EXPBG Ambient Civilians

by M.Pac

0.0.6

- Idle watchdog: a resident with no order for IdleForceSeconds (new setting, default 75 s, 30-120) has its cooldowns cleared and a routine start or a wander leg forced; the recovery nudge now actually clears the routine cooldown; integrated QA judges the 90 s idle gates over every phase and adds a hard 120 s gate in any phase.
- Routines: a routine that produced supply pays RoutineGap only (the 120-180 s rest after a failed stop is gone); the wander no longer refuses on a straight body sweep or on navmesh-projected positions that sit above the terrain heightmap (roads, kerbs, porches, doorsteps); scene spots keep a 20 s anti-repeat stamp; a routine start stops the walker's own leg instead of livelocking with it; a stop whose pose never starts is re-issued once then abandoned; a hard drain deadline; deterministic dwell lengths.
- Danger: the routine gate uses the combat threat measure (a passing car no longer freezes a village); shelter probes are budgeted per tick instead of one per half second for the whole town; stand-up debt window 60 s.
- Scheduler: one cheap 2 Hz tick; walk and routine maintenance in a 1 Hz batch of up to eight residents with at most one routine start per second; monitors at 2 Hz only within 200 m of a player; anchor sweeps and shelter probes on shared per-tick trace budgets; exclusion-zone tests return early on an empty list; no per-tick allocations in the hot paths; every static reset per world; spawn, despawn, cache-wake and traffic creation paced to one per tick and measured; a per-step millisecond histogram printed as `[EAC QA SCHED]`.
- Traffic: cached-party wake screens the boarding navmesh at the wake spot; the horn read caches its components.
- Robustness: animation root entities are never deleted while vanilla's animate behaviour may still hold them (the run-118 NodeError); the move-failure guard reports if it never fires; the voice-refused RPC only accepts residents this mod owns; an unlisted voice bug that silenced a new world fixed.
- Compatibility: `[EAC settings] attributes=N/49`, `[EAC catalog] modules=N/5` and `[EAC faction] CIV resolved ai_limit=N` at the first scheduler tick name a replaced attribute list, catalog or faction; `tools/Test-ModCompat.ps1` and `tests/Start-CompatQa.ps1` audit and run the installed workshop mods (docs/MOD-COMPATIBILITY.md).
- Defaults: ActivityLimit default 24 (Village 24, Town 48, City to its population), clamp raised.
- Measured on build local-20260917-192401-789: ten fixtures green (443 checks); release gate RELEASABLE over 3 two-client uncapped campaigns plus an observation-only run (zero hard failures, zero exceptions, longest idle span 62 s, median 237 server FPS); scheduler p50 1 ms / p95 5 ms per tick on a village, p95 11 ms with 92 active civilians in a city at median 231 FPS. Details in docs/HANDOVER.md.
Game Version
1.8.0.13
Created
Thu, 17 Sep 2026 21:01:05 GMT
Last Modified
Thu, 17 Sep 2026 21:01:13 GMT

0.0.4

# Changelog

## 0.0.4 — Game Master catalog correction

- Preserve native editor resource IDs so the Ambient and exclusion modules extend the Systems catalog and expose their configuration attributes.
- Native compilation and structural checks passed. Live placement, settings and civilian spawning are being verified separately.
- Existing development limitations remain: vehicles, shared furniture, shelter, multiplayer/JIP and performance qualification are unfinished.

## 0.0.3 — Unlisted smoke-interruption test update

- Interrupt owned civilian smoke promptly during danger, including escalation from an earlier normal stop.
- Restrict the fast exit to the exact server-owned Ambient smoker and native default smoke animation; retain native finish and helper cleanup.
- Three bounded server fixtures passed 68 checks. Measured danger exits were approximately 0.87 and 1.40 seconds. Client-visible animation replication remains unverified.
- Jobs, shared furniture, shelter, civilian traffic, multiplayer/JIP and population-scale performance remain unfinished.

## 0.0.2 — current Unlisted test checkpoint

- Add explicit Optimizer-owned pedestrian caching, hidden wake and mission-only identity/health continuity.
- Dynamic civilians wake with prefab-default equipment; manual/static civilians remain outside Ambient management.
- Add assigned standing smoke breaks, protected helper cleanup, danger admission guards and configurable calm recovery.
- Native checkpoint: 231 checks passed across six bounded fixtures. Smoking still takes about 16 seconds to exit; fast interruption, shelter, jobs, traffic and multiplayer/performance qualification remain open.
- Requires EXPBG GM Optimizer as a separate addon.

## 0.0.1 — first Unlisted test publication

- Provide the committed Ambient Civilians foundation for controlled testing.
- Include server-owned population/resident ledgers, bounded house discovery, exclusion and theme policies, guarded pedestrian activation and short walking orders.
- Adapt the verified GM Optimizer GitHub Actions native publishing workflow with this mod's independent identity, Unlisted metadata and final package-hash verification.
- This is not completion of traffic, activities, Optimizer integration, multiplayer/JIP or performance qualification. See README.md and docs/HANDOVER.md.
Game Version
1.8.0.13
Created
Mon, 14 Sep 2026 15:46:04 GMT
Last Modified
Mon, 14 Sep 2026 15:46:07 GMT

0.0.3

# Changelog

## 0.0.3 — Unlisted smoke-interruption test update

- Interrupt owned civilian smoke promptly during danger, including escalation from an earlier normal stop.
- Restrict the fast exit to the exact server-owned Ambient smoker and native default smoke animation; retain native finish and helper cleanup.
- Three bounded server fixtures passed 68 checks. Measured danger exits were approximately 0.87 and 1.40 seconds. Client-visible animation replication remains unverified.
- Jobs, shared furniture, shelter, civilian traffic, multiplayer/JIP and population-scale performance remain unfinished.

## 0.0.2 — current Unlisted test checkpoint

- Add explicit Optimizer-owned pedestrian caching, hidden wake and mission-only identity/health continuity.
- Dynamic civilians wake with prefab-default equipment; manual/static civilians remain outside Ambient management.
- Add assigned standing smoke breaks, protected helper cleanup, danger admission guards and configurable calm recovery.
- Native checkpoint: 231 checks passed across six bounded fixtures. Smoking still takes about 16 seconds to exit; fast interruption, shelter, jobs, traffic and multiplayer/performance qualification remain open.
- Requires EXPBG GM Optimizer as a separate addon.

## 0.0.1 — first Unlisted test publication

- Provide the committed Ambient Civilians foundation for controlled testing.
- Include server-owned population/resident ledgers, bounded house discovery, exclusion and theme policies, guarded pedestrian activation and short walking orders.
- Adapt the verified GM Optimizer GitHub Actions native publishing workflow with this mod's independent identity, Unlisted metadata and final package-hash verification.
- This is not completion of traffic, activities, Optimizer integration, multiplayer/JIP or performance qualification. See README.md and docs/HANDOVER.md.
Game Version
1.8.0.13
Created
Mon, 14 Sep 2026 15:07:43 GMT
Last Modified
Mon, 14 Sep 2026 15:07:46 GMT

0.0.2

Game Version
1.8.0.13
Created
Mon, 14 Sep 2026 14:05:07 GMT
Last Modified
Mon, 14 Sep 2026 14:05:12 GMT

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