Constructive criticism
If you're using a data structure to hold the order of what order resources are created (IE Hit the ground and ready for pickup) you may want to do some quick calculations to prevent every single Hauler head toward a single resource then across the map to another resource then across the map to another resource. More interesting is when they are heading to drop off a resource and then turn around part way because a new resource dropped on the ground. The distance traveled can be ridiculous on larger maps and really starts to become inefficient in later moments of a given cycle. You may want to introduce some logic that attempts to optimize how many haulers head to a given sector ( perhaps behind the scenes math for hauler capacity and resources in general location?)
Additionally, the haulers may need some logic for efficiency (perhaps an upgrade to buy) that allows them to drop off at stockpiles without having a full inventory.
Its an interesting game concept that could be developed more.