Simulation FrameworkGet v1.3 ↗

Examples and possibilities#

The release contains six ready-to-install mod packages and a separate source starter kit. Only SimLOD is required by the framework. Add examples individually to explore the capabilities they demonstrate.

Example What it demonstrates Begin with
Provider Starter A clock, pure scheduled updates, and a saved consumer link; builds outside this repository. Starter source
Synthetic laboratory A randomized counter, time accumulator, and the 1.3 command meter source example. Abstract runtime · Commands
Herd laboratory Generated animals, checked reconciliation, and narrowly restricted disposable fixture aggregation. Pawn lifecycle
Expedition laboratory Three persistent native NPCs, abstract supply accounting, retained identity, and repeat visits. Expedition contract
Visitor Relay A buildable gameplay entry point using the expedition provider through the public API. Visitor guide
Survey Relay An entirely abstract survey with deterministic reports, pause/resume, and saved completed history. Survey guide

The synthetic developer action creates the counter and accumulator. The command meter is a compilable source/API example, not an additional player-facing action. The starter ZIP contains source rather than an installed assembly.

Frontier Expeditions#

Frontier is a separate consuming project. Its copied checkout passed native continuity and command-lock checks against the final 1.3 public DLL. That verifies the exercised integration, not its complete paid mission loop. Frontier owns mission rules, crew behavior, silver escrow, shipments, and presentation. See the integration handoff.

What else could a provider build?#

  • An illness moving across the world: model settlement populations and transmission through travel; build a world-map overlay and native disease integration in the consuming mod.
  • Migrating herds: track regional populations and materialize selected animals for local encounters.
  • A trade network: advance production, shortages, and convoy progress; implement prices and actual goods transfers in the gameplay mod.
  • Persistent rival expeditions: track missions and preserve recognizable generated survivors between encounters.
  • Remote projects: keep progress, supplies, and setbacks for research camps or salvage operations.

These are design possibilities, not shipped gameplay. The consuming mod must define and validate the domain model. SimLOD does not automatically simulate every existing settlement, Pawn, or map.

What has been tested?#

The 1.3 report records 53 model groups and 545 focused native assertions, plus a separate 55-assertion Frontier integration run. Examples and scripted tests establish specific behavior on pinned inputs. They do not establish broad mod compatibility, human playtesting, or whole-game performance gains.