The biota density + population layers were hard-gated on elevation<=sea, so the ocean was barren in the flora/fauna views and held no organisms. - Density: ocean cells (not under polar Ice) get a marine primary productivity in computeFloraDensity -- base + (1-base)*max(shelf, coast), where shelf is shallowness (light) and coast is a BFS ring-distance from land (nutrients). Rich shelves/coasts, lower open ocean, zero under ice; sMoist (a land field) is not used at sea. computeFaunaDensity now skips only Ice, so marine fauna = flora*productivity with the existing carnivore prey-gate clustering big predators on rich shelves. Funga stays land-only. - Population: append Ocean-masked archetypes (Kelp/Seagrass/Phytoplankton; Forage fish/Reef fish/Shark/Baleen whale/Seal/Squid; moistMin=0, SST-zoned). generateBiota fills ocean cells (skip Ice; no marine funga). fillFlora/ fillFauna unchanged -- their biome-mask filter zones marine vs terrestrial. Append-only, so v7 saves are unaffected. - Render: distinct marine ramps (marineFloraColor blue->teal/green bloom, marineFaunaColor blue->cyan->warm) for water cells in the 8/9 views; land ramps + funga view unchanged. - Config: bioMarineBase/bioMarineShelfDepth/bioMarineCoastRings (self-describing config -> no save bump). - test_biota.cpp updated: zero life under ice, marine flora/fauna present at sea + populate ocean tiles, funga 0 on water; capacity/carnivore-gate/budgets/ determinism still hold. All five headless suites pass; GUI build clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Description
No description provided
Languages
C++
99.6%
CMake
0.4%