The Ontology of Existence -- sim.png, transcribed and reframed for simulation
Source: a hand-drawn brainstorm of everything a world could simulate (sim.png, 2480x3508), reviewed 2026-08-02.
His ask: "review it thoroughly and turn it into a format that will help you when creating simulation
mechanics." This is that format -- a faithful transcription of the diagram, then a reframing of it
into the raw material a simulation framework is built from: the ENTITIES that exist, the PROCESSES
they undergo, and the INTERACTIONS that couple them. It pairs with DESIGN.md (the framework
architecture); this file is the CONTENT (what to simulate), that file is the STRUCTURE (how).
1. The diagram, transcribed faithfully
Five domain boxes, with interaction-verbs written ON THE EDGES between them (often rotated -- the "text isn't always oriented the way you expect" the operator warned of). Laid out:
[ SOCIETY ] --caring--> [ MIND ]
| \ |
mating,procreating,pollinating, (cognition)
hunting,fleeing,hiding
| |
+------------[ LIFE -> DEATH ]-----+
(the biological continuum)
|
nutrition, toxicity
|
[ OBJECTS ] [ STATES ]
(what exists) (physical transformations)
SOCIETY (the collective / emergent): organizing, collapsing, protesting, absorbing, overthrowing, leading, following, harmony, discord, collaborating, sharing, ignoring, attacking, defending, warring.
MIND (cognition): instinct, education, experience, thinking, dreaming, worshipping, learning, understanding, adapting, fearing.
LIFE -> DEATH (one box, read left=life to right=death -- a continuum, not two categories):
- origin: ovulating, sprouting, gestating, seeding, birthing, laying, hatching, forming
- growth: growing, evolving
- motion / behaviour: running, climbing, jumping, flying, swimming, burrowing, breathing, sleeping, hibernating, nesting
- metabolism (centre): absorbing, eating, digesting, shitting
- decline & death (right): deteriorating, wearing, eroding, rotting, molding, breaking, dissolving; bleeding, ailing, starving, drowning, suffocating
OBJECTS (what exists -- a taxonomy of matter):
- ORGANIC -> ANIMATE -> animal (see appendix XVII), vegetable (see appendix CIX), bacteria, mushroom, protozoans ("whatever those are" -- his own note)
- INORGANIC -> mineral -> sedimentary, igneous, metamorphic
- base of the box: ENERGY, PHYSICS, GRAVITY, FRICTION (the forces, under everything)
STATES (physical / thermodynamic transformations): burning, heating, melting, dissolving, freezing, cooling, compressing, expanding.
Edge verbs (interactions between domains):
- SOCIETY <-> MIND: caring
- SOCIETY/MIND <-> LIFE: mating, procreating, pollinating (reproduction) - hunting, fleeing, hiding (predation & evasion)
- LIFE <-> OBJECTS/STATES: nutrition, toxicity (life consuming matter / being harmed by it)
2. The reframing: entities, processes, interactions
The diagram is really three things a simulator needs, tangled together. Untangled:
(EXPANDED 2026-08-02 on the operator's second pass -- "there are surely many more things to add,
especially in the more obvious areas." His diagram (section 1) was the seed; this is the fuller
working taxonomy. His originals are folded in; the many additions round out each domain. Marked +
where an item extends beyond the diagram, so the growth is visible.)
A. ENTITIES -- the NOUNS. What a simulation instantiates and tracks.
An entity is a bag of STATE + the PROCESSES it is subject to. Not exclusive classes -- an animal IS matter (OBJECTS) running LIFE, that also has a MIND and belongs to a SOCIETY. The boxes are LAYERS.
By KIND (matter):
- Energy / fields (the base medium, not a "thing"): heat, light/radiation
+, pressure, sound/ vibration+, electric charge+, magnetism+, momentum/inertia+, chemical potential+. - Forces (how the fields act): gravity, friction;
+electromagnetism, tension/compression, buoyancy, drag, surface tension, the nuclear forces (fusion/fission). - Inorganic matter:
- mineral -> {sedimentary, igneous, metamorphic};
+metals, crystals, salts, clays, ores. +WATER (ice / liquid / vapour -- one substance, three states), AIR & gases, MAGMA/lava, FIRE/plasma, dust/ash/smoke, soil/sediment/sand/silt/mud.
- mineral -> {sedimentary, igneous, metamorphic};
- Organic, non-living
+: wood, leaf-litter, humus, peat, coal, oil, carrion/corpses, dung, shell/bone, resin/amber, spores/seeds/pollen (dormant). - Living organism (ANIMATE): animal, plant (vegetable), fungus, bacterium, protozoan;
+archaea, algae, virus (edge-of-life), lichen & coral & plankton (composite/colonial life). - Aggregate (the recursion -- an entity made of entities, with its own emergent processes):
a colony, a POPULATION, a HERD/FLOCK/SCHOOL, an ECOSYSTEM, a SOCIETY,
+a river, a dune field, a forest, a storm, a mountain range, a planet, a star system, a galaxy.
By SCALE (same ontology, every rung -- "as above, so below"): particle -> molecule -> grain -> body/organism -> aggregate/landform -> world/planet -> star system -> galaxy. A grain of sand and a planet are both "inorganic matter under gravity"; a cell and a society are both "an aggregate that organizes and collapses." The framework should let one entity-kind be instantiated at any scale.
By FORM / STRUCTURE (an entity is not just a kind + a scale, but an ARRANGEMENT of parts): every entity has a MORPHOLOGY -- a body-plan (bilateral / radial / segmented / modular / branching), PARTS (limbs, organs, tissues; or a made thing's components; or a river's reaches and tributaries), the MATERIALS it is built from, and the principle that FORM enables FUNCTION (a wing's shape IS its flight, a leaf's IS its light-catch, a gear's teeth ARE its mesh). This is what the creature factory instantiates, what the terrain engine gives a landform, what a building's structure is -- and it DEVELOPS (ontogeny: a body-plan unfolding from a seed/egg by a growth program) and can FAIL structurally (buckling, fracture, wear). KIND says WHAT a thing is; STRUCTURE says how it is PUT TOGETHER, which is half of what a simulation of it must track.
B. PROCESSES -- the VERBS. What a system computes (a step that changes state).
The full menu, by domain and sub-group. Build bottom-up: PHYSICAL underlies LIFE underlies MIND
underlies SOCIETY. (His diagram verbs are here; + marks the obvious additions from this pass.)
1. PHYSICAL / STATES -- act on ANY matter; the foundation weather, erosion, fire all reduce to:
- thermal: heating, cooling, burning;
+boiling, igniting, smouldering, radiating, insulating. - phase: melting, freezing, dissolving;
+evaporating, condensing, sublimating, depositing, crystallizing, solidifying, vaporizing. - mechanical: compressing, expanding;
+breaking, shattering, cracking, fracturing, bending, deforming, grinding, abrading, settling, compacting, sliding, colliding, rebounding. - fluid:
+flowing, pouring, mixing, diffusing, stirring, turbulence, rippling, splashing, draining, seeping, pooling, wetting, drying, saturating. - chemical:
+oxidizing/rusting, corroding, reacting, catalyzing, fermenting, combusting, precipitating (chemical), tarnishing, patinating. - electromagnetic / optical:
+charging/discharging, magnetizing, ionizing, sparking, reflecting, refracting, scattering, shadowing, illuminating/darkening, glowing. - nuclear / cosmic:
+fusing, fissioning, decaying (radioactive), accreting, coalescing, collapsing (gravitational), orbiting, spinning, radiating (stellar), cooling (a star over eons). - erosive (physical <-> landscape):
+eroding, weathering, depositing, sedimenting, dissolving (karst), scouring, silting, calving (ice), slumping. (The Terrain Engine already models these.)
2. LIFE (the biological continuum, birth -> death; gated by physical conditions):
- origin / reproduction: ovulating, sprouting, gestating, seeding, birthing, laying, hatching,
forming;
+germinating, budding, cloning, spawning, dividing (mitosis), pollinating, fruiting, metamorphosing (larva->adult), moulting, fledging. - heredity / evolution (the GENERATIONAL loop -- a POPULATION process over many lives, not one body growing;
this is why "evolving" does NOT belong under growth below, where the diagram-transcription first put it):
+inheriting (a genome + traits passed to offspring), varying (mutation + recombination), selecting (differential survival + reproduction), drifting (random change in a small population), adapting (across generations), speciating (a lineage splitting), radiating, going-extinct. The engine of WHY life takes the shapes it does; couples reproduction (origin) to selection (the LIFE<->LIFE edge) ACROSS TIME. Natura already runs populations, so this names the process that changes them generation to generation -- distinct from an individual maturing (growth), and the missing complement to the predator-prey + disease systems already built. - growth / development: growing;
+maturing, developing, healing, regenerating, strengthening, calcifying (bone/shell), lignifying (wood). - metabolism: absorbing, eating, digesting, shitting;
+drinking, breathing/respiring, photosynthesizing, fermenting, excreting, sweating, filtering, storing (fat/seed), fasting. - motion: running, climbing, jumping, flying, swimming, burrowing;
+walking, crawling, slithering, gliding, hopping, galloping, drifting, floating, rooting, anchoring, migrating. - sensing
+: seeing, hearing, smelling, tasting, touching, echolocating, sensing (electro/magneto/thermo), balancing. - rest / maintenance: sleeping, hibernating, nesting, breathing;
+resting, basking, grooming, sheltering, moulting, aestivating. - behaviour / making
+: building (nest/web/dam/burrow/hive), foraging, hoarding, camouflaging, displaying, signalling, playing, marking (territory), tending (young/crops). - decline / harm: deteriorating, wearing, eroding, rotting, molding, breaking, dissolving; bleeding,
ailing, starving, drowning, suffocating;
+infecting, diseasing, poisoning, wounding, scarring, wilting, withering, atrophying, dehydrating, freezing, overheating, aging, being-preyed-upon. - death & return to OBJECTS: dying;
+decomposing, decaying, being-scavenged, fossilizing, mummifying, mineralizing, returning to soil. (LIFE is matter passing THROUGH life -- death is its tail.)
3. MIND (for entities with cognition; drives which LIFE/SOCIETY verb to run):
- perception: instinct, experience;
+perceiving, attending, recognizing, remembering, forgetting. - cognition: thinking, dreaming, understanding, learning, adapting, education;
+reasoning, deciding, planning, imagining, creating, believing, doubting, knowing, predicting, intending, willing. - emotion / drive: fearing, worshipping;
+feeling, desiring, loving, hating, hoping, despairing, joying, grieving, angering, trusting, disgusting, surprising, curiosity, contentment. - state / altered consciousness: dreaming (also a cognition verb above);
+hallucinating, tripping/intoxicated, trance/meditating, delirious, lucid, feverish, waking/sleeping, conscious/unconscious, focusing/wandering, sane/maddening, calm/panicking. (A genuinely rich vein -- the SUBJECTIVE states, where the mind's model diverges from the world; worth its own system for any creature with a MIND, and a lovely source of the uncanny.) BUILT (mind.js, 20 assertions): this vein is now a system. A mind holds its own MODEL (beliefs about threat / food / warmth) it updates only by perceiving, only while attending, warped by emotion, decaying + dreaming in sleep -- so the model DIVERGES from the world. Past a threshold the emotion conjuring turns bistable and traps the belief: FEAR keeps a mind fleeing a danger gone (a phantom), HOPE keeps it homing to a hearth gone cold (a solace). One divergence, a dark pole and a warm one. See SYSTEMS.md #13.
4. SOCIETY (emergent over many minded entities; reads the entities beneath it):
- formation / dissolution: organizing, collapsing;
+gathering, bonding, allying, uniting, federating, splitting/schism, dispersing, migrating (collective). - hierarchy: leading, following (BUILT);
+ruling, submitting, electing, deposing, ranking. BUILT (society.js, rung 3): an emergent pecking order -- a per-mind INFLUENCE grown by a replicator on a fixed budget of attention (the salient, awake + strongly-feeling, out-compete the pack), so the shared mood is set by whoever holds attention, not by headcount. RUN-verified: a pecking order emerges from a flat crowd, the leaders are the salient, a committed ~12% minority carries the whole into its fear, and influence LOWERS the contagion tipping point (a scare that fizzles flat is carried by leaders). See SYSTEMS.md #14. - cooperation: collaborating, sharing, harmony;
+trading, gifting, teaching, helping, tending, building (collective -- cities/roads/fields). BUILT (city.js, 20 assertions): an emergent CITY -- bid-rent land use sorting into rings, accessibility over a congested road net, agglomeration, blight+renewal; a monocentric core forms on a flat plain then goes polycentric as it congests. See SYSTEMS.md #18. - conflict: discord, protesting, overthrowing, attacking, defending, warring, ignoring, absorbing;
+competing, negotiating, betraying, raiding, conquering, colonizing, enslaving, liberating, rebelling, revolting. - economy
+: producing, consuming, distributing, pricing, trading, taxing; farming, herding, hoarding, stealing. BUILT (economy.js, 11 assertions): a real general-equilibrium MARKET -- agents make by comparative advantage, prices FIND THEMSELVES with no auctioneer (money conserved to the cent), specialisation- gains from trade emerge, and wealth concentrates from an equal start (learning + capital + luck). "The
invisible hand." VIZ the-invisible-hand.html. See SYSTEMS.md #15. (This is "exista, not natura" -- the human
world in the model. Kin systems built the same evening: ARTIFACT the lifecycle of made things
artifact.js; TECHNOLOGY how a people invents + suffers dark agestechnology.js; both fit the OBJECT + MIND/culture verbs.)
- gains from trade emerge, and wealth concentrates from an equal start (learning + capital + luck). "The
invisible hand." VIZ the-invisible-hand.html. See SYSTEMS.md #15. (This is "exista, not natura" -- the human
world in the model. Kin systems built the same evening: ARTIFACT the lifecycle of made things
- culture
+: ritualizing, celebrating, mourning, storytelling, art-making, worshipping (shared), languaging, remembering (collective memory / history -- "the country that remembers itself"). BUILT. BUILT (society.js, 15 assertions): two SOCIETY rungs. (1) ATMOSPHERE + CONTAGION -- reads the minds beneath it and forms the shared mood (fear/hope in the air); minds conform back toward it; the emergence is the COLLECTIVE PHANTOM / TIPPING POINT: a scare met by a ~10% minority either fizzles or, past a critical contagion, sweeps the whole into total consensus on a danger that never was. (2) COLLECTIVE MEMORY / therememberingverb -- the society keeps slow, decaying reservoirs of its past feeling (ascarfrom sustained collective fear, alegacyfrom sustained hope) that colour the air the minds breathe, so a scarred people fear the next shadow HARDER, a people with a legacy of hope answer it SOFTER, and a long rest HEALS the scar. History shapes the present reaction; self-regulating (the loop runs through the minds, and the scar decays). See SYSTEMS.md #14.
C. INTERACTIONS -- the EDGES. How systems COUPLE (one system's output is another's input).
The most important part for a LIVING world -- "weather that actually changes the world it falls on." Each is an explicit coupling channel. (His four, plus the obvious families.)
- LIFE <-> OBJECTS/STATES (life & matter): nutrition, toxicity;
+decomposing (life returns matter), building/engineering (beavers dam, worms turn soil, coral builds reef -- niche construction), farming, foraging, sheltering-from, being-eroded/burned/frozen/flooded (physics acts on life), fossilizing. - LIFE <-> LIFE (ecology): mating, procreating, pollinating (reproduction); hunting, fleeing, hiding
(predation & evasion);
+symbiosis, mutualism, parasitism, commensalism, competition, cooperation, herding/flocking/schooling, mobbing, grazing, scavenging, infecting (disease spread). BUILT (ecosystem.js, 2026-08-07): infecting / diseasing / recovering / immunity / dying is now a running SEIR+D epidemic on the agents. Transmission is DENSITY-DEPENDENT (a force of infection from infectious neighbours in contact), so a boomed dense herd IGNITES an epidemic that crashes it and burns out as density falls -- a recurrent-wave population check that self-regulates a boom WITHOUT tuning a knob. The sick are slowed and preferentially culled by predators (disease couples to predation); a disease death leaves carrion. TWO routes: same-species CONTACT and TROPHIC/foodborne (a predator eating a sick prey or an infected carcass catches it -- so the disease crosses the food web and a prey epidemic can jump into the predators, and culling the sick has a cost). The 4th self-regulating verb after refuge / satiation / young-vulnerability. See SYSTEMS.md #7. - MIND <-> LIFE / SOCIETY: caring;
+instinct-drives-behaviour, learning-changes-behaviour, communicating, imitating, teaching, deceiving. - SOCIETY <-> MIND / CULTURE
+: culture-shapes-minds, minds-form-society, tradition, reputation. - PHYSICAL <-> PHYSICAL (the force couplings):
+gravity-pulls, heat-flows (hot->cold), pressure-pushes, wind-drives-fire, water-carries-sediment, sun-drives-weather. The base layer of all coupling -- these are the Terrain Engine's and Weather's internal wiring, exposed for reuse. - cross-SCALE couplings
+: climate (regional) sets weather (landscape) sets a leaf's frost (micro); many lives (ecological) aggregate to a population (regional); erosion (micro, per-storm) accumulates to a landform (planetary, over eons). Coupling flows DOWN (boundary conditions) and UP (aggregation).
D. CROSS-CUTTING PRIMITIVES -- the machinery any simulation is built from
A/B/C enumerate the CONTENT (the nouns, verbs, and edges of a world). But every simulation, whatever its domain, is also built from a handful of STRUCTURES that cut ACROSS all domains -- and the diagram had none of them, because they are not things IN the world but the shape of any MODEL of it. Naming them is what makes the framework general: a new sim picks its content from A/B/C and its machinery from here. (Added 2026-08-10 toward the operator's "a framework for just about any simulation, grounded in realistic principles.")
- SPACE -- the substrate everything sits in and moves through. Not content but the STAGE: a grid, a continuous field, a graph/network, a nested hierarchy, or none (a well-mixed pot). Its operations are universal -- ADJACENCY (who is next to whom), DISTANCE + PATH (how far, which route), DIFFUSION/FLOW (spreading over the substrate), BOUNDARY (edges, containment, membranes), TERRITORY/REGION, OCCUPANCY (one per cell, or many). Every process in A/B/C runs ON a space; choosing it (grid vs graph vs continuous) is a sim's first decision (Natura's terrain is a field, the city a graph, a market well-mixed).
- TIME -- not just the clock, but its STRUCTURES. The clock ticks (DESIGN.md), but time carries: RHYTHM/CYCLES (day, season, tide, generation -- nested periods), DELAY/LAG (a cause whose effect arrives later -- the root of oscillation + overshoot), RATE (how fast, and rates differing by scale), HISTORY/PATH-DEPENDENCE (the present shaped by the exact route -- hysteresis, memory, the scar), CAUSALITY/ORDER, and an agent's HORIZON (how far ahead it looks). Delay + feedback together are where most rich behaviour lives.
- INFORMATION -- what is known, carried, and lost. A flow orthogonal to matter and energy: a SIGNAL is
ENCODED, TRANSMITTED over a channel (range, bandwidth, a NOISE that corrupts it), RECEIVED + DECODED, STORED
(a memory, a gene, a record), COPIED (with fidelity OR error -- the root of both heredity and mutation), and
FORGOTTEN/DEGRADED. It appears in every domain: a gene (Life), a scent trail or birdsong (sensing), a price
(a market IS information discovery), a rumour or law or story (Society), a belief (Mind). Named once, it
unifies genetics, communication, culture, and markets as the SAME primitive moving different payloads.
- A recurring FORM of it (banked from the fold-in audits): the DEPOSITED-AND-DECAYING SPATIAL FIELD -- write a mark to the ground, others reinforce it, unused marks EVAPORATE. Ant scent trails (stigmergy.js #30), a drifting scent plume (sensing), a beaver's built structure (niche), a fire scar are all this one shape: write-to-grid -> reinforce -> decay. It is how a colony COMPUTES a path with no central plan, and it is worth reaching for whenever information lives IN the world rather than in a head.
- FEEDBACK / REGULATION -- how a system answers its own state. The deepest sim primitive and the one that makes a model come alive: a process reads its own output and feeds it back. NEGATIVE feedback STABILISES (a thermostat, body temperature, predator-prey balance, a market clearing, carrying capacity) -- resists disturbance, holds a set-point. POSITIVE feedback RUNS AWAY (fire, a boom, a panic, a bubble) -- small differences amplify. A DELAY in a negative loop makes it OSCILLATE/OVERSHOOT. HOMEOSTASIS is negative feedback keeping a living thing (or ecosystem, or society) in its liveable band. Almost everything interesting already built -- the disease self-regulating a boom, the pecking order, the market finding its price -- IS a feedback loop; naming the primitive lets the next be designed as one on purpose.
- CONSTRAINT / CONSERVATION -- what a system may NOT do. Processes are bounded by invariants, and a sim is only honest if it respects them: CONSERVATION (mass, energy, momentum, charge, money -- a closed quantity that only MOVES, never appears or vanishes; the discipline that catches bugs, cf. "the market conserved money to the cent"), LIMITS (carrying capacity, a thermodynamic floor, a finite resource), FORBIDDEN transitions (you cannot un-mix, un-burn, un-remember -- entropy's arrow), and RULES/NORMS/LAWS (the SOCIAL constraints -- what a society permits, forbids, punishes, which regulate the conflict verbs). Every field should declare what it conserves; every agent, what it may not do.
- RESOURCE / BUDGET / SCARCITY -- the universal currency of choice. Every entity, at every scale, spends a LIMITED resource and must ALLOCATE it: a cell budgets ATP, an animal calories + time + risk, a plant sugar between root and leaf and seed, a mind ATTENTION, a society goods + labour, a star its fuel. Scarcity forces TRADE-OFFS, and trade-offs are where strategy and character emerge. This is the economy generalised BELOW the human market -- the same allocation-under-scarcity primitive drives ecology (energy budgets) and physiology and attention as much as money.
- AGENCY -- the sense -> decide -> act loop. For any entity with a MIND, the organising coupling that ties B's perception + cognition + behaviour into one running loop: it SENSES its world (through the sensing channel, with its limits), updates a MODEL (mind.js), DECIDES by weighing drives/goals against that model under its resource budget, ACTS (a Life or Society verb), and senses the changed world again. This loop IS agency -- what makes a creature an agent rather than a particle; every agent-based sim is many of these loops coupled through the shared world.
- RANDOMNESS / CHANCE -- the honest source of variety. Not noise to be removed but a first-class input:
MUTATION (heredity's variation), turbulence + weather, the DRIFT that decides a small population, the LUCK in
who-meets-whom, the roll under uncertainty. A sim with no chance is a clockwork that plays the same every
time; a little well-placed randomness makes each run a different story. Pair it with SEED-determinism (the
country's
world(seed)) so the chance is reproducible.
These eight are the "physics of simulation" -- orthogonal to the domain content, present in every world. A comprehensive sim is (content from A/B/C) x (machinery from D), the same way a system is (domain-process) x (scale). Most of them already run implicitly in the built systems; naming them lets the next system reach for the right structure on purpose instead of rediscovering it.
3. How this drives the framework (see DESIGN.md for the architecture)
- The OBJECTS taxonomy becomes the ENTITY/FIELD types the systems read and write.
- Each domain box becomes a FAMILY of systems: Physical/States systems (most foundational, reused everywhere), Life systems (life-cycles, growth, metabolism, decay), Mind systems, Society/ ecosystem systems. Build bottom-up: Physical -> Life -> Mind -> Society, because each rests on the last.
- The edge verbs become the COUPLING model -- the explicit channels by which systems feed each other (nutrition, predation, reproduction, care). A "world" wires a subset of these.
- This CONTENT taxonomy crosses with the SCALE ladder (DESIGN.md): the same process (e.g. "dissolving") appears at micro scale (rime/frost, a mineral in water) and planetary scale (karst, ocean chemistry). A system is a (domain-process x scale) cell. The diagram gives the domains; the scale ladder gives the range; together they enumerate the systems to build.
- The recursion is the deep insight: OBJECTS made of OBJECTS, a SOCIETY made of LIVES, the same verbs (organizing, collapsing, absorbing) appearing in the SOCIETY box AND the physical world. "As above, so below" -- the framework should let a process be defined once and applied at any scale and to any aggregate. That is what makes it a pocket universe rather than a pile of special cases.
Faithful-transcription caveats
- A few glyphs were read from a dark hand-scan; likely-correct but flag for re-check if a term drives a real design decision: SOCIETY's "absorbing/overthrowing" cluster, DEATH's "molding" (= moulding/ mould) and "dissolving/dissolution", MIND's "worshipping". The doodles (a dog by ANIMAL, a flower by VEGETABLE, a mushroom) and the appendix refs (XVII, CIX) are decorative/aspirational, not content.
- The operator drew LIFE and DEATH as ONE box on a continuum -- preserve that: death is not a separate system but the tail of the life process (senescence -> decay -> return to OBJECTS). Important design cue: model living things as matter passing THROUGH life, not as a separate kind of thing.
A fold-in backlog -- which areas DEFINED in this ontology are not yet a running Natura system, ranked
with how each folds in -- is kept in the sidecar ONTOLOGY-FOLD-IN-BACKLOG.md, deliberately OUT of this file
so the reference stays a reference and not a worklog. (Headline there: the CHEMICAL layer -- rust, patina,
ferment, precipitate -- is the biggest unbuilt piece and unifies the alchemist's-bench + photography art
ideas with a real sim system.)