The most impactful issue is that cycle #96's storm shelter fix was applied to the FSM but the **behavior tree** (the active runtime) was left unpatched β both the P27 "bored of resting" and P29 "rested enough to wake" transitions…
Found 3 actionable issues. (1) HIGH: Storm shelter oscillation β creatures exit rest after 8 seconds and re-enter the storm because the "bored of resting" FSM transition has no weather guard; fix by adding `!ctx.shouldSeekShelter`. (2) MEDIUM: Social think topic…
Creatures used to look like they were walking aimlessly in place for a long time before finally switching to socializing. This has been fixed β they now visibly enter their social state the moment an encounter begins. What Was Happening…
The creature decision-making system has been rebuilt from the ground up. The old flat, priority-ordered Finite State Machine (FSM) β with 130+ hand-authored transitions across 38 states β has been replaced by a composable Behavior Tree. Why the Change? The…
All creatures with weather-fear traits (7 of 10) are trapped in an infinite `resting β fleeing` loop during storms because (a) the weather flee transition doesn't check if the creature is already sheltered at its den, and (b) the `isAtDen`…
Three fixes proposed. (1) HIGH: seek_shelter task completion spam (170-191x per creature) β the task completes at the den but FLEEING state recreates it every tick before the FSM transitions to RESTING; fix by forcing RESTING state on seek_shelter completion.…
Found 2 issues. The most impactful is a double `steerAlongPath` call for FLEEING creatures β 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…
Found 3 issues. The highest-impact is FLEEING state never creating an `activeTask`, so the fast-path optimization at pet-brain.ts:817 never activates despite FLEEING being listed β causing 150-270ms brain ticks for any fleeing creature. Also: Zemorai's rapid exploreβfood cycling wastes PairUp…
Found 3 issues. The most impactful is FLEEING creatures running expensive full brain processing (150-266ms/tick) because seek_shelter is on the wrong throttle tier β move it to the commuting fast path and add per-tick den proximity check. Secondary: Zemorai's exploring↔food…
Found 3 actionable issues. (1) HIGH: FLEEING state has no timeout exit β creatures stuck indefinitely in seek_shelter when pathfinding fails during bad weather, burning 150-270ms per tick. Fix by adding a 30-second timeout transition to RESTING. (2) HIGH: Critical…