Status: AUTHORING LAW / STATIC DOC / RUNTIME PROOF NOT IMPLIED Evidence class: STATIC_DOC Scope: biome ecology, macro ecosystem director, biomass migration, flora/fauna distribution, food/territory pressure, ecological evidence, swarm background, and ecosystem proof gates.
- First-20 moment: semi-open shallow route populated with light-driven biota, readable predator/prey traces, and ecological evidence around resource and tool decisions.
- Route blocker removed: prevents the opening shallows from becoming random scatter, empty beauty, or dark biolum masking weak ecology.
- Proof class: STATIC_DOC hook only; acceptance still requires biome tables, spawn masks, compact/normal screenshots, and profiler/GC proof for runtime ecology changes.
Ecosystem is pressure architecture. It is not random life scatter.
Biomes, flora, fauna, carcasses, nests, feeding routes, avoidance zones, and biolum fields must explain how life survives under depth, current, pressure, available light, geology, and industrial contamination. HECTON-8 rejects zoo placement, decorative coral fields, random fish confetti, and biomes that differ only by color.
Surface and photic-zone ecology must use light abundance as a strength: visible reefs, clear silhouettes, fish schools, wet shoreline biofilm, shallow coral/flora color, and readable predator shadows. Darkness, sparse biolum-only life, and oppressive scarcity belong to depth, caves, storms, contaminated industrial pockets, or transition routes.
Ecosystem owns macro biomass state, biome ecological rules, spawn eligibility, migration pressure, territory/feeding logic, and ecological evidence. It does not own individual creature cognition, generated mesh quality, terrain shape, water physics, rendering, or narrative truth.
ai.md owns local cognition. creatures.md owns encounter taste. terrain.md owns substrate and scatter masks. 3dmodel.md owns generated asset quality. Ecosystem bridges them with deterministic ecological rules.
Each biome must define:
- substrate;
- current and turbidity behavior;
- light/biolum logic;
- food/energy source;
- shelter/avoidance zones;
- dominant flora/coral forms;
- fauna roles;
- predator/prey pressure;
- evidence left after events;
- low-tier readability method.
No organism appears only because the area needed decoration.
Macro simulation is low-cadence and bounded:
- biomass fields update on cold/frost cadence;
- deterministic seed and biome masks;
- no per-creature ecology polling;
- migration changes spawn eligibility, not direct GameObject truth;
- event output is summary data: zone id, pressure, biomass, flags, evidence.
Use scalar fields, masks, and baked placement before expensive local simulation.
GlobalQualityWeight may scale visible population density, secondary swarm presentation, flora sway richness, ecological debug overlays, noncritical migration cadence, and evidence dressing density. It must not change biomass truth, spawn identity, save state, predator rules, or biome ownership.
Compact keeps strong biome silhouettes, fewer visible actors, clear ecological evidence, and stable spawn eligibility. High tiers add density, secondary swarms, richer biolum response, and more evidence dressing.
Any ecosystem or biome simulation work must declare:
- biome id and ecological purpose;
- producer, consumer, scavenger, threat, and shelter roles;
- light regime, including explicit daylight/photic behavior when relevant;
- deterministic seed and spawn mask source;
- biomass or population scalar if simulated;
- migration, decay, bloom, and collapse cadence;
- fauna, flora, and geology families allowed in the biome;
- player-readable evidence of ecological state;
- persistence schema if ecology changes over time;
- Compact and High capture proving the biome does not look like random scatter;
- profiler/GC proof when runtime ecology code changes.
The packet must prove why each visible organism or rock cluster exists there. Random density is not ecology.
Ecosystem work must provide:
- biome ecology table;
- spawn eligibility masks;
- biomass/migration cadence;
- fauna/flora role list;
- deterministic seed route;
- compact and normal screenshots;
- save/persistence proof if ecology state persists;
- profiler proof if runtime macro simulation changed.
Reject:
- random flora/fauna scatter;
- biomes defined by color only;
- creature placement with no food/shelter/territory logic;
- decorative swarm GameObjects;
- ecology that ignores pressure/current/light/geology;
- runtime simulation without low-cadence budget and proof.
Ecosystem is accepted only when life placement has ecological cause, macro state is bounded and deterministic, visible density scales continuously, and compact-tier biome identity remains readable.