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 28893c93bc
commit c302b0cf42
5 changed files with 34 additions and 3 deletions
+4
View File
@@ -240,6 +240,10 @@ above, including:
their price). The top quarter of the underground is unchanged; copper also forms in deep stone
and granite, coal in basalt, tin deeper. Lenses grow from lower noise thresholds only:
stretching the noise with depth sheared it into diagonal streaks.
No ore is placed where the natural rock temperature would light it (coal) or melt it (metal
ores, within 200°C): deep coal and gold next to the magma burned and ran forever once a
reload woke those areas, and a Huge world dropped to about 10 fps. So deep coal stays in a
cooler mid band, and coal is about 3.2x rather than 5x; total ore about 4.2x.
- Waste rock pays: grinding granite and basalt finds about twice the ore, and builders order
granite and basalt rubble in bulk.
- A Huge size (6144 x 2048); saves are gzip-compressed (a Medium save went from 29 MB to 0.4 MB).
+1 -1
View File
@@ -324,7 +324,7 @@ Weather: clouds from steam, rain and snow, and the world water count.
simTick: one simulation step, in order.
- functions: simTick
### src/sim/worldgen.js (322 lines)
### src/sim/worldgen.js (326 lines)
World generation: noise, layers, ores, caves, water, trees, and clearing tiny hard specks.
- functions: makeNoise, fbm, clearHardSpecks, generateWorld
- variables: SPECK_MIN
+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).