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SimLOD 1.2.0 — Abstract pause and resume

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@traecneh traecneh released this 06 Sep 19:26
· 2 commits to codex/release-candidate since this release

SimLOD 1.2.0 — Abstract pause and resume

Completed Survey records previously stayed scheduled after their twelve reports. Survey Relay now pauses completed history automatically and offers Pause survey / Resume survey and catch up for unfinished work. Records retain identity, payload, RNG and deadlines. Resuming processes missed fixed intervals on later normal ticks under the existing quota.

Framework authors gain revision-checked Pause/Resume, durable EntitySnapshot.IsPaused and appended EntityStatus.Paused. Eligible records must use an abstract provider and have no native member/operation history. Pawn recovery rules remain separate. Provider removal, quarantine and retry preserve pause intent.

Compatibility: abstract archive 3 reads older formats with unpaused defaults. Install matching 1.2 framework and Survey Relay packages. Keep a pre-upgrade save if you need older framework versions; they preserve archive 3 as blocked. CLR identity, provider API major and native journal 3 are unchanged, and all 306 previous API metadata lines remain intact. The starter still compiles against published 1.0/1.1 DLLs.

Validation: 44 model groups, 466 native assertions across 16 isolated runs, 117 English keys, exact 311-line API plus historical/negative checks. Includes genuine archived saves, original 0.6 consumer binary, Core/all-DLC colony sessions and active/paused UI checks. See the acceptance report.

The seven ZIPs contain six separate mod packages and one source starter kit. Only SimLOD is required; choose optional consumers/examples as needed. Every package includes MIT licensing. release-manifest.json pins package files/source inputs; SHA256SUMS.txt pins all ZIPs and the manifest. No game DLLs or test fixtures ship.

The agreed opt-in framework feature scope is complete. The next recommendation is a small external provider/player beta. This release does not establish whole-game TPS gains, arbitrary existing-colonist conversion or map virtualization. Histories remain saved and consume storage.