feat: author discoverable forest edge
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@@ -982,14 +982,15 @@ Raw samples and workload exclusions live in
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[Simulation scaling baseline 02](benchmarks/SIMULATION_SCALING_BASELINE_02.md)
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and [Loaded Resource Discovery 01](benchmarks/LOADED_RESOURCE_DISCOVERY_01.md).
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The authored Jajce watercourse, navigation rebake, and first bounded
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foliage/resource placement proof are complete. The next slice should derive
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low/depleted berry and tree visuals from authoritative resource amount, cover
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real NPC/player extraction and save/restore reconstruction, and keep that
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presentation out of serialized simulation state. Apply the cluster workflow to
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a second forest edge only after the depletion contract supplies a real second
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consumer. Do not yet generalize the resource grid or introduce active/abstract
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simulation LOD.
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The authored Jajce watercourse, navigation rebake, amount-derived resource
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visuals, and two bounded foliage/resource placement proofs are complete. The
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riverbank and forest edge preserve stable finite-resource IDs, separate
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decorative density from simulation authority, support discovery beyond the
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first 24 m range, and reconstruct sparse/depleted visuals from authoritative
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amount. The next slice should introduce one named goat only through a stable
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simulation identity, authoritative position and feed state, loaded visual
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binding, exact NPC/player feeding cost, and deterministic save/restore. Do not
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yet generalize the resource grid or introduce active/abstract simulation LOD.
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The remaining simulation-garden target still aims for:
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