Pixon Spawning 2026 10 17 - Herbertofury/Advent-of-Ascension GitHub Wiki
Pixon spawning continuation ยท 2026-10-17
The current owner-local playtest retains every preceding program/resource member and adds all six current official weighted Pixon spawning policies. It uses the existing eight native variant factories and saved IDs; no duplicate entities or eggs are registered. Bowls, harvest requirements, health, loot, tribute, artwork and the renderer repair are unchanged. Tslat and contributors remain credited.
The complete native client/server runs pass. The native spawning suite checks all 986 weighted tickets, eight variants and all 25 actual dimensions. A labelled fake survival-player fixture performs 32 current-policy ticks with controlled timer resets on unmodified native terrain: 21 Pixons spawn, then all original player/entity membership is restored. No terrain/biome is edited. These controlled tests do not certify automatic wild scheduling or a full natural playthrough. Six actual invalid-codec controls and six corrupted-proof controls are rejected.
The native target adapter retains the six original policy files as exact source authorities, lowers all 18 numeric providers without changing their parameters, and resolves biome tags at the proper lifecycle boundary. Missing configured tags/biomes fail rather than becoming unrestricted spawning. Reload generations and exact owned attachment prevent duplicate spawners while preserving unrelated ones. The old spawner class and public API remain available.
Every 24,106 preceding member remains. The current 24,117-member JAR adds five helpers and six policy resources; only three loader/attachment classes and the build timestamp change. Every other full program/resource member is identical. Normal production server start/save/restart and signed-in client rendering and movement pass. Exact Hari62 Vulkan and OpenGL each pass 24 actual GUI-overlay state cases with a clean production seed. No physical OpenGL fallback is used.
Current Playtest is updated in place. Its ID/name, launch/display choices and all 69 existing world/config/asset files remain unchanged. Previous artifacts and all other profiles remain available; vanilla hearts remain the default.
Enderloom's developer compiler diagnostic now parses every actual main-source unit with the target JDK before compiling changes. The observed whole-project class collision is rejected early. It uses the real AST for comments, strings, nested types and package-private owners. Full native compile/AP/build/runtime checks remain mandatory.
Modern Pixon magnitude, Attuning Bowl/energy-stone siphoning and visuals remain a connected reconciliation requirement. The remaining skill/tablet/armour/deity/ dungeon families, complete historical/latest union, natural progression, save migrations, multiplayer, full optional-pack compatibility and 2,000 FPS remain unverified/unfinished. The incomplete-merge warning is retained.
Only original maintenance tooling and factual metadata are published here. Original AoA sources/assets and the modified JAR remain local.
Bounded acceptance checklist
- Retain all preceding 24,106 archive members and existing registry/save identities.
- Load all six complete current policies through the native target.
- Verify all eight variants and all 986 weighted tickets.
- Verify dimension/superflat gates and idempotent owned attachment in all 25 native contexts.
- Exercise 32 controlled native ticks on unchanged terrain and restore the original player/entity membership.
- Pass full native client/server and all inherited connected-family checks.
- Pass normal standalone production server save/restart and signed-in rendering/movement.
- Pass clean Hari production server/client and all 24 actual GUI-state cases per backend.
- Update Current Playtest in place and preserve all existing user files and choices.
- Verify automatic natural acquisition and complete unassisted progression.
- Reconcile the complete current magnitude, Attuning Bowl/energy-stone and visual family.
- Complete the remaining historical/latest union, migrations, multiplayer, optional compatibility and performance gates.