4.727 (Beta) - Workshops hotfix
Back again!
We're finalising the work on the AI Labor logic for automatic production in workshops. It is a complex system, that was changed with the recent introduction of Priorities- but we believe it is coming back even better as before and it should work much better.
If you are using Reforged, please make sure to update your mod to reflect the bug fixes.
Gathering
-
Fixed fishing boats struggling to gather fish. The boat now takes into account which products are switched on. If Fried Herring is disabled, herring is no longer treated as needed and the boat goes for salmon instead to let workers produce Smoked Salmon.
-
Fixed gathering being cancelled the instant it was assigned once a To Keep value was met, which left workers flickering between "collect" and "cancel" every few seconds.
Production
-
Fixed buildings struggling to acquire raw materials that were left on Auto in the To Buy list, especially with the logic of Urgent Restocking that resides in the AI Labor code. This logic triggers when a workshop critically needs materials to keep on producing and thus takes more drastic decisions than usual, but it had a few design flaws.
-
The restock check would at times give up the moment it met a product with no ingredients, or one that was already stocked, or one that was switched off.
-
Fixed ingredients deeper in a recipe chain never reaching the To Buy list when the intermediate item happened to be in stock, so a workshop would sit blocked on a material it never ordered.
-
Fixed goods the workshop gathers itself being treated as goods to buy, which made whole production lines unavailable and sent carts shopping for things your own workers should collect.
-
Fixed workers being handed Gathering orders for goods only a boat can fetch, which they cancelled immediately over and over again.
-
Fixed a worker holding a product he cannot start while ignoring one he could make right now. A recipe waiting on a gathered or bought ingredient now steps aside instead of blocking the bench.
-
Fixed a bug linked to how the AI counted full item slots in its inventory.
-
Fixed the owner of a workshop with no interior, such as a farm, mine or fishing hut, never being given tasks by that building or seeing its tasks not resuming after a while.
Carts
-
Carts no longer wait for half a cart load regardless of what they are carrying in order to be sent to sell its goods. It now takes decisions based on the profession's working hours and the workshop's production speed. In short, fast bulk goods behave as before, while slow low volume goods no longer sit for days waiting for a quantity the building cannot produce.
-
Workshops now prefers buying a cart they can afford. The purchase of carts had a logic flaw and always started at a mid tier cart, spending a lot of money before repairs, staff and upgrades were even considered.
-
Buildings no longer keep buying carts while one is already parked at home with nothing to carry.
Upgrades
- Auto-management now follows a sensible order: work space first, then new recipes, then productivity, then storage.
Farms
-
Fixed farms failing to lay out new fields and giving up silently on specific conditions.
-
Fixed farm addons placement and acquisition.
Workers and Carts Tooltips
-
Hovering a worker, cart or ship belonging to one of your workshops now shows what it is doing.
-
Waiting for materials, storage is full, no field or resource to gather from, everything switched off or already stocked, or busy with one of the workshop's own special actions, and so on.
Thank you for your support!
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.