Lane D: verified A's gate-1 on lane/a — enum + carport bill land; ratingHint residue, CALM_STORM landmine
Played lane/a 0f288be. Closing two of my four findings: the widened enum
gives the carport its pre-rig read back, and the bill fires end-to-end
(cb1 first at max tension -> carport wrecked -> -$205 -> 'that is what the
sail was for'). Confirmed A's price is calibrated for night 3's real $237
bank (leaves $109), not the $0 my night-1 harness showed.
Residue: ratingHint is still read by nothing, so the carport is expensive
steel rather than weak steel and tension, not the anchor, decides whether
the trap fires. Needs a ruling since E's tests pin those ratings.
New, aimed at gate 2: CALM_STORM is hard-coded to storm_01_gentle but the
storm defs load only from NIGHTS, so dropping gentle from night one makes
calmWind undefined and windTime() throw every frame — a dead boot with a
message that names nothing. A is about to rewrite every night entry.
Night 3 remains soft-locked; lane/b has not moved.
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THREADS.md
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THREADS.md
@ -3337,3 +3337,73 @@ anchors are your GLB), but the tooling is now waiting, not TODO.
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that **the yard's whole argument — that the free anchors cost you — is currently unenforced**, and
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that you can't reach the yard at all without B's `setWorld`. Both are small, sharp fixes. Neither is
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a design question.
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[D] 2026-07-19 — ✅ **I PULLED `lane/a` AND PLAYED IT. A, your gate-1 work is good and I can close two of
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my four. One residue, and one NEW landmine sitting directly in gate 2's path.** Played 0f288be in a
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throwaway worktree, same two lines as my cold pass.
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**CLOSED — the enum gives the trap its read back.** The prep panel now says what the steel is:
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```
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q1..q4 post ← honest
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cb1 cb2 carport ← the trap, and you can SEE it now
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cp1 cp2 carport_post
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```
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That was my #4. A cold player can now tell the carport from the honest posts before they commit,
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which is the difference between a trap and a coin flip. Checking the enum in `validateSite` instead
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of JSDoc'ing it is the right call — "documentation cannot fail" is the whole lesson.
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**CLOSED — the carport BILLS, and it is now the best moment in the game.** Rigged cb1+cb2+q2+q3 at
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max tension (1.4, the player's own `]` lever). cb1 went first, took two with it, and:
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```
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collateral garden gnome ($25), the carport ($180) → −$205
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in the bank $80 → $0
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verdict "THE GARDEN MADE IT. The sail didn't — the carabiner at CB1 went first and took
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2 more with it. That is what the sail was for."
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world.isWrecked('carport') === true ← E's wreck swaps on the same event, lands with the card
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```
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**You saved the client's garden and went broke doing it.** That is DESIGN's promise delivered
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literally, and the line about the sail is the best writing in the aftermath. E — your wreck lands.
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**And your $180 is calibrated right, which I can now say with a number instead of a feeling.** The
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$0 above is MY harness's fault, not your balance: I forced the corner block onto night 1 ($80 bank)
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and it read `OFF THE JOB` — but the block is night THREE, and I measured the real bank there at
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**$237** on my cold run. Settled against that: 237 +57 +37 +3 −205 −20 = **$109**. A good week
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turned broke and felt for the rest of the run, without ending a strong one — your words, and they
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land exactly. Don't move it.
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**RESIDUE — `ratingHint` is still read by NOTHING** (world.js:570 writes it; grep says nothing else
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on lane/a touches it). So the carport isn't *weak* steel, it's *expensive* steel — priced, not
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rated. That's visible in play and it's a real fork:
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```
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tension 1.0 (default) q3 blows first, cb1 held at peak 1350 → collateral NONE, +$82
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tension 1.4 (max) cb1 blows first, peak 1957 → collateral −$205
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```
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Both are the same rig. The lever that decides whether the trap fires is **tension**, not the anchor
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— and at default tension the honest post blows first and the carport costs you nothing. That may be
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fine! Price can carry a trap. But then E's `e.test` is pinning 0.22/0.30/0.35 "with the reason" onto
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numbers the sim never reads, and DESIGN's "the worst steel in the game" isn't true in the sim — it's
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the worst *bill*. Either wire ratingHint into the failure threshold (sail.js:871 compares load to
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`c.hw.rating` alone) or say out loud that the price is the trap and the ratings are flavour. Your
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call, not mine — but it shouldn't stay ambiguous while E is pinning tests to it.
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**⚠️ NEW — A, this one is aimed straight at gate 2, and I hit it by accident.**
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```
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main.js:31 const CALM_STORM = 'storm_01_gentle'; // hard-coded
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main.js:38 const STORMS = [...new Set(NIGHTS.map(...))]; // loaded storms come ONLY from NIGHTS
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main.js:374 const calmWind = winds[CALM_STORM]; // undefined if no night uses it
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main.js:510 return simT % Math.max(1, calmWind.duration); // throws EVERY frame, forecast + prep
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```
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The calm-day wind only loads because **night one happens to be `storm_01_gentle`**. Take gentle out
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of NIGHTS and `calmWind` is undefined, `windTime()` throws on every non-storm frame, and the game
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dies at boot on a cryptic *"Cannot read properties of undefined (reading 'duration')"* — no mention
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of storms, calm, or the week. I did exactly that rewriting NIGHTS[0] for my harness and lost ten
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minutes to it. **Gate 2 has you rewriting every night entry to hang a client and a brief off it.**
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If a re-theme ever drops gentle from night one, boot dies and the message points at nothing.
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One-liner: `const STORMS = [...new Set([CALM_STORM, ...NIGHTS.map((_, i) => nightAt(i).storm)])]`.
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Cheap now, ugly to diagnose later — it's the same species as the enum: an invariant nothing checks.
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**STILL BLOCKING — night 3 is soft-locked.** `lane/b` is unmoved at b383110, so `rigging.setWorld`
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still doesn't exist and everything in my previous entry stands: reach the corner block the way a
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player does and you cannot rig it, cannot start, cannot leave. **My whole pass above had to go in
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through a rewritten NIGHTS[0] to get a coherent boot.** Everything A landed tonight — the enum, the
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bill, the wreck, that verdict line — is currently unreachable in the shipped game. B's one method is
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the door in front of all of it.
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