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Dev Log 27 - Gear Registry Refactor

🧱 Dev Log: Gear Registry, Survival Consumption & Meat Schema Overhaul Date Range: 28–30 September Focus: Gear registry overwrite logic, prefab refresh, stat effects, disease rolls, advanced meat taxonomy, and schema law adherence 🔧 Te…

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🧱 Dev Log: Gear Registry, Survival Consumption & Meat Schema Overhaul

Date Range: 28–30 September



Focus: Gear registry overwrite logic, prefab refresh, stat effects, disease rolls, advanced meat taxonomy, and schema law adherence



🔧 Technical Milestones



✅ GearRegistryPopulator Refactor (28 Sept)

Rewrote registry logic to overwrite duplicates based on ItemID.



Ensured all gear assets in Assets/GearAssets are re scanned and reinjected.



Replaced outdated entries with updated versions. (Overwrites)



Logged additions and overwrites for traceability.



Menu item confirmed: Tools → Populate Gear Registry.



✅ GameSceneManager Archetype Injection Fix

Removed invalid GetComponent() call.



Injected PlayerArchetype via PlayerProfile.Instance.selectedArchetype.



Restored prefab-safe gear injection flow.



Confirmed runtime obedience across InjectStartingGear() coroutine.



HUD sync and stat mutation confirmed post-injection.



✅ Survival Consumption System Integration (29 Sept)



Expanded InventoryItem schema: (made it finally inject correctly rather than, placeholder data)



healthRestore, staminaRestore, hungerRestore, hydrationRestore



diseaseChance, diseaseID



IsLiquid, IsReusableContainer, IsEmpty



Updated PlayerStats.cs:



Added ConsumeInventoryItem() method.



Handles stat restoration, disease rolls, item disposal, and HUD sync.



Updated PlayerInventoryManager.cs:



Injects full InventoryItem data from IInjectableItem.



Added RemoveItem() method for runtime disposal.



Refactored slot injection to support stat and disease fields.



Expanded IInjectableItem.cs interface:



Added getters for all survival stats, disease logic, and container flags.



Confirmed HUD auto-sync via OnStatsChanged.



✅ Inventory Slot Refresh Ritual (30 Sept)

Patched PlayerInventoryManager.RemoveItem() to invoke InitializeInventory() immediately after item removal.



Guarantees full grid rebuild and instant visual feedback.



Removed redundant refresh logic from PlayerStats.ConsumeInventoryItem() — now centralized in InventoryManager.



Confirmed slot clearing, prefab obedience, and ghost sprite elimination.



✅ IInjectableItem Refactor

All item scripts implementing IInjectableItem were fully updated:



Survival stat fields, disease logic, container flags.



Prefab-safe injection and runtime compatibility confirmed.



Runtime obedience validated across food, drink, and cursed relics.



✅ Debug Tag Refactor

Replaced all [Dragon] debug tags with [Unicorn] across all relevant scripts.



Ensures consistent traceability and schema-level clarity in console output.



✅ Slot-Level Trace Injection

Added [Unicorn] ⚠️ InitializeInventory() called — trace source. to monitor refresh triggers.



Confirmed prefab obedience and runtime slot clearing.



🍖 Meat Schema Sprite & Expansion

✅ Species Variants Added and Sprites assigned for each species and includes raw and cooked variants, with unique sprites and stat profiles:



🐻 Bear



🦌 Deer



🦆 Duck



🦚 Pheasant



🐖 Pig



🐄 Cow



🐀 Rat



🧍 Human



🐔 Chicken



🐇 Rabbit



✅ Cooking States Implemented

Each species supports the following cooking states:



🔴 Raw



🔥 Roasted



💧 Boiled



🍳 Fried



🔥 Grilled



Need to finish sheep, turkey, wolf zombie, and may add more variant later.



🔧 Integration Notes

All variants implement updated IInjectableItem interface.



Sprites applied and verified for prefab compatibility.



Stat effects and disease risk vary by species and cooking method.



Human meat variants accepted — schema now supports cannibal tier. Along with appropriate diseases.



All items injected via InjectStartingItemsIntoLegs() and runtime testing.



Icons, max uses, and item IDs confirmed during slot injection.



⚠️ Outstanding Tasks

Audit all item assets and prefabs for missing data.



Patch all scripts referencing InventoryItem to match updated schema. Fruit was the test schema, working, now to adjust for all others.



Validate RemainingUses logic across liquid items. More complicated as working with volumes rather than single use instances, and includes refill true logic on some containers.



Add fallback placeholder icons or labels for empty containers.



Tooltip panels may need conditional logic for empty containers or disease warnings.



🧪 Known Issues

~180 compile errors due to missing fields or outdated references.(FIXED)



Some prefab slots may fail to inject without updated IInjectableItem logic.



Tooltip panels may misrepresent disease risk or container state.



🧙‍♂️ Mythic Checkpoints



🧿 “Registry Reforged” — Gear database now overwrites echoes, not ignores them



🧬 “Archetype Obeys” — Injection path restored via persistent memory



🧱 “Prefab Integrity Confirmed” — No nulls, no ghosts, no broken slots



🧠 “Tools Tab Ritual” — Gear registry now summoned via top-level menu



🧪 “Meat Tier Unlocked” — Species × Cooking × Stat × Disease schema now active



🧹 “Slot Finality” — All consumed items now vanish with full grid refresh



🧠 “AI Obeys Schema” — Modular, non-repetitive, prefab-safe collaboration confirmed

CTI Threat Relationship Graph3 Knoten / 2 Relationen
CVE / Incident Software MITRE ATT&CK CWE Weakness IoC
SOC Incident Playbook: Remote Code Execution (RCE) Defense
title: Detect Exploitation - Dev Log 27 - Gear Registry Refactor
id: b8f2f03e-e300-46b3-b01d-b1373fe87fe0
status: experimental
description: Automatisch generierte SIEM-Erkennungsregel basierend auf CTI Intelligence
references:
  - https://tsecurity.de/
author: iShareStuff CTI Automated Detection Engine
date: 2026-09-24
logsource:
  category: network_connection
  product: any
detection:
  selection:
      CommandLine|contains:
        - 'exploit'
  condition: selection
falsepositives:
  - Legitime administrative Zugriffe oder Penetrationstests
level: high
tags:
  - attack.initial_access
  - attack.t1071
rule CTI_Threat_Indicator {
    meta:
        author = "iShareStuff CTI Automated Detection Engine"
        date = "2026-09-24"
        description = "YARA Signature for "
    strings:
        $str = "Dev Log 27 - Gear Registry Ref" ascii wide
    condition:
        any of them
}
tsecurity.de Cognitive Threat RAG
Fokus-Vektor:

Kognitive Analyse für identifizierte Bedrohung: Erhöhte Bedrohungslage im Bereich Dev Log 27 - Gear Registry Refactor.... Basierend auf 368k Vektor-Korrelationen werden sofortige Isolationsmaßnahmen für betroffene Endpunkte empfohlen.

🛡️ Angriffsfläche & Exposure

Netzwerk/Remote-Zugriff ohne Vorauthentifizierung möglich.

Empfohlene Sofortmaßnahmen
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