Day 11 — Farming Loop Foundations
Context
Today marked the beginning of the farming gameplay loop.
Tile Lifecycle
- Tiles now support the full farming lifecycle:
- Empty → Hole → Planted → Growing
Tool Behaviors
- Shovel digs holes.
- Seeds plant crops.
- Watering Can waters planted crops.
Growth Simulation
- Crops progress using timestamps stored at planting. The world_time_component now drives multi-day growth.

Summary
What I accomplished:
- Implemented the basic farming loop.
- Added tool behaviors for planting and watering.
- Built time-based crop stage progression.
What I learned:
- Time-based systems need careful persistence handling.
- Tile state transitions must remain deterministic.



