Metabolism M2.9: flora islands, gardens, walls, farmer strain, aimed work (VM AIM actions), food-limited ecology rebalance

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Dejvino
2026-10-28 12:49:17 +01:00
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11 changed files with 675 additions and 120 deletions
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@@ -130,6 +130,23 @@ locked with the kick pairs diggers with haulers — and it feeds the
other, truce and trade versus skirmish and siege. Society is a property of
the mix, at both scales.
### Flora, gardens, walls — the workable world
Three made things with feedback loops, each demanding its own instructions:
- **flora** — wild food in ISLANDS: a dozen scattered patches that are food,
regrow on their own, and bloom when the world starves (the pioneers seed it
back), receding under the grazing of a well-fed crowd. Never enough to
sustain a large world; always somewhere worth walking to.
- **gardens** — stone tilled by masons into cultivated beds that yield food
for a while, then set back into rock. Tended beds (the farmers' work)
yield up to threefold. Agriculture slowly consumes the world's stone.
- **walls** — quarried burden built into barriers: they defend the
settlement, enemies strike and sap them, and unmaintained walls weather
away. Nothing on this map is finished.
All work is AIMED — the VM's work actions land where the agent faces, not
beneath it — and the work-senses look the same way.
### Rock — the inert resource
The map also carries **rock**: height per cell, impassable above a threshold.
The world is born with a deterministic scatter of it; the song is its weather
@@ -308,6 +325,8 @@ world behind the `Run` is being rebuilt.*
- **M2.8 — rock** ✔ built: the inert resource — scattered at birth, dropped
and shattered by the song, impassable, quarried by builders into carried
burden and soil, walled where the colony works. See EVOLUTION.md.
- **M2.9 — flora, gardens, walls, farmers, aimed work** ✔ built: the
interactable layer — see EVOLUTION.md.
- **M3 — lens** the camera travels (track / reveal / establish) and reserves
cuts for musical punctuation.
- **M4 — film** mux frames + PCM to video.