I spend entirely too much time trying to fix stuff that isn’t quite broken. The path finding system did need some tweaks, but I keep reworking a lot of the core code instead of focusing on the features needed to do what it needs to do. This is a common problem given that I keep feeling a can do it better or that there is a better way than how I’m currently doing it. This is not entirely a bad thing, unless you start spending too much time running in circles.
The path finding system is fine, as it is, for the time being while I continue to work on other aspects of the game. I have production machines functioning and have the work flow for ore processing pretty much done. The nice thing about the system is that I wrote how production works which means that I can now quickly add additional production machines for various production chains.
I also have the haul bot in and tweaked action assignments so that colonists won’t respond to haul jobs, but haul bots will. The nice thing about all of this is that most of the object definitions happen in external XML files as I’m trying to ensure that the game will be highly moddable.
I’ve been banging my head a bit on getting the crop system working as I’m just trying to nail down how I want to implement it. I keep bouncing back and forth on ideas, but I need to come to a decision at some point. I was originally going to have small crop fields with the intention that they would later get replaced with hydroponics later in game play. Given the structure of the game I can’t see much benefit, at the moment, to doing it two different ways so I’m focusing now on just the hydroponics station. New upgrades for the hydroponics, as well as other machines, will be unlocked via research.