diff --git a/scenes/ai/hauling_provider.gd b/scenes/ai/hauling_provider.gd index e8b6d4a..422b27c 100644 --- a/scenes/ai/hauling_provider.gd +++ b/scenes/ai/hauling_provider.gd @@ -35,9 +35,14 @@ var _last_orphan_tick: int = -1 func _init() -> void: category = &"haul" - # Priority 3 — below chop (5) and mine (4); above rest (1). - # Adjusted once the full 9-category matrix is authored in Phase 17. - priority = 3 + # Priority 5 — same tier as Plant and Chop. At priority 3 (the original + # Phase-6 placeholder) pawns were eclipsed by every gathering provider + # and crafting output piled up at the workbench tile forever, never + # reaching player-painted storage. Player playtest 2026-05-16: "where is + # all the bread going?". Memory.md flags the 9-category matrix as + # Phase-20 tuning territory; this is an interim bump that keeps the loop + # visible. + priority = 5 # Reset haul_rejected items whenever stockpile layout changes so a newly- # painted stockpile or filter edit unblocks previously-rejected items. EventBus.stockpile_layout_changed.connect(_on_stockpile_layout_changed)