Split nutrients voxel layer into nutrients_fast and nutrients_slow (voxel layers 4 → 5):
- nutrients_fast (plant-available): quick turnover, depleted by plant growth, refilled by rain and dissolution from slow pool
- nutrients_slow (mineralized reserve): long-term soil health, fed by decomposition of organic_matter, slowly dissolves into fast pool
- organic_matter (existing): dead entity biomass deposited here on death, converted to slow nutrients via mineralization
New per-tick fluxes in voxel effects phase:
- Mineralization: organic_matter → nutrients_slow (rate 0.002/tick, accelerated by decomposer entities in M3)
- Dissolution: nutrients_slow → nutrients_fast (rate 0.005/tick)
- Leaching: nutrients_fast drains slowly (rate 0.001/tick)
Updated touchpoints: rain split (0.020 fast + 0.004 slow), dormancy recovery uses weighted effective nutrients (fast + slow × 0.3), plant spreading checks fast pool only, entity death deposits biomass to organic_matter layer.
Three new rate multipliers: mineralization, dissolution, nutrient_leaching (all default 1.0).
Split
nutrientsvoxel layer intonutrients_fastandnutrients_slow(voxel layers 4 → 5):New per-tick fluxes in voxel effects phase:
Updated touchpoints: rain split (0.020 fast + 0.004 slow), dormancy recovery uses weighted effective nutrients (fast + slow × 0.3), plant spreading checks fast pool only, entity death deposits biomass to organic_matter layer.
Three new rate multipliers:
mineralization,dissolution,nutrient_leaching(all default 1.0).