[Fixed] Multiple jobs bug.

Forum for all bug reports relating to the 2018 Early Access phase of A tractor
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Alyx
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Joined:Sat Oct 01, 2016 7:04 am
[Fixed] Multiple jobs bug.

Post by Alyx » Thu Jul 12, 2018 3:10 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.

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Mit
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Re: Multiple jobs bug.

Post by Mit » Fri Jul 13, 2018 8:42 am

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..

Alyx
Posts:26
Joined:Sat Oct 01, 2016 7:04 am

Re: [Fixed] Multiple jobs bug.

Post by Alyx » Fri Jul 13, 2018 11:28 am

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)

Hazama
Posts:10
Joined:Mon May 29, 2017 9:57 pm

Re: [Fixed] Multiple jobs bug.

Post by Hazama » Sat Jul 14, 2018 12:38 am

Reducing production time with multiple workers makes sense.

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