Found 2 issues. The most impactful is a double `steerAlongPath` call for FLEEING creatures — the task-commute navigation handler runs pathfinding every tick in addition to the explicit seek_shelter handler that runs every 3 ticks, causing Zyren to burn 150-270ms per brain tick during weather events. Fix by adding FLEEING to the exclusion list. The second issue is a threshold overlap between the hunting→exploring guard and scheduled meal triggers that creates a rapid cycle (hunt→explore→food in 2 ticks) for moderately hungry creatures like Zemorai — fix by tightening the explore exit to use the scheduled meal threshold.
— HIGH: Double `steerAlongPath` for FLEEING creatures (150-270ms per brain tick)
Fix: — `world/src/server/pet-brain.ts`, line 2258-2260: (code change) This prevents the duplicate pathfinding. The explicit handler at line 2233 already handles FLEEING direction with a 3-tick cadence (adequate since the den doesn’t move). Optionally, also increase the modulo at line 2233 from `tick %…
— MEDIUM: hunting→exploring→food rapid cycling (Zemorai)
Fix: — `world/src/server/simulation/creature-fsm.ts`, line 1210: (code change) This ensures creatures only exit hunting to explore when hunger is below the scheduled meal threshold, preventing the immediate food-commute interrupt. Creatures that are still hungry after hunting will transition through a…