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[wish] addon auto-demolish of renewable resources when it is considered depleted #1880

@pwaksman973

Description

@pwaksman973

What?

auto-demolish of renewable resources when it considered as "runs out" (depleted)

How?

It could either use the same addon "auto-demolish" or a new one, it would basically check if a woodcuter or a hunter is on 0% for X amout of time (or work cycle), and consider it depleted, then demolish it.

Why?

Very often we place woodcuters as a "clear this place" since ones needs to build or expand, and doing it fast in larges map, specially random maps, often result in woodcuters left built all over the place.

General considerations

Sure the original addon can't tell if something renewable is out, since one can just renew it, hunters and woodcuters are affected by tress and foresters plants unlimited trees, so at first make sense they are not included in the auto demolish settings.

But, in large maps in particular, it is a real pain going over the already built area with show percent on to try to find woodcutters and hunters that are at 0%, were place there just to clean the land, for farming usually. Would it be amaizing if some how they were also demolished automatically? No one wants to spent more precious iron on making more axe when there are dozens of woodcutters idle all over the land, but are just trick to spot and manually clear.

Big change vs Small change

Some options are valid for this. A more robust options would evolve the already existing addon, all resources buildings could have a new button (Production on/off), where one turns on or off the autodemolishion of the building. That would change the original addon to have a list settings as "Disabled, Default On, Default Off".

Image

Button sample It could be called "Auto demolish"

Image

Addon config sample

where:

  • Disable: is just disabled, no auto demolish of anykind, it nevers auto demolish and the button don't show up;
  • Default On: enabled and automatically set to On on every building that consume world resources (mines, hunters, woodcuters, quary, fishers, and any that I forgot) so when they considered depleted they are demolished;
  • Default Off: enabled and automatically set to Off on every building that consume world resources;

This option keep the original behavior and the current addon behavior, while expanding on it, but it would be more work for sure.

Another less intrusive option is just consider time passed from when the building hit 0%, or time it stay in 0% and consider it as depleted, and either just use as part of the current demolish addon, or as an additional addon only for renewable resources.

Considered as depleted

For any solution, the real question would be what defines it as depleted, in a non renewable resource that is quite easy. For renewable resource its a little more trick. Can't just check "is % = 0", as any building starts at 0% and might stay at 0% for some time.

That is why I think a time based (or frame counter since built) would be the simplest. Other opitons exists but I think they would be way to much work, like for the woodcutter, check if there is any foresters in range, than check if the range of said forester overlap with the range of the woodcutter, than that is a renewable one and won't be demolished even if it is 0% for 1h.

I think time based, or even work cycle based would be better, like the building fail to work for 10 cycles, so it can be considered as depleted.

The first more robust option, where we have enabled, default on/off, would allow for a big flexibility, like placing woodcutters to clear places, but also, leave some marked to not be demolished as it will be used with a forester later once the land is clear and path are built.

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