diff --git a/PATCH_NOTES.md b/PATCH_NOTES.md
index c17894a..201434d 100644
--- a/PATCH_NOTES.md
+++ b/PATCH_NOTES.md
@@ -1,4 +1,96 @@
-# Patch Notes 15.24.12
+# 15.24.35
+
+- 持ち主不明のかんたんベッドは、最初に利用した個体の所有物になるよう変更。
+- かんたんベッド同士が近すぎる位置に作られにくいよう、配置ブロックと建築位置選定を調整。
+- 複製機にセットされた食べ物の種類を、食べ物探索の優先順位と接触距離ソートに反映。
+
+# 15.24.34
+
+- ぬいぐるみを添付スプライトに差し替え、白背景を透過化。
+- たりないデータの「関係」と「家族」を1セクションに統合。
+- 観察中の友達/敵対ハイライト判定を相互関係ベースに拡張。
+- かんたんベッドで睡眠中の個体に、親子でも友達でもない個体が寝に来た場合は喧嘩開始。
+
+# Patch Notes 15.24.33
+
+## 15.24.33
+
+- Version: `15.24.33`.
+- Build: `compact-save-v2`.
+- Added item-bucket dirty tracking, `ensureItemBuckets()`, `itemById()`, `liveItemsOfType()`, and `addItem()` to keep type buckets and id lookup coherent after runtime item additions.
+- Routed common item creation paths through `World.addItem()` for placements, rain water, grass growth/spawn, zunchi burst/spawn, ant corpses/nests, Tarinai death traces, and constructed owned structures.
+- Expanded runtime diagnostics with bucket dirty state, item id-map size, and bucket rebuild counters.
+- Reworked several hot item lookups to use buckets or id-map helpers where safe.
+- Updated regression checks for item-bucket helper availability and direct item push documentation.
+- Added final pre-save runtime-polish report and remaining-work split note.
+- Did not touch save migration, population/family limits, or family-tree UI.
+
+# Patch Notes 15.24.31
+
+## 15.24.31
+
+- Version: `15.24.31`.
+- Build: `social-balance-runtime-polish`.
+- Fixed social-action balance regression where conflict could dominate too often after ActionSpec migration.
+- Reduced normal conflict pressure, lowered fight/intimidation priority, and raised mate/bond selection weight.
+- Added pair-level fight cooldown guards so one pair/individual cannot trigger repeated fight starts in the same burst.
+- Shortened intimidation/defeated display timers.
+- Preserved fight mochi as a strong forced exception while reducing ordinary proximity-fight probability.
+- Added regression checks for social balance constants and fight re-entry guards.
+- Did not touch save migration, population/family limits, or family-tree UI.
+
+# Patch Notes 15.24.30
+
+## 15.24.30
+
+- Version: `15.24.30`.
+- Build: `action-spec-sunbath-runtime-check`.
+- Moved `sunbath` into `createSunbathActionSpec()` and registered it directly in `TARINAI_ACTION_DEFINITIONS`.
+- Removed the remaining `configureTarinaiNeedActions()` late-binding bridge.
+- Kept the existing sunbath body/timer subsystem intact; player-visible sunbath behavior should remain unchanged.
+- Updated regression checks so late action patching is treated as a failure.
+- Did not touch save migration, population/family limits, or family-tree UI.
+
+# Patch Notes 15.24.29
+
+## 15.24.29
+- Migrated social/fear/combat/mate/birth runtime actions into ActionSpec factories.
+- Kept family data, family tree UI, population limits, and save migration untouched.
+- Added regression checks for pass 3 ActionSpec migration.
+- Build: `action-spec-social-runtime-check`.
+
+# Patch Notes 15.24.28
+
+## 15.24.28
+
+- Added centralized behavior-text composition through `composeTarinaiBehaviorText()` and `patchBehaviorTextFromComposer()`.
+- Added `textTarinaiAction()` to the ActionSpec lifecycle helpers.
+- Kept existing explicit live behavior text as the default display fallback so player-facing wording does not churn during normal observation.
+- Added a player-visible diff check comparing the current build against the initial 15.24.20 ZIP.
+- Kept save migration, population/family caps, and family-tree UI out of scope.
+
+# Patch Notes 15.24.25
+
+## 15.24.25
+
+- Added `scripts/regression_check.py` and `docs/REGRESSION_CHECKLIST.md` to freeze the current generated-file, syntax, and ActionSpec lifecycle baseline.
+- Expanded `js/tarinai_action_spec.js` with explicit lifecycle helpers: `selectTarinaiActionTarget`, `canStartTarinaiAction`, `startTarinaiAction`, `tickTarinaiAction`, `finishTarinaiAction`, and `failTarinaiAction`.
+- Migrated need-action definitions from legacy `condition/run/update` shape toward explicit `selectTarget/canStart/start/tick` ActionSpec fields.
+- Routed priority/action eligibility through `canStartTarinaiAction()` while preserving legacy fallback behavior.
+- Added finish/fail lifecycle calls for completed or failed action ticks.
+- Kept save migration, population caps, family caps, and family-tree UI out of scope.
+
+# Patch Notes 15.24.23
+
+## 15.24.23
+
+- Added coarse-grained spatial invalidation via `markSpatialDirty()` + `ensureSpatial()` for the main update loop.
+- Reduced redundant spatial rebuilds around item, ball, ant, and Tarinai update phases while keeping direct `rebuildSpatial()` calls compatible.
+- Added per-type item buckets in `updateItemCounts()` and switched ball-ball collision setup to `itemsOfType("ball")`.
+- Reworked render layering into a cached dynamic render stack so expensive y-sort work runs on a short interval or count/signature change, not every paint.
+- Kept population and family-tree UI behavior unchanged.
+
+# Patch Notes 15.24.22
- Added `activeBehavior` as the authoritative runtime behavior layer above legacy state timers.
- Added `forcedBehaviorQueue` and `forceBehavior()` hook for external forced actions such as love mochi, fight mochi, and drugs.
@@ -9,7 +101,21 @@
- Reduced direct old-style birth starts: proximity now raises mate pressure; ritual starts when mate behavior is active or forced.
- UI action text now prefers `activeBehavior` over stale thoughts or intent strings.
-## 15.24.14
+## 15.24.22
+- `js/tarinai_action_spec.js` を追加し、行動を `ActionSpec` として登録できる共通層を導入。
+- 既存の `condition` / `run` / `update` を維持しつつ、`canStart` / `start` / `tick` / `finish` / `fail` / `text` に段階移行できる互換ラッパーを追加。
+- `TARINAI_ACTIONS` を `TARINAI_ACTION_DEFINITIONS` から登録生成する形に変更。既存参照は維持。
+- 行動開始・継続処理を `startTarinaiAction()` / `tickTarinaiAction()` 経由へ移行。
+- `behavior` に `specId` / `specKind` を保持し、表示・旧API互換と行動仕様の対応を追いやすくした。
+
+## 15.24.21
+- 外部強制行動を queued / active / retry / expire の状態機械に拡張。
+- 強制行動の source / forcedReasonText を activeBehavior に保持し、旧タイマー同期で失われにくくした。
+- 関係欲求の開始判定を social 大分類ではなく bond / family / mate / conflict のサブ欲求に寄せた。
+- 食事行動を activeBehavior 内で対象接近から摂食完了まで完結するよう整理。
+- 行動選択時に高い未選択欲求がある場合、「眠たいけど、食べている」のように対立理由を表示。
+
+## 15.24.21
- 外部強制行動を強化。薬・餅から `forceBehavior()` 経由で優先割込み、対象再探索、失敗時再試行を行うようにした。
- へこ餅、けんか餅、ねむり薬の強制行動優先度を更新。
- 喧嘩対象が Item 等になった場合の `relationTo is not a function` エラーを防止。
diff --git a/README.md b/README.md
index 7a87766..a5324c1 100644
--- a/README.md
+++ b/README.md
@@ -1,6 +1,6 @@
# Tarinai Colony Observation Game
-Buildless single-page browser simulation. Open `index.html`; no package manager, transpiler, server API, or module loader is required. Runtime order is explicit `
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