57 — Progressive overload (replace hard overweight gate)
Status: implemented (sim + clients + Settings). Mass is not a pickup reject.
Product owner: Barry.
Locked rules (shipped):
- No hard “too heavy to carry” on player mass-gaining paths. Volume stays hard.
- Continuous curve on
r = mass/capacity; never fully immobile (min_speed_mult0.012). - UI bands: Green
r ≤ 0.95, Yellow≤ 1.25, Orange≤ 2.0, Red above. Wire enum:Light/Heavy/Orange/Over. - Knobs in
inventory:+ content-admin Settings. - Hunger/thirst faster while overloaded even standing; stamina drain only while moving.
- Strength XP: CarryExertion distance + multiplier on other STR events when
r > 1. - Anti-circle: CarryExertion only while stamina > 0 and moved;
strength_xp_max_per_min0.20;needs_at_capacity1.5 /needs_at_immobile4.0;strength_xp_meters8;carry_base_xp0.006;strength_xp_per_over_ratio0.4. - No sprint in Red; Orange sprint with ×1.5 extra encumbrance stamina burn.
- Workers: same curves; job AI still unloads ~90–95%; companions skip pickup at the soft line.
- Clients color mass Green/Yellow/Orange/Red; no client mass clamp on transfers.
See docs/progressive-overload.md and specification §3.2.