Real-time growth: growTime days become wall-clock seconds
Yufok1+1: Claude Fable 5
6212a21
Growing a seed starts a seedling timer (growTime trait, 1 day = 1s,
clamped 10-300s); seedlings mature automatically when it elapses, even
while the player is away. Breeding and cloning now require MATURE
plants, making growth a real time sink and growTime a strategy stat.
Client shows live countdowns on seedlings and auto-refreshes on
maturation; agent tools report grow status and wait times.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Checkpoint Devvit v0.0.26
Yufok1+1: Claude Opus 4.8
616ae7b
Rarity schema + granulated rarity depictions, and a new-plant NEW badge
so freshly bred seeds are not lost in the alphabetized seed list.
- Add src/shared/valuation.ts: 9-tier rarity schema (common -> primordial)
with bounded rarityIndex (0-100 collectibility, generation saturates so
top tiers stay scarce) and unbounded rarityScore (market valuation);
exported via shared/index.ts
- Depict tiers per seed card: rarity-* left-border colors + primordial
glow and matching rarity-chip text colors (index.css, game.tsx:1900)
- NEW badge for freshly bred seeds: newSeedIds diffed against
knownSeedIdsRef, keyed by seed id so it survives sorting, cleared by
acknowledgeNew; is-new pulse + new-badge (game.tsx, index.css)
- breeder: de-dupe offspring strain name against existing seeds
- lab/predictCross: summary_only + downsample to shrink payload
- color: add vibrance() helper; api: summary_only request field;
agentLink route adjustments
Co-Authored-By: Claude Opus 4.8 <noreply@anthr…