[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-11 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/mines-worldsavior into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-11 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3939. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/427302588.
Appveyor build 3737. State: failed. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_mines_worldsavior-3737.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-11 Thread GunChleoc
Review: Approve

Tested now and TODO comment added

@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-11 Thread GunChleoc
Code with the dummy program LGTM. Can you please add a TODO comment to the 
wares help in order to document that it's a hack and waiting for an engine 
redesign on the production programs?

Not tested yet.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-10 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3929. State: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/426668190.
Appveyor build 3727. State: failed. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_mines_worldsavior-3727.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-10 Thread hessenfarmer
I don't know why this is the case. and yes this is really illogical, ut I know 
that changing this would affect balancing directly as the empire would need one 
item less to build fully trained soldiers. 
The idea behind the balance of tribes is to some extent based on equal costs. 
Nevertheless I will search the forum for a reason / thread. I am open to change 
this in build 21 while keeping the balance. But this needs proper evaluation. 
So feel free to start / continue a forum discussion and open a bug to not 
forget the issue.  
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-10 Thread Toni Förster
I do have one question regarding the empire.

The armorsmithy produces 2 armor_helmet with the changes made in this branch, 
instead of one. The question I have is: why does the trainingcamp need helmets? 
The soldiers are already equipped with one.

The barbarians for example don't have a helmet when they start as a soldier 
they just need an ax and when they level up the receive new improved gear.

Why not go the same route with the empire?

Option 1:

Normal soldiers receive only a wooden spear but no helmet.
When they level up they receive their helmets.

Option 2:

Normal soldiers receive a wooden spear and helmet, but the trainingcamp doesn't 
need one.


I just noticed this while merging trunk and fixing merge conflicts.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-09 Thread bunnybot
Error merging this proposal:

Output:
stdout:

stderr:
 M  data/tribes/buildings/productionsites/atlanteans/armorsmithy/init.lua
 M  data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua
 M  data/tribes/buildings/productionsites/atlanteans/crystalmine/init.lua
 M  data/tribes/buildings/productionsites/atlanteans/goldmine/init.lua
 M  data/tribes/buildings/productionsites/atlanteans/ironmine/init.lua
 M  data/tribes/buildings/productionsites/atlanteans/smelting_works/init.lua
 M  data/tribes/buildings/productionsites/atlanteans/smokery/init.lua
 M  data/tribes/buildings/productionsites/atlanteans/toolsmithy/init.lua
 M  data/tribes/buildings/productionsites/atlanteans/weaponsmithy/init.lua
 M  data/tribes/buildings/productionsites/atlanteans/weaving_mill/init.lua
 M  data/tribes/buildings/productionsites/barbarians/ax_workshop/init.lua
 M  data/tribes/buildings/productionsites/barbarians/big_inn/init.lua
 M  data/tribes/buildings/productionsites/barbarians/coalmine/init.lua
 M  data/tribes/buildings/productionsites/barbarians/coalmine_deep/init.lua
 M  data/tribes/buildings/productionsites/barbarians/coalmine_deeper/init.lua
 M  data/tribes/buildings/productionsites/barbarians/goldmine/init.lua
 M  data/tribes/buildings/productionsites/barbarians/goldmine_deep/init.lua
 M  data/tribes/buildings/productionsites/barbarians/goldmine_deeper/init.lua
 M  data/tribes/buildings/productionsites/barbarians/granitemine/init.lua
 M  data/tribes/buildings/productionsites/barbarians/helmsmithy/init.lua
 M  data/tribes/buildings/productionsites/barbarians/inn/init.lua
 M  data/tribes/buildings/productionsites/barbarians/ironmine/init.lua
 M  data/tribes/buildings/productionsites/barbarians/ironmine_deep/init.lua
 M  data/tribes/buildings/productionsites/barbarians/ironmine_deeper/init.lua
 M  data/tribes/buildings/productionsites/barbarians/smelting_works/init.lua
 M  data/tribes/buildings/productionsites/barbarians/tavern/init.lua
 M  data/tribes/buildings/productionsites/barbarians/warmill/init.lua
 M  data/tribes/buildings/productionsites/empire/armorsmithy/init.lua
 M  data/tribes/buildings/productionsites/empire/coalmine/init.lua
 M  data/tribes/buildings/productionsites/empire/coalmine_deep/init.lua
 M  data/tribes/buildings/productionsites/empire/goldmine/init.lua
 M  data/tribes/buildings/productionsites/empire/goldmine_deep/init.lua
 M  data/tribes/buildings/productionsites/empire/inn/init.lua
 M  data/tribes/buildings/productionsites/empire/ironmine/init.lua
 M  data/tribes/buildings/productionsites/empire/ironmine_deep/init.lua
 M  data/tribes/buildings/productionsites/empire/marblemine/init.lua
 M  data/tribes/buildings/productionsites/empire/marblemine_deep/init.lua
 M  data/tribes/buildings/productionsites/empire/smelting_works/init.lua
 M  data/tribes/buildings/productionsites/empire/tavern/init.lua
 M  data/tribes/buildings/productionsites/empire/weaponsmithy/init.lua
 M  data/tribes/buildings/productionsites/frisians/armor_smithy_large/init.lua
 M  data/tribes/buildings/productionsites/frisians/armor_smithy_small/init.lua
 M  data/tribes/buildings/productionsites/frisians/blacksmithy/init.lua
 M  data/tribes/buildings/productionsites/frisians/coalmine/init.lua
 M  data/tribes/buildings/productionsites/frisians/coalmine_deep/init.lua
 M  data/tribes/buildings/productionsites/frisians/drinking_hall/init.lua
 M  data/tribes/buildings/productionsites/frisians/furnace/init.lua
 M  data/tribes/buildings/productionsites/frisians/goldmine/init.lua
 M  data/tribes/buildings/productionsites/frisians/goldmine_deep/init.lua
 M  data/tribes/buildings/productionsites/frisians/honey_bread_bakery/init.lua
 M  data/tribes/buildings/productionsites/frisians/ironmine/init.lua
 M  data/tribes/buildings/productionsites/frisians/ironmine_deep/init.lua
 M  data/tribes/buildings/productionsites/frisians/mead_brewery/init.lua
 M  data/tribes/buildings/productionsites/frisians/recycling_center/init.lua
 M  data/tribes/buildings/productionsites/frisians/rockmine/init.lua
 M  data/tribes/buildings/productionsites/frisians/rockmine_deep/init.lua
 M  data/tribes/buildings/productionsites/frisians/sewing_room/init.lua
 M  data/tribes/buildings/productionsites/frisians/smokery/init.lua
 M  data/tribes/buildings/productionsites/frisians/tailors_shop/init.lua
 M  data/tribes/buildings/productionsites/frisians/tavern/init.lua
 M  data/tribes/buildings/trainingsites/atlanteans/dungeon/init.lua
 M  data/tribes/buildings/trainingsites/barbarians/battlearena/init.lua
 M  data/tribes/buildings/trainingsites/empire/arena/init.lua
 M  data/tribes/buildings/trainingsites/empire/colosseum/init.lua
 M  data/tribes/buildings/trainingsites/frisians/training_arena/init.lua
 M  data/tribes/scripting/help/ware_help.lua
 M  data/txts/developers.json
 M  src/logic/map_objects/tribes/production_program.cc
 M  src/logic/map_objects/tribes/worker.cc
Text conflict in 
data/tribes/buildings/productionsites/atlanteans/toolsmithy/init.lua
Text 

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-09 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3918. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/426311064.
Appveyor build 3716. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_mines_worldsavior-3716.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-08 Thread hessenfarmer
I found a solution to have the correct values in the encyclopedia. Maybe it is 
not very elegant but it is at least working until we have the redesign. See if 
you want to have it. 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-08 Thread GunChleoc
If it could be done easily, I would have already done it. I actually started 
coding for it and then reverted my changes, because it became pretty hacky and 
complicated very fast.

We need a proper tree structure for production programs - it's a good idea to 
have one anyway, since that will also get rid of the problem that you had with 
the program names regarding in which order they are loaded by the engine. 
Replacing the "call" program with nested tables is the way to go.

@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-08 Thread hessenfarmer
Should be ok for the moment being. 
I was thinking of a solution to count the call's for a production program to 
have the correct amount. and display the consume information of the calling 
program. 
But at the moment I am still struggling how to asses the production programs 
tables in lua. 

Any hints would be welcome but this can easily be done in a follow on branch.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-08 Thread GunChleoc
Review: Resubmit

It will now show "Calculation needed" if the building is a mine, and the 
produced and consumed wares as usual for all other buildings.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-08 Thread GunChleoc
I'll see about programming a filter into the help's Lua script.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-06 Thread hessenfarmer
The changes creating the problem are the heart of this change, cause they fix a 
lot of weird behaviour in the mines as well as adjusting timings for better 
balance.

Therefore I would vote for having the branch as it is and just adding a note to 
the encyclopedia window and to the release notes that the values for all mined 
products aren't correct. Perhaps we can make the homepage show the correct 
values otherwise we need to find another way to inform the players about this.

For me it seems better to have consistent mines with a lot less issues and have 
an issue with the encyclopedia instead.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-06 Thread GunChleoc
Review: Needs Fixing

The wares cannot be fixed without a bug overhaul of the production program 
code, and it's too late in the release cycle to do that now. The only 
alternative would be some really really ugly hacks, which I don't want to do.

The problem is that the consumed wares are not in the same programs as the 
produced wares.

I propose that we split off all the changes that don't create this problem into 
a new branch and merge that one.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-05 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3897. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/424658912.
Appveyor build 3695. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_mines_worldsavior-3695.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-03 Thread Toni Förster
Review: Approve

LGTM
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-02 Thread Toni Förster
I already had a look at some of the changes made here. From my side it looks 
okay so far. Any particular I have to look at?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-24 Thread GunChleoc
Agreed. This branch should only get tweaks to changes that are already in it. 
@Toni, would you like to review hessenfarmer's work?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-23 Thread hessenfarmer
I think we should discuss this in the forum. I see the point but I believe your 
proposed solution would result in unreliable stats in the case that not enough 
construction material is delivered to the shipyard. 
Furthermore I think we should not have this in this branch cause it got already 
much bigger than its title suggests. I really would like if somebody could 
review the changes and approve this one. Still hope for Worldsaviors opinion 
over the forum (he has no Launchpad account).
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-23 Thread Toni Förster
One question regarding the shipyards. It takes 16 steps to complete a ship. But 
20 to reach 100% productivity. That somehow doesn't feel right; having built an 
entire ship but only 80% productivity.

What about moving the animation to the work program and remove the return from 
there to have statistics calculated. Instead move the sleep to the ship program.

It's like in the real world: preparing parts in the workshop, packinge them 
move to the dock, assemble them. 

One step in building a ship would then gain 10% in productivity. 
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-21 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3828. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/418892074.
Appveyor build 3627. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_mines_worldsavior-3627.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-16 Thread hessenfarmer
I agree that is somewhat not very streamlined. The difference for the 
crystalline is that it produces different outputs while normal mindshare 
producing only one. So the current design doesn't do that much harm but we 
should keep this consistent. 
I from my perspective a beginning sleep of 5 seconds for all mines except 
crystal and marble mine would be ok. Rest of the sleep time should be moved 
before the call commands.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-16 Thread Toni Förster
The atlantian's crystalmine has the sleep between the conditional 
"return=skipped" and "consume" while all other mines(for all tribes) have it 
before the return=skipped. Which one is correct? Also I remember that this 
penalty was removed e.g. for the taverns. Why is it still in place for all the 
mines except this one?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-16 Thread hessenfarmer
In principle Yes. Needs some reviews however and I can't do this for my own 
stuff.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-16 Thread GunChleoc
Is this ready for merging?
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-15 Thread bunnybot
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-07 Thread hessenfarmer
Review: Resubmit

Ok did some playtesting. Programs work fine. mine statistics seem to be much 
better now (e.g. around 5% when depleted). Atlanteans mines deplete faster now 
while still having some problems finding the last bit. 
Should be ok now.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-04 Thread bunnybot
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-01 Thread bunnybot
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-30 Thread hessenfarmer
I have some proposals to fix the issues discovered.
see my latest post in
https://wl.widelands.org/forum/topic/4232/?page=8#post-25429

in short the mine programs should look like

   programs = {
  work = {
 -- TRANSLATORS: Completed/Skipped/Did not start mining coal because ...
 descname = _"mining coal",
 actions = {
"sleep=4",
"return=skipped unless economy needs coal",
"consume=smoked_fish,smoked_meat:2 atlanteans_bread:2",
"animate=working 6",
"call=mine_produce",
"call=mine_produce",
"call=mine_produce",
"call=mine_produce",
"call=mine_produce",
"call=mine_produce",
"call=mine_produce",

 }
  },
  mine_produce = {
 -- TRANSLATORS: Completed/Skipped/Did not start mining coal because ...
 descname = _"mining and producing",
 actions = {
"sleep=1000",
"mine=coal 4 100 5 2",
"produce=coal",
  },
   },

Additionally the penalty for totally depleted fields should be removed in 
https://bazaar.launchpad.net/~widelands-dev/widelands/trunk/view/head:/src/logic/map_objects/tribes/production_program.cc#L1214
last but not least statistics have to be fixed and the production return_string 
should be defined at the end of the complete "work programm" at least for the 
mines.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-28 Thread GunChleoc
> We should document the new philosophy of the mines preferably in the RST 
> section:
> - now one ressource on the map delivers exactly one ware
> - the probability is now calculated over the complete work cycle and 
> implemented in the first mine command
> - all working animations are put at the beginning of the command cycle.

Good idea - make sure that it gets phrased as a string recommendation rather 
than a guarantee, since there is no implementation enforcing it. also a little 
howto on how to calculate the probability?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-26 Thread hessenfarmer
Review: Needs Fixing

After discussing this in the Forum the marble mine probability settings need to 
be changed back to 20%.
found another issue in the code of the mine program 
in lines following 
https://bazaar.launchpad.net/~widelands-dev/widelands/trunk/view/head:/src/logic/map_objects/tribes/production_program.cc#L1164

a penalty for depleting fields is defined. this leads to a failed production 
program without taking into account the chance when depleted. see line 
https://bazaar.launchpad.net/~widelands-dev/widelands/trunk/view/head:/src/logic/map_objects/tribes/production_program.cc#L1214

so the situation where 2 mined resources could be thrown away (3rd mining step 
failing seem to be much more frequent than I thought. This effect will be worse 
the bigger the radius is (worst for Atlanteans) So we need to consider this in 
the programs probably or we need to change the mining code
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-26 Thread Benedikt Straub
Review: Approve review

Found no more errors, changes look sensible. Didn´t test.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-25 Thread hessenfarmer
Review: Resubmit

Ok yesterday I fixed all diff comments from Nordfriese and me. (Hope I caught 
all of them)
Did a testrun of 4 Ai (one of each tribe) on Full moon map. No anomalies showed 
up in the first 3 hours. Although no mine got depleted so I couldn't get the 
stats of a depleted mine. Ai was working ok.
Did some updates to my excel calculations about the needed Buildings to supply 
the soldier production. I uploaded the excel file to the frisians balancing 
bug. The calculations showed that we needed to adjust frisian weapon production 
times a lot. I entered values of comparable weapons of the other tribes. And 
added them to lua.

Furthermore I discovered that we should set the trainingsite percentage of at 
least one trainingsite for each tribe due to their different full cycle time 
(e.g. for barbarians  the trainingcamp does need 240 seconds for a whole cycle 
while the arena does need only 60 which means the arena could supply 4 camps 
with fully trained soldiers) so I fixed this on the fly. 
>From my side the branch could be ready now pending further review of my late 
>changes.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-24 Thread bunnybot
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-24 Thread hessenfarmer
found an error which prevented playtesting
will fix the errors and upload within an hour so please do not upload anything 
until then.

Diff comments:

> 
> === modified file 
> 'data/tribes/buildings/productionsites/frisians/rockmine_deep/init.lua'
> --- data/tribes/buildings/productionsites/frisians/rockmine_deep/init.lua 
> 2018-07-19 09:40:06 +
> +++ data/tribes/buildings/productionsites/frisians/rockmine_deep/init.lua 
> 2018-07-24 09:41:57 +
> @@ -63,18 +63,24 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start mining granite 
> because ...
>   descname = _"mining granite",
>   actions = {
> -"sleep=4",
> +"sleep=39800",
>  "return=skipped unless economy needs granite",
>  "consume=meal",
> -"animate=working 12000",
> -"mine=stones 3 100 10 5",
> -"produce=granite",
> -"animate=working 12000",
> -"mine=stones 3 100 10 5",
> -"produce=granite",
> -"animate=working 12000",
> -"mine=stones 3 100 10 5",
> -"produce=granite"
> +"animate=working 19000",
> +"animate=working 19000",
> +"animate=working 19000",
> +"mine=granite 3 100 70 5",
> +"produce=granite",

error should be mine=stones

> +"sleep=2000",
> +"mine=granite 3 100 1 5",
> +"mine=granite 3 100 1 5",
> +"mine=granite 3 100 1 5",
> +"produce=granite:3",
> +"sleep=2000",
> +"mine=granite 3 100 1 5",
> +"mine=granite 3 100 1 5",
> +"mine=granite 3 100 1 5",
> +"produce=granite:3"
>   }
>},
> },


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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-24 Thread hessenfarmer
I agree to Nordfrieses last comment. 
Just ignore my commet about worker experience didn't see that it is the 
upgraded building.

We should document the new philosophy of the mines preferably in the RST 
section:
- now one ressource on the map delivers exactly one ware
- the probability is now calculated over the complete work cycle and 
implemented in the first mine command
- all working animations are put at the beginning of the command cycle.

I will try to playtest These values with the AI as this Change might have an 
Impact on AI due to different stats if depleted.

Thanks to WorldSavior for the changes

Diff comments:

> 
> === modified file 
> 'data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua'
> --- data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua
> 2017-09-03 07:59:51 +
> +++ data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua
> 2018-07-24 09:41:57 +
> @@ -57,17 +57,23 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start mining coal because 
> ...
>   descname = _"mining coal",
>   actions = {
> -"sleep=45000",
> +"sleep=4",
>  "return=skipped unless economy needs coal",
>  "consume=smoked_fish,smoked_meat:2 atlanteans_bread:2",
>  "animate=working 2",
> -"mine=coal 4 100 5 2",
> -"produce=coal:2",
> -"animate=working 2",
> -"mine=coal 4 100 5 2",
> -"produce=coal:2",
> -"animate=working 2",
> -"mine=coal 4 100 5 2",
> +"animate=working 2",
> +"animate=working 2",
> +"mine=coal 4 100 35 2",

after or in this line a comment explaining the math behind the 35% Chance if 
depleted would be helpful for other developers. Alternatively we should add 
some Explanation to the RST section to get it into the Website documentation as 
well.

> +"produce=coal",
> +"sleep=2500",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
> +"produce=coal:3",

Yes commenting would be fine.

> +"sleep=2500",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
>  "produce=coal:3"
>   }
>},
> 
> === modified file 
> 'data/tribes/buildings/productionsites/frisians/mead_brewery/init.lua'
> --- data/tribes/buildings/productionsites/frisians/mead_brewery/init.lua  
> 2018-07-09 11:34:23 +
> +++ data/tribes/buildings/productionsites/frisians/mead_brewery/init.lua  
> 2018-07-24 09:41:57 +
> @@ -80,7 +80,7 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start brewing beer 
> because ...
>   descname = _"brewing beer",
>   actions = {
> -"return=skipped unless economy needs beer or workers need 
> experience",
> +"return=skipped unless economy needs beer",
>  "sleep=3",

Forget this comment I got this wrong. everything in the code here is fine

>  "consume=barley water",
>  "animate=working 3",


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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-24 Thread Benedikt Straub
Found another issue: For the buildings where the penalty for missing wares has 
been removed, the program order is now:
  "return=skipped unless economy needs ",
  "consume=",
  "animate=working ",
  "sleep=",
  "produce="
The last two lines should be switched here for all those buildings. It´ll look 
strange if the building works, then nothing happens, much later after some 
sleeptime a ware is produced.

Diff comments:

> 
> === modified file 
> 'data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua'
> --- data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua
> 2017-09-03 07:59:51 +
> +++ data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua
> 2018-07-24 09:41:57 +
> @@ -57,17 +57,23 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start mining coal because 
> ...
>   descname = _"mining coal",
>   actions = {
> -"sleep=45000",
> +"sleep=4",
>  "return=skipped unless economy needs coal",
>  "consume=smoked_fish,smoked_meat:2 atlanteans_bread:2",
>  "animate=working 2",
> -"mine=coal 4 100 5 2",
> -"produce=coal:2",
> -"animate=working 2",
> -"mine=coal 4 100 5 2",
> -"produce=coal:2",
> -"animate=working 2",
> -"mine=coal 4 100 5 2",
> +"animate=working 2",
> +"animate=working 2",
> +"mine=coal 4 100 35 2",
> +"produce=coal",
> +"sleep=2500",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
> +"produce=coal:3",

There are two sets of three commands each, so the chance that a given mine will 
encounter the bug is high. But as it can happen only once per mine, I guess 
you´re right, it´s acceptable.

A comment should be put in the code to document this.

> +"sleep=2500",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
>  "produce=coal:3"
>   }
>},
> 
> === modified file 
> 'data/tribes/buildings/productionsites/frisians/coalmine/init.lua'
> --- data/tribes/buildings/productionsites/frisians/coalmine/init.lua  
> 2018-07-19 09:40:06 +
> +++ data/tribes/buildings/productionsites/frisians/coalmine/init.lua  
> 2018-07-24 09:41:57 +
> @@ -69,6 +69,7 @@
>  "consume=ration",
>  "animate=working 4",

+1
I wouldn´t make it faster than 3 though

>  "mine=coal 3 50 5 20",
> +"mine=coal 3 50 100 20",
>  "produce=coal:2"
>   }
>},
> 
> === modified file 
> 'data/tribes/buildings/productionsites/frisians/goldmine_deep/init.lua'
> --- data/tribes/buildings/productionsites/frisians/goldmine_deep/init.lua 
> 2018-07-19 09:40:06 +
> +++ data/tribes/buildings/productionsites/frisians/goldmine_deep/init.lua 
> 2018-07-24 09:41:57 +
> @@ -63,15 +63,22 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start mining gold because 
> ...
>   descname = _"mining gold",
>   actions = {
> -"sleep=4",
> -"return=skipped unless economy needs gold_ore",
> +"sleep=39800",
> +"return=skipped unless economy needs coal",
>  "consume=meal",
> -"animate=working 18000",
> -"mine=gold 3 100 10 5",
> -"produce=gold_ore:2",
> -"animate=working 18000",
> -"mine=gold 3 100 10 5",
> -"produce=gold_ore:2"
> +"animate=working 19000",
> +"animate=working 19000",
> +"animate=working 19000",
> +"mine=gold 3 100 50 5",
> +"produce=gold",
> +"sleep=2000",
> +"mine=gold 3 100 1 5",
> +"mine=gold 3 100 1 5",
> +"produce=gold:2",
> +"sleep=2000",
> +"mine=gold 3 100 1 5",
> +"mine=gold 3 100 1 5",
> +"produce=gold:2"

+1

>   }
>},
> },


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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-24 Thread bunnybot
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-24 Thread hessenfarmer
Agree to most of Nordfrieses Comments 

stats are looking much better now in the Excel. will upload them to the bug ASAP

Diff comments:

> 
> === modified file 
> 'data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua'
> --- data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua
> 2017-09-03 07:59:51 +
> +++ data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua
> 2018-07-24 09:41:57 +
> @@ -57,17 +57,23 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start mining coal because 
> ...
>   descname = _"mining coal",
>   actions = {
> -"sleep=45000",
> +"sleep=4",
>  "return=skipped unless economy needs coal",
>  "consume=smoked_fish,smoked_meat:2 atlanteans_bread:2",
>  "animate=working 2",
> -"mine=coal 4 100 5 2",
> -"produce=coal:2",
> -"animate=working 2",
> -"mine=coal 4 100 5 2",
> -"produce=coal:2",
> -"animate=working 2",
> -"mine=coal 4 100 5 2",
> +"animate=working 2",
> +"animate=working 2",
> +"mine=coal 4 100 35 2",
> +"produce=coal",
> +"sleep=2500",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
> +"produce=coal:3",

I think this is a tradeoff to have the tooltip read "has produced 3 coal" Your 
Scenario only happens if the mine is depleted directly between step 2 and step 
3 (i.e. step 2 mines the last coal) so I think it is worth the pain

> +"sleep=2500",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",

+1

>  "produce=coal:3"
>   }
>},
> 
> === modified file 
> 'data/tribes/buildings/productionsites/frisians/coalmine/init.lua'
> --- data/tribes/buildings/productionsites/frisians/coalmine/init.lua  
> 2018-07-19 09:40:06 +
> +++ data/tribes/buildings/productionsites/frisians/coalmine/init.lua  
> 2018-07-24 09:41:57 +
> @@ -69,6 +69,7 @@
>  "consume=ration",
>  "animate=working 4",

I would vote to lower this value to 3 or even 25000 to boost coal 
production per Minute a bit. as this is the last open Point in the current stats

>  "mine=coal 3 50 5 20",
> +"mine=coal 3 50 100 20",
>  "produce=coal:2"
>   }
>},
> 
> === modified file 
> 'data/tribes/buildings/productionsites/frisians/goldmine_deep/init.lua'
> --- data/tribes/buildings/productionsites/frisians/goldmine_deep/init.lua 
> 2018-07-19 09:40:06 +
> +++ data/tribes/buildings/productionsites/frisians/goldmine_deep/init.lua 
> 2018-07-24 09:41:57 +
> @@ -63,15 +63,22 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start mining gold because 
> ...
>   descname = _"mining gold",
>   actions = {
> -"sleep=4",
> -"return=skipped unless economy needs gold_ore",
> +"sleep=39800",
> +"return=skipped unless economy needs coal",
>  "consume=meal",
> -"animate=working 18000",
> -"mine=gold 3 100 10 5",
> -"produce=gold_ore:2",
> -"animate=working 18000",
> -"mine=gold 3 100 10 5",
> -"produce=gold_ore:2"
> +"animate=working 19000",
> +"animate=working 19000",
> +"animate=working 19000",
> +"mine=gold 3 100 50 5",
> +"produce=gold",
> +"sleep=2000",
> +"mine=gold 3 100 1 5",
> +"mine=gold 3 100 1 5",
> +"produce=gold:2",
> +"sleep=2000",
> +"mine=gold 3 100 1 5",
> +"mine=gold 3 100 1 5",
> +"produce=gold:2"

should be gold_ore. 
Furthermore I wouzld prefer to have a cycle of 1 Gold, 1 Gold, 3 Gold as the 
tooltip would read much better.

>   }
>},
> },
> 
> === modified file 
> 'data/tribes/buildings/productionsites/frisians/ironmine_deep/init.lua'
> --- data/tribes/buildings/productionsites/frisians/ironmine_deep/init.lua 
> 2018-07-19 09:40:06 +
> +++ data/tribes/buildings/productionsites/frisians/ironmine_deep/init.lua 
> 2018-07-24 09:41:57 +
> @@ -63,15 +63,24 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start mining iron because 
> ...
>   descname = _"mining iron",
>   actions = {
> -"sleep=4",
> -"return=skipped unless economy needs iron_ore",
> +  "sleep=62000",
> +"return=skipped unless economy needs iron",

should be iron_ore from my side

>  "consume=meal",
> -"animate=working 18000",
> -"mine=iron 3 100 10 5",
> -"produce=iron_ore:2",
> - 

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-24 Thread Benedikt Straub
Review: Needs Fixing review

Reviewed the code, added a lot of small comments for code style. Feel free to 
ignore.
Also found a typo in the frisian deep gold mine and a possible bug in the 
design of all mines, please fix.

Is it really intended that the frisian deep gold and iron mines produce gold 
and iron directly now, rather than ores???

Diff comments:

> === modified file 
> 'data/tribes/buildings/productionsites/atlanteans/armorsmithy/init.lua'
> --- data/tribes/buildings/productionsites/atlanteans/armorsmithy/init.lua 
> 2017-09-03 07:59:51 +
> +++ data/tribes/buildings/productionsites/atlanteans/armorsmithy/init.lua 
> 2018-07-24 09:41:57 +
> @@ -151,11 +151,11 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start forging a steel 
> shield because ...
>   descname = _"forging a steel shield",
>   actions = {
> --- time total: 90
> +-- time total: 67+3,6

Please consistently use decimal points here (3.6).

>  "return=skipped unless economy needs shield_steel",
> -"sleep=45000",  -- +13 enlarge
> +"sleep=32000", 
>  "consume=iron:2 coal:2",
> -"animate=working 45000",  -- +10 enlarge
> +"animate=working 35000", 
>  "produce=shield_steel"
>   }
>},
> @@ -163,11 +163,11 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start forging an advanced 
> shield because ...
>   descname = _"forging an advanced shield",
>   actions = {
> --- time total: 110
> +-- time total: 77+3,6

decimal points

>  "return=skipped unless economy needs shield_advanced",
>  "consume=iron:2 coal:2 gold",
> -"sleep=5",  -- +18 enlarge
> -"animate=working 6",  -- +15 enlarge
> +"sleep=32000",  
> +"animate=working 45000", 
>  "produce=shield_advanced"
>   }
>},
> 
> === modified file 
> 'data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua'
> --- data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua
> 2017-09-03 07:59:51 +
> +++ data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua
> 2018-07-24 09:41:57 +
> @@ -57,17 +57,23 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start mining coal because 
> ...
>   descname = _"mining coal",
>   actions = {
> -"sleep=45000",
> +"sleep=4",
>  "return=skipped unless economy needs coal",
>  "consume=smoked_fish,smoked_meat:2 atlanteans_bread:2",
>  "animate=working 2",
> -"mine=coal 4 100 5 2",
> -"produce=coal:2",
> -"animate=working 2",
> -"mine=coal 4 100 5 2",
> -"produce=coal:2",
> -"animate=working 2",
> -"mine=coal 4 100 5 2",
> +"animate=working 2",
> +"animate=working 2",

Please summarize those working commands to "animate=working 6". This is 
more logical and makes the code much easier to read.

> +"mine=coal 4 100 35 2",
> +"produce=coal",
> +"sleep=2500",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
> +"produce=coal:3",

Bug alert: If the first two "mine" commands succeed but the third one fails 
because the mine is empty now, two units have been mined but are not produced. 
For _all_ mines, better change this to something like:
"mine=coal 4 100 1 2",
"produce=coal",
"mine=coal 4 100 1 2",
"produce=coal",
"mine=coal 4 100 1 2",
"produce=coal",

> +"sleep=2500",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",
> +"mine=coal 4 100 1 2",

We should consider adding a parameter  to the "mine" program to make 
programs like this cleaner

>  "produce=coal:3"
>   }
>},
> 
> === modified file 
> 'data/tribes/buildings/productionsites/atlanteans/crystalmine/init.lua'
> --- data/tribes/buildings/productionsites/atlanteans/crystalmine/init.lua 
> 2018-03-04 14:11:19 +
> +++ data/tribes/buildings/productionsites/atlanteans/crystalmine/init.lua 
> 2018-07-24 09:41:57 +
> @@ -71,20 +71,23 @@
>   descname = _"mining granite",
>   actions = {
>  "return=skipped unless economy needs granite",
> -"sleep=45000",
> +"sleep=4",
>  "consume=smoked_fish,smoked_meat:2 atlanteans_bread:2",
>  "animate=working 2",
> -"mine=stones 4 100 5 2",
> -"produce=granite:2",
> -"animate=working 2",
> -"mine=stones 4 100 5 2",
> -"produce=granite:2",
> -"animate=working 2",
> -"mine=stones 4 100 5 2",
> +

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-24 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/mines-worldsavior into 
lp:widelands has been updated.

Commit message changed to:

Diverse balancing tweaks for productionsites
- Honey Bread Bakery now only ignores economy requirements when producing
  Honeybread and the workers need experience. Same goes for Mead Brewery.
- All Smelting Works, Furnaces, Smokeries, Recycling Center, Altantean and
  Frisian Toolsmithies, Taverns, Inns and Drinking Halls no longer waste time
  if a ware is missing and they ave to skip a program.
- Tweaked programs for Weapon/Armor producing buildings
- Imperial Armor Smithy produces 1 more Helm per run to balance the amount of
  armor types for training.
- Changed the order of programs in the Atlantean Toolsmithy
- Improved efficiency for Frisian Deep Mines to align with the efficiency of
  the corresponding Barbarian mines
- Gave the Barbarian Deep Gold Mine the same stats as the Deep Iron Mine

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands.

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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-07-24 Thread GunChleoc
GunChleoc has proposed merging lp:~widelands-dev/widelands/mines-worldsavior 
into lp:widelands.

Commit message:
Diverse balancing tweaks for productionsites
- Honey Bread Bakery now only ignores economy requirements when producing
  Honeybread and the workers need experience. Same goes for Mead Brewery.
- All Smelting Works, Furnaces, Smokeries, Recycling Center, Altantean and
  Frisian Toolsmithies, Taverns, Inns and Drinking Halls no longer waste time
  if a ware is missing and they ave to skip a program.
- Tweaked programs for Weapon/Armor producing buildings
- Imperial Armor Smithy produces 1 more Helm per run to balance the amount of
  armor types for training.
- Changed the order of programs in the Atlantean Toolsmithy
- Improved efficiency for Frisian Deep Mines to align with the efficiency of
  the corresponding Barbarian mines
- Gave the Barbarian Deep Gold Mine the same stats as the Deep Iron Mine

Requested reviews:
  Widelands Developers (widelands-dev)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands.
=== modified file 'data/tribes/buildings/productionsites/atlanteans/armorsmithy/init.lua'
--- data/tribes/buildings/productionsites/atlanteans/armorsmithy/init.lua	2017-09-03 07:59:51 +
+++ data/tribes/buildings/productionsites/atlanteans/armorsmithy/init.lua	2018-07-24 09:41:57 +
@@ -151,11 +151,11 @@
  -- TRANSLATORS: Completed/Skipped/Did not start forging a steel shield because ...
  descname = _"forging a steel shield",
  actions = {
--- time total: 90
+-- time total: 67+3,6
 "return=skipped unless economy needs shield_steel",
-"sleep=45000",  -- +13 enlarge
+"sleep=32000", 
 "consume=iron:2 coal:2",
-"animate=working 45000",  -- +10 enlarge
+"animate=working 35000", 
 "produce=shield_steel"
  }
   },
@@ -163,11 +163,11 @@
  -- TRANSLATORS: Completed/Skipped/Did not start forging an advanced shield because ...
  descname = _"forging an advanced shield",
  actions = {
--- time total: 110
+-- time total: 77+3,6
 "return=skipped unless economy needs shield_advanced",
 "consume=iron:2 coal:2 gold",
-"sleep=5",  -- +18 enlarge
-"animate=working 6",  -- +15 enlarge
+"sleep=32000",  
+"animate=working 45000", 
 "produce=shield_advanced"
  }
   },

=== modified file 'data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua'
--- data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua	2017-09-03 07:59:51 +
+++ data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua	2018-07-24 09:41:57 +
@@ -57,17 +57,23 @@
  -- TRANSLATORS: Completed/Skipped/Did not start mining coal because ...
  descname = _"mining coal",
  actions = {
-"sleep=45000",
+"sleep=4",
 "return=skipped unless economy needs coal",
 "consume=smoked_fish,smoked_meat:2 atlanteans_bread:2",
 "animate=working 2",
-"mine=coal 4 100 5 2",
-"produce=coal:2",
-"animate=working 2",
-"mine=coal 4 100 5 2",
-"produce=coal:2",
-"animate=working 2",
-"mine=coal 4 100 5 2",
+"animate=working 2",
+"animate=working 2",
+"mine=coal 4 100 35 2",
+"produce=coal",
+"sleep=2500",
+"mine=coal 4 100 1 2",
+"mine=coal 4 100 1 2",
+"mine=coal 4 100 1 2",
+"produce=coal:3",
+"sleep=2500",
+"mine=coal 4 100 1 2",
+"mine=coal 4 100 1 2",
+"mine=coal 4 100 1 2",
 "produce=coal:3"
  }
   },

=== modified file 'data/tribes/buildings/productionsites/atlanteans/crystalmine/init.lua'
--- data/tribes/buildings/productionsites/atlanteans/crystalmine/init.lua	2018-03-04 14:11:19 +
+++ data/tribes/buildings/productionsites/atlanteans/crystalmine/init.lua	2018-07-24 09:41:57 +
@@ -71,20 +71,23 @@
  descname = _"mining granite",
  actions = {
 "return=skipped unless economy needs granite",