The proposal to merge lp:~widelands-dev/widelands/bug-1344179 into lp:widelands 
has been updated.

Description changed to:

I changed the return=skipped conditions for almost all buildings. The buildings 
now only produce when their output is really needed (until now, they also 
produced when there was enough input in the economy, even when the output was 
not needed).
I increased the default_target_quantities of many wares to avoid running out of 
them. I changed them as I thought they might be ok, I did not test them in-game.
I also did some clean-ups and reodering in the conf files. I noticed that this 
was maybe not so clever ...

Some things I want to point out:
- The Atlantean mill and the smokery have two programs independant of the 
other. I added a "when site has" statement to the smokery - the mill already 
had it.
- Since blackroots and grapes cannot be used for anything else, the mill or the 
winery always consume them.
- I added a "default_target_quantity=" to all wares for easier grepping, even 
when it has no influence in the game (affects basic products, e.g. wheat or 
water).
- The crystal mine and the marble mine check if any of their output is needed 
before they work, even when the output cannot be created in the current 
program. This is to avoid "lucky digging" (I only need marble -> my mine finds 
more marble than normal).

Is it possible to add codecheck rules for the conf files? It would be nice if 
they always had the same order.

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1344179/+merge/228498
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1344179/+merge/228498
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/bug-1344179 into lp:widelands.

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