tlongstretch
tlongstretch
Maybe automatically decrement the requested counter by one every so often? And decrement it by two every time a resource is delivered?? Or, it may be possible to scan every...
I think the game really did lose track of the requested resources. I don't see a single dest = \ anywhere in the save game file. And if I demolish...
I wrote some code to search all flags and all transporting serfs for food resources with transporting dest of a mine flag, and it rarely equals out. For the "broken"...
In my fork I have implemented timeouts for resource requests, and transport prioritization of resources that are destined for a non-Inventory. This effectively fixes the issues described above with little...
I believe that either one of two approaches will work 1) 100% accurate tracking of all resources, requests, etc. It is definitely possible, but may be hard to implement 2)...
@p1plp1, the code to do this is scattered around across various functions, however I believe I've noted them all in the comments. If you check out the feature_addition branch of...
@sternenzaehler, when I tried adding a function to track the resources en-route to a given building, it showed unpredictable results. I didn't spend a lot of time on it, but...
I believe that the game properly accounts for resources being lost, at least in most cases, and preperly re-sends them. I suspect Freeserf is more buggy than the original game...
This makes me think of another possible "cheating" solution... have a "okay to dispose of these resources" list that Player can adjust much like other Res priorities. So if a...
temporary work-around: mission->add_player(0, {0, 0, 0}, 20, 20, 20); player_index = static_cast(mission->get_player_count() - 1); PPlayerInfo player = mission->get_player(player_index); player->set_character(get_next_character(player_index)); **// hack to work around missing color for players 2+ Player::Color...