It probably would be for just that specific instance…but (as a developer) it would be much more effecient (code-wise and development wise) to find a more global solution. Pathfinding can be a difficult thing…and if you add a bunch of different scenarios (check the world, check the stockpile, check around you, check others, etc) you end up taking up a LOT of memory… If you think about it one hearthling would be doing, what, 10 checks…multiply that by the number of hearthlings…and quickly things get complex.
I’d say we should try to be patient until they get the best overall fix. I think when they do we’ll see a VASTLY huge improvement in the game overall. Yikes as I sit here and think about other things with pathfinding (building, mining, cutting,…) I realize how big of a beast that must be for the to handle! And i’m sure they’re still a relatively small team so something that large is going to be on the backburner until they’re done giving us the new content It’s one of those situations where it’s annoying…but it’s not completely game breaking so we’ll priortize it lower because our stakeholders (agile talk) have other things that are higher priority.
Wow that was a mouthful. I didn’t mean to come off rude or harsh or anything…just trying to paint the picture for you guys as a fellow developer