# Ground Zero Biome Resource Pass The Ground Zero map now has a first pass of biome-appropriate natural resources based on the selected tile's coastal California scrub/woodland biome, terrain height, slope, and drainage-candidate analysis. ## Resource Types - Wood: scrub/woodland and hillside patches. - Fiber: grassland, scrub, and drainage-candidate areas. - Edible plants: coastal scrub, grassland, and drainage-candidate forage patches that yield the MVP `food` item. - Stone: slope, exposed terrain, and valley-edge areas. Freshwater is separate from depleting resource nodes. Ground Zero uses `BP_FreshWaterSource`, an interactable water actor that restores thirst through the survival component. ## Implementation - Added `BP_StoneResourceNode` through `Scripts/setup_playable_blueprints.py`. - Added `BP_EdiblePlantResourceNode` through `Scripts/setup_playable_blueprints.py`. - Updated `Scripts/setup_ground_zero_demo_map.py` to place deterministic Ground Zero resource nodes. - Added `Scripts/verify_ground_zero_resources.py` to validate node presence, yield item IDs, remaining harvests, stable persistence IDs, and readable first-pass resource material assignments. - Freshwater placement and interaction are covered by `Scripts/verify_ground_zero_water_source.py` and `Scripts/verify_water_gathering_interaction.py`. ## Counts The map now contains: - Wood nodes: `4` - Fiber nodes: `5` - Edible plant nodes: `3` - Stone nodes: `4` These counts include the original demo wood and fiber nodes so the first player path remains intact while expanding the broader tile resource layer. ## Respawn Rules MVP respawn rules separate renewable surface resources from nonrenewable stone: - Wood nodes respawn after `900` seconds once fully depleted. - Fiber nodes respawn after `600` seconds once fully depleted. - Edible plant nodes respawn after `1200` seconds once fully depleted. - Stone nodes do not respawn in the MVP. Respawn restores the node to its configured `MaxHarvests` value and re-enables visibility/collision through the same replicated depletion state used by gathering. ## Tool Rules MVP tool rules keep the first loop accessible while giving crafted tools an immediate benefit: - Wood, fiber, and stone nodes declare `basic_tool` as their useful tool. - Those nodes still allow bare-hand gathering so players can gather the ingredients needed to craft the first tool. - A carried `basic_tool` adds `1` extra unit to each wood, fiber, or stone harvest. - Edible plant nodes remain pure bare-hand gathering. The rule is inventory-based until equipment slots, durability, and explicit active-hand state are implemented. ## Persistence Ground Zero resource actors receive stable `PersistenceNodeId` values matching their placement labels. The persistence subsystem captures and restores only resource nodes that exist in the loaded world, so depletion records stay scoped to active map/tile content. Future generated Earth-scale tiles should follow the same rule: assign deterministic resource node IDs during placement and let the save system record depletion only for tiles whose resource actors are present. ## Follow-Up Future passes should replace the prototype meshes with real coastal scrub, grass, rock, and woodland assets, then drive density from land-cover and hydrography data instead of fixed authored points.