These macros isolate the unfinished functionality and choose the numbers depending on the type of build. Alpha 6 will have most of the numbers overhauled as they are being rebalanced to make more sense (1 unit will be 1kg for most resources). Numbers from old saves will be converted, of course.
Sometimes I forget to split the code properly and you get leaks in hotfixes (some of you may have noticed The Greasing Incident). Of course these mechanics are not yet ready to be publicly released.
Meanwhile here's what today's little update has inside:
Added/changed:
- Houses and apartments will now be set on hold if previous family was relocated
- Added notification icons with tooltips in all production buildings to show resources missing for a batch
- Status strings like "not enough X for Y production" are not shown anymore
- Can now right-click on any slider in the game and set the value manually
- Logs will now lye perfectly on slopes so the game is finally playable
- Can now change village house appearance with (by default) F2 key before construction
Fixed:
- It was possible to break the lighting on rowhouses with some manipulations
- Crash related to having multiple town hall buildings
- One of the rowhouse types had less apartments than expected
- Foresters stopped planting trees when storage is full in some cases
