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Add bounded per-Age instability provider runtime (#66)
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@@ -53,7 +53,7 @@ For #65, **eligible-to-become-unstable** means a known, supported page whose sem
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Automated #65 checks cover classification, preserved input slots on rejection, and an accepted unstable preview. The live output/one-time Age creation check is assigned to in-game testing because the GameTest storage phase stalled when that transaction ran; the test world is not retained.
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Proposed server defaults for #66–#72 (to confirm during implementation): instability scoring on for newly created Ages; passive entity effects on; world-mutating hazards **off by default** until an operator opts in; explicit per-Age toggle and separate per-family switches. Enforce a central work budget rather than letting every loaded chunk and provider roll independently: default at most one hazard attempt per Age per 20 ticks, one block mutation per successful attempt, and no forced chunk loads. Budgets should be configurable with hard upper bounds, including active Ages, target radius, tick interval, block changes/explosions/meteor impacts, entity effect attempts, and decay spread. Never target another dimension, unloaded chunk, book preview/snapshot, protected spawn/link platform, or portal. Stop safely when the Age unloads or settings change. These are **Rivencraft proposals**, not Legacy defaults or code that exists today; implementation issues must test/adjust them, especially multiple concurrent Ages. Expose score breakdown, selected effects, enablement, and budget suppression in server diagnostics (#72).
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Issue #66 establishes a server-only scheduler with bounded per-Age actions, provider calls, levels, cooldowns, loaded-chunk candidates, and rotating active-Age admission. World-mutating handlers are **off by default**. No provider effects are registered yet; #67–#70 must enforce protected spawn/link platforms, portals, and provider-specific damage/spread limits before activation. These are **Rivencraft safety adaptations**, not Legacy defaults. Expose score breakdown, selected effects, enablement, and budget suppression in server diagnostics (#72). See [runtime policy](INSTABILITY_RUNTIME.md).
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M6 owns scoring, selection, effects, controls, and regression. M7 still owns portal/transport and broader polish; M6 must not depend on new M7 structures. An illegal biome/terrain combination that is presently unrepresentable remains a generation failure until a separate, safe compiler path exists; instability must not be used to disguise absent worldgen support. Existing pre-release saves need explicit migration behavior in #73 rather than a silent rescore.
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