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Bobisback Import Changes #958
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Bobisback Import Changes #958
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this is not a bug. this was done on purpose because food is required for the growth of the colony. if the player needs, he can manually set the export/import of food. upd I am against this correction. |
Hey MrZorG33, I talked with Nightinggale and Johan Buret / Barthoze on this subject in discord. The discussion starts here if you are interested in reading the details. The TLDR is this: Hopefully this clarifies some things! Thanks, |
Thanks @Bobisback, let's try to find out. (By the way, I can't open your link - error 404) Yield export is initially configured in CIV4YieldInfos. @Nightinggale, @johan-buret, why are there other export settings that conflict with the original settings? |
I had the link incorrectly set. try now it works! I tested it. |
I read your correspondence. but once again, food should not be automatically added to the export list, since it is the only important yield for the growth of the colony. its export must be configured manually. |
I think you are misunderstanding what the bug is. The bug is that this function that sets all the auto exports for everything is removing Food as a import and export. That is the bug. Aka I go into a city. I set food as a import or export manually. I click auto export everything. Food is then removed as an import/export for the city by this function. I fixed it so now when you click auto export it does not remove food as a import or export in the city. Aka if the user sets food as a import or export, my bug fix makes it so the auto export function DOES NOT remove food as a import or export it just completely ignores food altogether now. Just to be super clear, if the user sets food up manually this function in the current code base will delete that setup. P.S we discussed setting bIsExportYield to 0 on food but based on this discussion they determined it would break other things. Please see the discord convo for details. |
And to be super super clear, with my change the auto export button DOES NOT set food up for auto export. In fact it ignores food completely. |
Apparently due to incorrect translation, I do not always correctly understand what some people write. although this also works in reverse)
Well, if they think so, ok. |
Will this be included in a new version? I'm going to update my local copy to the newest revision next week if feedback about this feature is needed. Regards |
@XSamatan Some active team member needs to take responsibility for it. |
Did anything ever become of this? Should we give up on this and close the PR? or does it just need more testing? I tested it pretty extensively across two large games. But that does not mean there is not issues, plus we would need to update it to current code base and test again. |
I have three games until independence under my belt (and countless mid-game restarts) and never encountered any issues with this pr. All develop version from mid January. Settings for import are working as described. I'd like to see this accepted into the mod, would be a nice QOL feature to keep the domestic market interesting in large empires (and prevent it to stay the click-festival it is right now) Regards |
Update Develop Branch
…ck/mod into bobisback-import-changes
Description
Known Impacted Areas of Code
This should only effect the import/export popup. This also changes some code related to the auto trader code related to some small bugs I found.
Additional Notes
Details for Code Reviewer Running Code
Steps to test for importing demanded goods
Steps to test for importing Construction goods
(100 for lumber, clay, and stone, 150 for tools) Again we have to set limit values otherwise it will break auto export.
Steps to test for auto export bug
Author's Checklist
Other Reviewers