On Sat, 29 Dec 2012 09:53:28 AM Michael Vehrs wrote:
> > Then for now how about we just rename the existing basicProduction as
> > basicPerUnitProduction and add a new field for the non-unit production.
> 
> I had this idea, too. For the sake of compatibility, I think it would be
> better to keep the (misleading) name basicProduction and introduce a new
> field with a new name for non-unit production, however. In fact, why not
> call it nonUnitProduction?

OK, lets go with that for now.  I fear the backward compatibility code is 
going to be awkward either way.

Current state of the 0.10.7 blocker bug list is:

- This production issue

- A problem with specification modifiers not reaching the client.  I am pretty 
sure I caused this and am chasing it now.

- The native convert failure is looking fixed in a patch under test, and unless 
it causes some regression it will be in trunk soon.

Much as I would like to get 0.10.7 out soon, its not an option for the next 
several days, so we have time to fix these properly. 
 
> And while we're at it, we might move the concept of production into its
> own class. If we had something like this:
> 
> <production>
> <input goods-type="model.goods.fish" amount="2" />
> <input goods-type="model.goods.salt" amount="1" />
> <output goods-type="model.goods.saltedFish" amount="1" />
> </production>
> 
> we could implement compound goods types, as requested. We might even
> define several types of production for a building and allow the player
> to choose one.

That would be quite elegant.  Special bonus: we could finally settle the 
`horses eat fish?' question by providing a mod for it.

Cheers,
Mike Pope

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