I'm glad that my thread is starting to look like the equivalent of a Head-On! commercial.

DWARFCORP. DWARFCORP. DWARFCORP.
In other news, this week was
Performance Week I. I got around to fixing *most* of the bugs caused by switching from octrees to spatial hashing for storing chunks, and I *think* it sped up a bit, but not as much as I'd hoped. Anyway, it was necessary for scaling some things up. Building chunks is marginally faster, as it lighting, planning, raycasting, and more.
I also improved planning dramatically by doing pseudo-bi-directional A star. Now, if the plan fails, instead of just returning the best path so far (which is usually off in a bad direction), the dwarf will instead try to plan from the goal to it's current position before giving up. This fixed most of my issues with dwarves not being able to plan from outside to inside.
Now I'll focus on gameplay again. I'm trying to decide whether to redo the control scheme to a more traditional RTS scheme over the current Dwarf-Fortress-esque scheme (ie, select units and tell them what to do, rather than dwarves automatically deciding what to do based on the tasks you create). Or I might postpone this for a while and instead focus on implementing combat and death.