bump HaulingProvider priority 3 → 5 — fixes output piling up at workbench
Player report: "where is all the bread and meals going? It's not in
the crate." Cooking was working; output was spawning at the Hearth
tile and never being hauled. Root cause: Hauling priority 3 was below
every gathering/production provider (Plant=5, Chop=5, Cooking=6,
Construction=6, Crafting=4, Mine=4) so the always-busy 3-pawn colony
never reached idle-enough-to-haul. EatProvider (7) also ate food
directly off the workbench tile before any haul could fire.
Bumped to 5 — same tier as Plant and Chop. MCP verified: 1 grain + 1
wood arrived in cabin crate within 3000 ticks at ULTRA, and pawns are
visibly mid-haul ("Haul bread x1 -> (50,23)"). Cooking still fires in
parallel.
Phase 6 placeholder priorities flagged for Phase 20 tuning anyway.
This is an interim bump that keeps the loop visible to players.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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1 changed files with 8 additions and 3 deletions
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@ -35,9 +35,14 @@ var _last_orphan_tick: int = -1
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func _init() -> void:
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category = &"haul"
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# Priority 3 — below chop (5) and mine (4); above rest (1).
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# Adjusted once the full 9-category matrix is authored in Phase 17.
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priority = 3
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# Priority 5 — same tier as Plant and Chop. At priority 3 (the original
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# Phase-6 placeholder) pawns were eclipsed by every gathering provider
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# and crafting output piled up at the workbench tile forever, never
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# reaching player-painted storage. Player playtest 2026-05-16: "where is
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# all the bread going?". Memory.md flags the 9-category matrix as
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# Phase-20 tuning territory; this is an interim bump that keeps the loop
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# visible.
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priority = 5
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# Reset haul_rejected items whenever stockpile layout changes so a newly-
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# painted stockpile or filter edit unblocks previously-rejected items.
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EventBus.stockpile_layout_changed.connect(_on_stockpile_layout_changed)
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