No deep ore in rock hot enough to light or melt it; reloaded worlds settle again (t3)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-24 18:25:13 -04:00
co-authored by Claude Opus 5.5
parent 0b37e497eb
commit 4e3d8e41f6
5 changed files with 34 additions and 3 deletions
+13
View File
@@ -4,6 +4,19 @@ What agents have done, newest first. Add an entry for every piece of work: the d
note or request it was for, what changed, the files touched, the tests run, and anything left
open or not verified. Keep each entry short; the git history has the details.
## 2026-10-24: t3 fix: deep ore burned and melted after a reload (Claude Code)
- Owner: a Huge world ran at about 10 fps after travelling between claims, even after a refresh.
Cause: reloading wakes every area, and t3's deep coal (ignites at 430°C, natural rock reaches
that at about 70% depth) and gold next to the magma burned and melted forever: about 2,100 of
12,288 areas stayed busy, 65 ms per tick. A fresh world hid it because nothing deep was awake.
- `worldgen.js`: an ore is not placed where `AMB[y]` is within 120°C of its ignition or 200°C of
its melting point; a cooler coal band in stone and granite at 45%+ depth replaces most of the
lost coal. Huge after a reload: 335 areas awake, about 5 ms per tick; Medium 104 (126 before
t3). Medium seed 424242 ore is now about 4.2x the original (coal 3.2x, gold 2.8x).
- `test/t_world.js`: no ore in too-hot rock; a reloaded world settles with no fires and under
10% of areas moving; ore balance ranges updated. Existing saves made with the bug keep it.
## 2026-10-24: t3: a world that lasts (Claude Code, Codex)
- `26d17c2` deeper is richer (`worldgen.js` ore thresholds drop with depth below fy 0.25).