Resource Priorities

Bug #536442 reported by aliendna
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Undecided
Unassigned

Bug Description

Add a resource priority to both buildings that need
them to produce their wares, and to building sites.

Something like this:
Building site Priority:
1: Low priority, buildingsite only gets resources when
there aren't any 2 or 3 sites requiring it.
2: Normal priority, buildingsite gets resources as normal
3: High priority, buildingsite gets resources before
any 1 or 2 sites.

With producing buildings:
1: Low priority: Site only gets resources when there
aren't any build-sites requiring it, or level 3
production sites.
2: Normal priority: Resources are shared as normal
3: This building takes all available resources not
needed for level 3 building sites, and over any level 1
or 2 sites.

The way these two modes interact to split materials
between either level 2 builders or level 2 producers
should perhaps be discussed, maybe an option to set
building sites as more important than production sites
or the other way around is needed as well.

The reason for this request is that it is so stupid
that even when you have a major shortage of wood, and
there are 3 lumberjacks waiting for construction, most
of the wood is still transported to a wood hardener,
even though there is no current need for it's product.
Or, when short on axes, it finishes a lumberjack in the
east, and a ranger in the west, so the lumberjack
doesn't do anything and the ranger builds a forest,
even though there were 2 lumberjacks waiting for
construction. I think this control of where the raw
materials go is very important, because right now it
really causes very long and annoying waits, because all
the wood is distributed wrong, for instance.

Revision history for this message
act_2_pieces (act-2-pieces) wrote :

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I kept breaking and remaking roads to direct the materials
where I wanted them to go. I like that it decides on its own
how to split up the materials, and I agree that more player
control options are needed. Even a single top priority pick
would be helpful.

Revision history for this message
Sigra (sigra) wrote :

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The relevant document is at
[http://www.s.kth.se/sigra/widelands-economy-documents/transport-system.html].

Revision history for this message
drekowski (drekowski) wrote :

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In general I would suggest to implement a way of priorizing good distribution, transportation and production. Some examples:

1) A smeltingwork facility gets all the coal, though a weaponsmith is full of iron and needs coal for production.
2) Metalworks produces many nice items one after the other, although miners are needed, thus pickaxes should be produced.
3) A coal mine gets all the food, although no iron ore is available.

Additionally wares are not distributed optimally. E.g. there are several places of food production (or metal industry). Regularly goods (e.g. wheat) are not transported to the nearest demanding building, but instead to a far away place. Then from another place the good is transported to the first place. The transportation overhead is tremendous.

It should be possible to configure the percentual distribution of food to mines, the supply of goods to metal working buildings and the creation of tools. And the ways of delivering goods should be improved.

Revision history for this message
Nasenbaer (nasenbaer) wrote :

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Originator: NO

commited by knutux in rev 2351

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