Mindustry was interesting. My favorite not-so-little-anymore person hooked me up with it, and it's a weird combination of Factorio and Supreme Commander, which looks like it's heading into seriously meta territory.
It's supposed to have some sort of fairly-serious instruction-set stuff happening in the public betas, that will allow for programmable
everything, and it was tempting to mod it out of the box, as you can script w/ Javascript and it uses HSON, with .jar support for serious geekery... but alas, I have things to do.
You're also always welcome to take apart my AI and set up some SS goodness or develop variant games. The current released (and presumably, kinda stable) version's source is in the mod.
I just recently tested converting it with the newest JRE and Lombok, to see how much / little multithreaded performance improved, and it's pretty good; Dire Straights, with everybody deployed, runs at 60FPS solid, with 60-70% idle now:
That was a 30-minute hack-job to modernize it; at some point, I'll probably have to clean up the Stream conversions, as the auto-generated ones are just
awful to read, but meh.
I have no plans to update my mod until my game's done, so feel free to poke at it or make a fork. It's not terribly spaghetti, and it's fairly well documented, with copious comments; the multithreading part isn't terribly scary and the flow from SS's single-core to MT is explained well in StandardShipAI.
Basically, don't mess with anything in /plugins unless you've spent a long, long time staring at it, and respect the notes about where it touches Runnable, and you're good to go. I've been somewhat surprised that there haven't been a bunch of AIs for SS already, honestly; while this was a little hard (OK, MT was
actually hard) it was mainly fun-hard.