Context
Today was largely about polish and stability. As the Home and Home_Edit systems grow, I’m starting to feel the weight of regressions where small changes can cause outsized breakage. Today’s main issue was one of those moments.
Placement Preview Regression
I spent most of the day chasing down a regression where the placement preview was no longer displaying correctly.
This involved:
- Arguing with AI agents over incorrect assumptions
- Restoring older snapshots to isolate the issue
- Carefully diffing recent changes
Eventually, I found the root cause and got it fixed. It appears that a recent refactor unintentionally broke the preview logic. This was frustrating, but also a reminder that even well‑structured systems can become fragile as they scale.
Small but Important Fixes
In addition to the regression fix, I completed several smaller tasks that improve overall stability and UX:
- Set up dozens of home items as prefab entities
- Added support for certain home items to not be rotatable (e.g., wall‑mounted TVs, ceiling items)
- Prevented players from equipping tools while in Home or Home_Edit mode
- Fixed issues where tools were still visually displayed despite being unequipped
- Added a placement constraint when building a home: it must be at least two tiles away from a tree to prevent branches clipping through interiors

Current Concerns
Despite frequent refactoring and attempts to keep the codebase scalable, today reinforced a concern: as the project grows, the surface area for subtle regressions grows with it. Catching these issues early requires discipline, tooling, and patience.
Summary
What I accomplished:
- Fixed a major placement preview regression.
- Added rotation constraints for wall and ceiling items.
- Improved Home/Home_Edit input and equip restrictions.
- Expanded home item prefabs.
- Added placement rules to prevent environmental clipping.
What I learned:
- Regressions are inevitable as systems scale.
- Snapshotting and diffing are essential debugging tools.
- Architectural discipline reduces—but does not eliminate—fragility.
- “Bug jail” days are part of building complex systems.



