🧱 Dev Log: Gear Registry, Survival Consumption & Meat Schema Overhaul
Date Range: 28–30 September
Focus: Gear registry overwrite logic, prefab refresh, stat effects, disease rolls, advanced meat taxonomy, and schema law adherence
🔧 Technical Milestones
✅ GearRegistryPopulator Refactor (28 Sept)
Rewrote registry logic to overwrite duplicates based on ItemID.
Ensured all gear assets in Assets/GearAssets are re scanned and reinjected.
Replaced outdated entries with updated versions. (Overwrites)
Logged additions and overwrites for traceability.
Menu item confirmed: Tools → Populate Gear Registry.
✅ GameSceneManager Archetype Injection Fix
Removed invalid GetComponent() call.
Injected PlayerArchetype via PlayerProfile.Instance.selectedArchetype.
Restored prefab-safe gear injection flow.
Confirmed runtime obedience across InjectStartingGear() coroutine.
HUD sync and stat mutation confirmed post-injection.
✅ Survival Consumption System Integration (29 Sept)
Expanded InventoryItem schema: (made it finally inject correctly rather than, placeholder data)
healthRestore, staminaRestore, hungerRestore, hydrationRestore
diseaseChance, diseaseID
IsLiquid, IsReusableContainer, IsEmpty
Updated PlayerStats.cs:
Added ConsumeInventoryItem() method.
Handles stat restoration, disease rolls, item disposal, and HUD sync.
Updated PlayerInventoryManager.cs:
Injects full InventoryItem data from IInjectableItem.
Added RemoveItem() method for runtime disposal.
Refactored slot injection to support stat and disease fields.
Expanded IInjectableItem.cs interface:
Added getters for all survival stats, disease logic, and container flags.
Confirmed HUD auto-sync via OnStatsChanged.
✅ Inventory Slot Refresh Ritual (30 Sept)
Patched PlayerInventoryManager.RemoveItem() to invoke InitializeInventory() immediately after item removal.
Guarantees full grid rebuild and instant visual feedback.
Removed redundant refresh logic from PlayerStats.ConsumeInventoryItem() — now centralized in InventoryManager.
Confirmed slot clearing, prefab obedience, and ghost sprite elimination.
✅ IInjectableItem Refactor
All item scripts implementing IInjectableItem were fully updated:
Survival stat fields, disease logic, container flags.
Prefab-safe injection and runtime compatibility confirmed.
Runtime obedience validated across food, drink, and cursed relics.
✅ Debug Tag Refactor
Replaced all [Dragon] debug tags with [Unicorn] across all relevant scripts.
Ensures consistent traceability and schema-level clarity in console output.
✅ Slot-Level Trace Injection
Added [Unicorn] ⚠️ InitializeInventory() called — trace source. to monitor refresh triggers.
Confirmed prefab obedience and runtime slot clearing.
🍖 Meat Schema Sprite & Expansion
✅ Species Variants Added and Sprites assigned for each species and includes raw and cooked variants, with unique sprites and stat profiles:
🐻 Bear
🦌 Deer
🦆 Duck
🦚 Pheasant
🐖 Pig
🐄 Cow
🐀 Rat
🧍 Human
🐔 Chicken
🐇 Rabbit
✅ Cooking States Implemented
Each species supports the following cooking states:
🔴 Raw
🔥 Roasted
💧 Boiled
🍳 Fried
🔥 Grilled
Need to finish sheep, turkey, wolf zombie, and may add more variant later.
🔧 Integration Notes
All variants implement updated IInjectableItem interface.
Sprites applied and verified for prefab compatibility.
Stat effects and disease risk vary by species and cooking method.
Human meat variants accepted — schema now supports cannibal tier. Along with appropriate diseases.
All items injected via InjectStartingItemsIntoLegs() and runtime testing.
Icons, max uses, and item IDs confirmed during slot injection.
⚠️ Outstanding Tasks
Audit all item assets and prefabs for missing data.
Patch all scripts referencing InventoryItem to match updated schema. Fruit was the test schema, working, now to adjust for all others.
Validate RemainingUses logic across liquid items. More complicated as working with volumes rather than single use instances, and includes refill true logic on some containers.
Add fallback placeholder icons or labels for empty containers.
Tooltip panels may need conditional logic for empty containers or disease warnings.
🧪 Known Issues
~180 compile errors due to missing fields or outdated references.(FIXED)
Some prefab slots may fail to inject without updated IInjectableItem logic.
Tooltip panels may misrepresent disease risk or container state.
🧙♂️ Mythic Checkpoints
🧿 “Registry Reforged” — Gear database now overwrites echoes, not ignores them
🧬 “Archetype Obeys” — Injection path restored via persistent memory
🧱 “Prefab Integrity Confirmed” — No nulls, no ghosts, no broken slots
🧠 “Tools Tab Ritual” — Gear registry now summoned via top-level menu
🧪 “Meat Tier Unlocked” — Species × Cooking × Stat × Disease schema now active
🧹 “Slot Finality” — All consumed items now vanish with full grid refresh
🧠 “AI Obeys Schema” — Modular, non-repetitive, prefab-safe collaboration confirmed
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