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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