I have a game in which a town is having a lumberer that generates 3 wood, and a carpenter that spends 2 each turn. I get notification each round saying that the town's supply of wood is low (less than 10) even though it actually increases each round. I got this first (I think) at 8, then 9 and it will most likely disappear when I reach 10 units.
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Sorry, I did not see the priority was 5, it should be much lower as it is only a nuisance, not a major problem.
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This is a thorny problem. The code already checks whether the amount has dropped below the warning threshold during the current turn and issues a warning only if this is the case. Due to the unspecified order in which the game objects are updated at the beginning of the turn, however, one or more colony tiles may be updated before the GoodsContainer (warehouse) is updated. In your case, the amount of lumber in storage in turn t was 8. In turn t+1, the colony tile added another 3 units of lumber, increasing storage to 11. Then, the warehouse was updated, causing it to remember storage levels in turn t (in reality, the storage level of lumber was already that of turn t+1, however). Then the carpenter's house was updated, decreasing storage to 9 units of lumber. Then the colony was updated and caused the warehouse to check its storage levels and to issue the "low storage" warning, since levels had dropped from 11 (above threshold) to 9 (below threshold).
The problem will not arise if the warehouse is updated before the colony tiles are updated. Thus, a solution will require fixing the order in which game objects are updated.
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The order in which newTurn is called on FreeColGameObjects has been fixed, so this problem should have been fixed (if my analysis was correct).
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