vehicle weight limit
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vehicle weight limit
Objects in repair weigh nothing. So you can take as much objects with you in your vehicle as long as you keep them in repair projects.
For my characters on motorcycles this is essential to be able to travel. Still it does seem an unfair bug of the weight limit of vehicles.
I suggest that objects in repair are calculated for weight limits of vehicles (and capacity of buildings).
I hope the weight allowance of bikes and motorcycles is enlarged though.
For my characters on motorcycles this is essential to be able to travel. Still it does seem an unfair bug of the weight limit of vehicles.
I suggest that objects in repair are calculated for weight limits of vehicles (and capacity of buildings).
I hope the weight allowance of bikes and motorcycles is enlarged though.
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This has long been an accepted (but not public) suggestion - though it's mentioned in flyspray - I'll move it to Accepted suggestions as a prompt
The plan is for all projects to have weight not just repair ones.
This has to be implemented before resources recovery and project cancellation can be implemented
The plan is for all projects to have weight not just repair ones.
This has to be implemented before resources recovery and project cancellation can be implemented
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Given the upcoming change I just thought I'd ask whether the weight of a project will be the expected output weight, the required input weight, or the current input weight?
e.g. If I'm salting some meat is the project weight the 350 grams I'm trying to make, the 450 grams of ingredients required, or just the 50g of salt I've put in so far.
e.g. If I'm salting some meat is the project weight the 350 grams I'm trying to make, the 450 grams of ingredients required, or just the 50g of salt I've put in so far.
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It's the weight of the ingredients - what you add as opposed to the output
Once you start a project it has no weight - as you add resources and objects it now gains weight - once it's finished then it is deleted and has no weight though the result does have . This change applies doesn't apply to gathering projects just those you add something to
Once a project has all the inputs added it doesn't change weight until it's completed
Once you start a project it has no weight - as you add resources and objects it now gains weight - once it's finished then it is deleted and has no weight though the result does have . This change applies doesn't apply to gathering projects just those you add something to
Once a project has all the inputs added it doesn't change weight until it's completed
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Sorry but no - Its the other way round - This has to be implemented so we can allow project cancellation further down the road. Otherwise projects become a weightless storage .
There is a 7 day period before this feature is switched on (on the 9th of september) which should be ample time to finish enough projects
Analysis shows there are extremely few vehicles or buildings which will be blocked by this - as of 12 houes ago there were 8 - 4 of which are already over capacity without project weights being added and another 4 which will become blocked once project weight has been included.
There is a 7 day period before this feature is switched on (on the 9th of september) which should be ample time to finish enough projects
Analysis shows there are extremely few vehicles or buildings which will be blocked by this - as of 12 houes ago there were 8 - 4 of which are already over capacity without project weights being added and another 4 which will become blocked once project weight has been included.
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better still: implement both project weight and cancellation at the same time!
(btw, this weight thing could be a problem for the situation a character of mine is in: we have docked to a pirate ship (with pirate), but can't board it because of the weight limit of the ship. Because of the projects on the ship, the weight limit will even be more problematic when this weigh thing is implemented. Either way, we probable have to ask programming dep. to get rid of the body on the ship once the guy is dead, otherwise there would be no way to get on the ship.)
(btw, this weight thing could be a problem for the situation a character of mine is in: we have docked to a pirate ship (with pirate), but can't board it because of the weight limit of the ship. Because of the projects on the ship, the weight limit will even be more problematic when this weigh thing is implemented. Either way, we probable have to ask programming dep. to get rid of the body on the ship once the guy is dead, otherwise there would be no way to get on the ship.)
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wietse wrote:Either way, we probable have to ask programming dep. to get rid of the body on the ship once the guy is dead, otherwise there would be no way to get on the ship.)
Just wait till the dead body has decayed and its weight has fallen enough to squeeze in.
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