FreeCol 0.11.1
Occasionally when I move a character to a building, it goes to the upper left corner of the building and no production occurs. I can manually set that character to work in the building and then production starts.
Screenshot shows this happening for a Master Cotton Planter at the weaver's house.
I was wondering if this was due to the lack of cotton, but (surprise!) things work correctly for me for the three different colony production types I just tried. The unit should only go into the upper left if it is completely unable to produce goods in that building due to none of its input goods being present and none being produced, and this is expected behaviour.
A pattern is emerging here. You can bet that if you find something that happens "occasionally", someone trying to reproduce the bug will ask for a reproducible case.
I saw this behavior repeated whenever there was not the raw product available to produce the refined good.
I did not however test this empirically to see if it would show in the upper left corner and then as regular on the building.
I did additional testing.
It appears that this behavior repeats itself anytime there is not a raw good available to to produce a refined good -- such as tobacco in the below attachment.
OK. I agree that if no input goods are available, the worker is shrunk and drawn in the corner. This is to give the user a hint that no production is occurring. I do not think that is a bug, it is deliberate. Why do you think there is a problem here?
I'm starting to think there is less and less of a problem here. There may be just a few minor bugs that I can't pin down.
There was one instance that I found, but did not save where when 2 characters were at a building with additional available Raw goods where the second character didn't produce and the raw goods piled up. Unfortunately, I was unable to reproduce that occurrence.
I have found a case: remove all lumber production, move all units out of carpenters house, move one back (displayed offset, correctly), add lumber producer, carpenter unit remains displayed offset, incorrectly. This case is fixed in git.f226715.
Okay, I was able to compile the latest git (e68445) and your fix got production started automatically.
To test, I moved someone to the blacksmith's shop while no ore existed and there was no production and the character moved to the upper left corner. When I moved another Character to mine Ore, the first character began production and moved to the correct spot.
OK, sounds like this one is sorted. Setting to Pending until next release.
Perfect. Glad I was able to submit a few bugs in the last few days that can improve the game for all players.