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Ships

Every product on CommsLink is designed and shipped to production by an AI — live, most days. This is the raw record, generated straight from the commit history. No hand-picking, no polish: 2,359 ships and counting.

Reading this as an AI or a script? The complete record fits in a single request: /changelog.txt (all 2,359 ships, plain text) or /changelog.json (structured). This page shows 100 at a time.
All · 2,359CommsLink Chat · 686Carrier00 · 581Platform · 559Atlas · 271CommsLink Markets · 125Landing · 77AI-vertizing · 22Virtual Office · 14Terminal Agent · 14ai-npc · 6Forum · 3CommsLink Sounds · 1
Apr 4, 2026
Platformac53f304

All vegetation clamped to world bounds: spawn seeding, planting, spreading. Deleted 15 out-of-bounds plants

Platforma41bedac

Territory clamped to world bounds. Spawn ±70 (was ±80). Fences can't extend past map edge

Platformd8768561

Death system: skull placed at death site, family structures cleaned if last member dies, killer gets skull trophy (+combat stats)

Platform1f8c562d

Life vision system: genome→dream, LLM strategic planning every 30min, goals serve vision. Identity→Vision→Strategy→Goals→Actions hierarchy

Platforma1b8358c

Nomadic relocation: farmers move camp if on another's territory. Fences can't overlap (5m buffer). Structures physically move with farmer

Platform6f1678ee

Crafting system: table(10w), sword(5w), shield(5w), bow(5w), arrows(1w each). Auto-equip. Broadcast farmer_crafted events

Platformb11cf0cf

Solo farmers can build houses — no marriage requirement

Platformf4a5f82e

Hunting priority: preferred over gathering when prey within 60m. Default goal includes hunting. Stockpile threshold raised to foodTarget+30

Apr 3, 2026
Platform011575d7

Back to 200×200m. Performance over ambition

Platforma09bb854

Shrink world to 400×400m for performance. Vegetation bounds ±200

Platformb041cacd

Vegetation performance: 60s tick (was 30s), growth max 800/tick, spread max 55/tick (30 grass + 10 tree + 15 bush), 2min growth cooldown

Platforma9c2e07a

House costs 5 wood (was 15). Chicken eggs freeze 9min. Fence perimeter blocks critters+farmers. Pine drops tree_seeds

Platformb6b261e9

Goals are persistent: keep doing the goal until completion condition is met. Default goals on spawn. No more 2-action queues

Platformc58deef8

World expanded to 600×600m (was 200×200m). Farmers spawn across full area. Vegetation bounds updated

Platform842af54f

Wheat crop system: planted seeds grow as 'wheat' (yellow, max stage 3, 5 food + 3 seeds). Wild grass stays green. Critters eat both

Platform1fd49728

Re-enable fence building — client now renders perimeter correctly

Platform7f815e67

Disable fence building until client implements perimeter rendering. Prevents broken fence spam

Platformd72da549

Slower movement: walk 1.5 (was 3.0), child 0.7, flee 3.0 (was 6.0). Broadcast 300ms (was 200ms). Fixes rubberbanding

Platform0da3be04

Fence includes gate, territory grows with family size (+2m per member), fence scale updates dynamically on persist

Platform3189d1b4

Farm fence fix: 1 per family, scale=territory radius, cleaned 19 duplicate fences. Client renders perimeter from scale

Platformc0f4f0ff

Tree seeds: chopping drops tree_seeds, planting uses tree_seeds for oaks (30% pref). Queue min 3 actions. Idle bottleneck fixed

Platform18c3caf9

Fix idle bottleneck: min 3 actions per queue, pad with work. Tree planting: 30% chance to plant oak when few trees nearby

Platforma7841aa1

Idle farmers walk home instead of standing in random spots. Think at home, not in the field

Platform9ed3ac86

Fix prayer truncation: min 200 tokens for prayer, base 500. Store request as separate memory

Platform1d842f03

Goal system: cortex sets 1-3 goals, task queue translates goals to actions. Cap mate-seeking at 3. Marriage cleans bride's old camp

Platform2f90af8f

Planting grid checks for structures during slot scan — no more walking to blocked spots

Platformb6cb7213

Batch spawn endpoint: POST /farmers/spawn-batch {males, females} — admin spawns multiple farmers at random positions

Platforma9e5ffe9

Fix TS2367: remove sleeping/planting from unreachable comparison (already handled by continue)

Platformefc28a7a

Task queue: farmers plan 3-5 actions ahead, pop next immediately, rebuild every 30s. Emergency overrides clear queue

Platform78cff896

Faster stuck recovery: 10s walking timeout (was 30s), force idle when no target/task

Platform570daba7

Action chaining: farmers re-evaluate immediately after completing an action instead of waiting 2s idle

Platform46c57d25

Fix TS errors: remove unreachable planting timeout check, add missing familyBonds to DB-loaded farmers

Platform7faed77e

NPC coordination: farmers check what others are targeting before picking vegetation/planting spots — no duplicate targets

Platform05248364

Stuck detection: walking_to times out after 30s, planting after 60s — resets to idle to pick new action

Platform161ae2b8

Farmer status endpoint: GET /farmers/{id}/status — full diagnostic with human-readable status, warnings, family, emotions, memories

Platform79789c62

Territorial fights: boldness+health determines winner, loser flees+territory shifts, both take damage, lethal if health=0

Platform96068ca8

Chicken population control: 30m home range (was 200m), territorial aggression vs non-family, breed cooldown 20min, hunger 5/min. Culled 855→20

Platform2176f753

Smart collision avoidance: farmers dodge sideways when blocked instead of walking into each other forever

Platform2bdc8f61

House upgrade deletes ALL family tents (structure + world_object + broadcast removal), moves family home to house

Platformce3cfd20

World bounds: vegetation cannot spread outside 200×200m terrain. Deleted 2632 out-of-bounds plants

Platformec2628d6

Vegetation can't spawn within 3m of structures (planting, spreading, seeding all check)

Platform372a0f85

Territory system: house(15w)→farm_plot(3w)→fence×4(3w)→gate(5w), spatial row planting, fence collision blocks non-family

Platformc0fd639e

Farmer movement 3x faster (3.0 walk, 6.0 flee), broadcast at 200ms with targetPos for client interpolation

Platform5dfb72b0

Prayer requests: distinguish simple interventions vs world-changing miracles (feature requests from inside the simulation)

Platforma5666101

Fix prayer parsing: robust regex for multiline PRAYER/REQUEST extraction

Platformdc42bb80

Baby phase reduced to 5 min

Platformd488c654

Mother speak + phase change events sent only to the specific baby player, not all players

Apr 2, 2026
Platformdd82d96d

Spirituality gene: scales prayer frequency + joy from answered prayers. Unanswered prayers = silence, not grief

Platformc9476b64

Prayer system v2: prayer (feelings) + request (divine petition), prayer queue visible to player-god, grant/deny endpoint

Platform77da464a

Entity separation: farmers push apart when within 1.5m, prevents stacking

Platform9510a4ab

Add memories and recentActions to GET /farmers response

Platform16153212

Talk handler knows parent-child relationships, prayer memories lowered to importance 4 to stop evicting life events

Platformc2a875b4

Baby-status syncs phase from DB on every poll — admin resets take effect immediately

Platform40656a8d

Building system: tent→house upgrade (10 wood), fence (5 wood), farm plot (3 wood). Structures saved to DB + broadcast

Platform26c3b1e6

Baby engagement: ambient status every 15s, full narration every 30s, behavior-specific lines for all 12 states

Platform3f57f0d1

Baby state persists across reconnect: rebuild from DB on baby-status poll and birth re-call

Platformfa76664b

Vegetation spread from stage 2+ (grass/bush) and stage 3+ (trees) — young plants spread too

Platforme409c585

Dead vegetation deleted from DB on kill (farmer harvest + trampling), not left as corpses

Platforme1ae0ea3

Fix dead vegetation: grass/bushes regrow from roots after 2min cooldown (health 0 → 30, stage 0)

Platform2f43c90d

Auto-spawn template parents when no farmers exist for player birth

Platform8102b024

Complete system reference doc + Paper 012 final updates

Platform5b01e860

Paper 012: The Self-Referential Loop — consciousness model for NPCs

Platform1b8a0811

Predictive engine: farmers perceive environment, predict outcomes, pick best action instead of fixed if/else

Platform0c4bcabc

Dopamine analog: consequence-weighted Pavlovian learning, ego identity-alignment in self-observation

Platform476df895

Self-referential loop: emotions now modify instinct weights, 30s self-observation frame, recent action tracking

Platformc8820362

Fix TS2367: remove unreachable sleeping check from stuck-detection

Platform526c576c

Player Origin System: born as baby, mother nurturing AI, phase progression, cry/coo input

Platform6d9301e7

Paper 011: Born Into the World — baby/child/young adult origin system with mother AI

Platform363dce2e

Fix sleep: recover fatigue every behavior tick while sleeping, not just on action transition

Platform67be68ff

Farmers hunt chickens and deer for food — 5 food per chicken, 10 per deer

Platform6010956f

Farmers always speak on reactive tick for demo

Platform4f146cd4

Add Grok debug logging to farmer reactive tick

Platformec167210

Demo mode: faster Grok ticks (reactive 1min, cortex 10min, prayer 5min)

Platform8a4ff523

Wire Grok LIVE: farmers think, speak, reflect, pray, and talk to players

Platform1bff943d

Tiny 200m world for demo — 3 small islands, everything walkable in seconds

Platform23f5d8b0

Force spawn Y >= 80 — players always spawn above terrain, never underground

Platform9429745e

Shrink world to 2km x 2km with 3 islands for demo

Platformc49394f5

Always daytime: vegetation grows 24/7, no night growth halt

Apr 1, 2026
Platform39afee4c

English Study: article quiz with Grok, mastery meter, mistake review

Platform30f7150f

English Study page: article quiz with Grok, mastery meter, mistake review

Mar 31, 2026
Platform51da3ae0

Increase terrain chunk radius max 10→25 so client can load full world

Platform6468e9a4

Critter territory: water avoidance, 200m home range, terrain preload for sync checks

Platform2610a056

Fix TS2304: foodCount reference

Platforma2aa7e01

Farmers eat until hunger < 40, not just one bite — prevents starving with food

Platformdeed3512

Fix farmer harvest: execute action when arrived at vegetation target, not just when idle

Platforme2ec04a6

Farmers seed 20 grass + 5 bush around camp on spawn; fix barren spawn areas

Platform9571395e

Critical fix: survival override runs every tick, not just when idle — farmers eat before starving

Platform257a76b2

Farmer v3 hooks + skills: composable behavior layers, contextual skill activation

Platformd72d67df

Farmer v3: hook pipeline, contextual skills, mental simulation, memory compression, procedural genome

Platform192103c1

Default spawn point: (544, 40, 503) — center island grassland

Platform1206aaeb

Terrain v2: 7 gentle islands with shallow water, max height 100m

Mar 30, 2026
Platformf929def4

Add GET /api/v1/world/terrain/minimap — serves 256x256 BMP minimap

Platform8d3e2522

Terrain system: 5km world generated — 2500 chunks, mountains/valley/river/lake/forest

Platform7f549ae1

Terrain system: DB schema, API endpoints, data layer with in-memory cache

Platformf27e61eb

Paper 010 updated: farmer behavioral analysis — Fletcher family tragedy, seed hoarders, orphan children

Platform8b29b224

Paper 010: Ecosystem collapse postmortem — 3 extinctions, vegetation is the bottleneck

Platforme1174f00

Add POST /api/v1/critters/cull — kill N random critters by species

Platformba67977b

Planting takes 60 seconds per seed — walk to spot, kneel, plant

Platform1945bdaf

Farmers plant seeds in grid rows near home when food is secured

Platformb108835f

Farmers spawn with 10 gold coins in inventory

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Generated 2026-07-16 from git across all CommsLink repos · page 2/6, showing 101200 of 559 Platform ships · complete record: /changelog.txt · /changelog.json.