Commit Graph

3 Commits

Author SHA1 Message Date
mmcghen 7de76fa45d Move soak output to soak/ folder with .gdignore
CSVs now write to soak/ instead of the project root. A .gdignore there
stops the Godot editor from importing CSV columns as translation files -
which had been silently generating 50+ .translation and .import files per
run. Only the .gdignore is tracked; the CSVs stay ignored. Root is clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 18:02:28 -04:00
mmcghen 3512b46235 Untrack soak CSVs - generated artifacts, not source
The soak_*.csv debug outputs are regenerated every run and were churning
thousands of lines per commit (npc_days.csv alone is 730KB, fully
overwritten each run). Findings live curated in FINDINGS.md, so the raw
CSVs and their Godot .import metadata don't belong in history. Ignored
going forward; files stay on disk so runs are unaffected. Also tracks
the SpatialGrid script UID.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 18:00:05 -04:00
mmcghen 721acbd1aa South town MVP: world sim, seasons, granary, contrast test + findings
Godot 4.7 C# world simulation per SPEC.md (with 2026-07-21 amendments).
15 NPCs, 5-state machine, demand-driven work, soul-imprint triad data
model, seasons with winter frost, granary, need-based gift economy,
selfish-soul contrast wiring, daily/per-villager/gift CSV logging.

FINDINGS.md documents the four soak experiments: the dead paradise,
the buffers winning, the emergent hungry gap, and the contrast test
proving the four-town thesis (and that selfishness wins until the
soul-consequence layer exists).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 12:55:30 -04:00