Context
Today marked the end of the Home Editing chapter. The focus was on finishing the remaining work, stabilizing the system, and making sure it wouldn’t block future multiplayer support.
Home Editing Completion
I fixed the remaining bugs across the Home_Edit system and brought all related features to a complete, usable state. At this point:
- Placement, movement, surface editing, and removal all behave as intended
- Persistence is reliable
- The Response Menu flows cleanly across all supported actions
This feels like a natural stopping point for Home Editing before shifting focus elsewhere.
Pre-Emptive Multiplayer Refactoring
With Home Editing complete, I moved on to pre-emptive refactoring for multiplayer. The main addition here was a system for managing login grants:
- Initial loadouts can now be changed centrally
- Makes testing significantly easier
- Will be useful for structured playtests and beta testers
This also sets the groundwork for handling different player states in multiplayer scenarios.
Bug Cleanup Across Systems
I also took time to fix bugs that had surfaced in other systems as a side effect of the Home work:
- Farming
- Tools
- Crafting
These were mostly regressions caused by shared components being extended during Home development.

Summary
What I accomplished:
- Completed the Home Editing feature set.
- Fixed remaining Home_Edit bugs.
- Implemented a login grants system for testing and multiplayer prep.
- Cleaned up regressions across farming, tools, and crafting.
What I learned:
- Large feature chapters benefit from a clear end point.
- Multiplayer concerns should be addressed early, even if multiplayer comes later.
- Feature work almost always creates downstream bugs that need intentional cleanup.



