A workshop that stops should say whether it lacks supplies or has no room
Production buildings stop for two opposite reasons, and players need to know which one, or they fix the wrong thing. There is also a quiet bug where a blocked workshop eats its supplies again and again. Here is how to tell both stops apart.
Why this works
A workshop has two separate gates, one at the start for what goes in and one at the end for what comes out, and each can stop it for the opposite reason. Telling the two apart is what lets the player fix the right side.
When not to use it
Skip it for simple producers that never wait, like a free well or an endless mine, and where input or storage can never run out. Showing two kinds of stop there only adds noise and extra things to explain.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 30 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A workshop that stops should say whether it lacks supplies or has no room" (read_entry workshop-starved-or-blocked-states) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP