Organic construction v2: three verified fixes, one open problem
Fixes (headless-verified): homes founded at the habitual sleeping spot within reach of the community (not at distant stone mines); night sends everyone to bed so beds are used and rough nights actually occur; a bed must exist at arrival - floor-sleepers at full shelters now count as unsheltered. Diagnostics added: incomplete_sites stat column, founding logs. Open (documented in FINDINGS.md, paused by request): the loop builds forward but cannot rebuild after loss - winter crises ruin shelters and recovery stalls (4 foundings in 240 days, no granary after two famines). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -21,7 +21,7 @@ public static class StatsLogger
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"avg_fatigue,avg_nourish,avg_health,carried," +
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"gather_ticks,build_ticks,trade_ticks,rest_ticks,social_ticks," +
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"shelters_done,ruins,avg_cond,upkeep_stock,burn_per_day,modules,granary_food," +
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"avg_debris,refusals";
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"avg_debris,refusals,incomplete_sites";
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private const string NpcHeader =
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"day,npc,name,soul,town,dominant,gather_ticks,build_ticks,trade_ticks,rest_ticks,social_ticks," +
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@@ -139,7 +139,11 @@ public static class StatsLogger
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float debrisSum = 0f;
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foreach (var npc in gm.Npcs) debrisSum += npc.Imprint.Total;
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row.Append((debrisSum / count).ToString("0.0000", ci)).Append(',');
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row.Append(TradeSystem.RefusalsToday);
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row.Append(TradeSystem.RefusalsToday).Append(',');
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int incomplete = 0;
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foreach (var b in gm.Buildings) if (!b.IsComplete) incomplete++;
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row.Append(incomplete);
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File.AppendAllText(_path, row + "\n");
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