Re: Official KaM Remake Ideas topic
It's about closed doors in buildings...
A slightly different meaning to the button.
"Open/Close Building" feature: When closed, it won't receive worker or resources (still will work if has a worker with remaining raw materials or recollecting till full store, e.g. woodcutter).
What am I trying to suggest? That a closed building won't receive the worker either, so in case of recruits, they will walk towards Barracks instead of empty towers. It hurts so much to delete a far away tower just because recruits want to occupy it.
Besides... What if you have Iron/Gold/Coal mines and you want miners to ocuppy certain first? Close those mines with less priority.
This feature will also be "ON" in buildings like quarry/woodcutters (beyond the fact that they dont need raw materials, but for choosing which building should be ocuppied first, so we aren't victims of randomness).
Hmm... and I hope this helps to not have the "empty building reminder spam", for instance if I build "closed" swines right after my first farms. I can wait till the moment I have grown crops... to open my swines and let animal breeder to enter.
For this last improvement, "closed building" should also make the reminder to ignore this building.
[!Closed=Ignore= 0~]
