| 2 weeks |
b092f10569 |
Add bridges, built where wading or detours around water are common |
Marijn Besseling |
| 2 weeks |
fc106c9431 |
Wolves give up on unreachable prey; cache warm spots |
Marijn Besseling |
| 2 weeks |
05bc45bc6a |
Detect rooms dynamically, share walls, remove bad doors, add room quality |
Marijn Besseling |
| 2 weeks |
76019b8ad5 |
Add herbs, doctors and bed rest for the wounded |
Marijn Besseling |
| 2 weeks |
28fbce3a75 |
Remove colonist cap; cheaper job searches for large colonies |
Marijn Besseling |
| 2 weeks |
4acafd45be |
Run fixed schedules single-threaded; cache reach; cap wander searches |
Marijn Besseling |
| 2 weeks |
3313af7648 |
Add wooden floors |
Marijn Besseling |
| 2 weeks |
681918401f |
Raise colonist cap to 20 and speed up job searches |
Marijn Besseling |
| 2 weeks |
ff1183082e |
Stop picking targets that paths cannot reach |
Marijn Besseling |
| 2 weeks |
f85e87cb45 |
Skip food searches for stacks out of reach |
Marijn Besseling |
| 2 weeks |
d98ebfd088 |
Fix colonists getting trapped inside newly built walls |
Marijn Besseling |
| 2 weeks |
a71d21b923 |
Add traffic-worn dirt paths and paving |
Marijn Besseling |
| 2 weeks |
312e46fde3 |
Generalize A* and add adjacent/nearest-tile search |
Marijn Besseling |
| 2 weeks |
43e7028759 |
Add heightmap, rivers, ore veins and trees to worldgen |
Marijn Besseling |
| 2 weeks |
97cc3d99d6 |
Run cargo fmt |
Marijn Besseling |
| 2 weeks |
62af2829e2 |
Add procedural world generation with regenerate key |
Marijn Besseling |
| 2 weeks |
efb6b0abff |
Add terrain move costs and A* pathfinding |
Marijn Besseling |