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Maybe it's intended to be in a seperate project? IDK, I couldn't find a seperate project. But in the meantime:
Yeah! It compiles!
And I think I'll start by screwing around with the existing code. Later I might refactor as a seperate plugin that interacts with FreightSystemInterface, but I think it'll be easier to figure out if I've got your code staring me right in the face. I've never done c# before, nor anything with unity, nor anything with fortresscraft. It'll be educational :(
First step is to verify my compile is actually effecting things in-game by modifying a label. I've been bitten by THAT one before :)
Baby steps.
Besides which, at first blush what I think I want to do looks more like "completely revamp cart routing", and "use the depot to store unused carts when not in use instead of having them wander randomly over the network of tracks." Which would probably require replaceing, modifying, or overriding your mods code anyway.
Though I'll admit my first reaction was "10K lines of code? This might be more involved than I though..." :)
So who knows? Maybe a different approach will turn out to be easier.
Cart pathfinding can't be much improved but the decision tree on deciding where to go could certainly improve. That is a largely underdeveloped bit of the code but it doesn't have an easy and efficient answer. I errored on the side of simplicity to keep the load down on the mob thread. More recent analysis suggests there is room to increase complexity with little risk of overloading it.
Using the depot to store carts is similar to an idea I had but I tend to favor function and my list of projects was too long to justify time on a visual nicety.