epic: ecology / harvesting / natural nodes — server lifecycle + spawner #250
Labels
No labels
alpha:wave-0
alpha:wave-1
alpha:wave-2
alpha:wave-3
area:assets
area:combat
area:ecology
area:infra
area:render
area:scripting
area:ui
area:world
enhancement
epic
migration
post-alpha
roadmap
tech-debt
type:bug
type:chore
type:design
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set
Reference
marco/IsoMmo#250
Loading…
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Umbrella for the server-side ecology / harvesting system (RimWorld-style): natural props spawn by biome, grow through per-species lifecycles, are harvested by skill (server-paced), persist, and appear without manual placement.
Design (recognition + slice):
docs/superpowers/specs/2026-08-02-ecology-harvest-audit.md(audit)docs/superpowers/specs/2026-08-02-ecology-slice-design.md(slice design + full Invariants Check)Resolved decisions: baseline-deterministic + delta persistence · lazy time-derived growth (no scheduler) · species = data (
content/ecology.txt, not C# subclasses) · two-category slice (pine+rock) proving variable per-species lifecycles · Chebyshev spacing · 1x1 (multi-cell deferred).Roadmap:
Foraging(bushes) /FishingReject (vs ModernUO): global serial-reference linker; always-loaded per-tile spawners. Adopt: data-driven HarvestDefinition/Spawner, chunk-activated deterministic baseline.