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Re: Changing buildcaps to prevent blockage

 

+1 for breaking now and fixing this sucka.


On 09.02.2013, at 22:13, Nicolai Hähnle wrote:

> Hi everyone,
> 
> as you know, there are a number of really old bugs in our tracker about how certain things can cause total blockage, especially building big buildings. Think https://bugs.launchpad.net/widelands/+bug/566970
> 
> In that bug report, the discussion led to a solution that changes buildcaps so that buildings can only be built if the building does not cause the fields surrounding it to become disconnected.
> 
> I still believe that this is the sanest solution, but it does have the potential to break some maps that use a lot of "acid" terrain.
> 
> Is Widelands right now in a stage of the development cycle where such breakage would be okay, or should such a change be postponed until after a future release?
> 
> Cheers,
> Nicolai
> -- 
> Lerne, wie die Welt wirklich ist,
> aber vergiss niemals, wie sie sein sollte.
> 
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