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Thread: [Major Bug] Prep/cleanup time variability

  1. #1
    Settler
    Join Date
    Jul 2011
    Posts
    113

    [Major Bug] Prep/cleanup time variability

    The prep time & cleanup time for process buildings (toolmakers, coke makers, etc. -- any building that uses its own building as a workyard to "process" a raw material) seem to be exactly equal to the storehouse<-->workyard time, which doesn't make sense.

    Prep & cleanup should be fixed quantities: there is no workyard<-->deposit for these buildings as their building is their workyard, and the time to prep and cleanup should be independent of the time it takes them to walk to the storehouse (Having to walk 2 miles to pick something up vs 1 mile shouldn't affect how quickly you process it).

    This bug affects all processor-type buildings (any with prep time / cleanup). Please fix this so that prep time / cleanup is either a fixed number or simply make it like mines (where workyard<-->deposit is set to 0 and the fixed production time is all in production).

  2. #2
    Settler
    Join Date
    Jul 2011
    Posts
    113
    Checked today and this bug is still in effect. The time for prep & cleanup is still 2+2*Distance just like going to/from the storehouse when it should be a fixed quantity.

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