Every numbered-section bullet in the target document is represented (107 benchmark groups). Multi-part bullets are partial if any part is absent or differs. Implemented means the scoped rule is active; it does not certify frame-perfect equivalence. Evidence checks require registered systems, source files, relevant runtime tokens, and populated content catalogs; hooks and map POIs alone do not qualify.

The Player

Benchmark mechanicStatusEvidence / limits
Max energy 270 at start; each Stardrop adds 34; all stardrops = 508 (so 7 Stardrops, derived). Food/drink buffs can push temporary max to 588.partialStarting energy and temporary food buffs work; permanent max-energy collectibles are absent.
packages/sim/src/systems/energy/index.ts
Tool costs at skill level 0partialImplemented tools and fishing have energy costs; animal item tools have configured costs; pans and slingshots are absent.
packages/sim/src/systems/tools/index.ts · packages/content/data/tools/tools.json
ProficiencyimplementedPaired skill level reduces successful tool costs; fishing uses its configured cast cost.
packages/sim/src/systems/tools/index.ts · packages/content/data/tools/tools.json
WarningspartialInsufficient energy blocks tool use/casting; exact warning and exhaustion behavior is incomplete.
packages/sim/src/systems/tools/index.ts · packages/content/data/tools/tools.json
Sleep restorepartialBedtime restoration and level-up refill work, but bedtime uses a linear rather than stepped penalty and no extra exhaustion penalty.
packages/sim/src/systems/energy/index.ts
Other restorepartialFood restoration is implemented; spa and bed regeneration are absent.
packages/sim/src/systems/crafting/effects.ts · packages/content/data/crafting/crafting.json
Pass-out penaltypartialTime and combat knockouts charge gold; combat can lose stacks and return tools. Item buyback is absent.
packages/sim/src/systems/mines/combat.ts · packages/content/data/mines/mines.json
HealthpartialCombat-level health and profession bonuses exist; permanent special health upgrade is absent.
packages/sim/src/systems/mines/model.ts · packages/content/data/mines/mines.json
SkillspartialFive skill progressions and recipe/proficiency consumers exist; completion achievement and title system are absent.
packages/sim/src/systems/skills/index.ts · packages/content/data/skills/skills.json
XP to reach levelimplementedCumulative thresholds are read from skill content and levels computed by the simulation helper.
packages/sim/src/systems/skills/index.ts · packages/content/data/skills/skills.json
ProfessionspartialBranch and level gates plus modifiers are present; several non-farming effects remain hooks.
packages/sim/src/systems/skills/index.ts · packages/content/data/skills/skills.json
Profession changemissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry
Mastery (1.6)missingNo implemented content/rule owner was found for this benchmark feature.
Active system registry
Books give XP (1.6). Skill-based titlemissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry

Calendar and Seasons

Benchmark mechanicStatusEvidence / limits
DayimplementedShared day, bedtime, forced pass-out and wake reset are active.
packages/sim/src/systems/energy/index.ts
Real timepartialNormal and mine rates work; single-player menu/cutscene auto-pause and an infinite cavern do not exist.
packages/sim/src/systems/mines/generator.ts · packages/content/data/mines/mines.json
Nightfall (darkness)missingNo implemented content/rule owner was found for this benchmark feature.
Active system registry
Night processingimplementedSkipped day remainder plus 400 overnight processing minutes.
packages/sim/src/systems/calendar/index.ts
CalendarimplementedFour 28-day seasons, cycling weekdays and open-ended years; social gifting weeks reset on configured Sunday.
packages/sim/src/systems/calendar/index.ts
Weather typespartialBasic seeded weather states exist; festival sunshine is active; rare rain, wedding overrides and island weather rules are absent.
packages/sim/src/systems/weather/index.ts · packages/content/data/weather/odds.json
Weather oddspartialSeasonal weights are active; fixed dates, lightning and rare events are absent.
packages/sim/src/systems/weather/index.ts · packages/content/data/weather/odds.json
Weather effectspartialRain/storm auto-watering and fish weather filtering work; rain/storm schedules are active; lightning damage, totems and forecasts are absent.
packages/sim/src/systems/weather/index.ts · packages/content/data/weather/odds.json

Farm and Farming

Benchmark mechanicStatusEvidence / limits
Crop countspartialSeasonal crop definitions exist at the current content scale; winter and special crop families are incomplete.
packages/sim/src/systems/farming/index.ts · packages/content/data/crops/crops.json
Multi-season cropspartialAllowed-season survival/removal works; giant-crop survival does not exist.
packages/sim/src/systems/farming/index.ts · packages/content/data/crops/crops.json
Grow timeimplementedContent stages advance on watered nights; dry crops pause.
packages/sim/src/systems/farming/index.ts · packages/content/data/crops/crops.json
Regrowing cropsimplementedRegrowth uses a separate content interval, unaffected by initial growth-speed adjustment.
packages/sim/src/systems/farming/index.ts · packages/content/data/crops/crops.json
Trellis cropspartialTrellis metadata exists in content, but movement does not apply crop collision.
packages/sim/src/systems/farming/index.ts · packages/content/data/crops/crops.json
Multi-yield per harvestmissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry
Giant cropsmissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry
Quality tierspartialFour qualities and fertilizer rolls exist; unfertilized harvests remain regular regardless of level.
packages/sim/src/systems/farming/index.ts · packages/content/data/crops/crops.json
FertilizerspartialQuality fertilizer is consumed; speed, retention and tree fertilizer families are absent.
packages/sim/src/systems/crafting/effects.ts · packages/content/data/crafting/crafting.json
Seed prices at the general storepartialCatalog seed prices and seasonal shop stock work; special seed sources are incomplete.
packages/sim/src/systems/shops/index.ts · packages/content/data/shops/shops.json
CrowsimplementedSeeded crop attacks respect crop thresholds and authored scarecrow masks.
packages/sim/src/systems/crafting/effects.ts · packages/content/data/crafting/crafting.json
Wild SeedsmissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry
GreenhousemissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry

Fruit Trees

Benchmark mechanicStatusEvidence / limits
Fruit treesmissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry

Animals

Benchmark mechanicStatusEvidence / limits
Farm animalspartialSix species have purchases, housing tiers, maturity and production. Remaining species and variants are absent.
packages/sim/src/systems/animals/index.ts · packages/content/data/animals/animals.json
Products and cyclespartialDaily/alternate milk and eggs, wool, bonus/large items and outdoor truffles work. Remaining benchmark species are absent.
packages/sim/src/systems/animals/lifecycle.ts · packages/content/data/animals/animals.json
FriendshippartialPetting, harvest, grass, neglect and outside penalties feed live quality/large/bonus and sale helpers. Sheep cycle and owner profession consumers are active; rabbit family is absent.
packages/sim/src/systems/animals/types.ts · packages/content/data/animals/animals.json
CarepartialGrass/hay, troughs, doors, silo, heater, incubator and auto-grabber work. Blue grass, auto-petter and animal crackers do not.
packages/sim/src/systems/animals/index.ts · packages/content/data/animals/animals.json
PetspartialOne free cat/dog and stable horse are active. Breeds, turtles, extra pets, pet gifts and missing-bowl penalty are absent; horse clearance metadata is not consumed.
packages/sim/src/systems/animals/index.ts · packages/content/data/animals/animals.json

Artisan Goods and Machines

Benchmark mechanicStatusEvidence / limits
Artisan equipmentpartialCurrent machines and furnace are active; many benchmark machine families are absent and animal products now supply dairy inputs.
packages/sim/src/systems/crafting/machines.ts · packages/content/data/crafting/crafting.json
Artisan processing timespartialConfigured processing timers and offline clock work; aging and other machine families are absent.
packages/sim/src/systems/crafting/machines.ts · packages/content/data/crafting/crafting.json
Price formulaspartialCurrent input formulas use the game helper, with shipping profession modifiers. Unsupported products remain absent.
packages/sim/src/systems/crafting/machines.ts · packages/content/data/crafting/crafting.json
Quality does not carry through artisan goods except Smoked Fish, Ostrich mayonnaise, and Cloth chance.partialOutputs are regular quality; special quality-carrying machine exceptions are absent.
packages/sim/src/systems/crafting/machines.ts · packages/content/data/crafting/crafting.json

Foraging

Benchmark mechanicStatusEvidence / limits
Seasonal foragepartialArea/season tables and mine forage exist at the current scale; special habitats remain incomplete.
packages/sim/src/systems/forage/index.ts · packages/content/data/forage/tables.json
Other forage tablespartialArea/season tables and mine forage exist at the current scale; special habitats remain incomplete.
packages/sim/src/systems/forage/index.ts · packages/content/data/forage/tables.json
Location variationpartialWeighted per-area spawning and community artifact spots are active; special bushes and farm-cave choice are absent.
packages/sim/src/systems/forage/index.ts · packages/content/data/forage/tables.json
QualitypartialIndependent conditional gold/silver rolls; profession double yields and guaranteed iridium are not consumed here.
packages/sim/src/systems/forage/index.ts · packages/content/data/forage/tables.json
Foraging XPpartialPickup and debris XP are content-driven; artifact/seed digging progression is absent.
packages/sim/src/systems/forage/index.ts · packages/content/data/forage/tables.json
TreespartialThree debris/tapper tree types exist; seed spread and full growth lifecycle are missing.
packages/sim/src/systems/crafting/placement.ts · packages/content/data/crafting/crafting.json

Fishing

Benchmark mechanicStatusEvidence / limits
Fish countspartialRod and pot catalogs exist; event/second legendary and other catchable families are incomplete.
packages/sim/src/systems/fishing/index.ts · packages/content/data/fishing/fishing.json
Legendary fishimplementedEligibility and world-level one-time legendary records are enforced for current definitions.
packages/sim/src/systems/fishing/index.ts · packages/content/data/fishing/fishing.json
Variation inside the 48 rod fishpartialHabitat, season, weather, time and depth gates work; rain totems and special habitats are absent.
packages/sim/src/systems/fishing/index.ts · packages/content/data/fishing/fishing.json
MinigamepartialFive movement families, hold/release physics and perfect quality are implemented; exact proprietary motion parity is not asserted.
packages/sim/src/systems/fishing/mechanics.ts · packages/content/data/fishing/fishing.json
RodspartialRod level and slot gates work; no mastery rod or two-tackle loadout.
packages/sim/src/systems/fishing/index.ts · packages/content/data/fishing/fishing.json
BaitpartialWait/bar and crab quality modifiers exist; special and targeted bait systems are absent.
packages/sim/src/systems/fishing/index.ts · packages/content/data/fishing/fishing.json
TacklepartialEffect consumers and slot contracts exist, but the obtainable tackle catalog is empty. Required playable content is absent or empty.
packages/sim/src/systems/fishing/mechanics.ts · packages/content/data/fishing/fishing.json
Crab potimplementedDaily weighted habitat catches, trash, bait consumption and related profession hooks are active.
packages/sim/src/systems/fishing/index.ts · packages/content/data/fishing/fishing.json
Fishing professionspartialTrapper, mariner/luremaster and treasure hooks are used. Sale hooks require parity review; definitions alone are not certification.
packages/sim/src/systems/fishing/index.ts · packages/content/data/fishing/fishing.json
Fish Pond, Fish Tank, Fish Smoker (1.6, doubles price), Recycling Machine for trash all exist as support systems.missingNo implemented content/rule owner was found for this benchmark feature.
Active system registry

Mining

Benchmark mechanicStatusEvidence / limits
The MinespartialPlayable floors, bands, shared elevator and reward floors work; repeated canonical layouts and post-bottom variants are absent.
packages/sim/src/systems/mines/generator.ts · packages/content/data/mines/mines.json
Floor mechanicspartialRock/kill ladders, infestation and descent protection work; dangerous mode and minecart restoration do not.
packages/sim/src/systems/mines/generator.ts · packages/content/data/mines/mines.json
Skull CavernmissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry
Ore typespartialTier-gated nodes and furnace bars exist; endgame and radioactive progression are absent.
packages/sim/src/systems/mines/index.ts · packages/content/data/mines/mines.json
Gems and mineralspartialGem/mineral drops and geode cracking work with current smaller catalogs; canonical mineral donations now work; no geode crusher.
packages/sim/src/systems/mines/geodes.ts · packages/content/data/mines/mines.json

Combat

Benchmark mechanicStatusEvidence / limits
MonsterspartialCurrent monster families and behavior consumers work; dangerous variants, special biomes and killing-goal rewards do not.
packages/sim/src/systems/mines/combat.ts · packages/content/data/mines/mines.json
WeaponspartialSwords, daggers, clubs and specials exist; slingshots and forge progression are absent.
packages/sim/src/systems/mines/combat.ts · packages/content/data/mines/mines.json
RingspartialRing effects and footwear work; trinkets, enchanting and ring fusion are absent.
packages/sim/src/systems/mines/model.ts · packages/content/data/mines/mines.json
Combat skillimplementedCombat level and profession hooks feed maximum health.
packages/sim/src/systems/mines/model.ts · packages/content/data/mines/mines.json

Villagers

Benchmark mechanicStatusEvidence / limits
RosterpartialTen giftable villagers, including three marriage candidates; creative names and dialogue are pending. The benchmark roster size and introduction quest are absent.
packages/sim/src/systems/villagers/index.ts · packages/content/data/villagers/villagers.json
Hearts and pointspartialConfigured points, heart tiers and friendship/candidate/spouse caps work; bedroom access is not gated.
packages/sim/src/systems/villagers/model.ts · packages/content/data/villagers/villagers.json
Daily friendshippartialTalking, request rewards and weekly gift bonus work. Movies, dance friendship, tea, introductions and room friendship bonuses are absent.
packages/sim/src/systems/villagers/index.ts · packages/content/data/villagers/villagers.json
GiftspartialDaily/weekly caps, birthday and spouse exceptions, resolved universal/personal tastes, quality and birthday multipliers work. Secret-gift festival and the benchmark universal-love roster do not.
packages/sim/src/systems/villagers/index.ts · packages/content/data/villagers/villagers.json
DecayimplementedSilent-day friend/dating/spouse decay is active with caps; unromanced candidates stop at the configured candidate threshold.
packages/sim/src/systems/villagers/index.ts · packages/content/data/villagers/villagers.json
Heart eventspartialAuthored heart/area/time/weather triggers, scripts and once-only choice effects work; event volume is below the estimated benchmark.
packages/sim/src/systems/villagers/index.ts · packages/content/data/villagers/villagers.json
SchedulespartialFestival/rain/season/weekday priority, collision-safe walking and staffed-shop gates work. Conditional dialogue exists but creative text is TBD and marriage-specific dialogue conditions are absent.
packages/sim/src/systems/villagers/schedules.ts · packages/content/data/villagers/villagers.json
Romance and marriagepartialBouquet, proposal exclusivity, delayed wedding and spouse cap work. Chores are records only; spouse rooms, children, divorce and other late romance features are absent.
packages/sim/src/systems/villagers/index.ts · packages/content/data/villagers/villagers.json

Locations

Benchmark mechanicStatusEvidence / limits
Ginger Island (post-game expansion, 1.5)missingNo implemented content/rule owner was found for this benchmark feature.
Active system registry
Other late-game systems that appear in the dumpsmissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry

Crafting

Benchmark mechanicStatusEvidence / limits
Crafting recipespartialCurrent recipe catalog has default and unlockable recipes; benchmark families are incomplete.
packages/sim/src/systems/crafting/index.ts · packages/content/data/crafting/crafting.json
How recipes are learnedpartialDefault, skills and purchases work; read villager mail unlocks recipes; special orders and mastery sources are absent.
packages/sim/src/systems/crafting/model.ts · packages/content/data/crafting/crafting.json

Cooking

Benchmark mechanicStatusEvidence / limits
CookingpartialCookout/kitchen gates, recipes and food/drink buffs work; TV, seasoning and house purchase upgrades are absent. Shared cooking counters/awards exist.
packages/sim/src/systems/crafting/effects.ts · packages/content/data/crafting/crafting.json

Tools

Benchmark mechanicStatusEvidence / limits
Upgradable tool linesimplementedSequential tool tier definitions and upgrades are active.
packages/sim/src/systems/tools/index.ts · packages/content/data/tools/tools.json
Upgrade costspartialCosts and bars are data-driven. Countdown is two decrements: verify interpretation against the benchmark's two fully unavailable mornings.
packages/sim/src/systems/tools/index.ts · packages/content/data/tools/tools.json
Power areas for hoe/canimplementedPower footprints and can capacities come directly from content and the shared area helper.
packages/sim/src/systems/tools/index.ts · packages/content/data/tools/tools.json
Pickaxe hit table and axe hit table are tier-gatedpartialCurrent debris uses min-tier and hit tables; complete special obstacle coverage is not present.
packages/sim/src/systems/tools/index.ts · packages/content/data/tools/tools.json
PansmissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry
Other toolspartialBase scythe, backpack/storage, milk pail, shears and auto-grabber exist; specialty endgame tools and auto-petter are absent.
packages/sim/src/systems/inventory/index.ts
Enchantments (Forge) cost 1 Prismatic Shard + 20 Cinder Shards, random one of 12.missingNo implemented content/rule owner was found for this benchmark feature.
Active system registry

Buildings and Farmhouse

Benchmark mechanicStatusEvidence / limits
BuildingspartialEleven definitions, three coop/barn tiers, costs, placement, construction, movement and safe demolition work. Fish pond lacks stocking; several benchmark types are absent.
packages/sim/src/systems/animals/index.ts · packages/content/data/animals/animals.json
Farmhouse upgradespartialTrusted kitchen-upgrade adapter exists; construction purchase costs, timers and remaining house tiers do not.
packages/sim/src/systems/crafting/model.ts · packages/content/data/crafting/crafting.json
Greenhouse, Shipping Bin extras (250g + 150 wood), Cabins (multiplayer, 100g).partialStarting shipping bin and restored all-season greenhouse soil work; extra bins and cabin purchases are absent.
packages/sim/src/systems/shipping/index.ts

Restoration Project

Benchmark mechanicStatusEvidence / limits
Community CenterpartialShared choose-N bundles, partial donations, once-only rewards, rooms, route repairs and all-season greenhouse soil work. Fewer rooms/bundles and no alternate route/remixes.
packages/sim/src/systems/community/index.ts · packages/content/data/community/community.json

Museum and Collections

Benchmark mechanicStatusEvidence / limits
MuseumpartialShared unique donations, 102 display slots, rearrangement, artifact spots and milestone rewards work. Only 25 donations currently exist, so rewards above 25 are unreachable; special reward families are absent.
packages/sim/src/systems/community/index.ts · packages/content/data/community/community.json
Shipping collectionpartialA configured shipping checklist and shared counter achievements exist. Runtime shipped IDs may extend beyond the checklist; polyculture and exact benchmark goal parity are incomplete.
packages/sim/src/systems/community/index.ts · packages/content/data/community/community.json

Achievements

Benchmark mechanicStatusEvidence / limits
AchievementspartialTwelve shared counter achievements are defined and earned through verified collection actions. Some targets exceed current catalogs; hats and perfection are absent.
packages/sim/src/systems/community/index.ts · packages/content/data/community/community.json

Quests and Help Wanted

Benchmark mechanicStatusEvidence / limits
Story questsmissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry
Help Wanted boardpartialDaily rotating delivery/gathering/slay/fishing requests, inclusive expiry, price-based gold and friendship rewards work. Hello requests, tickets and completion-count achievements are absent.
packages/sim/src/systems/villagers/index.ts · packages/content/data/villagers/villagers.json
Special ordersmissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry
Lost booksmissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry

Festivals

Benchmark mechanicStatusEvidence / limits
Spring 3partialOne original event per season with a playable activity and shared shop stock. The benchmark seasonal event count and multiple-day festivals are not reached.
packages/sim/src/systems/festivals/index.ts · packages/content/data/festivals/festivals.json
Summer 3partialOne original event per season with a playable activity and shared shop stock. The benchmark seasonal event count and multiple-day festivals are not reached.
packages/sim/src/systems/festivals/index.ts · packages/content/data/festivals/festivals.json
Fall 2partialOne original event per season with a playable activity and shared shop stock. The benchmark seasonal event count and multiple-day festivals are not reached.
packages/sim/src/systems/festivals/index.ts · packages/content/data/festivals/festivals.json
Winter 4partialOne original event per season with a playable activity and shared shop stock. The benchmark seasonal event count and multiple-day festivals are not reached.
packages/sim/src/systems/festivals/index.ts · packages/content/data/festivals/festivals.json
FormatpartialAdmission runs time; unfinished main games freeze the calendar only when all connected players participate. Real elapsed deadlines resume exactly; exit never rewinds time. Closures and sunny overrides work, but multi-day/even-year variants and tickets are absent.
packages/sim/src/systems/festivals/index.ts · packages/content/data/festivals/festivals.json

Item Directory

Benchmark mechanicStatusEvidence / limits
HatsmissingNo implemented content/rule owner was found for this benchmark feature.
Active system registry