Latest posts on all forumshttp://www.widelands.org/forum/2024-03-29T10:10:49+01:00Atlanter: Fischzüchterprobleme @ [Deutsch] - Spielerforum
2024-03-29T10:10:49+01:00http://www.widelands.org/forum/post/41854/
kaputtnik wrote:<br>
<html><body><p>Es gibt einen bug report dazu: <a href="https://github.com/widelands/widelands/issues/6243" nofollow="true">https://github.com/widelands/widelands/issues/6243</a></p></body></html>
Atlanter: Fischzüchterprobleme @ [Deutsch] - Spielerforum
2024-03-28T23:20:34+01:00http://www.widelands.org/forum/post/41853/
knarf wrote:<br>
<html><body><blockquote>
<p><em>Nordfriese wrote:</em></p>
<p>Fischer und Fischzüchter können nicht auf Feldern arbeiten, die mit Straßen, Fahnen oder anderen Objekten blockiert sind.</p>
</blockquote>
<p>Das heisst: in dem Fall sollte es eher heißen: "Keine Fischgründe gefunden." bzw. die Meldung, die man bekommt, würde man einen Fischzüchter mitten auf dem Land bauen (habe ich noch nie probiert)?</p></body></html>
Atlanter: Fischzüchterprobleme @ [Deutsch] - Spielerforum
2024-03-28T12:32:46+01:00http://www.widelands.org/forum/post/41852/
Nordfriese wrote:<br>
<html><body><p>Fischer und Fischzüchter können nicht auf Feldern arbeiten, die mit Straßen, Fahnen oder anderen Objekten blockiert sind.</p></body></html>
Atlanter: Fischzüchterprobleme @ [Deutsch] - Spielerforum
2024-03-28T12:29:15+01:00http://www.widelands.org/forum/post/41851/
usingUser wrote:<br>
<html><body><p>Das zugehörige andere Bild</p></body></html>
Atlanter: Fischzüchterprobleme @ [Deutsch] - Spielerforum
2024-03-28T12:28:37+01:00http://www.widelands.org/forum/post/41850/
usingUser wrote:<br>
<html><body><p>Drei Bugs, einer davon mit Bildern (zumindest einem) illustriert:</p>
<ol>
<li>
<p>Der Fischbestand eines Fischzüchters wirkt sich nicht auf seinen Nachbarzüchter aus, wenn sie überlappende Zuchtbereiche haben. Dies scheint mir nicht sinnvoll zu sein, zumal ein Fischzüchter, sobald Fisch in seinem Einzugsgebiet ist, m. W. loszüchten kann (vgl. Bilder).
Ich merke gerade, daß man scheinbar nur max. eine Datei anhängen kann. Die zweite folgt dann hoffentlich im Kommentar.</p>
</li>
<li>
<p>Nicht auf Fischzüchter begrenzt: Beim Vorspulen (mehrfache Geschwindigkeit, z. B. 60) bekomme ich manchmal die Nachricht, daß ein Grund leergefischt ist, obwohl ich in ihrem Einzugsbereich z. B. zwei Fischzüchter auf einen Fischer gebaut habe. Bei einfacher Geschwindigkeit sind die Bestände ausgglichen.</p>
</li>
<li>
<p>Machmal fängt ein Fischzüchter nicht mehr an zu arbeiten, nachdem sein ganz voller Zuchtgrund mit einem Fischer beglückt wurde, der auch fleißig zu fischen beginnt. Ich weiß leider nicht mehr, ob das in Kombination mit dem Vorspulen auftreten kann bzw. auftritt.</p>
</li>
</ol></body></html>
Kurze Nachfrage | Wie viele Waren bleiben erhalten beim Waren-Gebäude abreißen @ [Deutsch] - Spielerforum
2024-03-28T12:17:48+01:00http://www.widelands.org/forum/post/41849/
usingUser wrote:<br>
<html><body><p>Vielleicht ein Seitenthema hierzu (wenn nicht gar ein eigenes Forenthema), jedoch finde ich es (verallgemeinert) relevant, beachtet und zumindest diskutiert zu werden:</p>
<p>Ich finde, die herausgeholten Waren sollten nicht „von oben nach unten“ abgearbeitet werden, wie sie im Abrißfenster angezeigt werden, sondern eher „eins von jedem nacheinander“. Wenn z. B. je 3 Wasser, Fisch und Fleisch im Gebäude sind, sollte m. M. n. die Reihenfolge des Leerens (Wasser, Fisch, Fleisch), (Wasser, Fisch, Fleisch), (Wasser, Fisch, Fleisch) statt (Wasser, Wasser, Wasser), (Fisch, Fisch, Fisch), (Fleisch, Fleisch, Fleisch) sein. </p>
<p>Zur Darstellung: Ich fände es schön, wenn man entweder im Darstellungssfenster Scrollbalken hätte oder alles sehen würe, damit man weiß, welche Dimension die befindliche Ware einnimmt. Dies kann beim Abriß von Lagerhäusern und Häfen relevant werden. Ich hatte diesen Fall auch schon in einer Kampagne.</p></body></html>
logic toolsmithy production @ Playing Widelands
2024-03-27T12:39:16+01:00http://www.widelands.org/forum/post/41848/
tothxa wrote:<br>
<html><body><blockquote>
<p><em>knarf wrote:</em></p>
<p>I agree that it would be nice to have an animation that something is currently being produced. It would not show what that is, though, or how would it do that?</p>
</blockquote>
<p>Hmmmm, this gave me the idea that we could create a new overlay for production sites showing the currently produced item's menu icon with a progress bar... or maybe only do this for buildings without work animations or with multiple outputs?</p></body></html>
logic toolsmithy production @ Playing Widelands
2024-03-27T12:27:51+01:00http://www.widelands.org/forum/post/41847/
knarf wrote:<br>
<html><body><blockquote>
<p><em>hessenfarmer wrote:</em>
We will have a look whether we might be able to include the actual production into the message, however it might not be easy. Normally the activity of a building (whether it is producing something) should be visible from the animations. However we miss such animations for some buildings. so this might be a second means to see the activity as kind of workaround.</p>
</blockquote>
<p>I agree that it would be nice to have an animation that something is currently being produced. It would not show what that is, though, or how would it do that?</p></body></html>
Release 1.2 @ Coding & Scripting
2024-03-25T20:36:05+01:00http://www.widelands.org/forum/post/41845/
Nordfriese wrote:<br>
<html><body><p>A desync with the new custom win condition duration feature was found in the release candidate. I would consider this critical; PR to patch the release branch is up: <a href="https://codeberg.org/wl/widelands/pulls/4780" nofollow="true">https://codeberg.org/wl/widelands/pulls/4780</a></p></body></html>
logic toolsmithy production @ Playing Widelands
2024-03-25T08:09:30+01:00http://www.widelands.org/forum/post/41844/
hessenfarmer wrote:<br>
<html><body><blockquote>
<p><em>knarf wrote:</em></p>
<p>I don't argue that there is a lot of information that could be useful. There could be a complex routine that puts all of that into a text that is as short as possible. If we want to go a little simpler (and shorter), we would need to prioritise. This would be my order of importance, with a cut-off somewhere yet unspecified in that list. The order in the final output could be different.</p>
<ul>
<li>currently producing X</li>
<li>skipped Y despite demand because Z is missing</li>
<li>could produce ABC, and have chosen X because WHY (e.g. because direct need from buildings/missing workers vs. from economy, if that would be possible) </li>
</ul>
</blockquote>
<p>as explained earlier such a mechanism to choose is not implemented and hence such message is not possible </p>
<blockquote>
<ul>
<li>skipped EFG because not needed by economy</li>
</ul>
<p>At the moment, I often get "skipped because is not needed by economy" all the while the building is producing something else, and it neither tells me that is is currently producing nor what. And often the 'is' is already wrong and a 'was' would be better. </p>
</blockquote>
<p>We will have a look whether we might be able to include the actual production into the message, however it might not be easy. Normally the activity of a building (whether it is producing something) should be visible from the animations. However we miss such animations for some buildings. so this might be a second means to see the activity as kind of workaround.</p></body></html>
Updated flatpak available @ Technical Help
2024-03-23T23:36:57+01:00http://www.widelands.org/forum/post/41843/
tothxa wrote:<br>
<html><body><p>The beta flatpak on <a class="wikilink" href="/wiki/Download/#all-distributions_1">flathub-beta</a> has been updated to v1.2~rc1</p></body></html>
logic toolsmithy production @ Playing Widelands
2024-03-21T17:01:47+01:00http://www.widelands.org/forum/post/41842/
mxb2001 wrote:<br>
<html><body><blockquote>
<p><em>knarf wrote:</em>
At the moment, I often get "skipped because is not needed by economy" all the while the building is producing something else, and it neither tells me that is is currently producing nor what. And often the 'is' is already wrong and a 'was' would be better.</p>
</blockquote>
<p>Oh yeah, totally agree that it really needs improvement. It's not that the skipped msg is useless (it could remind you that you've accidentally turned off demand for it heh) but it sure is not the most vital piece of info.</p></body></html>
logic toolsmithy production @ Playing Widelands
2024-03-20T16:13:05+01:00http://www.widelands.org/forum/post/41841/
knarf wrote:<br>
<html><body><p>I don't argue that there is a lot of information that could be useful. There could be a complex routine that puts all of that into a text that is as short as possible. If we want to go a little simpler (and shorter), we would need to prioritise. This would be my order of importance, with a cut-off somewhere yet unspecified in that list. The order in the final output could be different.</p>
<ul>
<li>currently producing X</li>
<li>skipped Y despite demand because Z is missing</li>
<li>could produce ABC, and have chosen X because WHY (e.g. because direct need from buildings/missing workers vs. from economy, if that would be possible)</li>
<li>skipped EFG because not needed by economy</li>
</ul>
<p>At the moment, I often get "skipped because is not needed by economy" all the while the building is producing something else, and it neither tells me that is is currently producing nor what. And often the 'is' is already wrong and a 'was' would be better.</p></body></html>
logic toolsmithy production @ Playing Widelands
2024-03-20T15:58:08+01:00http://www.widelands.org/forum/post/41840/
mxb2001 wrote:<br>
<html><body><blockquote>
<p><em>knarf wrote:</em></p>
<blockquote>
<p><em>mxb2001 wrote:</em></p>
<p>It is somewhat useful as it is to let one see what's the problem. I agree though it would be nice if we got extra info such as what is currently being done also.</p>
</blockquote>
<p>Which problem do you see? It does show you why one of the many thing was not made last try, but in my experience, that most of the time was not the one I was interested in and sometimes it was not even true (anymore): the toolsmithy was telling me 'x' was not produced because the economy would not need it, while there were buildings that needed workers which needed those tools - possibly just finished buildings, but still wrong at that moment. Maybe it even was producing that tool that very moment, but a player wouldn't know.</p>
</blockquote>
<p>I think it should show both what was done as well as what is currently being done. I'm pretty sure that the past production is useful to show me that something is missing. It says stuff like couldn't make coal because logs are missing for a charcoal burner. Then I know I gotta look into the building, see if I turned off logs, then check if logs are coming, if the roads are clear, if they are being produced enough (the usual problem :- ) and so on.</p>
<p>Of course it just occurs to me that if the current prod. info also tells me that it's missing X... hmmm then one would not need the historical info I suppose.</p></body></html>
logic toolsmithy production @ Playing Widelands
2024-03-19T20:46:53+01:00http://www.widelands.org/forum/post/41839/
knarf wrote:<br>
<html><body><blockquote>
<p><em>mxb2001 wrote:</em></p>
<p>It is somewhat useful as it is to let one see what's the problem. I agree though it would be nice if we got extra info such as what is currently being done also.</p>
</blockquote>
<p>Which problem do you see? It does show you why one of the many thing was not made last try, but in my experience, that most of the time was not the one I was interested in and sometimes it was not even true (anymore): the toolsmithy was telling me 'x' was not produced because the economy would not need it, while there were buildings that needed workers which needed those tools - possibly just finished buildings, but still wrong at that moment. Maybe it even was producing that tool that very moment, but a player wouldn't know.</p></body></html>