Morpheox / Kraft

text-based iddle game
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Toggleable buildings should stop consuming materials after their produced resource is at its cap #71

Closed Raketemensch23 closed 7 years ago

Raketemensch23 commented 7 years ago

I notice that toggleable buildings which produce resources with a storage cap stop producing more after that cap is hit, but they still consume resources. I noticed this behavior with pastures, foundries, kilns, crushers, and laboratories.

Shouldn't a resource quit consuming resources if it can't produce any more of its production resource?

Morpheox commented 7 years ago

Its on purpose, imagine if a building produces two different resources and one hits the cap, should that also stop producing and consuming? You can always switch the building off. If you have it on, i imagine it as producing, but going to waste because you dont any have space left to storage it. I might rethink it in the future, but its intentional the way it is now, so i will close this issue.