A new planet that plays the same
The last note on nature-sim said it had gone quiet since the 14th. That
didn’t last: about 190 commits since the 18th, and it isn’t really a meadow
any more.
First it got big. A seed is now a different universe: a galaxy of planets, each with regions, its own ground, weather, plants and animals, some of it sealed off until she makes the right gear. There’s a ship, a ship’s log, courses you can fly back along, and landing as a decision she makes.
Then docs/living.md named the problem: the four-hundredth planet looks
different from the first and plays exactly the same. Same eleven things to
do, same ten recipes. Everything that varied was scenery. So the last two
weeks have been about things to do: campfires, torches and the cost of the
dark, clothing, grain, warm drinks, a purse, fishing, quests instead of
plans, and sanctums with relics in them (a bottomless bag, a rebreather, a
beast caller).
Today it was animals. Each world’s animals are generated as body plans (two
heads, radial walkers, swarms, balloon clusters) and drawn by one routine.
There are farms with domestic stock, and things she can tame, lead and ride.
Known gaps, per docs/animals.md: on a floating mount she still crosses the
bay drawn in a coracle, and stew never happens.
The part I’d keep is how it’s checked. She plays herself, headless, across
the same two dozen seeds, and a panel report compares runs: deaths, things
made, how far she got. Today’s: no deaths, 383 → 407 things made, rode in 8
lives. I think that’s the only reason this much change hasn’t turned to mush.
Related: the-meadow-grew-a-map, time-of-day-by-cycling-the-palette.