774054db56c88e14d3319b6c9067b4f3077d925c
Trees/rocks fully enclosed by impassable tiles have no passable neighbour for A* to jump from — pathfinding always returns null, causing a tight 1.5 s retry loop that fills the work log with identical entries. - Add hasAdjacentPassable() helper: checks all 8 neighbours of a tile - pickJob now skips chop/mine candidates with no passable neighbour - idleScanTimer on pathfind failure raised 1500 → 4000 ms as safety net Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Description
A peaceful settlement simulation focused on inhabitants
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