1a3f205f860bb6913f1479abcf349edc32537860
Mass is derived by a cubic law: mass = BaseMassKg * (size / reference)^3, so a juvenile/seedling weighs far less than an adult/mature and the size gene moves mass too. New Mass helper + BaseMassKg on AnimalDef/PlantDef (deer 70, wolf 45, boar 80, chicken 2.5; trees ~450, grass 0.4, etc.) and MassKg per unit on ProductDef (foundation for hauling/inventory). Wired into the sim (as chosen): - Corpse meat is now proportional to body mass (Mass.MeatFraction), not raw bodySize; Corpse gained a BodySize field so sprite scale stays independent of meat (save/load updated). - Kleiber metabolism: need decay x= (mass/refMass)^0.75, normalized per species, so juveniles are cheaper to feed and heavier individuals eat a bit more, without cross-species balance blowups (adults of typical size are unchanged). - Carry capacity = mass x fraction x carry capability (Moving for quadrupeds; Manipulation for future humans), shown in inspector/console. A dormant Carrier component + Mass.LoadSpeedFactor hook slow an overloaded animal — the foundation for item hauling. Inspector shows body/plant weight (+carry); `animal`/`plant` console print mass. Build + --check-content clean (42 genes, 41 traits). Not GUI-verified. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
LittleSim
A god-game with minimal graphics and deep simulation, built on the
mrgameeng engine (git submodule engine/).
git clone --recurse-submodules <this repo>
dotnet run --project src/LittleSim -c Release
Design docs (Russian): docs/concept.md, docs/roadmap.md.
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