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  1. <?xml version="1.0" encoding="utf-8"?>
  2. <feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Latest posts on all forums</title><link href="http://www.widelands.org/forum/" rel="alternate"></link><link href="http://www.widelands.org/forum/feeds/posts/" rel="self"></link><id>http://www.widelands.org/forum/</id><updated>2024-05-14T14:24:13+02:00</updated><entry><title>Order of addons @ Technical Help
  3. </title><link href="http://www.widelands.org/forum/post/42090/" rel="alternate"></link><updated>2024-05-14T14:24:13+02:00</updated><id>http://www.widelands.org/forum/post/42090/</id><summary type="html">
  4. MarkMcWire wrote:&lt;br&gt;
  5. &lt;html&gt;&lt;body&gt;&lt;p&gt;Manuell sorting solved the problem.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  6. </summary></entry><entry><title>buildings not completing? @ Playing Widelands
  7. </title><link href="http://www.widelands.org/forum/post/42089/" rel="alternate"></link><updated>2024-05-14T10:08:56+02:00</updated><id>http://www.widelands.org/forum/post/42089/</id><summary type="html">
  8. Nordfriese wrote:&lt;br&gt;
  9. &lt;html&gt;&lt;body&gt;&lt;p&gt;The wares in front of the warehouse are not necessarily headed &lt;em&gt;to&lt;/em&gt; the warehouse. They may be heading to a completely unrelated destination, and sending them directly past the warehouse could be the shortest route. Placing warehouses too centrally is a common mistake, and building lots of bypass roads is advised.&lt;/p&gt;
  10. &lt;p&gt;Wares headed &lt;em&gt;to&lt;/em&gt; a warehouse are not dropped of on its flag, instead the carrier taking them along the last road will go one step further and take the ware all the way into the warehouse. This is the same for all buildings.&lt;/p&gt;
  11. &lt;p&gt;The warehouse flag may however receive additional congestion from new wares being brought &lt;em&gt;out&lt;/em&gt; of the warehouse, which the warehouse's workers do just drop out on the flag.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  12. </summary></entry><entry><title>buildings not completing? @ Playing Widelands
  13. </title><link href="http://www.widelands.org/forum/post/42088/" rel="alternate"></link><updated>2024-05-14T06:11:56+02:00</updated><id>http://www.widelands.org/forum/post/42088/</id><summary type="html">
  14. LienRag wrote:&lt;br&gt;
  15. &lt;html&gt;&lt;body&gt;&lt;p&gt;&amp;gt; *Nordfriese wrote:*
  16. &lt;br/&gt;&amp;gt; This feature is new in Widelands v1.2 so in case you're using an older version it is not present there yet.
  17. &lt;br/&gt; &lt;br/&gt;Indeed I have v1.1.
  18. &lt;br/&gt; &lt;br/&gt; &lt;br/&gt;&amp;gt; *mxb2001 wrote:*
  19. &lt;br/&gt;&amp;gt;
  20. &lt;br/&gt;&amp;gt; Oh that's normal. The only remedy I've read is to always have 5 roads leading in all directions from the HQ and every WH so that there is maximum capacity for the flow of goods in and out of these hubs. Oh and of course make dead sure to have the extra carriers (horses, oxen, tapirs, donkeys, etc.) available in sufficient numbers.
  21. &lt;br/&gt; &lt;br/&gt;Well, if that's normal then I don't understand at all how warehouses/ports/headquarters work...
  22. &lt;br/&gt; &lt;br/&gt;A traffic jam leading to them, yes, I can understand, but once the wares reach the warehouse, shouldn't they be picked by the warehouse worker and stored inside ?&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  23. </summary></entry><entry><title>Limited number of people? @ Playing Widelands
  24. </title><link href="http://www.widelands.org/forum/post/42087/" rel="alternate"></link><updated>2024-05-13T22:10:47+02:00</updated><id>http://www.widelands.org/forum/post/42087/</id><summary type="html">
  25. Nordfriese wrote:&lt;br&gt;
  26. &lt;html&gt;&lt;body&gt;&lt;p&gt;You have an unlimited free supply of carriers (and also recruits, for those tribes that use them) in all your warehouses. Whenever carriers are used to populate a road or to be turned into some other worker, they are replenished for free.&lt;/p&gt;
  27. &lt;p&gt;Other workers are produced as needed, with no limit on how many you can have. Some worker types cost only a carrier, so they are effectively free; others require a tool which has to be produced by a toolsmithy when your starting tools have run out. The in-game encyclopedia lists the cost for each worker.&lt;/p&gt;
  28. &lt;p&gt;We have an &lt;a class="externalLink" href="https://github.com/widelands/widelands/issues/3904" target="_blank" title="This link refers to outer space"&gt;open feature request&lt;/a&gt; about letting the player (or the scenario) limit how many of a specific worker you can have.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  29. </summary></entry><entry><title>Limited number of people? @ Playing Widelands
  30. </title><link href="http://www.widelands.org/forum/post/42086/" rel="alternate"></link><updated>2024-05-13T21:26:12+02:00</updated><id>http://www.widelands.org/forum/post/42086/</id><summary type="html">
  31. Ogg wrote:&lt;br&gt;
  32. &lt;html&gt;&lt;body&gt;&lt;p&gt;Hi!
  33. I'm wondering if the number of people is fixed from the outset or if more people are "produced" during the game. So, yeah, that's my question I guess.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  34. </summary></entry><entry><title>Order of addons @ Technical Help
  35. </title><link href="http://www.widelands.org/forum/post/42085/" rel="alternate"></link><updated>2024-05-13T18:43:11+02:00</updated><id>http://www.widelands.org/forum/post/42085/</id><summary type="html">
  36. MarkMcWire wrote:&lt;br&gt;
  37. &lt;html&gt;&lt;body&gt;&lt;blockquote&gt;
  38. &lt;p&gt;&lt;em&gt;Nordfriese wrote:&lt;/em&gt;&lt;/p&gt;
  39. &lt;p&gt;That's what the "requires" key in the &lt;code&gt;addon&lt;/code&gt; file is for. If the add-on "extended.wad" sets &lt;code&gt;requires="base.wad"&lt;/code&gt;, then Widelands will demand that if "extended.wad" is enabled, then "base.wad" must be enabled too and sort earlier in the list of add-ons than "extended.wad".&lt;/p&gt;
  40. &lt;/blockquote&gt;
  41. &lt;p&gt;It works for two (terraforming, trading) of them, but not for craft and food addon.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  42. </summary></entry><entry><title>Order of addons @ Technical Help
  43. </title><link href="http://www.widelands.org/forum/post/42084/" rel="alternate"></link><updated>2024-05-13T17:20:22+02:00</updated><id>http://www.widelands.org/forum/post/42084/</id><summary type="html">
  44. Nordfriese wrote:&lt;br&gt;
  45. &lt;html&gt;&lt;body&gt;&lt;p&gt;That's what the "requires" key in the &lt;code&gt;addon&lt;/code&gt; file is for. If the add-on "extended.wad" sets &lt;code&gt;requires="base.wad"&lt;/code&gt;, then Widelands will demand that if "extended.wad" is enabled, then "base.wad" must be enabled too and sort earlier in the list of add-ons than "extended.wad".&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  46. </summary></entry><entry><title>Order of addons @ Technical Help
  47. </title><link href="http://www.widelands.org/forum/post/42083/" rel="alternate"></link><updated>2024-05-13T10:54:09+02:00</updated><id>http://www.widelands.org/forum/post/42083/</id><summary type="html">
  48. MarkMcWire wrote:&lt;br&gt;
  49. &lt;html&gt;&lt;body&gt;&lt;p&gt;I have made several dependent addons for the European tribe. Including Craft Addon, Food Addon, Terraforming Addon and Trading Addon. All these addons require the basic European tribe as I have not included all the basic definitions in each addon.&lt;/p&gt;
  50. &lt;p&gt;The problem now is that the addons in the manager are sometimes sorted before and sometimes after the main addon. The ones behind it function completely normally. Those in front of it are not, due to the dependencies. How is the order of the addons decided in the manager and how can I influence this as an addon developer?&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  51. </summary></entry><entry><title>Changing edge.png @ Graphic Development
  52. </title><link href="http://www.widelands.org/forum/post/42082/" rel="alternate"></link><updated>2024-05-12T13:09:18+02:00</updated><id>http://www.widelands.org/forum/post/42082/</id><summary type="html">
  53. Kusy wrote:&lt;br&gt;
  54. &lt;html&gt;&lt;body&gt;&lt;p&gt;Awesome!&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  55. </summary></entry><entry><title>Changing edge.png @ Graphic Development
  56. </title><link href="http://www.widelands.org/forum/post/42081/" rel="alternate"></link><updated>2024-05-12T11:56:38+02:00</updated><id>http://www.widelands.org/forum/post/42081/</id><summary type="html">
  57. Nordfriese wrote:&lt;br&gt;
  58. &lt;html&gt;&lt;body&gt;&lt;p&gt;This was easy, PR is up: &lt;a href="https://codeberg.org/wl/widelands/pulls/4814" nofollow="true"&gt;https://codeberg.org/wl/widelands/pulls/4814&lt;/a&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  59. </summary></entry><entry><title>Changing edge.png @ Graphic Development
  60. </title><link href="http://www.widelands.org/forum/post/42080/" rel="alternate"></link><updated>2024-05-12T11:41:25+02:00</updated><id>http://www.widelands.org/forum/post/42080/</id><summary type="html">
  61. Nordfriese wrote:&lt;br&gt;
  62. &lt;html&gt;&lt;body&gt;&lt;p&gt;Oh, I checked the code and it seems that this one file is being loaded directly from the filesystem, bypassing the theme lookup performed for other images. I'll make a branch to fix this…&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  63. </summary></entry><entry><title>Changing edge.png @ Graphic Development
  64. </title><link href="http://www.widelands.org/forum/post/42079/" rel="alternate"></link><updated>2024-05-12T10:32:35+02:00</updated><id>http://www.widelands.org/forum/post/42079/</id><summary type="html">
  65. Kusy wrote:&lt;br&gt;
  66. &lt;html&gt;&lt;body&gt;&lt;p&gt;Ok, so simply adding the edge.png into a theme wad doesn't seem to work.
  67. Interestingly, it works on every other image in that folder.&lt;/p&gt;
  68. &lt;p&gt;I also tried to replace it in the data folder of Widelands and that does work, so it's not the image that's the problem.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  69. </summary></entry><entry><title>buildings not completing? @ Playing Widelands
  70. </title><link href="http://www.widelands.org/forum/post/42078/" rel="alternate"></link><updated>2024-05-12T10:24:57+02:00</updated><id>http://www.widelands.org/forum/post/42078/</id><summary type="html">
  71. Nordfriese wrote:&lt;br&gt;
  72. &lt;html&gt;&lt;body&gt;&lt;blockquote&gt;
  73. &lt;p&gt;&lt;em&gt;LienRag wrote:&lt;/em&gt;&lt;/p&gt;
  74. &lt;p&gt;I don't see this traffic overlay ?&lt;/p&gt;
  75. &lt;/blockquote&gt;
  76. &lt;p&gt;It's the 6th layer of the minimap as shown in the attached screenshot.&lt;/p&gt;
  77. &lt;p&gt;This feature is new in Widelands v1.2 so in case you're using an older version it is not present there yet.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  78. </summary></entry><entry><title>buildings not completing? @ Playing Widelands
  79. </title><link href="http://www.widelands.org/forum/post/42077/" rel="alternate"></link><updated>2024-05-12T01:19:35+02:00</updated><id>http://www.widelands.org/forum/post/42077/</id><summary type="html">
  80. mxb2001 wrote:&lt;br&gt;
  81. &lt;html&gt;&lt;body&gt;&lt;p&gt;Oh that's normal. The only remedy I've read is to always have 5 roads leading in all directions from the HQ and every WH so that there is maximum capacity for the flow of goods in and out of these hubs. Oh and of course make dead sure to have the extra carriers (horses, oxen, tapirs, donkeys, etc.) available in sufficient numbers.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  82. </summary></entry><entry><title>buildings not completing? @ Playing Widelands
  83. </title><link href="http://www.widelands.org/forum/post/42076/" rel="alternate"></link><updated>2024-05-11T18:06:09+02:00</updated><id>http://www.widelands.org/forum/post/42076/</id><summary type="html">
  84. LienRag wrote:&lt;br&gt;
  85. &lt;html&gt;&lt;body&gt;&lt;p&gt;I don't see this traffic overlay ?&lt;/p&gt;
  86. &lt;p&gt;Also, I've build a few warehouses now that I understand how they work but I still have traffic jams in front of them ?&lt;/p&gt;
  87. &lt;p&gt;And another traffic jam in front of my headquarter ?&lt;/p&gt;
  88. &lt;p&gt;How is that possible ?&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  89. </summary></entry></feed>
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