e105938a2219074d2b3a829cd39ed371399e77c9
The expanded capacities were mostly display-only; make two of them affect the simulation (Moving→speed and Consciousness→intelligence gating already existed): - Blood filtration → toxin/disease clearance: AdvanceHediffs takes an immunity scale (default 1); AnimalHealthSystem passes the BloodFiltration capacity, so damaged kidneys/liver clear Poisoned and diseases slower (RimWorld model). Ties the new capacities to the coevolution work — weak filtration makes toxic plants deadlier. - Sight/hearing → perception radius: foraging, hunting and mate search scale by Sight; threat detection (flee) scales by max(Sight, Hearing) — you see or hear a predator. Injured eyes/ears shrink awareness. Eating/Talking/Digestion remain indicators for now. Build + --check-content clean. 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.
Languages
C#
73.1%
JavaScript
25.2%
HTML
0.8%
CSS
0.7%