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[Fixed] Multiple jobs bug.
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- Posts:26
- Joined:Sat Oct 01, 2016 7:04 am
So we got concrete factory running , but when 2 people started working there , it still produced 10 concrete every 10 minutes , but took tripple the salary.
- Mit
- Site Admin
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- Location:UK
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Re: Multiple jobs bug.
Ah. This should be fixed now - with current settings multiple workers were only increasing the rate of 'produced' items rather than 'made' ones..
I didn't however find that the wage tripled.. it just doubled as would be expected for the 2 employees. Are you sure about that bit?
While fixing that i'm also trying out a change that complicates things a little - probably won't be directly apparent but worth noting : When a building makes a product every cycle and has multiple employees (like the concrete factory) the employees multiply the rate of production and +1 - so for 2 employees you will get 21 concrete per cycle instead of 10. However, when a building makes a product over a number of production cycles (e.g vehicle factory) multiple employees will instead reduce the production time. (So if a vehicle normally takes 20 cycles to produce with 1 employee, itll take 10 with 2).
I don't like complicating things like this if i can avoid it (not least because it'll make the screen that indicates production costs much more complicated) but this division seems to make sense to me atm.. thoughts welcome..
I didn't however find that the wage tripled.. it just doubled as would be expected for the 2 employees. Are you sure about that bit?
While fixing that i'm also trying out a change that complicates things a little - probably won't be directly apparent but worth noting : When a building makes a product every cycle and has multiple employees (like the concrete factory) the employees multiply the rate of production and +1 - so for 2 employees you will get 21 concrete per cycle instead of 10. However, when a building makes a product over a number of production cycles (e.g vehicle factory) multiple employees will instead reduce the production time. (So if a vehicle normally takes 20 cycles to produce with 1 employee, itll take 10 with 2).
I don't like complicating things like this if i can avoid it (not least because it'll make the screen that indicates production costs much more complicated) but this division seems to make sense to me atm.. thoughts welcome..
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- Posts:26
- Joined:Sat Oct 01, 2016 7:04 am
Re: [Fixed] Multiple jobs bug.
yes , i was monitoring building after takeing job there , on the last cycle , investment went from 1s 64d to 98d.
(edit: while ounly producing 10 concrete)
(edit: while ounly producing 10 concrete)
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- Posts:10
- Joined:Mon May 29, 2017 9:57 pm
Re: [Fixed] Multiple jobs bug.
Reducing production time with multiple workers makes sense.