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.
All vegetation clamped to world bounds: spawn seeding, planting, spreading. Deleted 15 out-of-bounds plants
Territory clamped to world bounds. Spawn ±70 (was ±80). Fences can't extend past map edge
Death system: skull placed at death site, family structures cleaned if last member dies, killer gets skull trophy (+combat stats)
Life vision system: genome→dream, LLM strategic planning every 30min, goals serve vision. Identity→Vision→Strategy→Goals→Actions hierarchy
Nomadic relocation: farmers move camp if on another's territory. Fences can't overlap (5m buffer). Structures physically move with farmer
Crafting system: table(10w), sword(5w), shield(5w), bow(5w), arrows(1w each). Auto-equip. Broadcast farmer_crafted events
Solo farmers can build houses — no marriage requirement
Hunting priority: preferred over gathering when prey within 60m. Default goal includes hunting. Stockpile threshold raised to foodTarget+30
Back to 200×200m. Performance over ambition
Shrink world to 400×400m for performance. Vegetation bounds ±200
Vegetation performance: 60s tick (was 30s), growth max 800/tick, spread max 55/tick (30 grass + 10 tree + 15 bush), 2min growth cooldown
House costs 5 wood (was 15). Chicken eggs freeze 9min. Fence perimeter blocks critters+farmers. Pine drops tree_seeds
Goals are persistent: keep doing the goal until completion condition is met. Default goals on spawn. No more 2-action queues
World expanded to 600×600m (was 200×200m). Farmers spawn across full area. Vegetation bounds updated
Wheat crop system: planted seeds grow as 'wheat' (yellow, max stage 3, 5 food + 3 seeds). Wild grass stays green. Critters eat both
Re-enable fence building — client now renders perimeter correctly
Disable fence building until client implements perimeter rendering. Prevents broken fence spam
Slower movement: walk 1.5 (was 3.0), child 0.7, flee 3.0 (was 6.0). Broadcast 300ms (was 200ms). Fixes rubberbanding
Fence includes gate, territory grows with family size (+2m per member), fence scale updates dynamically on persist
Farm fence fix: 1 per family, scale=territory radius, cleaned 19 duplicate fences. Client renders perimeter from scale
Tree seeds: chopping drops tree_seeds, planting uses tree_seeds for oaks (30% pref). Queue min 3 actions. Idle bottleneck fixed
Fix idle bottleneck: min 3 actions per queue, pad with work. Tree planting: 30% chance to plant oak when few trees nearby
Idle farmers walk home instead of standing in random spots. Think at home, not in the field
Fix prayer truncation: min 200 tokens for prayer, base 500. Store request as separate memory
Goal system: cortex sets 1-3 goals, task queue translates goals to actions. Cap mate-seeking at 3. Marriage cleans bride's old camp
Planting grid checks for structures during slot scan — no more walking to blocked spots
Batch spawn endpoint: POST /farmers/spawn-batch {males, females} — admin spawns multiple farmers at random positions
Fix TS2367: remove sleeping/planting from unreachable comparison (already handled by continue)
Task queue: farmers plan 3-5 actions ahead, pop next immediately, rebuild every 30s. Emergency overrides clear queue
Faster stuck recovery: 10s walking timeout (was 30s), force idle when no target/task
Action chaining: farmers re-evaluate immediately after completing an action instead of waiting 2s idle
Fix TS errors: remove unreachable planting timeout check, add missing familyBonds to DB-loaded farmers
NPC coordination: farmers check what others are targeting before picking vegetation/planting spots — no duplicate targets
Stuck detection: walking_to times out after 30s, planting after 60s — resets to idle to pick new action
Farmer status endpoint: GET /farmers/{id}/status — full diagnostic with human-readable status, warnings, family, emotions, memories
Territorial fights: boldness+health determines winner, loser flees+territory shifts, both take damage, lethal if health=0
Chicken population control: 30m home range (was 200m), territorial aggression vs non-family, breed cooldown 20min, hunger 5/min. Culled 855→20
Smart collision avoidance: farmers dodge sideways when blocked instead of walking into each other forever
House upgrade deletes ALL family tents (structure + world_object + broadcast removal), moves family home to house
World bounds: vegetation cannot spread outside 200×200m terrain. Deleted 2632 out-of-bounds plants
Vegetation can't spawn within 3m of structures (planting, spreading, seeding all check)
Territory system: house(15w)→farm_plot(3w)→fence×4(3w)→gate(5w), spatial row planting, fence collision blocks non-family
Farmer movement 3x faster (3.0 walk, 6.0 flee), broadcast at 200ms with targetPos for client interpolation
Prayer requests: distinguish simple interventions vs world-changing miracles (feature requests from inside the simulation)
Fix prayer parsing: robust regex for multiline PRAYER/REQUEST extraction
Baby phase reduced to 5 min
Mother speak + phase change events sent only to the specific baby player, not all players
Spirituality gene: scales prayer frequency + joy from answered prayers. Unanswered prayers = silence, not grief
Prayer system v2: prayer (feelings) + request (divine petition), prayer queue visible to player-god, grant/deny endpoint
Entity separation: farmers push apart when within 1.5m, prevents stacking
Add memories and recentActions to GET /farmers response
Talk handler knows parent-child relationships, prayer memories lowered to importance 4 to stop evicting life events
Baby-status syncs phase from DB on every poll — admin resets take effect immediately
Building system: tent→house upgrade (10 wood), fence (5 wood), farm plot (3 wood). Structures saved to DB + broadcast
Baby engagement: ambient status every 15s, full narration every 30s, behavior-specific lines for all 12 states
Baby state persists across reconnect: rebuild from DB on baby-status poll and birth re-call
Vegetation spread from stage 2+ (grass/bush) and stage 3+ (trees) — young plants spread too
Dead vegetation deleted from DB on kill (farmer harvest + trampling), not left as corpses
Fix dead vegetation: grass/bushes regrow from roots after 2min cooldown (health 0 → 30, stage 0)
Auto-spawn template parents when no farmers exist for player birth
Complete system reference doc + Paper 012 final updates
Paper 012: The Self-Referential Loop — consciousness model for NPCs
Predictive engine: farmers perceive environment, predict outcomes, pick best action instead of fixed if/else
Dopamine analog: consequence-weighted Pavlovian learning, ego identity-alignment in self-observation
Self-referential loop: emotions now modify instinct weights, 30s self-observation frame, recent action tracking
Fix TS2367: remove unreachable sleeping check from stuck-detection
Player Origin System: born as baby, mother nurturing AI, phase progression, cry/coo input
Paper 011: Born Into the World — baby/child/young adult origin system with mother AI
Fix sleep: recover fatigue every behavior tick while sleeping, not just on action transition
Farmers hunt chickens and deer for food — 5 food per chicken, 10 per deer
Farmers always speak on reactive tick for demo
Add Grok debug logging to farmer reactive tick
Demo mode: faster Grok ticks (reactive 1min, cortex 10min, prayer 5min)
Wire Grok LIVE: farmers think, speak, reflect, pray, and talk to players
Tiny 200m world for demo — 3 small islands, everything walkable in seconds
Force spawn Y >= 80 — players always spawn above terrain, never underground
Shrink world to 2km x 2km with 3 islands for demo
Always daytime: vegetation grows 24/7, no night growth halt
English Study: article quiz with Grok, mastery meter, mistake review
English Study page: article quiz with Grok, mastery meter, mistake review
Increase terrain chunk radius max 10→25 so client can load full world
Critter territory: water avoidance, 200m home range, terrain preload for sync checks
Fix TS2304: foodCount reference
Farmers eat until hunger < 40, not just one bite — prevents starving with food
Fix farmer harvest: execute action when arrived at vegetation target, not just when idle
Farmers seed 20 grass + 5 bush around camp on spawn; fix barren spawn areas
Critical fix: survival override runs every tick, not just when idle — farmers eat before starving
Farmer v3 hooks + skills: composable behavior layers, contextual skill activation
Farmer v3: hook pipeline, contextual skills, mental simulation, memory compression, procedural genome
Default spawn point: (544, 40, 503) — center island grassland
Terrain v2: 7 gentle islands with shallow water, max height 100m
Add GET /api/v1/world/terrain/minimap — serves 256x256 BMP minimap
Terrain system: 5km world generated — 2500 chunks, mountains/valley/river/lake/forest
Terrain system: DB schema, API endpoints, data layer with in-memory cache
Paper 010 updated: farmer behavioral analysis — Fletcher family tragedy, seed hoarders, orphan children
Paper 010: Ecosystem collapse postmortem — 3 extinctions, vegetation is the bottleneck
Add POST /api/v1/critters/cull — kill N random critters by species
Planting takes 60 seconds per seed — walk to spot, kneel, plant
Farmers plant seeds in grid rows near home when food is secured
Farmers spawn with 10 gold coins in inventory
Generated 2026-07-16 from git across all CommsLink repos · page 2/6, showing 101–200 of 559 Platform ships · complete record: /changelog.txt · /changelog.json.