Day 41 — Persistence Cleanup, Home Item Scale‑Up, and Hitting System Limits

Context

Today was another extended stay in bug jail, but a productive one. The focus was persistence—specifically chasing down a chain of issues where fixing one problem would expose the next.


Persistence Fixes

I worked through a series of persistence bugs:

  • Fixing one save/load issue would reveal another
  • Edge cases appeared when combining placement, re‑selection, and interior transitions

After working through them systematically, everything is now saving and loading reliably, and the Home system feels solid again.

Scaling Up Home Items

With persistence stable, I finished setting up all of the home items I had prepared. The game now supports ~50 home items that can be placed inside homes.

This immediately exposed a practical limitation: I hit constraints around how many items can be handled cleanly inside a single function.

Pragmatic Refactor

To move forward, I refactored the item setup logic to work around these limits. It’s not the most elegant implementation, but:

  • It’s significantly easier for me to manage
  • It scales to hundreds of items, which is the real requirement

This felt like a reasonable trade‑off between ideal architecture and long‑term maintainability.


Summary

What I accomplished:

  • Fixed a cascade of persistence issues.
  • Stabilized save/load behavior for home items.
  • Added ~50 home items to the system.
  • Refactored item setup logic to support large catalogs.

What I learned:

  • Persistence bugs often hide in layers.
  • Fixing the last bug is usually harder than the first.
  • Practical scalability sometimes matters more than elegance.