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2 changes: 1 addition & 1 deletion CLAUDE.md
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Expand Up @@ -97,7 +97,7 @@ PR → merge.
in the README changelog and the GitHub release notes. Upgrade steps players need are the only exception.
- The played and not-played status matches the README exactly: the 1.0 code (released as 1.0.0) ran 16 passes in a
live game, including one hosted co-op session; 1.1.0's changes and anything since are covered by automated tests but
not played; no live two-player session on 1.1.x; frame time, Iron Teeth, non-Windows and MultiColony live play untested.
not played; no live two-player session on 1.1.x; frame time, Iron Teeth, non-Windows and Timber Together live play untested.
Replay numbers always say "straight-line stand-in". Never invent numbers, reviews or screenshots.
- Keep the credits: MIT, maintained by Timbermods; Housing Optimize and Commute Balancer are Bobingabout's. Keep the
"unofficial, not affiliated with or endorsed by Mechanistry" line in every footer.
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4 changes: 2 additions & 2 deletions PRODUCT.md
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Expand Up @@ -126,7 +126,7 @@ Success, in order:
has been played on 1.1.0 or 1.1.1; the client's side, joining and rehosting are untested.
- Never measured: frame-time impact (the per-tick work is bounded, but a real path query hasn't been timed, nor the
larger budgets of very large colonies). Iron Teeth untested (developed on Folktails). Only Windows. BeaverBuddies
MultiColony was audited against the mod's code, not played with it.
Timber Together was audited against the mod's code, not played with it.
- The results are a replay of a real 266-beaver colony through the real pass engine with **straight-line distance
standing in for route cost** (53.1 before, 24.1 after one pass, 24.0 true optimum; 147 ticks; 182 beavers rehomed
in 20 cycles; a second pass changed nothing). Always say it's a stand-in.
Expand All @@ -139,7 +139,7 @@ Success, in order:
troubleshooting multiplayer entry say the live session ran the code the stable release started from, and that
this release hasn't been played live by two players. None of them walks through version history.
- The Updating steps and the "Saved state ignored" answer carry no old-save notes (fresh games are assumed).
- Neither the README nor the site names a MultiColony version: its code was audited against this mod, not played
- Neither the README nor the site names a Timber Together version: its code was audited against this mod, not played
with it.

## Brand Commitments
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -119,7 +119,7 @@ That included a hosted co-op session with a second player running the same mod v
- The Iron Teeth faction, and operating systems other than Windows.
- Multiplayer beyond that one hosted session, and the client's side of it. No live two-player session has been
played on 1.1.0 or 1.1.1 yet.
- BeaverBuddies MultiColony in a live session. Its code was audited against this mod: the mod only
- Timber Together in a live session. Its code was audited against this mod: the mod only
ticks inside the simulation, draws no random numbers, uses no wall-clock or frame time, never moves a beaver
between districts (so colonies stay separate), and nothing it touches is patched by BeaverBuddies. Every player
needs the same version enabled; BeaverBuddies warns at join time when the mod lists differ.
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2 changes: 1 addition & 1 deletion docs/index.html
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Expand Up @@ -326,7 +326,7 @@ <h3>Not yet</h3>
<li>Multiplayer beyond that one hosted session: joining, rehosting, the second player's side, and a live two-player session on this release.</li>
<li>The Iron Teeth faction (developed and replayed on a Folktails colony).</li>
<li>Operating systems other than Windows.</li>
<li>BeaverBuddies MultiColony: its code was read against this mod's, but not played together.</li>
<li>Timber Together: its code was read against this mod's, but not played together.</li>
</ul>
</div>
</div>
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