b17a8990b0aa09ee43d9196077527480e4f9351d
VegetationModule: - All living tiers now die under bad conditions, not just grass. Rates: grass 1.0, flowers 0.5, shrubs 0.25, trees 0.10 per sim cycle (trees only die under severe pollution >60 or near-zero soil <10). - Dead accumulation raised 0.20 → 0.50 per bad cycle. - Previously only grass died, keeping vegetation pressure artificially high and preventing regression even when soil/pollution were terrible. RecoveryModule: - DAMAGE_PER_BAD_TICK raised 3.0 → 5.0 so regression fires in ~14 bad cycles (~35s) once conditions trip the threshold, down from ~23 cycles. - DAMAGE_DECAY_RATE lowered 0.05 → 0.03 so damage sticks around during oscillating conditions instead of washing away on good ticks. - Fixed bug: 3-arg RecoveryRegionData constructor (used during damage decay) defaulted maxSuccessionStage to MATURE_FOREST, silently overwriting any biome or dynamic cap set by setRegionBiomeCap() / applyDynamicCapUpdate(). Now uses 4-arg constructor to preserve cap. Net result: a heavily polluted forest regresses a stage in ~2 minutes of sustained bad conditions instead of 10-15+ minutes. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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