All of the encounter reactions are now decoupled from King’s Sea III, which means they can also be run independently by the life/world simulation without needing any cruft. That was the main reason I started this whole thing in the first place.
I also cleaned up a bunch of duplicated/old reaction code along the way, especially creature encounters and held-plant interactions. There are some new interactions, and some old reactions were removed because they were confusing. One big one is that chasing away can no longer result in the thing you are chasing dying, only in beating it up a bit and letting it run away. Explicit attacking will be under a new reaction called “Attack” which only will attack, which is important for things like explicitly trying to kill titans etc.
Now I can work on fun shit again.
And by fun shit I mean UI popups.

