Topic: Savegame contains ware queues of production sites?
QCS Topic Opener |
Posted at: 2015-09-09, 16:27
Hi, it's me again.
CMake is evil. Top Quote |
GunChleoc |
Posted at: 2015-09-09, 18:17
I think that this might be by design - what would happen if you removed a ware queue instead of adding one? The game would not know what to do with the wares in the queue. Busy indexing nil values Top Quote |
Tibor |
Posted at: 2015-09-09, 20:02
You overlooked something probably, I think. I dont know this part of code, but such modification of a productionsite should not doable Top Quote |
QCS Topic Opener |
Posted at: 2015-09-10, 07:07
> *Tibor wrote:*
CMake is evil. Top Quote |
Tibor |
Posted at: 2015-09-10, 19:03
I am sorry, it was too late, it should had been "...a productionsite should be doable"
In fact, I was not aware that your had been modifying conf file, I believed you did some changes to C++ code. Usually such a change must be implemented on multiple places to work properly. But now, the mentioned behaviour looks good to me. But mainly, it does not make sense to redefine a building during a game? Or is exactly this your goal? Be able to redefine buildings on the fly? Top Quote |
QCS Topic Opener |
Posted at: 2015-09-11, 06:01
What I was trying to do was simply add another ware as input to the smelters (scrap metal) ;-)
CMake is evil. Top Quote |
GunChleoc |
Posted at: 2015-09-11, 08:07
If you can find a way to safely implement not saving which queues there are in the savegame, this would certainly solve this soft case. I'd say it's pretty low priority at the moment, because we are breaking savegame compatibility during this release cycle anyway. If you wish to make sure that the older games can't be loaded any more, you can increment the relevant packet version number in game_io/map_io. Busy indexing nil values Top Quote |