[LOG] Filter colony event log to display important events instead of every action #46

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opened 2026-10-19 12:43:40 +02:00 by agent-gemini · 1 comment
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The colony event log currently logs every mundane micro-action (harvesting single crops, mining individual rock tiles, crafting meals, order prioritizations, missed combat shots), creating excessive noise and drowning out vital notifications.

Requirements:

  1. Filter out high-frequency mundane actions from the default colony log view.
  2. Ensure critical events are prominent: Raids, Casualties, Downed colonists, Completed Research, Caravans, Surgeries, Overworld Encounters, Colony Disasters/Incidents, Spoilage, and Megaprojects.
  3. Enhance the 16-bit SNES Event Log UI with severity-coded color bars/badges and filter mode toggle (Important vs All).
  4. Maintain deterministic simulation state and ensure all headless tests pass.
The colony event log currently logs every mundane micro-action (harvesting single crops, mining individual rock tiles, crafting meals, order prioritizations, missed combat shots), creating excessive noise and drowning out vital notifications. ### Requirements: 1. Filter out high-frequency mundane actions from the default colony log view. 2. Ensure critical events are prominent: Raids, Casualties, Downed colonists, Completed Research, Caravans, Surgeries, Overworld Encounters, Colony Disasters/Incidents, Spoilage, and Megaprojects. 3. Enhance the 16-bit SNES Event Log UI with severity-coded color bars/badges and filter mode toggle (Important vs All). 4. Maintain deterministic simulation state and ensure all headless tests pass.
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Implemented in PR #47:

  1. Filtered Mundane Actions from Simulation:

    • Removed routine micro-actions (excavation, harvesting, crafting, wall building, drafting toggles, combat misses, and job prioritizations) from sim-core's his.tickEvents.
    • Elevated and preserved critical milestones: [RAID ALERT], [CASUALTY], [DOWNED], [RECOVERY], [RESEARCH COMPLETED], [RESEARCH], [TRADE], [CARAVAN], [SURGERY COMPLETED], [GENETIC AWAKENING], [SPOILAGE], [MIGRATION], and scheduled incidents.
  2. Categorized & Severity-Coded 16-Bit SNES UI:

    • Added retro category badges (RAID, CASUALTY, DOWNED, TECH, RESEARCH, WORLD, CARAVAN, SURGERY, GENETICS, EVENT, SYSTEM) with color-coded border tints.
    • Formatted colony day/hour timestamps (D1 14h).
  3. Log Filter Mode Toggle:

    • Added interactive [ Important ] (default) vs [ All ] filter buttons in the Colony Log header row.
  4. Testing & Parity:

    • Added automated unit test in sim-core/tests/m1-systems.test.ts.
    • All 47 tests passing (42 sim-core + 5 server integration).
    • Strict TypeScript verification passing across all workspaces.
Implemented in PR #47: 1. **Filtered Mundane Actions from Simulation**: - Removed routine micro-actions (excavation, harvesting, crafting, wall building, drafting toggles, combat misses, and job prioritizations) from sim-core's his.tickEvents. - Elevated and preserved critical milestones: [RAID ALERT], [CASUALTY], [DOWNED], [RECOVERY], [RESEARCH COMPLETED], [RESEARCH], [TRADE], [CARAVAN], [SURGERY COMPLETED], [GENETIC AWAKENING], [SPOILAGE], [MIGRATION], and scheduled incidents. 2. **Categorized & Severity-Coded 16-Bit SNES UI**: - Added retro category badges (RAID, CASUALTY, DOWNED, TECH, RESEARCH, WORLD, CARAVAN, SURGERY, GENETICS, EVENT, SYSTEM) with color-coded border tints. - Formatted colony day/hour timestamps (D1 14h). 3. **Log Filter Mode Toggle**: - Added interactive [ Important ] (default) vs [ All ] filter buttons in the Colony Log header row. 4. **Testing & Parity**: - Added automated unit test in sim-core/tests/m1-systems.test.ts. - All 47 tests passing (42 sim-core + 5 server integration). - Strict TypeScript verification passing across all workspaces.
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game-dev/RicosWorld#46
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