Engine: quest overrides with objective*/reward* fields on nested code quests
now WARN at boot (they merge nothing — QuestData prefers nested tables);
EngineConfig + ConfigAdmin reject non-finite numbers (inf/nan).
Plugin: Config group panels auto-size (fixed-height math clipped the last row
of big groups — Theme group lost its Bold font row); Stats panels get the gap
math right; the Engine Config explainer page now REBUILDS the window when the
engine appears (the old hint was impossible — pages were assembled once at
plugin load); create() refuses ids that already have an override (mirror
guard); failed Create/Override reasons render under the create row; rejected
config edits report in the footer; explicit navigation cancels a pending
debounced search jump; the mount-time page restore no longer clobbers the
saved last-page setting during an engine-less session; undo/redo refresh
skips while typing in one of the plugin's own text boxes; search results past
the 50-cap no longer render empty category headers.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Quests (#10): a Quests registry + server runtime — objectives (gather/craft/
kill/use × count, blank target = any) and rewards, autoStart + requires chains
(completing a prerequisite auto-starts dependents), optional turn-in at a
tagged QuestGiver (component + prompt). Rewards are never lost: a full
inventory parks the quest as ready and the grant retries on inventory change.
Quests menu tab (L) with per-objective progress bars; QuestLog JSON attribute
replicates state; quest:started/progress/completed/blocked via Hooks + bus.
Achievements: an always-on runtime for the existing registry, ported
architecturally from TCE. A shared Progression layer translates bus events
into auto-derived counters (gathers_reed, crafts_total, kills_husk, …) so a
def is just { key, name, counter, threshold } — flat in code and no-code.
Unlock-once + toast + Achievements tab (J) with progress bars.
Toasts: themed top-right notification queue (Notify remote + Toasts.show).
No-code: admin plugin gains Quests (single-objective + "+ Quest giver" drop)
and Achievements (counter/threshold) editors; the engine loads both from
SurvivorCoreContent. Demo: a 3-quest chain + 4 achievements + a giver post.
Fixed: registerPanel now ADOPTS a template-scaffolded tab (hides the
placeholder, builds into the authored frame) instead of silently no-opping —
this replaces the Quests/Achievements "coming soon" placeholders.
EventBridge parity: gather:*, craft:* and item:use now also cross the bus.
Changed: rojo 7.6.1 → 7.7.0 (rokit pin; CI follows; gate verified).
Docs: quests.md + achievements.md (new), content-authoring/admin-plugin/
extending/README updated, CHANGELOG Unreleased, site feature card.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Mob & AI engine (#17): a `Mob` component + a `Mobs` FSM runtime
(idle/wander/chase/attack/flee/leash/death), faction-driven profiles
(hostile/passive/neutral), Humanoid-based mobs so combat/health/death share one
path, per-mob-type reactions, and a `Mobs` Config section.
Combat (#12, #14): server-authoritative melee + ranged reusing the v0.4.0 swing
pipeline; the `combat:hit`/`combat:kill` kill-event schema designed once. Bows use
a TCE-style aim (hold RMB to aim with an over-the-shoulder camera + crosshair and
charge ring, hold LMB to draw, release to fire); the server simulates the gravity
arc and sends the path so the client flies a cosmetic arrow along the real curve.
Arrows are their own configurable ammo item (weight/damage/curve/range/speed).
No-code: admin plugin gains Mob, Weapon and Arrow editors (+ "Add to World" /
"Tool model" drops); the engine loads Weapons/Arrows/Mobs from SurvivorCoreContent.
Fix: scope the orphan hotbar-pin sweep to the removed/consumed item, so consuming
one item never clears an unrelated hotbar-pinned weapon.
Docs: combat.md + mobs.md (with demo video); CHANGELOG Unreleased entry.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Closes the gather → craft loop and lays the no-code content layer.
- Tool-swing harvesting (#1): equip a hotbar tool (a real Tool via the new
ToolEquip bridge), click a node, server-validated hit (range / line-of-sight
/ equipped tool / cooldown) granting a per-hit random yield, blocking the hit
when the inventory is full. Bare-hand hold-E kept. The engine's first
client-input → RemoteEvent → server-validation pipeline (combat reuses it).
A floating HP bar shows a node's remaining hits.
- Hand crafting (#4): server-authoritative consume → produce with a
complexity-scaled craft channel + a progress bar above the crafter; a
Crafting tab lists hand recipes and gates each on what you carry.
- No-code content (#11, Builder first slice): a Resources registry + a
content-from-instances loader (Registry.loadFromFolder reads a
SurvivorCoreContent folder at start), Gatherable binds to a named Resource,
and a per-resource-type reaction API (reed sways, tree fells + leaves a
stump). The admin plugin becomes one widget with Stats + Content tabs to
create/edit items + gatherables, including "Add to World".
New hooks: gather:blocked, craft:start / craft:end / craft:blocked. Docs +
CHANGELOG. Engine stays content-free; the demo supplies the sample content.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>