![]() ![]() Sometimes you will find that the ware you need is still present as an input ware in some building. ![]() In older versions, you need to cut all roads to other possible consumers, or set their input quantity for this ware to 0, to ensure the ware is delivered where you want it. In Widelands 1.0 or newer, just give the target building the very highest priority for a specific ware. How do I ensure that a certain ware goes to a specific building? If there are more than one sites where the builder is missing, but not all of them critical, you may cut the road to the non-critical ones before you cancel a construction, to make sure the freed up builder goes where he or she is needed most. To make a builder available to some critical construction, you can cancel some other construction to free up the builder. If you don't have hammers to equip new builders, nor a toolmaker with sufficient supplies to make new hammers, then some constructionsites will have to wait for others to finish to get a builder. If you forget to watch out for this, you may get in a situation where you place more buildings to be built than the number of builders you have. Some starting conditions give only limited wares and workers to the players. This deadlock can be avoided easily by building these two sites as two of the first two buildings in the game. If you have none left, dismantle some buildings and use their logs to construct the log supply infrastructure. To build a lumberjack's/woodcutter's or forester's house/hut, you need logs. It is possible too that rubber is being stored in another building such as the Dressmakery. The only solution is to dismantle a building that returns either material and make sure it is sent to the right place. If you haven't built these two before your initial supply runs out of rope and rubber you will be deadlocked. The building that makes rubber needs rope to be constructed. The building that makes rope from Lianas needs rubber to be constructed. This deadlock can be avoided by building a reed farm as one of the first buildings in the game. Reed is grown by the reed farm, which requires reed to be built, If you run out of reed before you have a reed farm, dismantle buildings and use the reed they return to construct a reed farm. If you're stuck with no bricks and no supply of one of these input wares, the only solution is to dismantle some buildings and use the bricks they return to build a charcoal kiln, quarry or whatever it is you lack. ![]() You need it for the coal mines and charcoal kilns, which produce the coal needed for bricks, and for the quarries and rock mines, which produce the granite needed for bricks. You need bricks for just about every building. If you're stuck with no farm and no more spidercloth or -silk, the only solution is to dismantle a building that returns spidercloth, and make sure that this cloth goes to your farm constructionsite. To produce spidercloth, you need spider silk. This will allow you to get enough grout to complete a charcoal kiln.ĭismantle a building to get back some grout. It has a 5% chance to find coal even if there is no coal in the ground. If you are stuck with no coal, no grout, and no charcoal kiln, there are several solutions:īuild a coal mine on any mine plot. Coal is needed to produce grout, which is required to build the charcoal kiln. If you don't have a coal mine, you need charcoal burners to get coal. This section covers some of the most common ways to get yourself deadlocked, and how to resolve the problem. You can find more basic hints in the Widelandsfaqplaying and in-game in the encyclopedia's General → Tips section.Įvery player is welcome to share their favourite strategies by adding them to this page Deadlocks This article offers miscellaneous tips and tricks for advanced gameplay. Storage Capacity of Production Buildings. ![]() How do I ensure that a certain ware goes to a specific building?. ![]()
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