feat: author resource-aware riverbank grove
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@@ -896,17 +896,30 @@ plunge basin, and curved downstream channel. A matched Metal capture records
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the result, and the Terrain3D-derived navigation mesh was rebaked and validated
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against required village/resource routes.
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The immediate next slice should prove one bounded foliage/resource authoring
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workflow in the real world: build a restrained riverbank or forest-edge cluster
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with decorative Terrain3D/intentional instances, pair only selected harvestable
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trees or berry patches with stable-ID `ResourceNode` anchors, and verify nearby
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and farther loaded anchors remain discoverable through `ActiveWorldAdapter`.
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Keep decorative instances out of simulation state, measure the bounded visual
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cost, and do not generalize the resource grid to people/buildings/events or
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The first authored foliage/resource workflow is complete. One riverbank cluster
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uses three intentional MultiMesh batches for 28 fern, flower, and stone
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instances plus two decorative trees, while only an existing stable-ID berry and
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tree are finite `ResourceNode` anchors. Both anchors preserve the save contract
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of eighteen resources, sit above the carved channel, and expose separate
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terrain-snapped approach points. A forced village query expands beyond the
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initial 24 m range and selects the nested berry exactly by ID.
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The immediate next slice should make those two resource-specific visuals
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reflect authoritative amount/depletion: thin the berry patch and leave a stump
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or equivalent readable tree state after real NPC/player extraction, then prove
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save/restore rebuilds the same presentation without persisting visual-only
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state. Only after both the berry and tree consume that contract should shared
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cluster/depletion tooling be extracted or the workflow copied to a forest
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edge. Do not generalize the resource grid to people/buildings/events or
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introduce active/abstract LOD before those consumers need it.
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Recently completed:
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- `Jajce Resource Grove 04`: two existing river resources now live as nested
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stable-ID anchors inside a restrained decorative bank cluster. Twenty-eight
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understory instances use three MultiMesh batches, bespoke berry/tree visuals
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replace generic boxes, terrain-snapped approach points remain reachable, and
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a real far-source query proves parent-path-independent expanding discovery.
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- `Jajce River 03`: deterministic Terrain3D generation now carves the upper
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stream, raised waterfall shelf, plunge basin, and curved downstream channel;
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shared watercourse geometry keeps both water ribbons aligned, soft masked
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