
The Full Loop
What's New
We have been talking about the build loop for weeks, and now it is truly complete -- not just in the ECS plumbing, but visually. You can watch a building go up from nothing and follow every object, every tool, every log along the way.
Here is how it works. You place a barracks on a clearing. The headquarters dispatches a builder who walks out the door, follows the road network to the construction site, and waits at the flagpole. The HQ then sends an axe -- the depot settler carries it to the flagpole, a carrier picks it up, walks the winding road to the next pole, hands it off to another carrier, and so on until the axe arrives at the site. The builder picks it up, and you can see it in his hand.
Now the builder walks to the nearest tree, faces it, and swings. After a few seconds the tree topples over with a smooth rotation -- no more popping out of existence. A log appears where the tree stood. The builder stows the axe (it disappears from his hand, safely tucked away), picks up the log with both hands, and carries it back to the flagpole. He sets it down, the axe reappears in his hand, and he heads for the next tree. When all trees are cleared, he drops the axe at the flagpole -- and a carrier picks it up and walks it back to the HQ for storage.
Meanwhile, the depot settler at the headquarters has been busy too. Every time a log or a returned tool arrives at the HQ flagpole, the settler walks out, picks it up, carries it inside, and stores it. The door opens, closes, and the good vanishes into the depot. It is a small animation loop, but it makes the headquarters feel alive and purposeful.
After clearing and flattening, the builder requests a hammer and the real construction begins. Wood and stone arrive piece by piece through the carrier network, and the building rises stage by stage until it is complete. The entire chain -- from felling a tree to placing the last stone -- runs autonomously. You just watch it happen.
Behind the Scenes
The big technical change behind all of this is the new inventory system. Every settler now has an inventory with five distinct slots: right hand, left hand, a two-handed carry slot, a backpack slot (for carriers), and internal stowage for tools not currently in use.
This solved a bug that had been haunting us for days. Previously, when the builder picked up a log, the axe would simply vanish -- both items were stored in the same single field, and one overwrote the other. Now, tools and goods live in separate slots. When the builder picks up a log, the axe is automatically stowed (invisible but tracked), and when he drops the log, the axe comes back out. The visual system reads the inventory directly every frame, so there are no more phantom items lingering at flagpoles.
We also removed over 1,600 lines of old code this week -- four entire systems that had been replaced by our data-driven FSM architecture. The codebase is getting leaner, and bugs have fewer places to hide.
What's Next
The construction loop is solid. Next we are turning our attention to production chains: woodcutter lodges, farms, and mines. Once goods flow not just to construction sites but between workshops, the settlement will truly sustain itself.







