## [0.2.0-b] — Machine animations, recovery meds, logistics & closed-loop audit
### Added
— **Moving 3D machine parts.** Every factory machine now animates a real working part driven by its actual kinetic speed, drawn by a block entity renderer an unpowered machine sits still, a fast shaft line visibly works harder:
— Fermentation Vat — overhead agitator stirring the broth
— Crystallizer — the central crystal shard slowly turning as it grows
— Pill Press — stamp head and ram oscillating out of the top beam
— Distillation Column — valve handwheel spinning on the still head
— Centrifuge — rotor cap spinning fast
— Coating Drum — drum turning on its tilted axis
— Packaging Machine — foil roller rolling packs
— Analyzer — sample turntable rotating on the console deck
— Synthesis Chamber — pressure valve spinning on the vessel crown
— Fragment Extractor — grinding platter churning at the hopper mouth
— Inventory icons keep the whole machine via a separate `_full` item model.
— **Stabilizer medication class** — a new `stabilizer` compound category that eases withdrawal:
— Real: **Clonidine**, **Buprenorphine**, **Lofexidine**
— Fictional: **Easazine**, **Calmadol**
— Each has a unique fragment synthesis recipe, so all are obtainable.
— **Withdrawal relief.** While any stabilizer is active (plasma above the interaction threshold), the withdrawal debuff stops recurring, instead the player is told the medication eases their withdrawal.
— **Tapering.** A stabilizer accelerates addiction decay ~4x, so sustained use steps your dependence down until it drops below the withdrawal threshold, a genuine recovery path instead of white-knuckling it.
— **Stabilizer interactions.** Stabilizer + sedative causes oversedation; stabilizer + a full opioid gives a rough, restless mix (partial-blocker conflict).
— **Mechanical Arm support.** Every pharma machine is now a valid Mechanical Arm target, registered into Create’s arm-interaction-point registry. One point deposits into a machine’s inputs and, in output mode, draws finished product from its output reaching the machine from above like a hopper.
— **Injection & syrup are now obtainable in survival.** Filled syringes and dosed syrups had no production path at all (creative-only). The packaging machine now loads an empty syringe or a syrup bottle with a compound powder, the same way it charges inhalers and fills IV bags.
— **Glassware & containers are all craftable now** — Glass Vial, Empty Syringe, Syrup Bottle, Petri Dish, Beaker, Test Tube, and Erlenmeyer Flask; closing the container loops (IV bags, injections, syrups, decor).
### Fixed
— **See-through pipe flow direction.** The three mod fluids’ flow textures scrolled the opposite way to Create’s own fluids, so the stream inside transparent pipes appeared to run backwards. The flow animation now scrolls in Create’s canonical direction, so the texture moves the way the fluid actually flows.
— **Critical: the discovery loop couldn’t be bootstrapped.** The Synthesis Chamber’s crafting recipe needs a Glass Vial, but the vial had no recipe, so a fresh survival world could never build a synthesis chamber; and therefore never make a single compound. Glass Vial is now craftable.
— **Pill-press transmutation bug.** A press fed two different compound powders built the pill from the *last* powder but consumed the *first*, silently turning one compound into another. Consumption is now compound-aware: a machine consumes the exact compound it is turning into product and never transmutes the other.
### Notes
— Full closed-loop audit: every machine and block is craftable, every fragment is extractable, every one of the 76 compounds is synthesizable, and every dose form (pill, blister pack, inhaler, IV bag, syringe, syrup) has a survival production path. New gametests lock each of these in.
— Fixed a `processingTime` → `processing_time` key typo in two milling recipes.