Uploaded the changes discussed in the bug report. Ferries can now travel along any edge where both adjacent triangles are navigable terrain. I cleaned up the economy code, removed lots of duplicate functionality for wares and workers, and fixed a bug in worker creation.
If you have two road networks connected only by waterways, and economy A requests a fisherman but all fishing nets are in economy B, nothing will happen. This is intentional because it mirrors the behaviour when a needed worker requires two tools which are in different warehouses. Newly produced fishing nets will be distributed to warehouses independent of such requests. Micromanaging is needed to get a fishing net from B to A, then it´ll be used to create a fisher as soon as it arrives there. -- https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/ferry into lp:widelands. _______________________________________________ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp