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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Farming area planting mechanic
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
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Farming area planting mechanic
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
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Farming area planting mechanic
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