Farming area planting mechanic

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Farming area planting mechanic

Postby Granger » Tue Sep 12, 2017 10:06 am

Can we get the same algorythm that does the harvesting (next closest plant) for the planting (instead of the current 'walk the fixed grid'), please?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Farming area planting mechanic

Postby loftar » Tue Sep 12, 2017 2:10 pm

Would be possible, but why? I mainly just implemented them differently because it was fun, but I haven't really seen that either has any advantages over the other.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9051
Joined: Fri Apr 03, 2009 7:05 am

Re: Farming area planting mechanic

Postby Granger » Tue Sep 12, 2017 4:44 pm

Because the current fixed planting path is massively inefficient when working on partly grown (thus only partially harvested) fields, it also sucks when you have hives in the middle of the field (which isn't that big of a problem for the harvest code as that works around the obstacle instead of wanting to pass directly through it)
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Yandex [Bot] and 74 guests