Topic: depleted mines not updating ore status
woo Topic Opener |
Posted at: 2015-05-19, 22:40
Is it a known issue or even expected behaviour that mines don't seem to update the ore status in their work area? I'm dismantling an iron mine because it doesn't produce any more ore, then send out prospectors to search for new resources in that area, and they report large iron deposits just where I destroyed the mine. Shouldn't they report empty deposits instead? When I build a new mine on the "much iron" flag, of course it only runs on the minimal 5% quota.. so it's a waste of material. Top Quote |
king_of_nowhere |
Posted at: 2015-05-19, 22:51
are you sure that you could not simply upgrade the mine? because, especially with barbarians, it will ask you to upgrade mines with still plenty of resources. if the mines are already upgraded at maximum, instead, i have no idea. Top Quote |
woo Topic Opener |
Posted at: 2015-05-19, 22:54
I have already gone through the deep/deeper upgrade path, and they turn up nothing anymore (except the minimum quota). Still the prospectors report large deposits. Top Quote |
kaputtnik |
Posted at: 2015-05-19, 23:19
I noticed this issue also, but i don't investigate it. A geologist finds ore where exhausted (and upgraded) mines just finds nothing. Fight simulator for Widelands: |
SirVer |
Posted at: 2015-05-20, 06:57
That sounds like a bug, definitively not intended behavior. Top Quote |
GunChleoc |
Posted at: 2015-05-20, 07:16
I have created a bug for this: https://bugs.launchpad.net/widelands/+bug/1456890 Busy indexing nil values Top Quote |
einstein13 |
Posted at: 2015-05-20, 08:04
As I can understand the mechanism for mines: if the mine don't produce ores for few times (2?) it makes an annoucemenet that it is exhausted. But possibility that there is some (1 or 2) ores under the ground is more than 0. Much more than 0. I guess that the possibility to find an ore with the mine depends on how much ores is still underground. Is it true? If that so- it is impossible to say that the mine is exhausted only by looking on amount of ores produced. We can change the messages to "the mine is running out of ores, think of upgrading/destroying it" or something like that. If the mine is definaltelly exhausted (checked by looking into the mountains, not mine!) we can send: "the mine is exhausted". I'm not sure if my understanding the problem is the same as in the Widelands-mines engine. einstein13 |
GunChleoc |
Posted at: 2015-05-20, 08:57
But we are lready doing that - the user gets a message if the mine should be enhanced/dismantled. The actual resources on the map also seem to get updated in a way, because when you dismantle and build a new mine, it complains about low resources. I don't think we can solve this one without looking at the code for the mine and geologist programs. Busy indexing nil values Top Quote |
Tibor |
Posted at: 2015-05-20, 20:34
In case you are using development build, there is DBG window also for fields and when picking such field you can find out actual amount of raw material there. See the screenshot:
Top Quote |
einstein13 |
Posted at: 2015-05-20, 22:09
Tibor: you can get the window in any version, but it has to be compiled as debug version For Windows Tino don't provide that at all. Why? Because only widelands.exe file has ~120MB instead of ~6.5MB. I've asked him once for that and he sent me a file. For linux it is much easier to build (you've described basics in other thread). But still it needs some work einstein13 |