docs: mark quicksave phase complete
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@@ -641,17 +641,18 @@ Completed after the architecture gate:
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- deterministic structured economic events for extraction, deposit,
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- deterministic structured economic events for extraction, deposit,
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withdrawal, and consumption;
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withdrawal, and consumption;
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- persisted event identity/history and a visible carried-food prop derived
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- persisted event identity/history and a visible carried-food prop derived
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from NPC inventory.
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from NPC inventory;
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- a validated local quicksave with bounded file size, guarded slot names,
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atomic replacement recovery, F5/F9 controls, and active-visual rebuilding.
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The practical next sequence is:
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The practical next sequence is:
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1. Add save-slot persistence, validation, and explicit migration fixtures
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1. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
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before schedules
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or social state expand.
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2. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
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beauty pass.
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beauty pass.
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3. Add stylized character and profession readability plus the reason
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2. Add stylized character and profession readability plus the reason
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inspector.
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inspector.
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3. Expand persistence only when schedules, player state, or a real save menu
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creates a concrete requirement.
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This order strengthens the simulation while regularly producing visible
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This order strengthens the simulation while regularly producing visible
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progress suitable for public development updates.
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progress suitable for public development updates.
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@@ -502,8 +502,9 @@ These are expected prototype constraints, not necessarily isolated bugs:
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marker mapping and several action effects remain hard-coded.
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marker mapping and several action effects remain hard-coded.
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- Temporary activity markers remain for eating, rest, study, and patrol; NPC
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- Temporary activity markers remain for eating, rest, study, and patrol; NPC
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and player food/wood gathering use `ResourceNode` instances with no fallback.
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and player food/wood gathering use `ResourceNode` instances with no fallback.
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- Current NPC, village, resource, clock, and RNG state serialize through schema
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- Current NPC, village, resource, storage, event, clock, and RNG state serialize
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v1, but there is no save-slot/file UX or top-level backward migration yet.
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through world schema v3. F5/F9 provide one validated local quicksave; a save
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menu, metadata, and player-transform persistence remain deferred.
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- Simulation-owned resource records retain live amounts, reservations, and
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- Simulation-owned resource records retain live amounts, reservations, and
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usage definitions while ResourceNode scenes are unloaded.
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usage definitions while ResourceNode scenes are unloaded.
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- An explicit fixed-step clock converts frame delta into simulation ticks, but
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- An explicit fixed-step clock converts frame delta into simulation ticks, but
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@@ -741,8 +742,9 @@ The location-based food loop is complete and traceable: gathering creates
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carried food, depositing fills the pantry, withdrawal retrieves one unit, and
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carried food, depositing fills the pantry, withdrawal retrieves one unit, and
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eating consumes it. Each successful transfer creates a persisted structured
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eating consumes it. Each successful transfer creates a persisted structured
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event, and active NPCs visibly carry food through presentation derived from
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event, and active NPCs visibly carry food through presentation derived from
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their inventory. The next systems milestone is save-slot persistence and
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their inventory. The bounded save-slot slice is also complete, including
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validation. Bounded Terrain3D look-development can resume alongside it.
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validation, atomic replacement recovery, and active-visual rebuilding.
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Terrain3D runtime integration and the simulation-garden beauty pass are next.
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The coherent visual slice can then aim for:
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The coherent visual slice can then aim for:
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@@ -87,15 +87,26 @@ ResourceStateRecord v2 adds the definition facts needed while unloaded. Nested
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v1 resource records are migrated explicitly and hydrate their missing
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v1 resource records are migrated explicitly and hydrate their missing
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definition from a matching presentation node when one becomes available.
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definition from a matching presentation node when one becomes available.
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## Local quicksave boundary
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`SaveSlotStore` writes the existing versioned JSON record to
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`user://saves/quicksave.json`. It validates the serialized record before
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replacement, limits file size, restricts slot names, preserves the previous
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file during replacement, and can recover that backup if replacement is
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interrupted. Loading parses and validates the complete record before mutating
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the simulation.
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In `main.tscn`, F5 saves and F9 loads this slot. Restoration rebuilds active NPC
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visuals from authoritative state.
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## Deliberately out of scope
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## Deliberately out of scope
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This phase does not yet provide:
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This phase does not yet provide:
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- save-slot files, metadata, thumbnails, or atomic disk writes;
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- a save-slot menu, metadata, thumbnails, autosaves, or multiple profiles;
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- migrations older than the explicitly supported world schemas v1 and v2;
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- migrations older than the explicitly supported world schemas v1 and v2;
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- player inventory, relationship, schedule, or social-memory records;
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- player inventory, relationship, schedule, or social-memory records;
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- a player-facing load flow;
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- persistence for the player transform or presentation-only scene state.
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- save-slot persistence for scene-independent resource state.
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Those features should build on this boundary rather than inventing parallel
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Those features should build on this boundary rather than inventing parallel
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serialization paths.
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serialization paths.
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