp:~widelands-dev/widelands/bug_1480961_configure_economy
- GunChleoc: Approve
-
Diff: 126 lines (+8/-31)8 files modifieddata/tribes/wares/blackroot/init.lua (+1/-3)
data/tribes/wares/corn/init.lua (+1/-3)
data/tribes/wares/fish/init.lua (+1/-5)
data/tribes/wares/grape/init.lua (+1/-3)
data/tribes/wares/log/init.lua (+1/-5)
data/tribes/wares/thatch_reed/init.lua (+1/-3)
data/tribes/wares/water/init.lua (+1/-5)
data/tribes/wares/wheat/init.lua (+1/-4)
tags: | added: ui |
Changed in widelands: | |
status: | New → Confirmed |
tags: | added: economy |
Changed in widelands: | |
status: | Confirmed → Fix Committed |
Changed in widelands: | |
status: | Fix Committed → Fix Released |
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Since all these buildings consume no wares, there is no reason to stop them from working. It is always good to have some more wheat on stock. If road congestion is a problem, you can either improve your road network or stop individual buildings.
The best way IMHO would be to remove the entries from the GUI. I am not sure whether there is a bug report for this.