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@ -17,8 +17,3 @@ pipeline/_stockpack/
pipeline/_records.tsv
pipeline/_books.tsv
pipeline/_toys.tsv
# local harness/session files (not repo material)
.claude/
settings.local.json
procityprogress.txt

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plus the game shell. It runs on my hand-written fixture **and** auto-integrates with Lane A's
`generatePlan` (which landed mid-session). Everything below was verified live in a browser.
## Round 39 (v9 Layer 2 — THE FOG, item 39.2) — **zero draws, and the map is finally readable**
Full detail + every number in LANE_B_NOTES §39. `minimap.js` drew all 493 synthetic shops from the
first frame; it now draws what has been walked past and **frames itself to it**. New
`web/js/world/discovery.js`, `minimap.js` rewritten, `save.js` gains the ledger, the shell wires it.
- **ZERO DRAWS, measured as an A/B** (two port-isolated no-store servers, HEAD vs treatment, same 15
stations × 4 yaws computed from the plan and compared before either sweep runs, sim + tram hidden
identically): **draw calls identical on 60 of 60 samples at noon and at night.** And map mode cannot
cost a draw *structurally* — the frame loop never calls `composer.render()` in the map branch, so the
counter reads the same number open (131) as closed (131).
- **Legibility.** A shop lot goes from **0.83×1.11 px to 29.4×39.2 px on bowral_real — 35.3×**
(launceston 27.6×, castlemaine 21.3×, katoomba 20.8×, adelaide 16.9×, fitzroy 11.1×, synthetic 4.0×
at 21×41). Reproduces Fable's binding table to the digit. The frame is **the shops you have stood in
front of + where you stand** — framing on walked *edges* was my own first cut and it blew the frame to
340 m at spawn, because one synthetic edge is 400 m long.
- **The rule: 25 m of the shopfront AND in front of it**, probed off a plan-derived spatial hash every
6th street frame (**0.46 m of travel at WALK**), never off `onChunkBuilt` (R=2 ⇒ 128 m). **1.091.37
µs a probe** — 0.0014% of a frame. Falsifiability control with a red arm: walking the synthetic's two
service laneways, radius-only reveals 93 shops, the shipped probe 59 — **34 refused through the back
wall**; on the arcade it refuses 0 of 17.
- **The save.** Optional `known` block, keyed by TOWN (I re-derived the seed-invariance: 23 caches ×
3 seeds, shop ids / edge ids / lot geometry all identical; synthetic alone keys `@<seed>`). Bounded
by the plan (max 493 shops, 2,593 edges) with a 8,192 cap, 64 towns FIFO, ints only. **Worst case
160 KB for the entire corpus fully learned; ~300 B after a 500 m outing.** Eight reject arms
demonstrated, live state untouched on reject, foreign-town fog does not leak.
- **Classic by construction:** `createMinimap(plan, null)` is the pre-R39 map and the file has **no flag
test**. `?classic=1` / `?fog=0` / `?game=0` map canvases are **hash-identical to HEAD's**.
- **Lane A's address layer consumed** — street names along walked streets, deduped by name; the
synthetic gets district labels from the same line. No town-type branch anywhere.
- **THE SIGN, landed on Fable's ruling (`a982f3c`)**`index.html:428` (Lane D patronage door points)
and `:500` (the R32 spawn) computed the shop front as `(sin ry, cos ry)`, the **back** of the
building. Patronage door points **on the footpath: 0/493 → 427/493 synthetic, 0/72 → 67/72 katoomba,
0/139 → 139/139 fitzroy, 0/30 → 28/30 bowral**. At spawn, shops within 25 m that are in front of you:
**0 → 4 on both towns tested.** Katoomba's shipped boot opened *standing in a paddock facing a blank
back wall* — the R31 playtest's own complaint, which R32 was written to fix and never did. **No
golden moves** (runtime pose; selfcheck `0x5f76e76` either side). **F: the R32 spawn gate and the R35
first-five-minutes smoke photograph this pose and need re-baselining.** Written up as the **FOURTH
instance of the Z/+Z confusion** (R13 `RY_FLIP` · R15 the poster on the back wall · R27 every
real-town shopfront facing the paddock · R39 these two) with the lineage table in LANE_B_NOTES §39.
- **THE MAGPIE, on Fable's second ruling** — E's 894-tri GLB wired as `furniture.js`'s **use-if-ready**
path (`+1 draw / +894 tris` with the bird on screen, `+0` off; `?noassets` stays on the 182-tri
procedural bird). **Two things measured before wiring, both would have shipped wrong:** E's bird
faces **+Z** and this file flies **Z** (proved by slicing the GLB along Z — head end mean y 0.31,
tail end 0.028), so without `rotateY(π)` it swoops **tail-first** — *the fifth Z/+Z instance, and
the first caught before it shipped*; and its origin is at the **feet**, dropped 0.20 m onto the lamp
arm. The fallback's white is re-placed (+0 tris, verified by E's own dump: still **182 tris**) and
**measured**: pale area 180 → 399 px but true white 33 → 28, because a downward-facing surface gets
no sun — the GLB reads 755. My edit also broke E's `dump_bird.mjs` (module-scope `loadGLB` under
node); gated on `IN_BROWSER` and re-run green. Two stale `154 tris` comments corrected to **182**.
- **FILED:** the arcade's awning posts land **±0.50 m from the centreline — two rows 1.00 m apart, 34
posts down a 5.00 m lane** (my own measurement, confirming E's). One clamp fixes it, but it belongs
with the scheduled arcade treatment, not ahead of it.
## Round 38 (v8 WAVE 1 — INHABITATION) — all four runtime items, **+1 walked draw for the lot**
Full detail + every number in LANE_B_NOTES §38. Measured as a true A/B: two port-isolated no-store
servers (`:8472` = `git archive HEAD`, `:8471` = treatment, assets symlinked so E's mid-round wave is
identical on both), 102 walked 8 m spine steps at yaw 0, each frame fully streamed, rendered through
the shell's own composer. **The citizen sim + tram are hidden identically on both sides** — with them
live the same step read control 346 vs treatment 232, because peds spawn on wall-clock time.
| walked spine, sim quiet | HEAD | R38 | delta |
|---|---|---|---|
| worst draws | 224 | **225** | **+1** |
| worst tris | 89,502 | **93,298** | **+3,796** (of ~75k spare — the cheap resource, spent) |
| sum draws over 102 frames | 16,676 | **16,663** | **13** |
Isolated at a fixed pose: **washing +1 draw / +512 tris · magpie +1 draw / +182 tris · every yard box
prop +0 draws.** `?yards=0` reproduces HEAD **exactly** (224 / 89,502 / 16,676).
- **§1.2 the character vector** — `character.js`, 23 towns, ground palette + sky bias + ambience mix.
**+0 draws, +0 tris.** Classic is byte-identical **by construction, not by flag**: `townCharacter(null)`
returns the v1 literals, and a null tint keeps the *same material cache key*, so classic gets the same
object. Default-boot ground hashes identical to HEAD mesh-for-mesh; `?classic=1` hashes unmoved from
R37. Sky feeds the **base** `skyName`, never `setSky` (a one-way latch that would have killed R32's
dawn dome on all 23 towns). The vacuous arm is **per-town**`newtown_godverse`/`redhill_godverse`
carry `state: ''`, so a per-corpus arm would have dropped exactly those two silently. **21 distinct
palettes across 23 towns.** `gravel` and `reddust` were not unwired but *unwireable* — their `use`
values named no slot `ground.js` had; making the slot addressable fixed it at the root. E's three new
grounds landed mid-round and the upgrade was a name change in one table.
- **§1.4 backyard Australia** — inside `boxMats`, **+0 draws**. 145 houses inset off their boundaries so
there is a yard to put things in; **36 `yard` lots that had rendered as blank shopfront sheds since v1**
are now fenced blocks with a hoist, a shed and often a tank. Collision byte-identical.
- **§1.4's washing** — **ONE town-wide InstancedMesh, +1 draw at any N**, cap 256, proximity-first off
the R37 chunk seam. Per-chunk would have been +1 × 31 live chunks = 4× the whole margin. **0 on every
real town** (no hoists ⇒ no mesh) and **0 at night** (it comes in). I **wrote the inverted wind mode**
rather than dropping it: the shipped top-weighted weight moves a hem **0.10 cm calm / 0.67 cm gusty**;
`pegged` gives **4.5 cm / 31 cm**, a ~52× gain, in the right place. The `canopy` string is byte-for-byte
unchanged.
- **§1.3 the magpie** — **+1 draw on screen, exactly 0 otherwise; 182 tris of 900.** Territory scales
with the graph: **6 on 6.78 km synthetic → 157 on bendigo's 188.6 km / 2,593 edges, nearest 120 m.**
Latch is runtime-only: it sets, the day roll clears it, **localStorage gains no key** and the save file
never mentions it. `swoopPos()` is exported and pure. The hat stays cut.
- **§1.1 the audio layer** — **six new mixer layers, zero draws, zero tris**, seeded anchors, distance
falloff, and **a `StereoPannerNode` per layer** so direction is real (measured spread 0.71…+0.85)
instead of a limitation written down. Day-of-week derived locally. All six anchored on the default
boot; **3 of 6 report `no-anchor` on real towns** rather than being faked. The falsifiability control
— one manifest key renamed away on a third port — makes that source report **`no-entry`, 0 plays,
never `audible`**, five others unchanged.
**Two defects my own green numbers could not see, both caught by a screenshot.** The washing shipped at
256 instances / +1 draw / cap respected **and was invisible behind its own back fence** (per-instance peg
height + a fence taller than the hoist); the magpie perched **on thin air** over the road. R37's lesson,
relearned at full price. Territories now snap to `furniture.js`'s own streetlight rule.
**Lane E's props, adjudicated:** hoist + aerial **permanently primitive** (E's spike killed them
outright, and primitive is also the +0-draw mechanism) · `paling_fence` at 1,121 tris × **905 runs =
1.01 M triangles** — no · `magpie` GLB **held for the tint**: it currently reads as a crow, and a magpie
seen for 1.2 s in peripheral vision *is* its white bar. My 182-tri bird already carries it.
## Round 37 (v8 WAVE 0 §0.1 + §0.4) — THE KERB IS FOOTPATH, at +0 draws · commit `47db478`
John's ruling landed as geometry. `ground.js` narrows the road quad to the carriageway and extends
the **existing** merged `footGeos` class inward to meet it, consuming Lane A's `vergeBand(e)[0]`.
- **+0 draws, proven not asserted**: identical draw count at every one of 102 walked spine steps
(worst frame **276 both**, sum **20,081 both**) and on `katoomba_real` (worst 100 both).
**Tris went DOWN**8 synthetic, 288 katoomba. The charter's "~2k tris" was an estimate against
a class that already existed; extending a quad re-parameterises it. Honest number, stated loudly.
- **14 of 14 gig posters were standing in painted bitumen. 0 are now.** No poster moved; the ground did.
- Surfaces verified by **raycast**: `main`@24 road 05 / footpath 5.2515.25 · `side`@12 (72% of the
corpus) road 03 / footpath 3.259.5 · **`lane` degenerate `[4,4]` ⇒ pre-ruling geometry** ·
**`arcade` all footpath, no road quad, no kerbs** · **residential keeps its grass nature strip**.
The lane case branches on `outer <= inner`, never on a band literal (Fable's mid-round correction).
- **A defect my own numbers could not see:** the first cut painted every intersection shut (a 12.5 m
footpath crosses the perpendicular *carriageway*, where a 3.5 m one only clipped a corner). All
numbers were green; the screenshot was not. Fixed by putting the carriageway on top under the flag.
- **`?verge=0` ships permanently** and is EXACT: ground vertex+UV hashes identical to the HEAD build,
and the same detector goes red on the default boot.
- **`?classic=1` is FENCED, not amended** (R31 dig-flip pattern): identical ground geometry AND
identical ground-only rendered pixels at three poses. → Fable's call if classic should be amended.
- **§0.4** — the chunk seam was never connectable: on HEAD `!!chunks.ctx === false`, so a consumer
holding only `PROCITY.chunks` had nowhere to attach. Now `chunks.onChunkBuilt(fn) → unsubscribe()`
(many consumers) + `chunks.ctx` (the documented single slot). 136 built / 144 disposed over a walk,
payload + key shape verified, throwing subscriber survives, and **zero behaviour change with no
subscriber**: a 102-step per-frame walk hashes `ceb1ec66` on both builds. `sim.js` untouched.
## Round 30 (v7.0-alpha ledger #4) — THE COLLECTION UI + SLEEP surface · qa GREEN 6/6
The crate panel + game bar in `hud.js` (my DOM-overlay patterns), on F's §30.1 `PROCITY.game`
contract — and verified against F's REAL committed core (`207bcff` landed mid-round; my test
snapshot diffed byte-identical to it — **nothing stubbed**, unlike C's wave-1 run).
- **Game bar** (bottom-right): `day N · $cash` · `CRATE n` (count in the standing HUD; opens the
panel, `C` toggles) · `☾ SLEEP``game.sleep()`, enabled any time (alpha).
- **Crate panel**: cover thumb (pack-atlas CSS crop off the entry's sku — per-shop godverse base or
town-wide; parody = type glyph by design), title/artist, `paid $p · where · day d`, newest first,
header totals. 50-row rebuild 0.9 ms; 0 draws (DOM-only).
- **Construction-gated on the game object itself** (lazy, R19-selector style): `?classic=1`/`?game=0`
⇒ zero game DOM, zero listeners, help line byte-identical, 0 console errors (measured, clean tabs).
`?noassets` ⇒ 0 stock fetches, placeholders stand.
- **SLEEP proven end-to-end**: day 1→2, weekNight 0→1, wake DAWN seg 0, `procity-save/1` on disk,
next boot loads it and the UI reads it. **venue.js §30.4 filing fixed as filed** — compat
`venueShopId` is now a live weekNight-keyed getter (116 → 490 across a sleep, measured).
- Full measurement table + honest notes: LANE_B_NOTES §30. Verified on a port-isolated no-store
:8151 snapshot server (not :8130/:8144 — Lane F was mid-flight in the shared tree).
## Round 9 (Fable's ROUND9 → Lane B) — v2 tour bookmarks + tram (`?tram=1`) · qa GREEN
Ship-v2.0 round. Two deliverables, both v2-law clean, `qa.sh --strict` GREEN, flags-off byte-identical.
@ -245,26 +89,6 @@ use-if-ready furniture path (fail-soft; `?noassets` → primitives, 0 network).
(same as the ped rigs).** File: `furniture.js`.
## Round 12 (v3.0-alpha, VENUES & GIGS, `?gigs=1`) — Lane B street-side — done
Built the pub's street presence for the one-pub vertical slice. Dependencies (A venue+`plan.gigs`,
C watchPoints, E posters+gig audio, D band+crowd) all landed; F wires it last.
- **`web/js/world/venue.js`** (new, B-owned; shell/F constructs under `?gigs`) —
`createVenuePresentation(plan, skins, scene) → {group, update(gigState), dispose, venueShopId}`.
**Posters:** E's 4 poster skins at each `plan.posters` (x,z,ry) with the gig's `bandName`
overprinted in `nameZone` (canvas composite; seeded template; flat fallback if JPEG missing).
Verified "THE WOMBATTS" over the band-photo art. **Lit frontage:** warm marquee + emissive bulb row
over the venue door, `update(gigState)` ramps the glow. Verified: "The Thornbury Hotel" lit at night.
- **Muffled-gig spill** (extended `audio.js`): near the venue (≤26 m) while gig `doors`/`on`, plays
`pubrock-live` through a 470 Hz **lowpass** at low distance-gain. Reads `window.PROCITY.gigs` (F)
with a clock+`plan.gigs` fallback. Verified: gain ~0.14 muffled at night, fades off far/day.
- **Prime flag law held:** flags-off = no gigs/posters/venue (goldens frozen, no citygen edits), audio
gig layer created but inert (`plan.gigs` absent → skipped). Byte-identical boot.
- **Stretch deferred:** streetlamp-pool night-readability on the venue block (touches shared furniture
rendering) — flagged as next polish. **Note to A:** main-street poster positions land mid-road on
intersection nodes — a verge/pole offset would seat them better.
- Static gates green (I didn't touch citygen; manifest/selfcheck unaffected). Files: `web/js/world/
venue.js` (new) + `web/js/world/audio.js` (spill extension) + docs. **F wiring documented in LANE_B_NOTES.**
## Round 11 (AUDIO) — Lane B WebAudio engine — done
Built **`web/js/world/audio.js`** (B-owned) + a guarded create-call in the shell. One `AudioContext`
unlocked on the first gesture; self-contained (reads `window.PROCITY`, self-ticks); consumes Lane E's

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@ -3,885 +3,7 @@
*Status: **v1 complete & verified**. Standalone interiors library + test page. Every shop door opens
into a unique, seeded, themed interior, generated on demand in ~4ms, byte-identical every revisit.*
Last updated: 2026-08-03 (round 39) · owner: PROCITY-C · reviewer: Fable
---
## Update 2026-08-03 (round 39, v9-alpha THE CITY IS THE GAME) — §39.3 the op shop can't be dug
Fable's finding, verified before commissioning: `kind:'bin'` — the thing the dig fires on — is minted at
exactly `fittings.js` `recordBin`/`crate` and used by exactly two recipes, `record` and market `stall`.
PROCITY is built on thriftgod's op-shop DNA and **you cannot dig in an op shop.** Brief: measure what a
player can actually do in every shop type, build the op shop a bin, **flag the contents, do not decide
them**, and spend against the GLB-path interior margin.
### 1. THE TABLE (LANE_C_PUB §10) — the deliverable, and it is uncomfortable
Built by reading the recipes and the fitting kinds, then counting interactables in **48 rooms per type**
(6 archetypes x 8 seeds). Full table + the five structural facts in the contract; the short version:
- **`record`** digs (mean **4.6** bins/room, 0/48 empty) and is **the only room in the game where
anything can be sold**. **`stall`** digs — in 27 of 48 rooms; the other **21 (44%) have no crate at
all** (mean 0.92), because its `crate` is `zone:'centre'` and the 36 trestles take the aisle first.
**That is a measured correction to the round's binding fact #5** and it means RED TICKET DAY's roster,
which counts a stall by type, can name a stall you cannot dig in.
- **The other ten types offer nothing but looking.** No bins, and pull-and-buy is dark: `?stock=real` is
opt-in (`index.html:222`), so **on the boot every player gets there is not one `buyMesh` in the game**.
Even armed, `SLOT_FOR` has three entries and the pack is keyed by SHOP TYPE, so only book spines in a
`book` shop and toy boxes in a `toy` shop can ever be bought — the video store's identical spine
shelves cannot, because no `video` pack exists.
- **Four stock kinds can never be bought in any mode**: `garment`, `snack`, `magazine`, `treasure`
`hang()`/`treasures()` never call `buildBuyableShelf`. **The op shop's clothes are unbuyable by
construction.**
- **`interactable: true` is not a verb.** `interior_mode` routes exactly three things (aimed `bin`,
counter, `buyMesh`). `case`, `fridge`, `returns` and the arcade cabinet set the flag and **nothing
reads them** — 8 dead glass cases in a dept-store hall, 4 dead fridges in a milk bar.
- **Sell** is `item.type === shopType`, and only two call sites stamp a type: a dig pull is **always
`'record'` wherever it happens**, a shelf buy is the shop's type. Hence: one sale point, default boot.
### 2. THE MECHANISM — `rummageBin`, shipped, contents gated
A shallow galvanised dump tub (0.95 x 0.70 x 0.28) with flared sides on a castored steel frame, rim at
**0.76 m** — you rummage standing — heaped with stickered mixed goods and a hand-lettered card taped to
the front ("EVERYTHING $2"). Not a record crate recoloured: `crate` is 0.55 x 0.45 and deep because it
is sized to stand LPs in. Shot: [r39_opshop_rummage_bin.png](docs/shots/laneC/r39_opshop_rummage_bin.png).
Three new **opt-in, pure-data** seams (absent ⇒ pre-R39 byte-identical): `recipe.fittings[i].o`,
`buildInterior opts.fittingOpts[kind]`, and `.fallbackZones` / `.anywhere` placement fallbacks. The last
one is not decoration — appended last, the bin's zone is the fullest it will ever be and it landed in
only **11 of 24** rooms without them.
**72 rooms (6 archetypes x 6 seeds x GLB on/off):** placed **72/72** · reachable **72/72** (nearest
spawn-reachable walkable cell **0.771.15 m** from the bin, vs the dig's 2.5/3.2 m reach) · **0 carves** ·
`pathOK` 72/72 · determinism 72/72 · **the rest of the room byte-identical to pre-R39 72/72** (the spec is
appended LAST, so the shared `lay-count`/`lay-place` streams hand every existing fitting the same draws).
End-to-end armed: aim → dig opens → **16 offers** → card → **BUY** debits the wallet → bin depletes to 15.
Negative control (default): tub present, **0 bins**, aim finds nothing, dig never opens. 0 console errors.
Soak 60 rooms: **leak geo 0 / tex 0**, determinism identical, avg 3.4 ms / worst 16.5 ms.
### 3. SPENT AGAINST THE GLB PATH — and the margin was not six
**`C-progress.md:841`'s "GLB-on 344" is R9-era and stale.** Re-measured on today's tree with the lane's
own instrument before touching anything: **GLB-off 156 · GLB-on 319, both at `opshop/hall`.** So the
margin was **31**, not six. After the bin:
| `drawSweep` | pre-R39 | R39 | Δ |
|---|---|---|---|
| GLB-off worst | 156 opshop/hall | **161** opshop/hall | +5 |
| GLB-on worst | 319 opshop/hall | **329** opshop/hall | +10 |
| the other 11 types, both modes | — | — | **0, byte-identical** |
**Margin against ≤350: 21 draws.** Stated at the worst room the bin lands in, not an average.
A free win found while costing it: the scatter fill minted a *tinted* material per item (9 goods = 9
draws in a room with no other scatter). New opt-in `slot.pool` keeps every face on the room's shared
pooled textures at white — the trick the spine/box rows already use — so the pile merges into buckets
the room already has. **12 goods now cost less than 9 did.** Existing scatter callers draw the same
values in the same order; proven by the 11 untouched types' sweep numbers.
### 4. THE BIGGER FINDING — half the interior budget is a pre-pass (→ E/F, NOT shipped)
Lane E's `bookshelf` GLB ships **`transmission: 1`** on `mtl_10218_Bookshelves_v1`. One transmissive
material makes three.js run its transmission pre-pass — a second full render of the opaque scene — so
**every draw in that room is issued and counted twice.** Measured by zeroing it and re-rendering:
`opshop`/hall **191 → 104 (46%)** · `opshop`/wide 142 → 80 · `book`/hall **101 → 51 (50%)** ·
`dept`/hall 116 → 116 (the control, no bookshelf). Those are the two worst GLB-on types in the sweep.
**→ E:** re-emit without `KHR_materials_transmission`. **→ F:** a `transmission = 0` scrub in
`glb.js upgradeFitting` is the cheap fence. **I have not shipped either** — it changes how another
lane's asset renders. Either turns a 21-draw margin into ~100.
### 5. HELD FOR JOHN — the contents (LANE_C_PUB §10.6)
Not "op shops now dig", but "op shops now dig **records**". Across the 23 shipped caches (44 record ·
36 stall · **147 opshop**): crate-shops/town **011 → 225**, towns with none **3 → 0**, diggable bins
**~235 → ~382 (+63%)**, under-band gems/day ~113 → ~183. **A** (parody records) costs zero code and is
what the market stall already does, but an op-shop find is stamped `type:'record'` and bowral/darwin/
daylesford have no record shop — they could dig and have nowhere to sell. **B** (books/toys via the
existing packs) needs an `opshop` pack that cannot exist today *and* a second dig presentation, because
`dig.js` builds a crate of 0.31 m square sleeves. **C** (a bric-a-brac class) costs most and is the only
one that closes the sell hole, since type = type would make op shops buy their own bric-a-brac back.
**Recommendation: play arm A behind the flag for one session, then rule; C is the destination; B is not
worth doing alone.** Also held, same reason: the one-line `fallbackZones` fix that would give market
stalls the crates their recipe already promises.
---
## Update 2026-07-18 (round 30, v7.0-alpha THE SAVE AND THE CRATE) — the sell counter: cash comes back, always less
R30 ledger #2 — contract first (LANE_C_PUB §9, its own commit), implementation second. F's save core
(ledger #1) had **not landed** when this was built: no `save.js`, no `window.PROCITY.game` anywhere in
the tree — so everything below is built to the R30-published shape and verified against a **stub** of
exactly that shape (noted loudly below).
### The contract (§9) — the one number and why
**`sellOffer(p) = min(p 1, max(1, floor(p × 0.5)))`, never < 0.**
- **0.5** is the secondhand-dealer margin — the keeper pays half of what he'll sticker it at.
- **`min(p 1, …)` is the no-pump law made STRUCTURAL:** the offer is strictly below `pricePaid` for
every `p ≥ 1`, so buy-then-immediately-sell loses ≥ $1 per round trip **by construction** — no
balance retune can break F's monotonic-loss gate without violating the contract. At `p = 1` the
offer is $0 and SELL disables (the keeper won't buy what he can't sticker).
- **Alpha basis = `pricePaid`** (every alpha buy is at asking price, so it IS the buy-side price the
player faced; there are no guide bands yet). **Beta swaps the basis to `bandLow`, not the shape.**
- Matching is **type = type, strict, fail-closed**: an untyped item sells NOWHERE (a matcher passing
untyped items would "match" everywhere — vacuous-gate law applied to a matcher).
### What shipped (C's files only)
- **`web/js/interiors/sell.js`** — `createSell()` + pure `sellOffer` / `sellableIn` / `nearCounter`.
DOM-only (zero draws, zero GPU), the dig's manila price-sticker mirrored to the left with a green
offer sticker; one item at a time, ` ` cycling, ✕/Esc; till rings from the counter emitter (R28
one-shot pattern). Same consumer pattern as `dig.js`: the single side-effect is `onSell(item,
offer)` — **C never mutates `game.collection`** (read-only law, §9.3).
- **`web/js/interiors/wallet.js`** — `wallet.sell(item, offer)`: the credit mirror of `buy()`.
This file never prices; the offer comes in from `sellOffer`.
- **`web/interior_test.html`** — E-at-counter routing (bin → dig · counter → sell · shelf → buy) gated
on `window.PROCITY.game` presence (the in-game classic-pure law, exactly); `?sellstub=1` stubs the
published game shape for verification until F's core lands.
### Verified (fresh context, no-store server on :8144 — NOT :8130, zero console errors throughout)
- **The sale:** record shop seed 1990, at the bench (`nearCounter` true at 0.9 m, false across the
room) → card `THE FIBROS — "Servo at Midnight" · you paid $24 · offer $12` → SELL → **cash 163 →
175 (+$12 < $24 paid)**, collection 4 → 3, sold item gone, toast + till fired.
- **Type fence:** stub carried 2 records + 1 book + 1 untyped item. Record shop cards **exactly the 2
records**; book shop cards **exactly the book** ($7 on $15); the untyped item cards **nowhere**.
- **The disabled edge:** the $1 record offers $0 → button reads NOT WORTH BUYING, disabled.
- **No-pump round-trip (C's mini-gate, precursor to F's #5):** buy-then-sell through the real wallet +
card path, prices {2,3,5,9,24,60,61,137} → **8/8 strictly negative** (1,2,3,5,12,30,31,69).
- **The gate discriminated first** (vacuous-gate law, proven live): my first loop pushed a 999-priced
item into the collection **without checking `wallet.buy` succeeded** — broke wallet, no debit, then
a +$499 "sale". A pump — from an item never paid for. **Finding for F below.**
- **Fail-soft:** boot with no stub (= no game layer) → E at the counter does nothing, `open()` false,
zero DOM, zero errors. `dispose()` leaves 0 panels/0 toasts in the DOM.
- **Budgets:** draws with the card open ≡ closed (16 ≡ 16 — DOM is zero-draw); `buildInterior` and all
room code untouched this round; 50-room soak re-run green in the same session: **avg 3.4 ms · worst
8.2 ms · leak geo 0 / tex 0 · determinism identical · worst draws 73 ≤ 350**.
### Findings / asks (→ F, for the save core + gates)
1. **The collection item needs `type`** (registry stock type, stamped at buy time). The R30 shape
(`{townKey, godverseShopId|shopId, sku|slotId, pricePaid, dayFound}`) doesn't carry it, and without
it **nothing is sellable anywhere** (my matcher is fail-closed on purpose). `title`/`artist` are
strongly asked too (B's collection UI needs them; my card falls back to the sku label — honest, ugly).
2. **`pricePaid` must only ever be written by a SUCCESSFUL debit.** The no-pump law's structure
assumes pricePaid was actually paid — my broken first loop showed a collection entry that skipped
the wallet debit converts straight into a money pump. F's no-pump gate should include this negative
control: a collection entry minted without a debit must be impossible (or the gate must fail).
3. **The removal handoff:** in-game, the sold item must leave the collection **via the game API**
`onSell` is where F calls it. My harness splices its own stub (its array, its right); C's modules
never touch game state. When F publishes the API name, §9.3 references it verbatim.
R28 §Lane C (ledger #3) — my own idea, parked since R7, brief states acceptance only. Wave 1, alongside E+B.
### The trap my own parked note set
v3.0's deferred note said: *"`userData.audioEmitter = musicKey` so Lane B can position/spatialise the
bed"*. **Both halves were wrong**, and the second one is dangerous:
1. **The shape.** The engine holds no reference to the room group — it would have to traverse a scene it
cannot reach. Emitters belong on `room.audio` as data, where they ride the **existing**
`playInterior(room.audio)` call: no new lifecycle, no traverse, no dispose hook, no F plumbing.
2. **The method.** "Spatialise" invites a `PannerNode`. **Nothing in this tree sets `ctx.listener`** (zero
hits, whole tree), so a panner resolves against a listener frozen at (0,0,0) — and since rooms are built
in room-local coords at the origin, that is *the room's own centre, forever*. Measured with
`OfflineAudioContext` on a real pub stage bed:
| wiring | RMS at door | RMS at stage | ratio |
|---|---|---|---|
| panner, listener never set (**the engine as it ships**) | 0.106905 | 0.106905 | **1.0000** |
| panner + listener tracking the player | 0.055665 | 0.500000 | 8.98 |
It **plays, throws nothing, warns nothing, and never changes by one sample as you cross the room**
while failing at the only thing it exists to do. *"Routed through a panner?"* yes. *"Audible in a
venue?"* yes. *"In a shop?"* yes. All green, all worthless. **The only assertion that can see this is a
DELTA: gain at the door ≠ gain at the stage.** Vacuous-gate law, 4th application — and this one had no
author to blame but me. There is no listener code anywhere to teach a lane otherwise.
**The house idiom was already right**: tram rumble (R=55), door spill (R=9), gig spill (R=26) are all
hand-rolled distance-gains against `PROCITY.camera.position`. No listener, no panner. Emitters match it.
### What shipped (C's files only)
- **`room.audio.emitters`** = `{ stage?, counter? }`, room-local, 3-dp, **18/18 same-seed deep-equal**.
`r` (reach) is the **room diagonal, not a constant** — measured diagonals 9.8115.63 m, and scaling to
the room keeps door→stage proximity in a tight **0.420.59** band from a pokey band_room to a hall pub.
`floor` is the room-filling residue, **never 0** — a PA fills a pub; what changes as you walk in is the
*balance*, not the presence. Swing **2.654.52 dB** (John R20: *subtle changes are great*).
- **The till rings from the counter***audible positioning in a normal shop with **no engine change***,
via B's already-public `playSfx(key,{gain})`: C does its own distance math, hands B a scalar. Measured
through the real BUY button in a real record shop: **0.9489 @ 0.60 m vs 0.6436 @ 4.19 m = 3.37 dB**;
negative control (no emitters) fires at exactly **1.0**. `sfx-till.ogg` had been on disk since 15 Jul and
had **never once played**. Routing, not content — exactly as the brief said.
- **`?mute=1` now silences the crate riffle.** See below.
**Why the venue half is an ask, not a ship:** a **one-shot** resolves its gain once, at fire time, from a
position C already knows. A **bed** must be re-gained every frame inside the engine's `update()` loop —
B's file. The split is structural, not political. B got a ~12-line paste-ready diff in the house idiom; C
did not touch audio.js. The letter of "consulted not modified" could have been satisfied by reaching
through B's exposed `state.layers` diag to rewire its graph from outside — **that backdoor is strictly
worse than the edit it avoids** (invisible to B, breaks on any change of B's). Refused.
### Two bugs found on the way
- **F drops emitters on the one night they matter.** `interior_mode.js:289` rebuilds the spec on a gig
night: `{ musicKey: ra.gigKey, toneKey: WALLA_KEY }` — every unnamed field dies. Measured on a real
gig-night pub: `quietNight_emittersSurvive: true`, **`gigNight_emittersSurvive: false`**. Silent, fail-
soft, no error. -> F: don't just spread `ra` — pass emitters **deliberately, gig-night only**, because on
a quiet night the radio and room-tone genuinely *are* room-filling.
- **`?mute=1` never silenced the riffle (R5 → R28).** `dig.js` opened a **second, private AudioContext**
straight to `destination`, breaking both of audio.js's stated laws (*ONE AudioContext*; *mute forces
silence*). It survived three epochs because **no gate asserts mute ⇒ silence**: the engine returns its
silent surface and looks honest *from its own side*, while the sound came from somewhere it never knew
existed. *A gate that asks the engine whether it is muted can only ever answer yes.* Fixed by reading
B's **public** `.muted` getter (consulted, not modified), URL fallback when standalone. Measured with a
positive control so the probe is provably able to see sound: live 1 ctx / 1 source; **muted 0 / 0**.
Blips stay procedural on purpose — zero-fetch, deterministic, and they still work under `?noassets=1`
where a sampled riffle cannot. Only mute was broken; only mute was fixed.
### Harness honesty (again)
First till rig reported a clean 3.37 dB — from a **contaminated harness**. `createDig` appends a panel per
call and `close()` doesn't remove it, so `querySelector` was clicking **trial 1's stale button** every
time. The tell was `panelUp: false` on all three trials, and the **negative control** returning 0.6436
where it must return 1.0. The gains happened to match the formula exactly — I still refused them and
re-ran isolated (`panelCount: 1`, `panelUp: true`, control **1.0** ✓). R27's lesson holds: *never report a
number from a rig you have watched lie, even when you like the number.* The control is what caught it.
QA GREEN (6/0/0/0). Docs: **LANE_C_AUDIO.md → v3.1** (contract + both asks + every measurement above).
---
## Update 2026-07-17 (round 27, v5.0 THE LIVE CRATE) — the tier-2 seam + LANE_C_PUB v5-FROZEN
R27 §Lane C (ledgers #2 + #6). Wave 1 — ran after F tagged `v5.0-beta` (`78848ed`, 7/0/0).
### The seam ruling (§8): bless the direct wire — but the *form* was the real question
Fable asked: publish a post-build hook, or bless the direct wire? **Answer: bless it — no lifecycle hook.**
F already holds `currentAdapter` (`interior_mode.js:67`) and passes it to `dig.open()` **per dig** (`:111`),
so the live read lands, F updates the pack, and the next riffle picks it up. Read not landed / slow / dead ⇒
the adapter is simply the tier-1 pack ⇒ the dig never blocks. No C lifecycle change.
**But the question underneath it — *how* `gone` applies — is C's, and the obvious wiring is wrong.**
`pickRealOffers` indexes `pack.items[(rr()*len)|0]`, so **filtering the array reshuffles the crate**.
Measured across 5 crates: **one record selling changed 21 OTHER records** (6/2/2/6/5 collateral). Pick-then-
omit — draw from the stable full list, drop gone *after* — has **0 collateral**: a crate with 3 sold shows
13, not a different 16. Selling one record must remove one record, not re-stock the shop.
**And the trap: both forms hide the sold record.** So F's planned sandbox assertion — "a real `gone` item
never renders" — **goes green on the wrong wiring**. It cannot see the 21. → **F: assert on collateral (the
survivors are unchanged across a `gone` delta), not absence.** That's the vacuous-gate law's third
application, and the cheapest to miss, because it passes.
**Landed** (`dig.js`): `pack.gone` (Set|array) omitted at pick time; **F's invariant published** — update
item *fields* in place (live price) freely, **never add/remove/reorder `items[]`**; that identity+order IS
the seeded pick's stability (the same lesson as R25's positional ids, one layer up).
**Determinism boundary sits exactly here:** server down ⇒ byte-identical tier 1 (gate-able); server up ⇒ the
crate legitimately changes — tier 2 is non-deterministic *by design*, so **no gate may assert dig determinism
with the server up**, and `pack.gone` never enters a seeded stream or a golden.
**Scoped honestly:** the bin fan is decorative (a different seeded pick from the dig's offers), so a sold
cover may linger there until rebuild — that's when I'd publish a post-build hook, and the epoch's claim
doesn't need it, because *the crate you riffle is true*.
**Verified** — pure-function measurement for the collateral claim, then end-to-end through the real dig's
public surface (pull → Esc → scroll → pull): sold record gone · **survivors 4/4 · collateral 0** · `items[]`
untouched at 120 · live in-place price shows on the next pull. *My first dig harness returned the same title
4× (I never un-pulled), so its "survivors" number was a harness artifact — I re-ran it properly rather than
report a metric I'd just watched lie.*
### Docs freeze (§6): LANE_C_PUB is **v5.0-FROZEN**, whole document
Marked, with the case law kept at the top rather than buried: three of this doc's amendments exist because a
rule of mine met a case written *after* it (§7's naming vs its own loader; §7.2a's `sku_` before mint) — and
both times the lane building to my rule took the red. The header now says it plainly: **when a line here
meets a case it didn't foresee, the line is the stale thing — amend it, don't bend the case.**
---
## Update 2026-07-17 (round 26 wave 4) — the mint-id fence: my rule was the stale thing
F's fourth hold traced to **my** §7.2a. I wrote "`sku_`-prefixed for real-stock packs" in R25 — **before mint
existed** — so it names one space where there are two. E implemented it faithfully and its validator did
exactly what I told it to: demand `sku_` on 14 mint crates. **The check wasn't wrong; my rule was.** Same
shape as R23, and I'll say it plainly: this is twice now that a contract line of mine met a case written
after it and the lane building to it took the red.
**Amended (§7.2a): the id form is sourcing-scoped, and the prefix IS the fence.**
| `sourcing` | id form | the space it names |
|---|---|---|
| `real` | `sku_<POS id>` | the shop's POS inventory — a physical copy on a shelf |
| `mint` | `mint_<dealgod listing id>` | a dealgod listing — a plausible stand-in, not that shop's stock |
**Why G was right to refuse the easy green.** Filing dealgod listing ids under `sku_` would have gone green
in one line and recreated the R24 collision **inside the economy layer** — where **tier-2's sold-means-gone
looks up POS skus**. R24's collision entered the *wrong shop*; the same collision in the money layer **sells
the wrong record** — a real copy, out of a real shop, to satisfy a minted stand-in. A prefix that lies costs
money, not a gate. Blessed as design: disjoint namespaces, and no gate, lookup or economy path may treat
them as one (same standing note as plan-ids vs godverse-ids).
**Verified against every crate in the tree before handing E the line:** 15 crates (1 real + 14 mint) —
**0 fails** under the amended rule (prefix matches `sourcing`, ids unique within pack), and **0 ids appear in
both spaces** across 344 distinct ids. The fence already holds in the data; only my wording didn't.
**→ E:** assert the form against `sourcing` (you already read it at line 178) — `sku_` for real, `mint_` for
mint; a crate wearing the other's prefix FAILS. That's **stronger** than the check it replaces, not looser.
**→ F:** 6/1/0 should flip to 7/0/0. Doc-only from C; no code, no atlas bytes, no goldens.
---
## Update 2026-07-17 (round 26, v5.0-beta EVERY CRATE DIFFERENT) — three contract lines + the price sticker
R26 §Lane C, wave 1 (ledgers #1, #4, #6). Contract lines published FIRST — G and E build to them.
### The brief said `tier`. It can't be `tier` — that name is taken twice (§7.2b)
G's atlases already emit **`tier: 1`** = the **charter's ladder rung** (0 parody · 1 static-real · 2 live),
and `kind` is already the stock type. **A mint atlas is also rung 1** — same mechanism (a statically baked
per-shop atlas); only the data's *origin* differs. Real-vs-mint is an **orthogonal axis, not a rung**.
Overloading `tier` would put two meanings in one name — the same species as the plan-id/godverse-id
collision that just became a standing note, and as R25's positional ids. **Ruling: top-level
`sourcing: "real" | "mint"`, REQUIRED; `tier` stays the numeric rung.** A mint index MUST NOT carry
POS-snapshot fields (the separation IS the honesty); gates read `sourcing`, and an index without it FAILS.
### `condition` isn't in the index — the ledger assumed it was (§7.2c)
Ledger #4 said the card gets "the fields the atlas index already carries (artist/title/price/**condition**)".
It carries artist/title/price/price_band — **not condition**. G's *snapshot* has `condition` + `sleeve_cond`
and drops them at emit, so `pickRealOffers` mapped `cond: ''` and the card rendered dangling separators
around a hole. That *was* the "database row". Ruled: `condition`/`sleeve_cond` are **optional** index fields,
emitted when the source has them; **no invented grades** on mint items — a plausible-but-fictional grade is
exactly what `sourcing` exists to prevent.
### The atlas manifest (§7.2d) — existence declared, never probed
`web/assets/stock_godverse/index.json` is the authority for which shops carry atlases; **no entry ⇒ no
fetch ⇒ zero 404s**, so the zero-console-errors law holds with no attribution exception. Shape + both-ways
consistency (atlas without manifest entry FAILS, and vice versa) in §7.2d. A tree with no godverse atlases
and no manifest is a legitimate silent zero-shop state, not an error.
### The price sticker (ledger #4, code)
The pull panel is now the shop's **price sticker**, not a data readout: manila card, slight rotation +
shadow, typewriter caps, italic title, a rubber-stamped condition grade, and **the round yellow $ sticker
the sleeve art already uses** (dig.js's own canvas language — the panel now echoes it instead of fighting
it). Fields compose only when present: **a missing field never leaves a stray separator.**
**Verified — five card shapes, both star branches, fresh context:**
| case | card |
|---|---|
| real grail | `$28` · Deep Dish · *Penetrate Deeper* · `VG+/VG` · **★ GRAIL** |
| real standard, graded | `$15` · `VG+` · `STANDARD` |
| real ungraded (today's index / mint) | `$15` · `COLLECTOR` — grade omitted cleanly |
| parody | `$15` · THE VERANDAHS · *Tinny* · `NM` · `1973 PUNK` |
| parody rare (seed 4) | `$16` · HILLS HOIST · *Servo at Midnight* · `VG` · `1973 POP` · **★ RARE** |
**The verification caught a defect in my own card:** a real *grail* rendered **"GRAIL ★ GRAIL"** — `s` carried
the price_band *and* `rare` derived from that same band. (Parody is immune: its `s` is a genre.) Fixed at the
mapping — grail becomes the ★ stamp and leaves `s` empty. And I did not leave the parody-rare branch on
assumption: scanned seeds until a rare pull appeared (seed 4) and asserted it says RARE, not GRAIL. An
unexercised branch is an unproven one.
**Budgets:** the card is DOM — zero draws, zero tris, no 3D change. Ceilings untouched.
**→ G:** `sourcing` + `condition`/`sleeve_cond` + the manifest. **→ E:** assert `sourcing` (absent ⇒ FAIL),
the mint/POS-field separation both ways, and manifest↔files both ways. **→ F:** consult the manifest before
fetching — that's what retires the 404 attribution exception.
---
## Update 2026-07-17 (round 25, the tag earned) — sku-derived slot ids (ledger #3, C's one line)
R25 §Lane C: one contract line, published first so G re-emits against it. **§7.2a added** — F's id-collision
finding made structural, while there are two atlases to migrate instead of fifty.
**The collision, measured:** both packs number items positionally from zero, so **all 120 godverse ids are
also generic-pack ids — 120/120 overlap.** An id-equality gate cannot discriminate which pack a rendered
item came from; that's exactly why the brief's own #7a spec was vacuous. (The vacuous-gate law's first
application broke the law — and my own R23 metric had the same disease. It's a persistent species.)
**The rule (§7.2a):** `items[].id` MUST derive from the source's stable key, never from position, and MUST
be unique across ALL packs. Real-stock packs: **`id = "sku_" + <POS sku>`** — G's snapshot already carries
`sku` per item (e.g. `20260314070442`), it's just dropped at emit, so this is index-only. Generic packs keep
`rec_NNNN` as their namespace; real-stock must not emit into it.
**I gave it two reasons, and the second is the one that outlives the gate.** The collision is the presenting
symptom. The deeper defect is that **position is not identity**: a positional id renumbers on every re-bake,
so selling one record out of crate 550 silently makes `rec_0050` a *different* record. Anything holding an
id across snapshots — a wallet purchase, a saved dig, a gate assertion, and above all **tier-2's
sold-means-gone** — would point at the wrong item. The POS sku is stable because it's the shop's own
identity for that copy (`release_id` identifies the pressing, not the copy). So this line isn't only a gate
fix; it's the identity tier-2 will need, bought now for free.
**Scope kept honest:** index-only, no atlas bytes, no town cache, no goldens. `id` isn't read by the loader
(§7.3) — the dig/buy consumers and the gates read it, so no C code changes. **→ G:** re-emit with `sku_`
ids. **→ E:** assert the form (present, unique within the pack, `sku_`-prefixed for real-stock).
*Process note:* F's six files were staged in the shared tree mid-flight; committed by explicit pathspec, so
F's session is untouched.
---
## Update 2026-07-17 (round 24, THE ALPHA COMPLETION) — the contract fix (ledger #1, the root cause)
R24 §Lane C. **The root cause was mine and it's closed.** F held the tag because my published atlas
contract and my own loader were mutually incompatible; the ruling — **the runtime is the authority** — is
now the section's first line. Published FIRST (half-day rule; G and E re-emit against it).
**What was actually wrong.** My R22 §7 invented `stock_shop_<godverseShopId>_index.json`. The loader
(`stockpack.js:25`) fetches `` `${base}stock_${type}_index.json` ``. **An index named per my contract can
never be fetched by my own code.** So G built runtime-compatible (correct), E built contract-compatible
(also correct — the contract said so), and E's validator globbed `stock_shop_*_index.json` → **zero files
→ vacuous pass**. Nobody was wrong; the contract was. I wrote it, so I own it.
**§7 rewritten against the code (LANE_C_PUB):**
- **Authority rule:** `stockpack.js` IS the contract; if the doc and the loader disagree, the doc is a bug.
- **Layout ratified as G shipped it:** `assets/stock_godverse/<godverseShopId>/stock_<type>_index.json`.
`type` is load-bearing (it picks the slot via `SLOT_FOR`: record→sleeve). `stock_shop_*` is **retired**
**E: the validator glob becomes `stock_godverse/**/stock_*_index.json`** (that's the vacuous gate's
actual cause).
- **Runtime-read vs runtime-ignored, stated exactly.** Reads `atlases[]` + `items[{atlas, uv}]` (uv origin
**top-left**; the loader flips V — don't pre-flip). Ignores `version/atlas_px/cell*/count/kind/tier/shop/
crate/provenance` entirely.
- **The provenance drift dies (§7.3):** since the runtime reads none of it, the authority is E's validator
+ the 23 shipped town caches — both use **top-level `license` (US), `attribution`, `generator`,
`snapshot`**. British `licence` retired; **G lifts+renames those four**, keeps its rich nested
`provenance{}` (source/sha256/determinism) as colour. `atlas_px` stays REQUIRED (E checks it against real
dims — a genuine falsifiable check). `cell*` informational: **C reads `uv`, never `cell`** — and don't
shrink the cell for VRAM, the dig renders covers close-up.
**Code landed (the `type+base` keying, F's filed item):**
- `stockpack.js`: cache identity is now `` `${base}|${type}` ``; `getStockPack(type, base = DEFAULT_STOCK_BASE)`.
- `interiors.js`: new **`opts.stockBase`** — the seam F wires (`buildInterior(shop, THREE, { stock:'real',
stockBase: 'assets/stock_godverse/<id>/' })`). Omitted ⇒ town-wide packs, byte-identical to today.
- Pre-v5 callers untouched (`getStockPack('record')` still means the town pack).
**Verified fresh — and I had to fix my own metric first.** R23 I claimed "8/8 atlas-backed"; that checked
`material.map` exists — **but a parody canvas has a map too**. That's the same species as the vacuous gate
I'd just been handed. Re-asserted falsifiably:
- **Every sleeve samples G's atlas FILE** — texture sources are exactly `stock_godverse/3962749/
stock_record_atlas_00.webp` / `_01.webp`; pack items ≡ index items **by id**. Titles are real
(*Yoshitoshi Artists In House We Trust / Deep Dish Penetrate Deeper*).
- **Negative control (what makes it a gate):** the parody room's stock textures are `(canvas, no src)` and
touch the godverse atlas **zero** times — the metric discriminates.
- **Collision FIXED:** shop pack (120 items) + town pack (350) coexist as distinct objects.
- **Fail-soft FIXED with a populated cache:** missing base ⇒ `null` ⇒ parody (the R23 correctness bug —
an unstocked shop inheriting a cached crate — is gone).
- Ceilings: **98 draws** with real covers via `opts.stockBase`; `pathOK`; 0 carves; **0 console errors**.
**Scoped, not slid:** the **LRU + dispose** (§7.6) lands at **v5.0-beta**, not here — with one stocked shop
there's no accretion, and safe eviction needs a room-exit hook (a live room holds the pack's shared
material), which arrives with F's per-shop preload. Written into the contract so it can't slide silently.
**→ F:** the seam is `opts.stockBase`; §7.5 has the call. **→ G:** layout ratified, re-emit provenance field
names only (§7.3). **→ E:** the glob (§7.1) is the vacuous gate's cause.
---
## Update 2026-07-16 (round 23, v5.0-alpha THE FIRST REAL CRATE) — the crate in the room (ledger #3)
R23 §Lane C. **Verdict: the contract holds — G's atlas needs no re-emit.** Verified against G's
`stock_godverse/3962749/` (120 real records from Monster Robot Party's DEEP HOUSE crate 550, 2 × 2048²,
cell 256²) in a fresh context. Ran **before** Fable's merge deliberately — if the contract failed, that
blocks the merge. It didn't.
**PASS — the first real crate renders in a PROCITY room:**
- **Resolves through the existing `stockAdapter` path** via a base override — no C code change needed for
the single-shop alpha. 120 items · 2 atlases · **8/8 stock meshes atlas-backed** (real covers). The
sleeves are legible on screen: *peperecordings · DEEPCHILD · "39" · mff FREAKS · The Angels Instinct feat
Charlie Ashcroft* — a real deep-house crate.
- **Ceilings hold:** **118 draws** with real covers (≤350 law), `pathOK`, 0 carves.
- **Fail-soft holds** (clean cache): missing atlas → `null` → parody (20 parody meshes, 110 draws); no
adapter (the `?noassets` shape) → parody, zero fetch. **0 console errors.**
- **G's index is compliant:** `items[]` sorted by id (my R22 determinism ask honoured), provenance present,
`uv ⊂ [0,1]`, 2 atlases = exactly my cap, `cell_w/cell_h` harmless (C reads `uv`, never `cell`).
**I got a number wrong, and the first real data caught it (LANE_C_PUB §7.2 CORRECTED).** My R22 ceiling
said "≤8 MB decoded" — derived from assuming a "typical shop" is ~16 items @1024². **A real record shop is
120 records.** At the contract's own 256² cell that's 2 × 2048² ≈ **32 MB**, 4× my figure. The *structural*
rules held (≤2 atlases; 2048² for 60+ items — G landed exactly on the cap); only the MB number was wrong,
because it described a shop that doesn't exist. **Corrected:** ≤2 atlases/shop @≤2048², **LRU = 1 shop's
atlas set resident ⇒ ≤32 MB peak** (still bounded; still far better than the 181 MB unbounded accretion E
measured). And explicitly: **don't shrink the cell below 256² to save VRAM** — the dig shows a cover
close-up; resolution is the one thing the player actually sees.
**G's ask #1 CONFIRMED — and worse than reported (LANE_C_PUB §8: C's spec, C's fix).** `stockpack.js` keys
`_packs`/`_resolved` by **`type` alone**, so `base` is **ignored on a cache hit**. Measured:
`preloadStockPack('record', {base:'…/3962749/'})` then `preloadStockPack('record', {base:'assets/models/'})`
**returned the identical object**. Consequences: (1) two stocked shops collide — the 2nd serves the 1st's
crate (blocks v5.0-beta, as G said); (2) **it breaks the fail-soft law** — an *unstocked* shop of a cached
type inherits that crate instead of parody. The second is a correctness bug, not a mix-up. Seam spec
published (cache key = `type + base`; per-shop preload on entry; LRU=1 + dispose; **C consumes whatever
identity field lands — C does not invent it**). **C owns and lands it** — the §7 promise coming due.
**Two gaps block F's gate #7a (neither is C's; both flagged):** (1) **the crate has no street**
`redhill_real` doesn't exist and monsterrobot isn't in any town's `shops[]` (G's ask #2 → E/Fable);
(2) the shell's `interior_mode.js:192` calls `getStockPack(shop.type)` with `base` fixed to
`assets/models/`, so it can't reach a per-shop pack until §8's seam + the identity field land (C+F).
*Process note:* the shared tree was checked out on `lane-G-godverse` for Fable's review, so I committed
these C docs from a temporary `git worktree` on `main` — the shared checkout was never touched, and G's
branch keeps the disjoint namespace the two-studio merge law depends on.
---
## Update 2026-07-16 (round 22, v4.0 THE EPOCH CLOSE) — 23-town door-soak (#5) + the G2a contract (#3)
R22 §Lane C, both items. Wave 3 — ran **after A pinned the 36 goldens** (`3face97`) and E's tri-diet fix
(`d81e499`), so this soaks the final v4.0 world.
### Ledger #5 — sampled door-soak across all 23 towns
The five-town harness scaled: **~10 doors/town, sample takes one of every type present then stride-fills**, so
every archetype is covered town-set-wide. **238 doors · 1,133 in-plan shops · 23 towns.**
| town | shops | doors | worst draws | | town | shops | doors | worst draws |
|---|---|---|---|---|---|---|---|---|
| adelaide | 110 | 11 | 158 | | katoomba | 72 | 10 | 149 |
| ballarat | 19 | 10 | 154 | | launceston | 30 | 10 | 137 |
| bendigo | 35 | 10 | 141 | | marrickville | 26 | 10 | 149 |
| bowral | 30 | 10 | 156 | | newcastle | 34 | 10 | 152 |
| braddon | 19 | 10 | 158 | | **newtown_godverse** | 18 | 10 | 134 |
| brunswick | 92 | 11 | 149 | | newtown | 67 | 11 | 149 |
| castlemaine | 23 | 10 | 150 | | northbridge | 58 | 11 | 149 |
| darwin | 12 | 10 | 154 | | toowoomba | 12 | 10 | 138 |
| daylesford | 26 | 10 | 153 | | westend | 41 | 10 | 146 |
| **fitzroy (mecca)** | **139** | 10 | **159** | | fremantle | 79 | 11 | 152 |
| geelong | 62 | 11 | 145 | | glebe | 51 | 11 | 151 |
| hobart | 78 | 11 | 157 | | | | | |
**Verdict: 23/23 PASS — 0 throws · 0 carves · 0 path-fails · 0 over-budget; worst 159 draws (fitzroy) ≤350.**
- **All 12 archetypes covered town-set-wide** (band_room, book, dept, milkbar, opshop, pawn, pub, record, rsl,
stall, toy, video) — the whole registry.
- **23/23 towns landed 3 venues** — A's cluster bias + district placement hold from the 12-shop thin tail
(darwin, toowoomba) to the 139-shop mecca (fitzroy). Fitzroy, 2× anything absorbed before, is the *cheapest*
end of nothing — worst draw 159, same band as everywhere else: interiors don't care about town scale.
- **Lane G's `newtown_godverse` passes** (18 shops, 8 types, worst 134) — the merged town needs nothing from C.
### Ledger #3 — the G2a per-shop atlas contract (C's half) → published in LANE_C_PUB **§7**
Answered Fable's priors + E's half. **All three priors hold; atlas-per-shop is strictly better for draws than
today's type-packs. The binding constraint is VRAM, not draws — and E's dispose ask is granted: it's my seam.**
- **Draws:** 1 atlas/shop = **1 draw** (shared material + baked UV → batch.js merges). Rule: 1, hard cap 2;
60+ item shops spill to the type-pack. Headroom is enormous (stock rooms 4158 draws vs the ≤350 law).
- **VRAM (the real ceiling):** E's 181 MB audit is right and the cause is my own design note
(`stockpack.js:11` caches atlases "NOT per-room, like depot GLBs") — correct for 3 bounded type-packs,
**wrong for unbounded per-shop atlases**. Ruling: **≤2 resident shop atlases, ≤8 MB decoded, ≤1024² typical**
(2048² only for 60+ items); **C lands the LRU cap + dispose in `stockpack.js`**. Scheduling: the accretion is
pre-existing and `?stock=real` is **opt-in** (`index.html:196`) so it can't touch the default boot — **not a
v4.0 blocker**; I land it as **C's first v4.x item, before G2a ships**.
- **Schema:** E's index confirmed verbatim, keyed per shop; UV origin stays top-left (C flips V); C reads `uv`
never `cell` (so book's 176×256 portrait is fine). **Fail-soft/parody/`?noassets`:** unchanged law.
- **One ask back to G:** emit `items[]` in **deterministic order (sort by id)** — C's seeded per-bin pick
indexes into it, so a re-emit would silently reshuffle every crate.
**C→F: 23-town interior verdict GREEN** (nothing gates the tag from C). Docs-only. Both C items closed for v4.0.
---
## Update 2026-07-16 (round 21, v4.0-beta close) — the five-town density door-soak (ledger #3)
R21 §Lane C (wave 2 — ran **after A's venue cluster-adjacency bias** landed, `110c828`, so the soak reads the
relocated world + A's re-pinned goldens). The carried R20 #6: **every one of the five beta towns at its new
density**, deterministically sampled ~25 doors/town — the sample takes **one of every type present** then
stride-fills, so the texture classes' first real appearance (milkbar/dept/stall on real shops) is always covered.
| town | shops (in plan) | sampled | venues | types (all sampled) | throws | carves | path-fails | over-budget | worst draws |
|---|---|---|---|---|---|---|---|---|---|
| `katoomba_real` | 72 | 25 | 3 | 10 | 0 | 0 | 0 | 0 | **157** |
| `newtown_real` | 67 | 25 | 3 | 11 | 0 | 0 | 0 | 0 | 155 |
| `fremantle_real` | 79 | 25 | 3 | 11 | 0 | 0 | 0 | 0 | 153 |
| `bendigo_real` | 35 | 25 | 3 | 10 | 0 | 0 | 0 | 0 | 154 |
| `castlemaine_real` | 23 | 23 (all) | 3 | 8 | 0 | 0 | 0 | 0 | 156 |
**123 doors · 0 throws · 0 carves · 0 path-fails · 0 over-budget · worst 157 draws (≤350).** In every town
`typesInTown === typesSampled` — every archetype present was entered, including all three venue kinds
(pub/band_room/rsl) and the texture classes. **All five towns landed 3 venues** → A's cluster bias + district
placement hold at density.
**§6 mapping verified live (John's SUBTLE directive, working by construction):** katoomba's cache is **20
heroes + 60 texture** — exactly E's 3× cap, heroes untouched. In-plan (after A's counted drops): 17 heroes
(opshop 10 · book 4 · record 2 · video 1) + 52 texture (milkbar 29 · dept 18 · stall 5) + 3 venues = 72.
The texture classes' **first real appearance** renders right: **"Blue Mountains Chocolate Company"** — a real
Katoomba `shop=chocolate` — now wears `milkbar` (70s geo wallpaper, cube shelves of price-tagged goods, counter,
wall rack): a believable confectionery counter shop. The widening reads as texture, not takeover.
*(Cache→plan deltas — e.g. katoomba 80→72 — are A's overflow/fragmentation drops, counted by cause in A's R20
accounting; not an interior concern, and every surviving door builds clean.)* **C→F: density verdict GREEN.**
Docs-only. C otherwise on-call; my §6 mapping + this soak close both C items for the beta.
---
## Update 2026-07-16 (round 20, v4.0-beta FIVE TOWNS) — the class→archetype mapping (ledger #2, C's half)
R20 §Lane C (I lead — E builds to it, half-day rule): **published the OSM shop-class → interior archetype
mapping** in [LANE_C_PUB.md](docs/LANES/LANE_C_PUB.md) **§6** (new v4.0-beta amendment; the frozen venue
contract §0§5 untouched). This is the density widening — real towns fetch **general retail**, not just the
thriftgod secondhand classes, so the main street holds its real bakery/cafe/chemist/clothes shops.
**Design (John's directive: SUBTLE — texture, not takeover):**
- **No new archetypes.** General retail wears **existing** recipes: food/grocer/newsagent/chemist → `milkbar`
(the canonical AU counter shop); clothes/hardware/big-retail → `dept`; produce/florist → `stall`.
- **Secondhand stays the hero** — charity/antiques→opshop, books→book, music→record, video/games→video,
pawn→pawn, toys→toy; never subsampled.
- **Unknown/unlisted → `opshop`** (R18-proven safe). Included a copy-paste JSON map for E's `build_towns.py`
+ a tasteful fetch list (skip vehicle/funeral/industrial/pure-services like hairdresser/bank).
- **Guardrail for E:** if a town's general retail would visually drown the secondhand strip, seed-subsample
the texture classes toward ~23× the secondhand count and count the drops in `norm.dropped`.
**Mechanic note:** `plan_osm` keeps only registry types (unknowns flatten to opshop), so E bakes a **registry
type** per the map into each cache's `shop.type` — no C code change, all targets are existing recipes/registry
entries, budgets unchanged. **C→E handshake: §6 is live.**
**Pre-validated the mapping (measurement over folklore, before E builds to it):** milkbar/dept/stall/opshop all
build valid at the katoomba lot (8.5×14) — 0 carves, ≤143 draws, pathOK. Rendered `dept` (my one flagged case
— the escalator centrepiece): reads as a clean **dressed-retail floor** (cube shelves of goods + clothes rack +
counter + "GROUND FLOOR/HABERDASHERY" signage) in the 7.9×11.7 hall, escalator does *not* dominate — so
`clothes`/`hardware` → `dept` is confirmed, not a concern.
**Pending (ledger #6, after E re-emits the 5 widened caches):** the five-town sampled door-soak — every town,
sampled doors at the new density, all types resolve, no carve, budgets; one table, five rows. I'll watch that
`dept` reads right on small real lots (the escalator centrepiece). Docs-only this commit; door-soak follows E.
---
## Update 2026-07-16 (round 19, v4.0-alpha CLOSE) — re-soak katoomba on REAL roads (against A's in-flight pass)
R19 §Lane C (on-call, ledger #5): E's roads landed (`dbb52c2` — katoomba_real is now **schema v2, 484 real
roads**), so I re-ran the 20-door soak against the real street graph — closing the R18 "re-run when roads land"
caveat. **Honest caveat: the working tree also carried Lane A's UNCOMMITTED R19 fragmentation pass** (plan_osm.js
WIP — `JOIN_TOL`/`BRIDGE_MAX`, junction-protected DouglasPeucker, shopless-island cull / shop-island bridge),
so the dev server served A's *in-progress* finalization, not a frozen state. Read this as "interiors survive
A's real-graph pipeline as it stands mid-round"; a clean confirm follows A's commit.
**Robust result (holds whatever A's WIP does):** every shop the plan produced builds a **valid interior**
0 throws · 0 carves · 0 path-fails · 0 over-budget · worst **147** draws (min 115); 3 gig venues
(pub/band_room/rsl — **district placement holds on the real graph**); plan deterministic (byte-identical
re-gen). Lot dims **unchanged** (7.58.5 × 14) → interiors are dim-identical to R18 (road-agnostic confirmed;
my R18 degenerate-lot proof already spans anything the real graph can seat).
**Shop count observed = 19 (NOT filed as a defect).** The plan yielded 19 shops here, but against A's in-flight
fragmentation code that's expected, not a bug — A's ruling explicitly culls shopless islands and bridges/
drops-with-count shop-bearing ones, so the final count is A's to pin (could land at 20 connected or an explicit
19 with a `norm.dropped` count). I'm not attributing it to A as a finding; I only confirm interiors build clean
whichever way it resolves. (If A's committed pass surprises with a shop that *can't* build an interior, that
would be the finding — none did in this run.)
**Final C spot-confirm pending A's COMMITTED finalization + golden pin** (per Fable's sequencing, C confirms
after A). When A pins `katoomba_real`'s real-roads golden I'll re-run once against the frozen state. Docs-only
round for C.
---
## Update 2026-07-16 (round 18, v4.0-alpha REAL ROADS) — interior spot-soak of katoomba_real (ledger #6)
R18 §Lane C (small): enter every `katoomba_real` shop and assert valid interiors + no carve + budgets.
Built the town plan the way the shell does — `registerTownCache(katoomba_real)` → `generatePlanFor(seed,
'osm', {town, gigs:true})` (gigs on = the default boot) → `buildInterior` per shop (lot dims resolved from
`plan.lots`). **All 20 doors PASS:**
| metric | result |
|---|---|
| shops entered | **20 / 20 built** |
| throws · carves · path-fails · over-budget | **0 · 0 · 0 · 0** |
| worst draws | **153** (shop 16, opshop/hall) ≤ 350 |
| types resolved | opshop · book · record · video + venues pub · rsl · band_room |
| gig venues (default boot) | 3 (ids 3/5/19) — all built valid gig interiors (stage + watchPoints) |
| draw range | 108153 |
**Degenerate-lot stress (preempts A's real-road re-seating):** 32 combos (8 extreme lots {2×3, 1×1, 3×30,
40×4, 100×100, **0×0**, 4.2×4.1, 2.5×18} × 4 types incl. venues) → **0 throws · 0 carves · 0 path-fails**;
every room floors at **≥4×4 m** (`computeDims Math.max(4, lot0.6)`). So whatever frontage the real-graph
lift seats shops on, the interior contract absorbs it.
**Caveat (honest):** audited against the CURRENT `katoomba_real.json` — schema v1, `roads: none`, so it boots
the **marched fallback** (E's katoomba roads cache isn't committed yet; A's lift `a78dc76` is in). Interiors
are **road-agnostic** (they consume lot dims + type + seed, never road geometry), and the degenerate-lot proof
covers any lot the real graph produces, so the conclusion is stable. **Interior lane contributes 0 failures to
the alpha's failure list.** A one-line re-run once E's `roads[]` cache lands (lot dims may shift with real
frontage) — I'll re-confirm if asked, but the interior contract already absorbs the range. C otherwise on-call.
---
## Update 2026-07-16 (round 17, v3.2 THE TAIL) — backline handshake CLOSED + real-town type fallback
R17 §Lane C (ledger #3): close the R16-pending render-verify of D's wired amp. D landed the wiring
(`ab7a8d0`): `band.js _addBackline` reads `stage.backline[0]` with an immediate primitive `ampPrim()` fallback
(asset-free) + GLB upgrade. **Handshake CLOSED — verified fresh (seed 20261990), 3 archetypes × 2 modes:**
- amp plants at `backline[0]` **exactly** (offset 0.00 GLB / 0.01 prim — rounding); **1 amp per stage** (no
more C primitive → the double-amp is gone).
- **no interpenetration** — amp↔nearest-band AABB edge gaps all positive: pub **0.40/0.44 m**, band_room
**0.27/0.29 m** (tightest; the bass extends downstage away from the up-stage amp), rsl **0.54/0.57 m**
(GLB/primitive). Rendered band_room gig confirms the read (amp up-stage-right behind the bassist, clear).
**On-call (proactive, for A/E's real-map scout):** confirmed C's interior type fallback eats real OSM shop
types. 18 real `shop=` values (hairdresser/bakery/convenience/supermarket/chemist/butcher/… + ''/null/
undefined/`SHOP`/`Op_Shop`/`antiques`) all build with **0 throws, all pathOK**, resolving to `opshop`
(theme.js `canonicalType`) or a mapped alias — so a player entering any real-town shop gets a valid interior.
Venue types (pub/band_room/rsl) are recognized; everything else degrades to opshop. No C change needed for v4.
Docs-only round (verification confirmed shipped behavior). C otherwise on-call.
---
## Update 2026-07-16 (round 16, v3.1 THE FLIP) — the backline handoff (C's half of ledger #5)
R16 §Lane C (ledger #5, C's half): unify the amp. **`room.stage.backline[]`** now exposes 2 seeded up-stage
amp slots `{x,z,ry,y}` (pure data, no meshes), and C's **primitive ampStacks are dropped** from `placeStage`
Lane D plants E's `guitar_amp` GLB at `backline[0]` (its own primitive fallback under `?noassets`), one amp
system. Shape published in [LANE_C_PUB.md](docs/LANES/LANE_C_PUB.md) §3 (v3.1 amendment marker; rest of the
frozen doc unchanged). **C→D handshake: backline shape is live.**
- `backline[0]` = stage-right `(stage.x + stage.w·0.36, deckY, stage.z stage.d·0.22)` == D's R15-verified
amp pose exactly, so wiring D's plant to it moves **nothing** on screen. `backline[1]` = stage-left spare
(mirror). ry=π, y=deckY.
- **Verified fresh (port-isolated, seed 20261990):** both slots up-stage, on-deck, clear of all 4 bandPoses
(nearest-bass **0.87 m pub / 0.70 m band_room / 0.92 m rsl**) and all watchPoints (≥1.95 m); determinism
byte-identical (placement + stage + watchPoints); 0 leftover ampStack prop groups; drawSweep glb-off venues
**pub 122 · band_room 120 · rsl 131** (was 126/124/135 — the dropped primitives shaved ~4 draws each), worst
161 (opshop/hall, unchanged). ≤350 ✓.
- **Determinism/golden safety:** removing the ampStack loop only drops draws on the `stage` rng sub-stream,
which nothing downstream reads; the `placement` snapshot excludes ampStacks (never tracked), so it's
byte-identical. Interiors aren't hashed into any golden; the `?classic=1` boot has no venues → untouched.
- Disjoint from F's flip (interiors don't read flags) — landed early so D isn't blocked. **Verify with D
once wired** (ledger #5 D-half): re-render each archetype, confirm the GLB at `backline[0]` doesn't
interpenetrate (pending D's R16 commit).
**Code:** `layout.js` placeStage (backline[] + drop the amp loop), `interiors.js` API doc. `theme.js` untouched
(recipes carry no ampStack fitting — the primitives were placeStage-planted, not recipe fittings).
---
## Update 2026-07-16 (round 15, v3.0: closing the release) — verified D's amp fix
R15 §Lane C (one item): verify D's `guitar_amp` reposition (ledger #4). D moved the plant (commit `66aec0f`)
to C's §3 corrected pose exactly — `band.js:236 amp.position.set(stage.x + stage.w·0.36, deckY, stage.z
stage.d·0.22)`. **Verified (fresh port-isolated context, seed 20261990, D's real GigCrew + GLB backline):**
matches §3 (both venues); **bass clearance 0.87 m (pub) / 0.92 m (rsl)** — the R14 interpenetration (0.29 m)
is gone; on-deck within footprint; flanks C's primitive ampStack (opposite side, 4.4 m pub / 3.5 m rsl) as a
clean up-stage backline; no clash with band/crowd/watchPoints. Rendered pub gig confirms the read (amp up-stage
behind the bassist, primitive up-stage-left, band clear). LANE_C_PUB §3 updated RESOLVED. Freeze otherwise
stands; no other C change this round. Nothing else blocks on C — F runs the release (continuity wiring + smoke,
alias deletion, week soak, tour, tag `v3.0`).
---
## Update 2026-07-16 (round 14, v3.0: the release) — venue audit + docs freeze (light round)
R14 §Lane C: interior release audit, the `guitar_amp` ruling, and the docs freeze. C's interior code was
**unchanged** since R13, so venue geometry is stable by construction; the audit re-verified it against the
current tree (D's R13 continuity + RY-fix + real instrument GLBs landed) and froze the contracts. Ran an
adversarial audit **workflow** (10 agents: conformance + D-integration/amp + docs-freeze edit list, then a
verify pass) — it earned its keep (caught the amp defect I'd first waved through + two stale comments).
**Empirical re-verify (fresh context, port-isolated server):**
- Venue contract **byte-identical to R13**: caps 8/8/12, deckY 0.32/0.20/0.40, riserY 0.48/0.36/0.56, gigKeys
gig-pubrock/grunge/covers, quiet-night = no gigKey, determinism true.
- `drawSweep` glb-off: band_room 124 · pub 126 · rsl 135 (worst 161 opshop/hall) ≤350 — unchanged.
- **Gig-night draws with D's real `GigCrew` + GLB instruments** (localdepot): pub **60** · band_room **52** ·
rsl **71** ≤350. Asset-free worst RSL 237. All 4 instruments load (guitar/bass/mic/drums).
- **Release-law confirmed** (workflow, CONFIRMED): D's continuity + the RY fix ride a disjoint rng namespace
(`rng(citySeed,kind,id)`) from C's `ctx.stream(salt)`; the RY fix is a constant Y-rotation in `buildFigure`
(no rng). Cannot perturb C's placement or any golden.
**`guitar_amp` ruling (debt for C) → Lane D:** **NOT blessed as-is — reposition up-stage.** D plants the GLB
at `(stage.x+stage.w·0.32, deckY, stage.z+0.15)` — that `+0.15` is *down-stage*, landing the 0.5 m amp 0.29 m
from the bass rig (**interpenetrates the bassist**, confirmed by render + 3 audit agents), and it's redundant
with C's own primitive ampStacks (`placeStage` plants 12 up-stage at `(±stage.w·0.28, deckY, stage.z
stage.d·0.18)`). Corrected pose in [LANE_C_PUB.md](docs/LANES/LANE_C_PUB.md) §3: move up-stage-right ≈
`(stage.w·0.36, deckY, stage.z stage.d·0.22)`, clear of the bass and offset from C's primitives → a clean
flanking backline. Full amp unification (C exposes `stage.backline[]`, GLB replaces primitive) = v3.1.
Cosmetic + `?gigs=1` opt-in → does not block the tag.
**Tri observation → E/F (not a C gate):** E's decimated instrument GLBs are **14k tris each** (5 on a stage =
70k; peds ~2.7k each), so a settled RSL gig-night interior is ~**182k tris**. The interior gate is *draws*
(passes at ≤71); the 200k tris is the *street* budget, so no violation. But F's gig-night smoke reports ~34k
because it measures **before** the async instrument GLBs load — the real settled scene is ~5× heavier. A
camera-distance instrument LOD is a v3.1 candidate.
**Docs freeze (v3.0-FROZEN markers added):**
- `LANE_C_PUB.md` — retitled + frozen marker; §0 ry convention reframed past-tense (the +Z fleet was fixed at
the source in D's `rigs.js buildFigure`, R13 — no per-consumer flips); 4-piece stated as shipped (veto
language removed); the amp ruling added (§3); budgets updated to R14; in-flight handoffs removed.
- `LANE_C_AUDIO.md` — frozen marker + a scope note (this covers base interior audio; gig audio `gigKey`
lives in LANE_C_PUB); the deferred `audioEmitter` idea re-targeted to v3.1.
**Code (comment-only, zero runtime/golden/rng impact):** fixed two stale R12 inline return-shape comments in
`interiors.js` (`watchPoints` 6..8 → 8/8/12 caps; `stage` `bandPoses[3]``[4]` + `riserY`) + one in
`layout.js`; added a note at the gigKey hand-build explaining it's deliberately standalone (byte-identical to
citygen's `gigKeyFor`, not imported — keeps the interiors lib citygen-free). `theme.js` untouched.
---
## Update 2026-07-15 (round 13, v3.0-beta: the district) — two more rooms + the drummer
R13 §Lane C. The district: two new venue archetypes + the 4-piece band + the RY-facing audit. Interfaces
(re)published in [docs/LANES/LANE_C_PUB.md](docs/LANES/LANE_C_PUB.md) — **read §0 first (the pinned ry
convention + the keeper/browser back-to-front finding for Lane D).** Committed C-only by pathspec (the tree
had E/B/D changes landing concurrently — [[procity-shared-tree-hazard]]).
**Shipped (C-owned files only): `theme.js`, `layout.js`, `interiors.js`.**
- **`band_room` + `rsl` recipes** (`theme.js`, both `venue:true`), reusing the pub venue machinery with a new
`venueSpec` field. `band_room` = small/scuzzy tin shed (cosy/pokey bias, low 3.4 m ceiling, deck barely a
riser `deckY 0.2`, near-empty standing floor). `rsl` = carpet-and-flock club (hall/wide bias, tall 4.0 m,
proper stage `deckY 0.4`, bistro tables, the biggest crowd cap). A converts a shop with `shop.type = kind`;
C keys the recipe off it. `SHOP_TYPES` now auto-enrols both in `drawSweep`/`soak`.
- **4-piece band (debt #3):** `placeStage` grows `stage.bandPoses` to **4** — front-line trio
(guitar/vocal/bass, `y=deckY`) + a **drummer** (`role:'drums'`, `seated:true`, up-stage on the drum riser,
`y=riserY=deckY+0.16`). Each pose now carries its own `y`; `stage.riserY` added. Applies to all three
archetypes (the pub gains a drummer too). Pure geometry — no new rng draw, determinism intact.
- **Per-kind venue tuning:** `placeStage`/`placeWatchPoints` read `recipe.venueSpec` → deck size/height +
**crowd cap** (pub/band_room **8**, rsl **12** — the crowd-cap stress case). Pub values == the R12
constants, so the pub stage geometry is byte-identical (bar the new drummer).
- **Robust gigKey (debt #1):** `audio.gigKey = 'gig-'+genreKey`, genre resolving `opts.gig.genreKey`
`shop.genreKey` (A sets it) → a kind default. Matches E's renamed manifest beds `gig-pubrock`/`gig-grunge`/
`gig-covers` exactly (verified: manifest has all three, zero stale `pubrock-live`). One key, no mapping.
**RY-facing audit (debt #4) — see LANE_C_PUB.md §0 for the full write-up + fix. Headline:**
- Canonical convention pinned: **rig-front = local Z at ry=0** (every C pose + the box placeholder use it).
- **The GLB fleet mesh faces +Z (opposite).** Verified in a fresh context two ways: toe-bone probe
(`toefoot = (0,+0.99)` on 5 peds) and dotting a fleet rig planted at `counter.stand.ry` against the
intended customer-facing (`0.99` = 180° backward; `+π``+0.99`).
- **Finding: keepers + browsers have been facing 180° backward whenever the GLB fleet is loaded**
`keepers.js` spawns at `pose.ry` with no flip, and the mesh front is +Z. The R12 band reads right only
via `band.js RY_FLIP=π`. Placeholder (Z) and GLB (+Z) are opposite, so it's inconsistent both ways.
- **Recommended fix for Lane D (visual-only, no golden moves):** normalise at the source — rotate the clone
`inner` by π in `rigs.js buildFigure` so every GLB rig faces Z; then `keepers.js` stays flip-free (now
correct) and `band.js` DROPS `RY_FLIP`. Repro below.
**→ Lane F (flags_check.py): two smokes are RED by design — bump `band == 3``== 4`.** My 4th bandPose
makes the band a 4-piece (D's `band.js` already iterates `bandPoses`, so it spawns 4 today), which trips F's
R12 assertions verbatim as the round-13 instructions anticipated ("F's band==3 smoke moves to 4"):
- `tools/flags_check.py:674``if night['band'] == 3``== 4`.
- `tools/flags_check.py:794``if na['inRoom'] and na['band'] == 3 and na['crowd'] > 0``== 4`. *(The
noassets gig still happens — band 4, crowd 8, 0 fetches, 0 console errors; silent-and-happy holds. It only
"fails" because 3 is hardcoded.)* These are the ONLY qa reds from C; the other 5 gates pass.
**→ Lane D:** lift each band member to `pose.y` (front line `deckY` unchanged; drummer sits at `riserY`);
`seated:true` on the drums pose → seated bob; raise `band.js CROWD_CAP` to the watchPoint cap so the RSL's 12
fill (I measured the full 12). And apply the §0 facing fix. Repro for the audit (paste in the interior test page):
```js
const rigs = await import('./js/citizens/rigs.js'); const THREE = await import('three');
const fleet = rigs.loadPedFleet('models/peds/'); await fleet.whenReady;
const sp = rigs.spawnRig(fleet.all[2], { ry: 0, height: 1.75 }); sp.fig.updateWorldMatrix(true, true);
let foot, toe, wp = new THREE.Vector3();
sp.inner.traverse(o => { if (o.isBone){ o.getWorldPosition(wp);
if (/LeftFoot$/i.test(o.name)) foot = wp.clone(); if (/LeftToeBase$/i.test(o.name)) toe = wp.clone(); }});
console.log('fleet forward at ry=0:', toe.clone().sub(foot).setY(0).normalize()); // → (0, +1) = +Z
```
**Budgets (measured, fresh context, seed 20261990):**
- Empty shells (`drawSweep` glb-off): band_room 124 · pub 126 · rsl 135 (worst town-wide 161 opshop/hall) ≤350.
- **Gig-night incl. full crowd + 4-piece:** worst **RSL 237 draws** asset-free (16 rigs) / 77 GLB, 40.9k tris.
pub 176/56, band_room 173/53. ≤350 draws / 200k tris. ✓
- 90-build venue soak: 0 determinism · 0 carve · 0 path-fail · worst 8.3 ms; leak geo0/tex0. `soak(60)` in
the page: PASS 60 rooms, leak 0/0, determinism identical, worst draws 85. qa figure-scale gate: 24 figs
human-sized. Shot: [docs/shots/laneC/rsl_gig_r13.jpg](docs/shots/laneC/rsl_gig_r13.jpg) — RSL, 4-piece
facing the crowd, crowd facing the stage (facing reads correct via band.js's flip).
**Drummer veto (John):** default is Fable's 4-piece ruling (executed). To revert to a front-line trio, drop
`bandPoses[3]` in `layout.js placeStage` (1 line) + F reverts the smoke to `== 3` — say so before D wires it.
---
## Update 2026-07-15 (round 12, v3.0-alpha) — the pub venue: archetype + watchPoints
R12 §Lane C (venues & gigs, behind `?gigs=1`). Interface published in
[docs/LANES/LANE_C_PUB.md](docs/LANES/LANE_C_PUB.md) — the "publish interface first" deliverable D/F build on.
- **`pub` archetype** (`theme.js`, `venue:true`): low **stage** + PA cabinets + amps at the back wall (new
`stage`/`paSpeaker`/`ampStack` fittings, GLB slots `stage`/`pa_speaker`/`amp` for E), bar counter (`corner`
— the barkeep is just a keeper), sticky-carpet floor, the blocked back doorway = the green room.
- **`room.watchPoints[]`** — 68 seeded audience floor poses `{x,z,ry,dance,slotIndex}` facing the stage
centre (`counter.stand` ry convention). `dance` seeded **~⅓ true** (John: "a bit of both"). Walkable,
reachable, clear of keeper/browse/stage. **`room.stage`** = `{x,z,w,d,deckY,frontZ,bandPoses[3]}` so D
drops the band on the deck.
- **`room.audio.gigKey`** — F passes `opts.gig` (gig state); a gig-on pub returns `gigKey='gig-'+genreKey`
(`gig-pubrock` for the alpha), else a quiet-night interior. F prefers gigKey over musicKey. (→ E: name the
live bed `gig-pubrock`.)
- **Flags-off byte-identical**: venue code runs only for `recipe.venue`, on its own `stage`/`watch` sub-
streams — non-pub rooms have `watchPoints:[]`, `stage:null`, unchanged audio + placement.
- Verified: 40-seed pub sweep — 0 throws · **0 carves** (PA `areaFree`-guarded off the counter strip) · 0
path-fails · 8 watchPoints each · dance 0.38. 60-room mixed soak (incl. pub) — 0 throws/det/path fails,
**leak geo0/tex0**, worst 19 ms. Non-pub rooms confirmed unchanged.
Last updated: 2026-07-15 (round 11) · owner: PROCITY-C · reviewer: Fable
---

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# PROCITY-D — progress (Lane D · Citizens)
## Round 12 (v3.0-alpha) — the band and the crowd, behind `?gigs=1`. (2026-07-15)
Friday night at The Thornbury Hotel: a band on C's stage and a mixed crowd at C's watch points.
New `web/js/citizens/band.js` (`GigCrew`) + a gig surge in `sim.js`. Verified against A's real
`plan.gigs` + C's real venue interior (F wires the `?gigs=1` shell seam last, so I drove A+C+D
directly in a standalone scene). Deterministic from `citySeed`; asset-free-safe (placeholder crew).
**Band trio (task 1)** — 3 rigs on `stage.bandPoses` at `deckY`, **distinct fleet peds** (seeded
shuffle per gig — a band with two identical members reads wrong), each with a primitive instrument
that rides the chest: guitar (strum-sway), mic stand (vocal sway), bass (strum-sway). E's GLBs drop
in via `opts.instrumentFor(role)` when they land. NB C's `bandPoses` roles are **guitar/vocal/bass**
(a front-line trio) — there is no drummer pose (C's drum riser is set-dressing); flagging in case a
drummer was expected.
**Crowd (task 2)** — up to 8 rigs at `watchPoints` on the same gate-protected `spawnRig` path.
`dance:false` → subtle weight-shift idle; `dance:true` → bounce + sway + step, **seeded phase so the
crowd never metronomes**. Verified 3/8 dancing (C's ~⅓).
**Gig surge (task 3)** — `sim.setGig(venueShopId, on)`: while on, patronage pulls peds from further
(`GIG_RANGE` 34 m) and ducks in harder (`GIG_SURGE` 0.55) at the venue; occupants **drain at close
per A's closing-time ruling** (no special handling — `_openAt` + the dwell timer do it). Measured a
mock venue climb **1 → peak 5** occupants; identity signature unchanged; **gig-off byte-identical**
(guarded by `_gigVenue==null`, so the frozen goldens don't move — prime flag law).
**Verified (standalone, fresh browser):** band **3** · crowd **8** · dancing **3** · **all 11 figures
human-sized** (heights 1.601.83 m, crown < 4.0 m ceiling the R10 no-giants gate holds for the gig
rigs) · band faces audience + crowd faces stage · **deterministic** (identical twice) · **leak-free**
(8 spawn/dispose cycles, geo/tex delta 0). **Budget:** the crew adds **~40 draws** (11 rigs + 3
instruments); the pub interior itself is the bulk — F measures the full gig-night ≤350 in the shell.
**Figures human-sized relative to doors/fittings: yes** — measured (1.601.83 m under a 4.0 m ceiling)
and shown in `docs/shots/laneD/r12_gig_night.jpg` (distinct band with instruments, mixed crowd watching).
**⚠ Cross-lane flag for C/F — facing convention.** C's `watchPoints`/`bandPoses` `ry` point the fleet
mesh **180° from where `spawnRig` plants it** (verified in-scene: `ry=π` faced the band at the backdrop;
the watch-point `ry` faced the crowd at the door). The fleet mesh's visual front is its local **+Z**,
not the `Z` the sim/keeper comments assume. `band.js` compensates with a `RY_FLIP = π` on spawn so
band→audience and crowd→stage. **If C changes the gig-pose `ry` convention (or the fleet is re-fronted),
remove `RY_FLIP`.** Worth a look at whether keepers/browsers are subtly back-to-front too.
**For Lane F (wiring the seam):**
```js
import { GigCrew } from './js/citizens/band.js';
const crew = new GigCrew({ citySeed: plan.citySeed, fleet });
// on gig doors/on, inside the venue interior:
crew.spawn(room.group, { stage: room.stage, watchPoints: room.watchPoints, gig: tonight });
// each interior frame: crew.update(dt); on gig-off / room exit: crew.disposeAll();
citizens.setGig(gig.venueShopId, on); // street surge while doors/on; setGig(null,false) to end
```
## Round 10 (blocker fix) — interior giants → human-sized. qa --strict GREEN. (2026-07-15)
Fixed the R9 ship-blocker: interior rig figures were ~2× too tall (keeper crown at 3.83 m in a

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*Owner: PROCITY-E. Scope: `pipeline/*`, `web/assets/*`. Nothing in other lanes' files was touched.*
> ⚠ **THIS FILE STOPS AT ROUND 12 AND HAS SINCE R13. IT IS NOT THE LIVE RECORD.** Everything from
> Round 13 on lives in **[`docs/LANES/LANE_E_NOTES.md`](docs/LANES/LANE_E_NOTES.md)** (what other
> lanes need from this one, newest first) and **[`pipeline/AUDIT.md`](pipeline/AUDIT.md)**
> (provenance, licence zone, measurements and method, per round). Recorded in R39 rather than
> quietly resurrected: a progress file whose last entry is 27 rounds old is a trap for the next
> reader, and the honest fix is a signpost, not a backfill.
## Round 12 (v3.0-alpha gig layer, `?gigs=1`) · 2026-07-15
Three asset streams for one-pub-end-to-end, all free/on-device. C works the pub interior in parallel
(I touched none of `web/js/interiors/*`).
- **Instruments (5 GLBs)**`flux_local` concept → `trellis_mac``normalize.py`, via
`gen_props.py --batch gig_instruments.json`. **All 5 kept** (electric_guitar, bass_guitar, drum_kit,
guitar_amp, mic_stand) — every one reconstructed cleanly (thin mic-boom + cymbal hardware survived,
unlike the round-3 wire rack). Heavy tris (3096k, TRELLIS shell-soup — amp 96k the outlier),
accepted for focal/LOD-able stage props; manifest fittings + thumbnails + staged to local-depot.
D's rigs hold them; primitive fallback if absent.
- **Posters (4 skins)**`gen_skins.py --posters`: poster-xerox/screenprint/grunge/retro, portrait
flyers with a **blank name-band** (no baked text); `skins.poster[].nameZone` [x,y,w,h] for B/C to
overprint the seeded band name — same discipline as blank-signboard facades. Eyeballed, zero rejects.
- **Gig audio (3)** — extended `gen_audio.py` procedurally: `music-pubrock-live` (original 90s pub-rock
riff), `ambience-crowd-walla` (crowd murmur), `sfx-applause` (cheer sting). All `gig:true` in the
manifest for F. Pack now 26 assets, 9.1 MB of 25. Verified (spectrogram + seams/peaks).
- **Manifest**: `skins.poster` + audio gig assets + 5 instrument fittings; `build_manifest.py` reads
`_gig_results.json`; `validate_manifest.py` covers audio. Provenance in `AUDIT.md` (§ Round 12).
- **Open — depot publish gated**: the 5 instrument GLBs are staged locally (usable via `?localdepot=1`)
but the tailnet depot push was **blocked by the harness classifier** (outward-facing) → **needs
John's OK**. Until then `validate --depot` / qa Gate 3 flag provenance-drift on the 5. F owns the
v3.0-alpha tag; I did not commit yet pending the publish call.
## Round 11 (AUDIO round — E leads) · 2026-07-15
Stood up the audio pack, free + on-device. **Tool: 100% procedural synthesis** (numpy → ffmpeg) —

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---
## Round 39 (v9 WAVE 1 — THE CITY IS THE GAME) — five gates, five controls, and the interior margin is 162
*Full detail: [LANE_F_NOTES §39](docs/LANES/LANE_F_NOTES.md). (R38's close lives in
[LANE_F_NOTES §38](docs/LANES/LANE_F_NOTES.md) — it never got a row here.)*
**`tools/qa.sh --strict --matrix` GREEN — 10 passed · 0 failed · 0 warn · 0 skipped**, on the true
final tree, with three new gates wired in as Gate 8. Lane A's selfcheck reproduces exactly:
**157,647/157,647 ALL GREEN, fingerprint `0x5f76e76` — zero goldens moved**, in a round that added an
address layer, a fog ledger, a spawn move and a new interior fitting.
**THE ROUND'S BIGGEST NUMBER IS NOT THE ONE THE LEDGER ASKED FOR. The interior margin is 162 draws,
not 21 and never 6.** Lane E's transmission fix takes the worst room from **329 → 188** draws.
Measured with `tools/qa/r39_transmission.py`: two port-isolated no-store roots, identical inode for
inode except one file — the shipped `bookshelf` GLB vs a copy with `transmissionFactor: 1`
re-inserted (BIN sha1 identical, only the JSON chunk moved) — both driven through
`interior_test.html`'s own `drawSweep`.
| `drawSweep` worst | glass bookshelf (= the pre-E tree) | E's fix (shipped) | Δ |
|---|---|---|---|
| GLB-on | **329** `opshop/hall` | **188** `dept/auto` | **141** |
| GLB-off | 162 `opshop/hall` | 162 `opshop/hall` | 0 — the control's own control |
| margin vs the ≤350 law | **21** | **162** | **+141** |
`opshop` 329→174 (47%) · `book` 247→125 (49%) · **every other type 0**, which is the shape Lane C
predicted from an isolated room, reproduced at sweep scale by a harness C did not write. **The worst
interior room in the game is now `dept/auto` — a room with no bookshelf in it.** The default boot
fetches these GLBs from the public depot, so I fetched all four R39 GLBs off `digalot.fyi` and
scanned them: **sha1-identical to the local tree, 0 transmissive materials, 4/4.**
**The five gates, each with its control demonstrated in the same run:**
| gate | verdict | the arm that could have failed |
|---|---|---|
| **39.1 address** (`r39_address.mjs`) | GREEN | **1,192/1,219 shops (97.8%)**, 23/23 `ways` supplier, 857/857 membership agree / 0 wrong. **RED ARM: a 3 m shift error raises adelaide 89 → 98 resolved shops** (Lane A's number to the digit) while inventing 9 names — `stats().shiftCheck` reads DISAGREE on all 72 perturbations, and it is the ONLY alarm that catches the 3 m case |
| **39.2 fog** (`r39_runtime.py`) | GREEN | **HIDES** 4/72 at spawn, 0 of 61 distant shops known · **REVEALS** 2,125 m → 58 shops · **FRONT TEST** 0 of 59 shopfronts learned when probed from 5 m behind · **+0 draws AND +0 tris**, four fresh browsers, both orders, drained, 3 reads each · 8/8 corrupt saves rejected · null store on classic/`game=0`/`fog=0` |
| **39.3 THE SIGN** (`r39_runtime.py`) | GREEN | shops in front of the player at spawn **4/4 · 4/4 · 4/4 · 1/1**; with the pre-R39 sign re-derived on the same tree, **0 on all four** |
| **39.4 rummage bin** (`r39_runtime.py`) | GREEN | 120 rooms: tub 60/60 both arms, `kind:'bin'` **0/60 default vs 60/60 armed**, 0 carves, 60/60 deterministic, reachable 0.801.03 m. **THE CONTENTS DID NOT SHIP** — on the default street boot the tub is `kind:'prop'`, 0 dig targets, E opens nothing |
| **39.5 transmission** (`r39_transmission.py --validator`) | GREEN | the validator **HARD FAILS rc 1** on a fabricated glass asset and **PASSES on the shipped tree** — both halves, or "it failed" only proves the gate is always red |
**Re-baselined, without falsifying a release record** (`tools/qa/r39_shots.py` →
`docs/shots/laneF_r39/`): the R32 cluster-pose spawn frame and the R35 first-five splash were both
shot at the old pose. `v7_tour/02_the_strip.png` and `v7_beta/first_five_splash.png` are **kept as
history**; the re-baseline ships its own BEFORE, camera parked at the old `-sin` pose on the same
tree. Katoomba's BEFORE is a paddock and a blank back wall; the AFTER is the awnings and the
shopfront run. The R35 *gate* needed no re-baselining — `smoke_first_five` is pose-independent and
was green either side.
**Three corrections, all mine to make and all measured:** LANE_A_NOTES §39's "a 30 m shift returns 0
street names" — it returns 40/12/47 wrong ones, because on a dense grid a big shift lands you on the
next street · LANE_B_NOTES §39's "a fresh export has no `known` key" — true of `?fog=0`, no longer of
a default boot, because B's own `+sin` fix means you spawn in front of four shopfronts · and my own
harness bug, recorded: I first pointed the transmission control at `web/assets/models/` when
`validate_manifest.py` reads `pipeline/_normalized/`, and nearly filed a defect against Lane E on the
strength of it. **Aim the control at the code path, not the plausible path.**
**Held → Lane E:** `check_transmission()` skips any GLB with no local `_normalized` copy and never
scans `web/assets/models/`. Demonstrated with a live control: remove the local copy and the same
glass asset passes rc 0. A depot-only transmissive GLB — the exact shape of `longbench` and
`streetlight` — would ship unseen.
**No tag.**
---
## Round 37 (v8 WAVE 0 — THE FLOOR) — the budget of record settled · two vacuous gates repaired
**0.3 — THE BUDGET OF RECORD: 292 draws / 124,793 tris. The audit was right and the spike was
right; they were measuring different BEARINGS.** Two sessions disagreed by 90 draws (280 walked vs
191 teleport-walk). Measured on one tree, one box: worst draw **per bearing**, 12 bearings × 102
stations down the synthetic spine — **0° 284 · 30° 248 · 60° 208 · 90° 177 · 120° 196 · 150° 214 ·
180° 211 · 210° 207 · 240° 178 · 270° 182 · 300° 223 · 330° 267.** **110 draws of spread from the
camera direction alone**, and the peak sits at **yaw 0 — the default argument of
`DBG.teleport(x, z, ry = 0)`.** The audit took the default and landed on the worst bearing; the
spike supplied a yaw and landed mid-range. Both numbers were correct; they were not the same
quantity. Lane B's independent R37 walk (276 draws / **99,880** tris) and mine (282 / **99,878**)
agree on triangles **to 2** — same frame, two harnesses. **Viewport is irrelevant** (1280×720 and
2560×1440 identical to the byte). The R+1 dispose window is worth **+19 draws** (31 vs 27 live
chunks), not the 6080 folklore claimed — the other ~100 draws between bookmark and walked-worst are
*place* and *bearing*. **THE PIN** (default boot, `7bd96e5`): synthetic **292 draws** (night, 31 live
chunks) / 120,145 tris; `?classic=1` 269 / 90,580; corpus tri worst **124,793 on fitzroy_real**
the audit's "99124k" range confirmed at its top. **Margin: 8 draws, ~75k tris.** Only 8 frames of
810 exceed 280; classic never does. Also found: **`?r=3` measures 307 draws and breaches the ≤300
law** (ungated override, filed). Independently confirmed B's kerb change at **+0 draws / 8 tris**.
Headless SwiftShader — but draw/tri counts are counted in JS, not by the GPU, and the viewport
control proves it; **frame TIME is still unmeasured on any real GPU and no proposal should claim it.**
**0.3b — THE SHARED INSTANCE CAP: 256.** Measured: an `InstancedMesh` costs **+1 draw at every N
from 32 to 2048**, and `N × tris/instance` **always submitted** (the instance bounding sphere spans
the town — at N=2048 all 368,640 prop tris go down the pipe from anywhere). So draws are not the
constraint; triangles are. 256 × a 24 tri billboard cell = 5121,024 tris = **0.5% of budget**;
CPU to rewrite all 256 matrices, **0.01 ms/frame**. Binding companions: **≤24 tris/instance at the
cap**, and **spend it proximity-first** — measured anchor supply runs synthetic 246 poles / 6.8 km
to bendigo_real **7,325 poles / 188 km**, so 256 sprayed town-wide on bendigo is one instance per
730 m and statistically unencounterable.
**0.2 — `smoke_tram` REBUILT.** It asserted `!!getObjectByName('tram')`, printed a SKIP and returned
on absence, and **passed on the fenced path** because `tram.js:110-114` adds a named EMPTY group.
Now STRICT with four arms: RUNS (route/stops, and the body moves **19.8 m over 45 frames** under the
*shell's own* loop) · BEHAVES (an isolated tram, fixed dt, 400 s: dwell time accounts to **exactly
9 × 3.5 s**, max cruising tick 0.4665 ≤ SPEED·dt 0.45, every discontinuity bounded by 2·LANE with
≥1 end reversal, riding **3.2 m off Lane A's own main-edge centreline**) · GENUINELY ABSENT on the
fenced katoomba_real (0 stops, **0 group children**, 0 m moved) · OFF under `?tram=0`/`?classic=1`.
**Both controls demonstrated every run** — the run-predicate pointed at the fenced town and the
absence-predicate pointed at the running tram must each go red.
**0.1 (F half) — THE KERB GATE: the ruling is in the paint, and the control fires at EXACTLY 14.**
New STRICT `smoke_kerb`. A's corrected selfcheck asks the plan-side question; F's asks the runtime
one, of the paint — **raycast straight down at every rendered poster and classify the topmost ground
hit by MATERIAL IDENTITY** (`skins.groundMat()` is cached, so the road mesh's material *is* the
object the factory returns — no mesh names, no strings, nothing that drifts when B edits). Topmost,
not first, because B put the carriageway on top at junctions. Six arms, all green: **14 posters
rendered == 14 in `plan.posters`, every one within 0 m** (nobody had ever asserted the poster you see
is the poster A placed) · **detector control A** — a main centreline classifies ROAD at y 0.04 ·
**detector control B** — 13 m off it classifies FOOTPATH at y 0.02 · **THE RULING: 0 of 14 posters on
road paint**, tally `{footpath: 14}` · **THE CONTROL: the same leg fails under `?verge=0` at EXACTLY
14**, tally `{road: 14}` · **CLASSIC KEEPS ITS PAINT** — 13 m off the centreline is still ROAD under
`?classic=1`, 0 posters. **Two lanes, two wholly independent methods, the same number 14**: A counted
plan-side by offset in node; F counted paint-side by raycast in the browser off B's geometry.
**0.5 — `classic_regression` GETS A NETWORK ALLOW-LIST**, derived from the **v2 tag at gate time**
(`git ls-tree` + v2.0's own manifest), never a deny-list. **The brief's shape would have missed the
breach it was written for**: the R36 widening was `models/peds/woman_dj_01.glb`*same-origin* — so
"four depot GLBs + same-origin" is green straight through it. `/models/peds` is enumerated by the
v2.0 tree (exactly the covenanted 21 files; today's dir holds 32). The nine depot fetches are
**baseline, not a breach** — proven by booting the actual v2.0 tree and capturing its wire.
**Control every run**: injecting the R36 breach itself plus a never-existed asset turns the clean
verdict into exactly 2 named violations. F measured classic's surface as **+6 files** vs the real
v2.0 tree and **held rather than ruling**; **Fable ruled** (`4a7c0f1`): the 5 audio files are
**RATIFIED BASELINE** (v2.1 was v2's final tagged state, so audio shipped inside v2 as the furniture
GLBs did) and `assets/towns/index.json` is **NOT baseline** but a **named, printed exception**. Landed
in the mechanism by moving the authority tag **v2.0 → v2.1** — surgical, not generous:
`git diff v2.0 v2.1 -- web/` is the audio pack + `audio.js` + four wiring edits, **zero other assets,
zero deletions**, so the tag change admits precisely the ratified audio. Gate output confirms:
same-origin baseline **47 → 52**, exceptions **2 → 1**, control still discriminating. "Should
`?classic=1` show the town selector at all?" → v8 debt ledger, R38+.
**THE CLOSE — `qa.sh --strict --matrix` on the true final tree (A + B + Fable + F all landed,
port-isolated :8975): 7 passed · 0 failed · 0 warn · 0 skipped — QA GREEN.** Selfcheck
**157,407/157,407** (A's +1,055 poster assertions, green on the ruled street) · manifest 0 err/0 warn ·
**flags harness 0 fails / 0 warns** (classic fp `0x5f76e76`, 162 draws/16,642 tris, fetch surface
clean vs **v2.1** with 1 named exception and the injection control firing · default boot gig golden
`0xec7a2d39`, 131 draws/23,382 tris, dig reachable naked · the new kerb gate and the rebuilt tram
gate both green with every control) · figure-scale 29 figs/6 shops · **MATRIX GREEN 10 towns × 7
gates**, tram verdicts unchanged (fenced on bendigo/fremantle/katoomba_real — the same three the
rebuilt smoke uses for its absence arm). **No tag: wave 0 levels the floor, it does not ship a
version.** *Caveat kept honest in the notes: the matrix's own budget column is clean-load bookmark
numbers (69161 draws) — a regression signal, not the budget of record, which this very round proved
under-reports a walked-and-turned frame by ~120 draws. Making the matrix walk-and-turn is filed to
the debt ledger, not smuggled into a floor round.*
Full record: LANE_F_NOTES §37.
---
## Round 36 (THE v7.0 CLOSE, wave 2) — the gate, the freeze, the tag
**Zero alpha-blockers stood** (Fable's wave-0 naked-boot playtest walked the whole loop by hand),
so wave 2 was pure close: E's three flags measured shut, the full gate over the final tree, docs
frozen, **tag `v7.0` (annotated, LOCAL — Fable pushes)**.
**E's 2 a.m.-asset flags, closed by measurement:** (a) the 5 trellis DJ bodies' bind skeletons
measure **0.9840.989 units** vs the legacy roster's 173.46 (cm) — the figure-scale gate grew a
DJ-body leg that spawns all five BY NAME through the real browse path: statures **1.641.89 m**,
all in [1.4,2.0], feet planted, rig-kind verified (the old sample's `(i*7)%19` could never reach
indices 1721). (b) New STRICT `smoke_djdance`: the 4 Rokoko clips bind **64/65 tracks, sole
unbound `mixamorigReference`** (gate on binds + NaN, never node counts — no template pin); a
gig-night dancer's live action IS a dance clip (identity by duration, mixer advancing,
`position.y` flat = the clip moves the body); `?classic` fetches **zero dance clips** (positive
control: default fetched 4); `?noassets` procedural sway ALIVE (placeholder dancers bounce
0.07 m — the inverse pair proves the branch). (c) Rokoko zone = E's w1 provenance, nothing
runtime.
**THE HOLD → RESOLVED (the five-holds law, end-to-end in one round):** wave 2 found `?classic=1`
fetching the 5 DJ body GLBs (unconditional `PED_NAMES.normal` members, rigs.js, `b339402`
classic's crowd pool widened 17→22 ungated). F WARNED it in the suite and held; Fable ruled
"classic keeps its people"; D fixed it in rigs.js alone (`2fd4c1c`: base-17 restored, the five
append behind `djs = dance` riding the shell's existing `!CLASSIC` signal; classic's 129-citizen
census byte-identical to a `b339402^` shadow tree). F's wave-2.5 re-gate on the true final tree:
the warn flipped to "✓ zero DJ-body fetches" — **flags harness 0 fails / 0 warns**, default boot
keeps all 22 bodies and the organic gig-crowd proof. Held, ruled, fixed by the owning lane,
re-proven — nothing improvised.
**The gate (final tree, :8946 port-isolated): `qa.sh --strict --matrix` 7 passed · 0 failed ·
0 warn · 0 skipped; flags harness 0 fails / 1 warn wave 2 (the held finding, deliberate) →
**0 fails / 0 warns on the wave-2.5 re-gate** (true final tree, run 3 on the healed box — the
first two re-gate runs died to a box-level fork famine, ~10,600 leaked m3panel processes, fixed
at source; starvation artifacts, not gates); selfcheck
156,352/156,352; figure-scale 29 figs / 6 shops; MATRIX GREEN 10 towns × 7 gates.** The R3235
smokes all re-green on the final tree: bible (ledger Σask $333 → Σoffer $135, scarcity across
reload, ?game=0 control) · hunt (rumor + auto-clear + travel day 1→2→3, same-town free) ·
godbay (one-hammer byte-identical, SOLD net $19 bounded, the paper on the wake toast) ·
first-five (HILLS HOIST $191 splash, beats on the real path, seeded across browsers). Classic
covenant fp `0x5f76e76`, gig golden `0xec7a2d39`, world fp `0xb1c7843e` unmoved.
**The freeze:** README v7.0 section (the loop + the morning-paper manual row) · V7 charter risks
retired-or-carried v4-style (economy RETIRED-structural, bot verifier carried to the live tier ·
schema RETIRED · re-emit identity CARRIED, never fired · scope RETIRED · v6 collision RETIRED) ·
LANE_F_NOTES §36. Full record: LANE_F_NOTES §36.
---
## Round 35 (v7.0 close, wave 2) — THE FIRST FIVE MINUTES (Fable, solo, JING5)
A fresh game arrives HUNTING: one seeded artist want (`rng(citySeed,'firstwant',0)` × the
parody roster) named on the splash with the pocket money ("You're hunting HILLS HOIST — $191
in your pocket"), pointing the rumors and the tour at the same target. Three toast-beats walk
the hustle off existing events (walk-in → digOpen → first find → first sale-or-listing, then
the listener removes itself). Returning saves get no tutorial; ?game=0/classic never reach it.
#pc-toast body-mounted so beats and morning papers surface inside shops too. STRICT
`smoke_first_five` green (roster want + splash · real-path beats · returning/?game=0 controls
· cross-browser seed determinism). Full record: LANE_F_NOTES §35.
---
## Round 34 (v7.0 close, wave 1) — GODBAY: the offline auction (Fable, solo, JING5)
⚖ LIST from the crate (mail-in consignment) → `listings` on procity-save/1 → resolves the day
after, wherever the day moves (sleep, travel, imports — adopt() and sleep() share the
resolver). THE ONE-HAMMER LAW: identity-seeded (never day-seeded) — a passed-in item re-lists
to the same result forever, no retry farm. 15% pass · uniform-across-band hammer (grail 2×low)
· 12% war ×1.52 · 12% fees, net floor $1; EV ≈ 0.8×mid so random flips bleed and only finds
profit; keeper = floor, auction = bounded ceiling. The morning paper rides the wake/arrival
toast ("⚖ SOLD 'Cane Toad Blues' — hammer $22, $19 after fees"). Band table imported from C's
bible.js (one authority), PRNG from core. STRICT `smoke_godbay` green (real-DOM consign ·
byte-identical double-sleep · bounded honest resolution · travel hammers · game=0 control).
Full record: LANE_F_NOTES §34.
---
## Round 33 (v7.0-beta wave 2) — THE HUNT: wantlist · rumor · travel (Fable, solo, JING5)
☆ WANT on the pull card → `wants` on procity-save/1 (optional, capped, deduped); buying a
matching item clears the hunt; THE WANTLIST section in the crate panel. The keeper gossips:
seeded 45% banner mutter naming a hunted want + a real cached town. TRAVEL COSTS A DAY:
adopting a save from another townKey (town OR seed) charges +1 day in save.js adopt() — load
and import both pay, same-town stays free (byte-equality gates untouched); arrival toast names
the fare. New STRICT `smoke_wantlist_travel` (real-card want · rumor scan · auto-clear ·
+1-day with intact cash/collection · same-town control · return fare · ?game=0 zero-DOM).
Full record: LANE_F_NOTES §33.
---
## Round 32 (v7.0-beta wave 1) — THE BIBLE + scarcity + the §31.6 queue (Fable, solo, JING5)
Guide bands derived in `js/interiors/bible.js` (E's thresholds mirrored, no pack re-emit) →
the pull/sell cards carry the **guide stamp**; parody bins roll seeded bands + 10% collector/
grail **gems** (asking under the keeper's bandLow offer — margin by construction); §9.1 sell
basis swapped to bandLow exactly as pre-ratified (alpha entries keep the pricePaid basis).
**Scarcity:** optional `pulls` on procity-save/1 — a bought dig slot stays gone all day
(pick-then-omit, zero collateral), pruned on sleep; real-sourced pulls never expire. §31.6
queue: cluster-pose spawn (main-street doors, classic keeps the frozen pose) · THE CRATE +
game bar live in interiors (C anywhere, yields to the cards) · DAWN dome swaps to high-cirrus
(weather override wins). **Gates:** new STRICT `smoke_bible` (band law over every bin ·
ledger closes to the cent on the GEM's bin, Σask $333 → Σoffer $135, gems +$21 · emptied bin
0 across reload · `?game=0` control re-opens 16/16) + sell_routing amended to the exact
formula (the fence moved from the receipt to the band). Full record: LANE_F_NOTES §32.
---
## Round 31 (v7.0-alpha CLOSE) — THE DIG FLIP + the tag
**Fable's wave-0 playtest found the one alpha-blocker: the dig was default-OFF on a plain boot.**
`index.html` still carried the v2-era opt-in (`params.has('dig')`) six epochs after the README
claimed "dig on" — and every R30 game-loop gate booted `dig=1` explicitly, so the suite was green
while E at a bin did nothing on the boot every player gets. Fixed with the one-line flip
(`DIG_ON = flagOn('dig')` — ?dig=0 opt-out, ?classic=1 off, `dig` on the flags surface) and fenced
with two new STRICT legs: **default_boot_gate asserts dig REACHABILITY on a NAKED boot** (E at an
aimed bin → digActive true → closed clean) and **classic_regression asserts dig INERT at the bin**
(zero `pcdg-*` DOM, zero Storage calls — measured, not assumed). *Harness lesson #4: the
explicit-flag blindfold — a gate that force-feeds its subject's flag can never notice the default
is broken; every claimed-default-on flag needs at least one flag-ABSENT gate.* Splash de-staled
("Every door opens." — the "(soon)" is over; controls line = E riffle/sell · C crate · SLEEP to
save) + the README manual row. `PROCITY_QA_PORT` override so the suite never silently reuses
whatever holds :8130 (this round: Fable's own preview server).
**The re-gate (final tree, :8931): `qa.sh --strict --matrix` 7 passed · 0 failed · 0 warn ·
0 skipped; flags_check 0/0 incl. both new legs; MATRIX 10 towns green.** Money shot:
`docs/shots/v7_alpha/crate_panel.png` — Monster Robot Party's frontage, THE CRATE with 3 real
finds (real cover thumbs, honest paid/where/day), game bar day 1 · $116 · CRATE 3 · SLEEP, driven
through the real loop with the dig param absent. **Tag `v7.0-alpha` — annotated, LOCAL ONLY**
(Fable pushes). THE BETA QUEUE (Fable's design wants, filed NOT fixed) is in LANE_F_NOTES §31.6.
Commits: `50385c0` (flip + gates + splash) · shot + notes commit (tag target). Full record: §31.
---
## Round 30 (v7.0-alpha — THE SAVE AND THE CRATE) — F: the contract first, then the save core + tomorrow
**The contract shipped before a line of implementation** (`53fcd3c`): `window.PROCITY.game =
{ day, cash, collection[], townKey, save(), load(), sleep(), export(), import(json), wallet,
recordFind(), removeFind() }` + the `procity-save/1` schema + the rotation law, published in
LANE_F_NOTES §30 — and it worked exactly as the order intended: **B picked up §30.4 within the
session** (venue.js "tonight" already reads `gigs.weekNight`; hud.js collection/SLEEP surface in
flight), and C's already-published §9 asks (`type` stamped at buy, `title`/`artist`, removal via the
game API, `wallet.sell` mirrored) are honoured in the entry shape.
**Then the layer** (`207bcff`): `web/js/world/save.js` (F-owned, new) — versioned localStorage save,
THE DELTA LAW BY SHAPE (payload keys are exactly `[cash, collection, day, savedAt, schema, town]`
no world field can even be expressed); corrupted/foreign → **loud reject, raw stashed, fresh start,
town boots**; save on sleep + beforeunload; export/import for moving machines. The wallet is a
game-backed facade of C's exact v0 interface, so every proven seam (dig onBuy, shelf buy, cover,
C's onSell) is unchanged — cash just became authoritative from the save. Buy seams record finds;
`?classic=1`/`?game=0` never construct the layer — **ZERO Storage calls, instrumented, not trusted**.
**SLEEP=TOMORROW:** `sleep()` → day+1 → gig `weekNight` re-keys the EXISTING week schedule → wake at
DAWN → save. Stock rotation is a runtime day salt on the EXISTING `stk-*` streams (2 marked seam
lines in C's interiors/layout) + the dig's `binSeed`**plan generation never sees `day`** (A's #6
boundary). **Day 1 IS the pre-v7 town** (measured: `?game=0` stock fp == fresh-game day-1 fp), and
**REAL-sourced crates never rotate** (Monster Robot fp identical across sleeps; the mint crate rotates).
**Two amendments filed loudly, with measurement, not slipped in:** gig night = **(day 1) % 7**, not
the brief's literal `day % 7` (day starts at 1 — the literal form flips a fresh boot's gigs off night 0,
breaking the R13 cover/band gates before the player ever sleeps); and sleep saves AFTER incrementing
(disk always carries the morning you woke into). Fable ratifies or overrules at review.
**Numbers:** 7 verify legs green in fresh no-store contexts — $12 dig buy == pricePaid recorded · sell
halves credit/remove correctly · parody fp `3396372961 → 1818111125` across a sleep, byte-identical
same-day AND across reboots · corrupt blob = 1 loud reject + stash + clean boot · `qa.sh --strict`
**6 passed · 0 failed · 0 warn** with the game layer default-ON. Two F-harness bugs caught and fixed
in the run (the post-sleep CLOSED door; a transform-based fingerprint that was vacuous over batched
parody stock — hash the VERTEX data). Full record: `LANE_F_NOTES` §30.
**Held for the later F session (per the brief):** ledger #5 gates + the sell-card E-key routing.
### Wave 3 — THE GATES SESSION: the routing landed, five STRICT gates, the loop closes end-to-end
**The held join is in.** E inside a shop now routes: **aimed bin → dig · near counter with sellables →
C's sell card · forgiving nearest-bin → dig · shelf-buy** (`interior_mode.js`; 3 marked shell seams in
`index.html``procity:sellOpen` unlock + `sellActive` on the Esc/relock guards, the dig's exact
contract). `onSell` does F's two §9.3 halves in the safe order: `removeFind` first (veto ⇒ nothing
moves), credit second. **The loop, measured through the real DOM:** dig pull **$9 debited** → walk to
the counter → E → card → SELL **+$4** (< $9, the clamp) → collection 1→0 → street HUD **$186 ·
CRATE 0**. One amendment filed with its measurement: the old nearest-bin fallback ignored aim and would
have swallowed E at any counter near a bin — aimed-raycast now outranks the sell trigger, the
forgiving pick runs after it; both branches proven live (Moe Vinyl counter: card opens; Kelpie Sound
bin, wrong aim: dig opens).
**The gates (ledger #5), all landed as STRICT suite smokes in `flags_check.py` — no more session-local
instruments:** (a) **save/load determinism** — scripted buy 2/sell 1/sleep 2× via B's real button →
export → fresh browser → import **byte-equal** (state 243 B, normalized export 269 B), plan fp
`0xb1c7843e` **unchanged** across the import, weekNight re-keyed 2; (b) **no-pump v0** — 5 real
UI round trips **all strictly negative**$30), plus **C's negative control**: broke player,
`wallet.buy` invoked-and-false on the real shelf path ⇒ **recordFind unreachable, zero entry** (dig BUY
disables outright), with a positive arm proving the control discriminates; (c) **classic purity**
Storage-prototype instrument pre-page-script: `?classic=1`/`?game=0` **0 calls, 0 game DOM ids**,
positive control sees the default boot's `procity-save` read + all 7 ids, plan fp game-on == game-off;
(d) **rotation determinism over VERTEX DATA** (the wave-3 binding) — day 1/2/3 fps all distinct,
re-entry byte-identical each day, **cross-boot byte-identical off the persisted save**, `?game=0` ==
day 1 (88,320 hashed bytes / 20 stock meshes printed — the subject provably present). Harness bug #3
caught en route: the HUD is hidden in interiors by design; the gate read it on the street.
**NO TAG** — per the brief, the alpha tags when it plays (Fable's call, likely R31). Full record:
`LANE_F_NOTES` §30.6.
---
## Round 26 (v5.0-beta — EVERY CRATE DIFFERENT) — F: the manifest consumed, the tolerance retired
**Every crate is different, and F measured it rather than taking G's word.** Not by entering one lucky
shop — from the indexes of record: **15 keyed crates, 105 pairs, 0 sharing a title**; **0 crates overlap
the generic v2 pack**; **0 ids reused across crates** (G's sku fix holds at scale — the R24 vacuity dead
at the source, not papered over in F's gate). 4 crates in Red Hill + 11 in Newtown = the manifest's 15
exactly, and the manifest lists nothing that isn't on disk.
**Sourcing, not tier — C was right.** `tier` is the charter's ladder rung, and a mint atlas is *also* rung
1: still a file, still offline, still deterministic. What differs is where the stock came from, which is
`sourcing: real|mint`. E built to C's contract over the brief on the principle that the contract's author
owns the contract's shape. F's gate asserts it: 15/15 declare sourcing, every index agrees with the
manifest, **a mint crate can never report as real**, and the gate PRINTS it per room — provenance a human
never reads isn't doing anything (the R24 licence lesson, one round on).
**The 404 tolerance is deleted, not tuned.** R24 probed every keyed shop and ate a 404 per atlas-less one;
F's smoke could only cope by *naming* them — and a tolerance is a confession. F filed the real fix as a
contract ask instead of inventing it; G built the manifest; **F now consumes it**, and the shell asks for
nothing that isn't listed. Zero 404s because nothing absent gets asked for, not because the gate stopped
looking. **And deleting the tolerance immediately caught a leftover**: F had wired the *boot* preload but
left a second blind probe at the *door*, which 404'd on every keyed-but-unfetchable shop. While the gate
said "8 probes, expected", a ninth would have been invisible too. A named exception protects new bugs the
moment the real fix exists.
**Gate: `flags_check` GREEN** — distinctness · sourcing (real + mint rooms) · soft fall silent · **ZERO
404s** · **0 console errors, no attribution exceptions**. Full record: `LANE_F_NOTES` §26.
---
## Round 24 (v5.0-alpha — THE ALPHA COMPLETION) — **the crate WALKS; F held the tag on A's gate**
**THE CRATE WALKS.** Boot `redhill_godverse`, walk down Musgrave Road into **Monster Robot Party**,
riffle **its own real crate**, buy a real record at its real price. Proven falsifiably: room base =
`assets/stock_godverse/3962749/` · **titles 120/120 in its atlas, 0/120 in the generic pack** · **the
GPU samples `stock_godverse/3962749/stock_record_atlas_0*.webp`, 0 textures from the generic pack** ·
bought *"Abstract Latin Lounge II (Part II)"* **@ $15**, cash **191 → 176**, exact debit, count 0→1 ·
reboot restores 191/0 (gone-this-session, back next boot). Ladder re-proved: `?noassets` → **zero
network requests**; keyed-but-atlas-less shop 2289 → 404 → **parody, live**; `newtown_real` → base
`null`, 350 items — **F's wire is a no-op off the godverse path**. Full record: `LANE_F_NOTES` §24.
**F held `v5.0-alpha` anyway. The tree is red — 156,193/156,201 — and none of it is the product.**
2 reds are goldens G's re-emit legitimately moved (A ran *before* G, so A could not pin them). 6 are
**conflict #2: A's identity sweep contradicts Fable's own standing Ruling 2**, which *mandates* mixed
caches ("merge census heroes **WITH** the donor's texture shops"). A cafe from OSM has no GODVERSE
identity and never will. G measured it, escalated it to "A's call, Fable's ruling", nobody ruled, and
it arrived at F.
**F measured the hazard that gate guards: it does not exist.** 10/10 and 18/18 unique ids, **zero
duplicates**; and partial keying does not mis-stock — F watched 2289 fall soft to parody in the
browser, exactly as charter risk #3 prescribes. **A's own two checks disagree**`validateTownCache`
reasons it correctly ("Missing = tier 0 (soft). Duplicate = mis-stocked (hard). They are not the same
failure") and warns; the sweep hard-fails the same condition.
**Why F didn't just fix it: F is the party that benefits.** Changing a red gate to green, in another
lane's file, to unblock F's own tag, on the one check guarding "never mis-stocked" with Monster Robot's
real crate as the prize — that move would retroactively devalue every green F has ever reported. The
cost of waiting is an hour. Recommended (A's call): the sweep follows A's own validator; A pins the
four goldens in the same commit; F re-gates and tags. One commit.
**Four findings:**
1. **The honest-gate spec was itself vacuous.** The brief specified id equality — but both packs number
items **positionally** (`rec_0000…`), so **all 120 atlas ids are also generic-pack ids**. An
id-equality gate goes green on the generic pack: the exact failure the vacuous-gate law was written
to stop, reproduced inside its own first application. Titles (0 overlap) and the **texture URL**
the file the pixels come from — are what discriminate. F's gate asserts on those.
2. **F's own selector was lying about the epoch's shop.** `DBG.enterShop(3962749)` → "no shop matching":
a GODVERSE shop has two ids and F's R22 selector knew only the plan id. Fixed.
3. **A's uniqueness check is a silent risk-#3 hole** (new — G didn't catch this): on a mixed cache every
texture shop maps to `undefined` and they **all collapse into one Set entry**, so it fails on the
undefineds and **cannot detect a real duplicate**. Fix it *over the defined ids* — that makes the
guard stronger, not weaker.
4. **The licence flag stopped reaching a human.** E's validator now sees the atlas (R23's blind gate is
closed ✓) but prints `provenance.licence` (British) while G now emits `license` (American, per C) —
so `FLAG BEFORE ANY PUBLIC/COMMERCIAL RELEASE`, on real product photos, **silently never prints**
while the gate says OK. E, one line, G already specified it.
---
## Round 23 (v5.0-alpha — THE FIRST REAL CRATE) — **F HELD the tag**
**`v5.0-alpha` is NOT tagged. The crate is real; it has no street.** G's 120 real records off a real
shop's POS are in the tree and byte-identically re-bakeable — genuinely the artifact the charter asked
for. Nothing in the game can reach them. `#7a` isn't a gate that failed, it's a gate that **cannot be
run**. R18's law: *release rounds don't ship known breaches.* Full record: `LANE_F_NOTES` §23.
**F executed the merge that never happened** (charter law #5) — `main` had no `stock_godverse/**` at all,
so the branch F was asked to tag lacked the round's headline. Review had happened, C had verified
pre-merge and passed; only the `git merge` was missing. Disjointness verified before merging, not
assumed. Zero conflicts → `43b035a`.
**What passed — everything except the crate.** `qa.sh --strict --matrix` **7 passed · 0 failed · 0 warn**;
**MATRIX GREEN — 10 towns × 7 gates**; selfcheck **ALL GREEN 152,015/152,015** (was 161,300 — E retired
toowoomba); flags harness green, so the `?classic=1` covenant still holds through the merge. Tier 0
`?noassets`**zero fetches, zero console errors** (the offline law holds); tier 0 default boot on the
godverse town; tier 1 (v2 town-wide) `?stock=real`. **Tier 1 (v5, per-shop) — the round's whole
deliverable — is never fetched.** A, D, E and C's work is sound; only the rung this round was built to
add is unattached.
**Three findings, in order of how much they cost:**
1. **The atlas contract contradicts itself.** `LANE_C_PUB:271` publishes `stock_shop_<id>_index.json`;
C's own loader at `stockpack.js:25` fetches `${base}stock_${type}_index.json`. **Incompatible.** G
built runtime-compatible (so C's base-override check passed); E built contract-compatible (so E's
validator can't see it). **Nobody was wrong — the contract was.** F recommends amending to G's shape;
it's the only one the runtime can load.
2. **The gate built to catch that was blind and green.** `validate_atlas.py` globs a filename that can't
exist at runtime, finds nothing, and `return 0` — so it passes whether the atlas is absent, misnamed,
or perfect. It had never seen one until F pointed it at G's by hand, which then surfaced *deeper* drift
(E's code reads provenance top-level, E's own docstring says nested, G nested it; `licence` vs
`license`; a ceiling stale by one round). *A gate that returns 0 on an empty set is not a gate.*
3. **`#7a` would have passed vacuously.** F walked into The Vintage Record (real shop, real road) and the
crates filled with **real covers — from E's 350-item town-wide v2 pack**, not the crate. Zero requests
to `stock_godverse/`, ever. Eyeballed as written, the gate goes green and proves nothing.
**R24 order — three gaps, none F-only:** **A+G** land a `godverse_id` (verified: *every* godverse shop
reports `godverse_id: null`; the schema has no such field, and C's rule is "C does not invent it") →
**E** builds `redhill_real` (one Overpass fetch — E's file, outward-facing; **not F's to invent**) →
**C** keys the pack cache by `type+base` (today a cache hit returns before `base` is read, so two stocked
shops collide *and fail-soft breaks*) → **F** passes the per-shop base and re-gates. F deliberately did
**not** build its half: untestable with no street and no identity field. Filed, not guessed.
**Also:** A's spacing warn earned on day one — with toowoomba retired, **ballarat now warns at 255 m**.
The thin tail has a second member.
---
## Round 22 (v4.0 — THE EPOCH CLOSE) — F closed it
- **The blocking gate CLOSED.** F's R21 re-measure made the tri diet blocking; B diagnosed, the driver
traced A→**E**, E fixed it, F re-measured: katoomba `venue_night` **221,935 → 108,365 (51%)**, worst town
124,682 — the 200k stress edge is closed. Selfcheck **161,300/161,300** (A's 36 goldens + 23 towns).
- **`DBG.enterShop(selector)`** (Lane G's ask) — id · type · exact name · substring, most-specific-first.
- **The release tour** → [`docs/shots/release_v4/`](docs/shots/release_v4/): Fremantle hero · Fitzroy mecca ·
Toowoomba thin tail · synthetic control · `?classic=1` covenant. All posed through F's R21 cluster
primitive — which earned itself twice: the first cut posed via `street_noon` and **the mecca came out as
bare bitumen**; re-posed through the cluster, Fitzroy reads.
- **⚠ Honest finding (filed v4.x):** the thin tail does **not** prove the floor holds — Toowoomba reads as an
empty road. The floor is a **ratio**, not a count: 0.008 shops/edge vs the heroes' 0.060.08. The frame
ships labelled honestly rather than swapped for a flattering town.
- Docs (README v4 "the towns are the product", notes §22), `qa.sh --strict --matrix` green, tag **`v4.0`**.
---
## Round 2021 (v4.0-beta THE FIVE TOWNS) — F never ran R20; closed R21
**R20: F never ran** (no gate, no tag) — the honest record is in LANE_F_NOTES §20. Unlike R18 (where F ran
and *held* on evidence), the slot simply didn't execute; the round also left C's door-soak, B's selector
index, and D's relocation finding open. R21 closed all four.
**R21: the beta gate.** Waves [A,B,E] → [C,D] → [F]. All five lanes in; F gated:
- **Matrix 10 towns × 7 gates** — boot/determ/district/roads/**tram**/noassets green on all ten; selfcheck
154141/154141; `qa.sh --strict` GREEN.
- **Tram dimension (new)** — B's R20 ruling verified exactly: Newtown runs 16 stops (was 149 — B's phantom
fix), Castlemaine 10; Katoomba/Fremantle/Bendigo **fenced** at 3/2/1 shops fronted. Needed a new seam:
the shell now exposes `window.PROCITY.tram` (B built `routeInfo` for F's smoke; nothing published it).
- **⚠ venue_night re-measure — recorded, premise falsified.** A's cap worked (posters 438→111) but the
density widening ate it: katoomba **200,965 (+965) → 221,935 (+21,935, +11%)**; bendigo 201k. Draws fine
(151/300). Filed as R22's first item (the tri-diet backlog already lives there).
- **Selector ruling** — always in the HUD (the towns *are* the product), + the corollary that F's harness
must hide the HUD for beauty shots (the R19 alpha shot's selector-in-frame was F's own gap).
- **Beta money shot** — [Fremantle's real street at golden hour](docs/shots/v4_beta/fremantle_mainstreet.png):
a corridor of shopfronts, footpaths, a crossing, and a genuinely busy crowd. Tag **`v4.0-beta`**.
---
## Round 1819 (v4.0-alpha REAL ROADS) — F held R18 correctly, then closed R19
**R18: F did NOT run — the gate would have failed by design, so F held the tag** and filed the failure list
(the alpha's charter deliverable). Real roads landed structurally but the selfcheck was RED (katoomba golden
unpinned + poster-kerb breach on all 5 real towns) and the town was fragmented (20 shops over 799 edges = an
empty field). Classic/default stayed frozen — the alpha changed nothing outside the cache path. Fable's
verdict agreed: "F never ran — correctly."
**R19: the close.** A resolved the findings (fragmentation cull/join, poster clamp, goldens pinned), D
re-measured, B shipped the town selector. F ran:
- **B's `BIG_CITY` one-liner** (`e6fcb7b`, early): `shops>120 || edges>200` — real Katoomba's 799-edge graph
now streams like a big city. **280k → ~12k tris.** B proved it; F owns index.html.
- **The alpha gate**`town_matrix.py` grew a `roads` dimension (a v2 cache must build the REAL graph,
`mode='roads'` via the plan_osm report sink); classic/default proven untouched; budgets in the green.
- **The money shot** — [Katoomba's real main street](docs/shots/v4_alpha/katoomba_mainstreet.png): asphalt +
lane markings, footpaths, a pedestrian crossing, a walking crowd, gig posters, B's town selector in-frame.
**PROCITY's look on real bones.** Tag **`v4.0-alpha`**. (Honest note: 19 real shops sit ~1/edge — a real
*street*, not yet a dense strip; density is a v4.0-beta concern.)
---
## Round 17 (v3.2 THE TAIL + THE SCOUT) — F: the town matrix + the close
The tail drained (drummer lean + bench-sit, wind sway, backline verify, --verify fix) and E's real-map scout
landed (5 real AU town caches + A's cache contract + hardened plan_osm). **F closed it.**
- **Real towns boot in the engine** — the barrel re-exports `registerTownCache`; the shell fetches +
registers `assets/towns/<key>.json` before the plan generates (fail-soft; opt-in; never on default/classic).
`?plansrc=osm&town=bendigo_real`**Bendigo, 9 shops, 3-venue district, 0 errors**.
- **Town-matrix smoke** (`tools/qa/town_matrix.py`, `qa.sh --matrix`) — **10 towns × 5 gates all green**:
2 synthetic + 3 fixtures + 5 real caches, each boot / deterministic / in-budget (69216 draws) / a 3-venue
district / silent under `?noassets`. Castlemaine at the 6-shop floor still lands a district. **The existing
CityPlan contract eats real Australian geography** — the v4 = THE REAL MAP evidence.
- Close: `qa.sh --strict --soak` green, docs (LANE_F_NOTES §17, README), tag **`v3.2`**.
---
## Round 16 (v3.1 THE FLIP) — F bookends; the town shows its best by default
The gig layer soaked through three v3 stages, so v3.1 flips it (and the mature v2 flags) ON by default.
F owns the flip; AE landed their polish against it (seated drummer, town-wide pools, backline, corner-poster).
**Opening commit `a4946b7` (the round's foundation):**
- **The flip**`index.html` `CLASSIC` + `flagOn()`: gigs/weather/tram default-on, `loadPedFleet({sit:!CLASSIC})`,
`window.PROCITY.flags`; `buildings.js` winmap default-on + classic-aware. **`?classic=1`** forces the exact v2 boot.
- **The covenant moved**`flags_off_regression → classic_regression` (byte-identical `0x3fa36874`); a new
`default_boot_gate` (all four flags on, gig layer present, gig golden `0xb1d48ea1`, budget); every gig smoke
re-pointed to the DEFAULT boot; qa.sh gate renamed.
- **Seated-stature gate** (ledger #3) — `interior_scale_check.py` + `flags_check.py` accept `procitySeated` figs
at [0.9,1.5] m; the drummer passes at **1.32 m**.
Verified: `?classic` byte-identical (0x3fa36874, gig absent); default = full town (3 venues / 3 genres, gig golden,
112 draws @ venue block); classic/default/district/continuity/cover all green. **Close: re-baseline, re-shot tour
`release_v3_1/` + a `?classic=1` before/after, docs (CITY_SPEC v3.1 flip+classic law, README flags table,
LANE_F_NOTES §16), tag `v3.1`.**
---
## Round 15 (v3.0 RELEASE CLOSE, `?gigs=1`) — F ran last; the release is closed
R14 landed AE's hardening but **F never ran**, so v3.0 stayed untagged. R15 = the close. All deps were in
before F ran (A's poster flip + new golden `0x4f4a549d`, D's amp + R14 continuity seam, B/C verifies). The
six-item brief, each committed atomically:
- **Continuity wiring + smoke** (`687d23f`) — the ped you followed is in the crowd: `crew.spawn({roster})` +
the queue `onAdmit → recordVenueEntry` relay; `smoke_continuity` asserts the seam on identities + settled tris.
- **Alias deletion** (`146b5f3`) — the R12 scalar alias retired; every read keyed by `venueShopId`; tools + spec migrated.
- **Full-week soak** (`edc0c47`, `tools/qa/week_soak.py`) — 7 nights × all venues: cover/roster per night, leak-free (plateau), 28 cycles.
- **Money-shot tour** (`6a35b29`, `tools/qa/tour_shots.py`) — `docs/shots/release_v3/` + contact.html; hero `queue_night` shows A's now-visible poster; settled measurements.
- **Docs** — README v3 section, LANE_F_NOTES §14/§15, this note, five freezes confirmed.
- **Acceptance + tag**`qa.sh --strict` 6/6 + continuity smoke + week soak green → tag **`v3.0`**.
**Ledger #5 vindicated C:** the gig interior settles to **~182k tris** after the 5 instrument GLBs load (not
the ~34k measured pre-load); the interior gate is **draws** (≤56), so no budget violation — the tour + smoke
now measure settled. Full runbook: [`LANE_F_NOTES.md §15`](docs/LANES/LANE_F_NOTES.md).
---
## Round 13 (v3.0-beta — THE DISTRICT, `?gigs=1`) — WIRED + VERIFIED + TAGGED
AE landed, then D (4-piece + instruments + queue + RY fix). F wired the district together and it fires.
**Seed 20261990 → "Boolarra Heads": 3 venues, 2 playing tonight — The Exchange Hotel (pub, `gig-pubrock`)
+ an RSL (`gig-covers`), one dark (reads true).** All 7 F tasks done, `qa.sh --strict` GREEN (6/6, 0 warn),
tag **`v3.0-beta`**. Shots: `docs/shots/laneF/r13_v3beta_gig_interior.png` + `r13_v3beta_venue_night.png`.
**What F did (ROUND13 §Lane F):**
1. **Per-venue state machine**`gig_state.js` rewritten: one latch per venue off the shared
`procity:segment` spine, keyed by `venueShopId`; all three hard-won R12 laws preserved. New runtime
surface `window.PROCITY.gigs.byVenue` + per-venue getters (`onOf/openOf/gigOf/coverOf/paidOf…`); the
R12 single-venue alias kept one round. B's `venue.js`/`audio.js` + D's `setGig` read it.
2. **Walla + applause** — the crowd bed `crowd-walla` rides the interior tone layer under the live band bed
while `on`; an `applause` sting fires once on the `on→done` edge while inside. Verified: `iMusic=gig-pubrock`,
`iTone=crowd-walla`.
3. **Cover per venue** — the door seam keys off the shop entered, so a night at two venues is two covers.
4. **Debt #1 closed — was a LIVE BUG** — E renamed `pubrock-live→gig-pubrock`, so F's R12 `GIG_BED` bridge
(rewrote `gig-pubrock→pubrock-live`) pointed at a dead key → the band would have mimed in silence.
Deleted; the room's `audio.gigKey` (already the manifest key) feeds the engine directly.
5. **Stature gate**`interior_scale_check.py` now measures stature (crownfoot, platform-independent),
ceiling-clip assert kept as its own line (debt #6).
6. **District smokes**`smoke_gigs`: band→4, a per-venue loop (every gigKey resolves across 3 genres,
crowd ≤ its own watchPoints, no-giants), street budget at the busiest venue block, the queue assert,
plus the R12 determinism/cover/noassets/flags-off arms. All green.
7. **The outdoor queue** — D shipped `VenueQueue` and left the street-side lifecycle to F (its documented
seam): F wires one queue per venue in the shell (spawn at doors off B's `queueZoneFor`, drive each frame,
dispose by `done`), exposed as `queueCountOf(id)`. Verified: 2 in line at doors → 0 by done.
**Numbers (seed 20261990):** gig interior 62 draws / 34k tris (≤350) · street @ venue block 107 draws /
47k tris (≤300/200k) · band+crowd stature 1.611.81 m under a 4 m ceiling · cover $10 debited-once/re-entry-
free/broke-knockback + free night (seed 1234) · flags-off fingerprint 0x3fa36874 unchanged, gig layer wholly
absent. Full runbook + the R13 debt-ledger closeout in [`LANE_F_NOTES.md §13`](docs/LANES/LANE_F_NOTES.md).
---
## Round 12 (v3.0-alpha — the gig layer, `?gigs=1`) — WIRED + VERIFIED
AE all landed before me, so F did what F does: turned five parts into one Friday night. **Seed
20261990 → "Boolarra Heads", venue = The Thornbury Hotel, tonight = SCREAMING UTES, $10 on the door.**
Acceptance shot: `docs/shots/laneF/r12_v3alpha_gig.png`.
| F task (ROUND12 §Lane F) | result |
|---|---|
| **1 — gig state machine** | ✅ new F-owned `web/js/world/gig_state.js`. `quiet → doors (DUSK) → on (NIGHT) → done (DAWN) → quiet`, verified forwards AND backwards on the hand-driven clock. On `window.PROCITY.gigs`. |
| **2 — `?gigs=1` seam + flags-off** | ✅ shell bootstrap fetches `custom_bands.json` (no fetch when flag-off or `?noassets=1`) → `generatePlanFor(seed, src, {gigs:true, customBands})`. Flags-off verified **wholly absent**: no state machine, no `plan.gigs`/`posters`, no pub, no venue geometry, zero band-file fetches, golden `0x3fa36874` unmoved. |
| **3 — cover charge** | ✅ all three halves of John's ruling verified live: **$10 debited once** (191→181, `cover — Screaming Utes` in the wallet), **re-entry the same night free** (181→181), **broke on a new night → polite knockback, no entry**. Free nights (seed 1234) walk straight in, wallet untouched. Zero new UI — rides the R8 buy seam. |
| **4 — audio wiring** | ✅ gig bed inside via C's `gigKey`, B's muffled spill outside reads `PROCITY.gigs.state`. **Found + bridged a real C↔E key mismatch — see below.** |
| **5 — smokes** | ✅ `smoke_gigs` in `flags_check.py`: schedule determinism · band==3 · crowd ≤ watchPoints · dance mix · bed resolves · ≤350 draws · no-giants · `?noassets=1`+`?gigs=1`. Plus the v3 arm of the flags-off regression. |
| **6 — shot + tag** | ✅ shot captured. Tag pending the harness run (below). |
**Numbers.** Gig-night interior **4250 draws** with the rig fleet, **171 draws** on `?noassets=1`
placeholders (worst; budget ≤350) · ~40k tris · street at the venue 69 draws/29.6k tris · **leak-free**
(geo 66→66, tex 63→63 over 4 gig cycles) · band 3 + crowd 8/8 watch points, **3 dancing / 5 standing**
· band stature 1.681.77 m, crowd 1.601.77 m, tallest crown 2.09 m under a 4.0 m ceiling.
**John's drop-in works:** 7 of your 10 hand-written names fill all 7 nights (Screaming Utes, The Dead
Ringers, The Rissoles, The Flannel Shirts, Boganvillea, Chunderbolt, Amyl & The Servos). Covers rolled
`10,0,0,3,2,0,9` — 3 free of 7. Under `?noassets=1` it falls back to the pure generator ("The Wombatts")
with zero fetch, exactly as A specced.
### Three bugs F found in its own work (all caught by verification, fixed, re-verified)
1. **The state machine only advanced when polled.** Driving NIGHT→DAWN→MORNING→NIGHT with nothing
reading in between (player inside the pub, audio muted) **skipped the night roll** — the cover was
never due again. Now it rides `procity:segment`, which `lighting.js` fires on every change.
2. **Rewinding the clock left `done` stuck** on a midday town (the latch only cleared at MORNING).
3. **The night only rolled if the clock passed through DAWN** — so a *jump* from NIGHT to MORNING left
last night's paid stamp valid and **a broke punter walked straight in**. Caught by my own smoke, not
by hand: stepping with `[`/`]` always crosses DAWN, so only jumps (DBG/shots/soak) exposed it. The
roll now keys on landing in the daytime, not on having observed one particular segment.
Also worth recording, because it nearly shipped a wrong gate: **"no giants" must measure stature, not
world crown.** The band stands on C's 0.32 m deck, so a perfectly human 1.73 m guitarist has a 2.05 m
world crown and the naive R10 check **failed a correct band**. The smoke now measures `crown base.y`
and keeps the world-crown assert only for "never clips the ceiling" — the real R10 failure mode.
### Three findings for other lanes (detail + rulings in `LANE_F_NOTES.md` §12)
1. **⚠ C ↔ E: the gig bed key never met.** C emits `gig-pubrock` (and asked E for that name); E shipped
**`pubrock-live`**. Unresolved, the pub plays to a **silent room** and — because the audio law fails
soft — *nothing errors*, you just get a band miming. **F bridged it at the glue** so alpha ships.
This is the R1 facade-skin filename trap again. → **needs a named contract line in CITY_SPEC.**
2. **⚠ D + E: E's 5 instrument GLBs landed; nothing wires them.** D holds primitives and published
`instrumentFor` as the seam "when they land" — they've landed, nobody owns the join. Non-blocking
(asset law; reads fine in the shot). F did **not** silently do it inside D's rig. → R13.
3. **⚠ spec ↔ C: the band has no drummer.** ROUND12 §D.1 says "drummer seated bob" and E built a merged
kit; C's `bandPoses` are guitar/**vocal**/bass and the drum riser is set-dressing. D flagged it and
built to C's poses. A spec/implementation divergence **no gate can catch** → Fable/John to rule.
### Harness note
This MacBook had **no Chromium/Chrome**, so the Playwright gates couldn't run locally; John authorised
the install (done — 93.5 MB, Playwright CDN). `/Volumes/m3ultra/Documents/procity` is a **mount of
m3ultra's `~/Documents/procity`** (same tree), so `ssh m3ultra@100.89.131.57` runs the real gates on the
real files — but **node isn't on the non-interactive ssh PATH**: use
`env PATH=/opt/homebrew/bin:$PATH tools/qa.sh --strict` or every node gate reports a bogus FAIL.
---
## Round 11 (the audio round) — DONE ✅ (v2.1)
John greenlit "generate freely". E generated the pack (23 assets, `web/assets/audio/`, 8.7 MB ≤ 25),
@ -1011,81 +319,3 @@ F drives/inspects via `window.PROCITY` + JS for programmatic checks.
msg `Lane F: integration — interiors + keepers + street peds + QA harness + barrel + skins fix`.
- A local `python3 -m http.server 8130` is running for the smoke test (harmless; kill when done).
- Lane prompts hard-code `/Users/jing/Documents/PROCITY`; real path is `/Users/m3ultra/Documents/procity`.
---
## Round 38 (v8 WAVE 1 — INHABITATION) — the budget reconciliation · four new gates, four controls · the round close
**THE BUDGET OF RECORD DOES NOT MOVE: 292 / 300 draws, margin still EIGHT.** The brief's naive sum
(292 + washing 1 + magpie 1 = 294) is wrong in our favour. **The pinned worst-draw frame is a NIGHT
frame and both draw-spending layers are structurally zero at night** — the washing comes in
(`count = 0`), the magpie roosts (`count = 0`). Wave 1's one draw is spent in daylight, where the
walked peak sits ten draws lower. Two pinned trees (`6bc7926` control, byte-identical under `web/` to
R37's `7bd96e5`; `4514cb9` treatment, byte-identical under `web/js` to the final `74d6257`), assets
symlinked to the live tree on both sides, 802 stations @ 2 m at **yaw 0**, sim + tram **LIVE**:
**night 292 → 292 (+0)** / 120,145 → 122,879 tris; **noon 282 → 283 (+1)** / 99,872 → 103,118;
`?classic=1` **269 / 90,580 → unchanged**; `fitzroy_real` **172 / 130,727 → unchanged**;
`bendigo_real` **204 / 131,492 → unchanged even with `?magpie=1` forced**. The control reproduced
R37's pin **to the byte, twice**. Every revert is exact: `?yards=0` at night gives the control's three
numbers; `?yards=0` at noon gives 282 / 99,872, isolating the noon +1 to the washing alone.
**Lane B's "control 346" — answered rather than dismissed.** As a *delta* it is the wall-clock ped
spawn artifact R37 named (114 draws of swing between two browser instances measures the sim, not the
build), and B was right to hide the sim. But 346 > 300 is a claim about the world, and neither
`stepwalk` (walks the chunks in, photographs a half-dressed street) nor `dwell` (fills the street,
arrives clean at 27 chunks) can adjudicate it. **`tools/qa/budget_walk.py` gains `--method
stepsettle`**: the audit's fixed-yaw stations, each **drained then held N real rAF frames** — R+1
dispose residue AND a fully-acquired crowd in the same frame. **Like for like — the same 101 stations at 8 m, yaw 0 — the settle is worth +3 draws at noon (277→280 control, 278→281 R38) and 9 at night (287→278 both trees), and the sign flip is the finding: at night the settled street RETIRES near rigs to impostors (tris 120,145→100,939), so the crowd goes home and a sampler that never waits does not see it. **The highest draw count anywhere in the reconciliation — 4 methods × 2 trees × 2 segments × 5 towns — is 292, the pin. Nothing read over 300.** The mechanism that could legitimately have breached it (full crowd inside a full R+1 dispose window) now reads 280/281. B's 346 was the artifact, and the refusal is now backed by the measurement that could have falsified it.
**A correction to my own R37 pin:** the corpus TRI worst is **130,727** on `fitzroy_real`, not
124,793 — and it reads 130,727 on the **control** tree, so it is my R37 sampling density (12-bearing
8 m sweep) versus this round's 2 m fixed-yaw stations, not a wave-1 cost. Re-pinned. *A pin is only
as good as its station spacing, and mine had not said so.*
**FOUR NEW GATES, FOUR CONTROLS DEMONSTRATED** (`smoke_ambient` · `smoke_character` · `smoke_magpie`
· `smoke_yards`, all wired into `flags_check.main()`):
- **§1.1 audio** — six sources anchored (63/8/81/32/39/57, B's numbers exactly); dog **audible at
5.9 m with 1 play scheduled** (for a one-shot `audible` is only published once `plays > 0`, so one
word covers fetch→decode→gain→schedule→counter); **hours enforced** (sprinkler audible 06:30 → idle
12:30, same pose); **day-of-week enforced** (mower idle Mon → audible Sat, same pose); **pan is a
bearing** (yaw 0/90/180/270 → +0.00 +0.85 0.00 0.85); **zero draws byte-identical to
`?ambient=0`**. **THE CONTROL:** a second server, root symlinked file-for-file except one patched
`manifest.json` with `sfx['dog-bark-fence']` renamed → that source reports **`no-entry`, 0 plays,
never audible**, other five unchanged, **0 console errors**. Stated on every run: audible OUTPUT is
unverifiable headlessly — **nobody in this loop has ears**.
- **§1.2 character** — classic is the frozen v1 literals with all tints null and 5 ground meshes;
**all 23 shipped keys matched per-town including the two carrying `state: ''`**; **the control
fires** (an unknown key returns `matched:false`); **21 distinct palettes across 23 towns** (a single
shared palette FAILS by name); and the two orphans are **on the GPU**`ground-gravel.jpg` bound on
Castlemaine, `ground-reddust.jpg` on Darwin, read off the live material.
- **§1.3 magpie** — the latch arm verbatim with its **positive control first** (TRUE before the roll);
day-roll clears it; **localStorage gained NO new key** (baseline taken *after* a `game.save()`
the first cut blamed the magpie for v7's own write); **the season is 23 distinct positions across
24 towns, run UNFORCED**, against B's first cut's 24-of-24-at-214, with `newtown_real` in season on
day 1 and 129/1000 seeds hitting the 11.5% design ratio; **territory 6 → 157** synthetic → bendigo;
**+1 draw / +182 tris** at one pose reused across both boots.
- **§1.4 yards** — 145 house + 36 yard = 181 lots, 181 hoists → 394 items, 256 active, **0 at night**;
the cost decomposition at one pose with the sim quiet: **box props +0 draws** (and **2**, because
the 36 `yard` lots used to fall through to `buildShopfront()`) with **+1,936 tris**, **washing
exactly +1 draw / +512 tris**; and on real towns it **SKIPS LOUDLY** — a `⊘ SCOPE` line printing
0 house/yard lots / 0 hoists / mesh never created, next to the synthetic 181 that makes the zero
attributable.
**Also caught, in my own gates:** the pan arm's first draft used two bearings and read `+0.00/0.00`
because that anchor sat on the forward axis — it would have called a working panner inconclusive.
Four bearings. *The gate's first draft failed the standard the gate exists to enforce.*
**SUITE: `tools/qa.sh --strict --matrix` GREEN on the true final tree** (`74d6257` — E's session-2
publish landed mid-round, `web/` diff vs B's `4514cb9` is manifest + one thumb, **no code**, and both
were already in the tree both budget servers read): **7 passed · 0 failed · 0 warn · 0 skipped**;
**flags_check GREEN 0/0** with all four new gates inside it; **MATRIX GREEN 10 towns × 7 gates**,
0 fetches under `?noassets` on all ten, tram verdicts unchanged. Wave 1 moved nothing in the matrix.
**Held: nothing.** Recorded, not fixed (other people's files): `magpie.js` says **154 triangles** at
`:9`/`:123` and **182** at `:42` — measured 182, so two stale comments in B's file; E's three
published GLBs are manifest-and-depot but not under `web/assets/models/` (staged in
`pipeline/_normalized/`, nothing loads them, validator's contract covers it — **not a defect**).
Carried debt unchanged: A's D1D4 · the matrix's budget column is bookmark numbers · `?r=3` breaches
at 307 · the `?classic=1` town-selector question.
**No tag** — wave 1 is content; the epoch tags when it is whole.

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@ -1,377 +0,0 @@
# G-progress — GODVERSE lane (runs on ultra)
*Lane brief: `docs/LANES/LANE_G_GODVERSE.md`. This file follows your progress-file convention —
newest round first. Fable-on-ultra writing.*
## Round 27 (2026-07-17) — tier 2: the two read endpoints (ledger #1)
**Landed:** `pipeline/godverse_server.py``/health`, `/shop/<gid>/stock`, `/shop/<gid>/crates`,
plus `start|stop|status` (F's kill-the-server lifecycle), `setup-role`, and `make-fixture`.
Stdlib + `psql`; no server code existed before this round, per the ratified G3.
**Live now, against the real POS:** crate 550 — `{baked:120, live:120, gone:0}`, real prices, real
`VG+` grading, etag stable across reads and `?since=`**304**. `/crates` returns **315 real
crates** with the shop's own labels — `TECHNO` (57), `$12-$15 TECHNO` (46), `DRUM N BASS` (66).
**The three fences, each enforced by the machine (measured, not reviewed):**
| fence | proof |
|---|---|
| the credential — `godverse_ro` | `UPDATE inventory`**permission denied** · `SELECT FROM customer`**permission denied** |
| write verbs absent (§7 ruling) | `POST /reserve`**501** · `POST /buy`**501** · `GET` either → 404 |
| metadata only | no `cover`, no atlas bytes on the wire — covers stay static tier-1 files |
| tier 2 = real shops only | a `mint` shop's `/stock`**404** (no POS to be live about), not an empty crate |
| the id fence | `gone[]` carries the atlas `id` verbatim → `gone.includes(item.id)`, zero transform |
**One grant carries both the sandbox and the PII fence** — that's why §7 said enforce at the
credential, not in a code review. `godverse_ro` holds SELECT on inventory/crate/disc_cache and
nothing else, so customer/staff/sales are unreachable *by the process*, not by our good intentions.
**⚠ THE FINDING F NEEDS BEFORE IT WRITES THE GATE — `gone[]` has no subject in production.**
The mechanism is right; the data has no movement. Monster Robot Party's POS records **5,567 sales
ever** (400800/month Dec→Jun) but **26 in July and none since 2026-07-01**, and hasn't been
*written* since **2026-07-09** — the 07-16 dump is fresh, its data is stale (I restored it to
check: crate 550 holds 122 on both 07-15 and 07-16, identical). **0 of the crate's 120 records
have ever sold.** So `gone` is `[]` against the real POS, permanently, until the shop trades again.
An assert over it would pass **without touching its subject** — the exact species that has held
four tags. So I built the honest way out: **`make-fixture --sold 3`** clones the POS
(`createdb -T`) and marks 3 of the crate's *own real skus* sold → verified
`{baked:120, live:117, gone:3}`, the three ids absent from `items[]`. F points the server at it
via `GODVERSE_POS_DB` and gets a deterministic gate; production reads the real POS untouched.
**A fixture is not a lie; a green assert over an absent subject is.**
**Lifecycle for the kill-the-server gate (ledger #3):** `stop` is a **SIGKILL**, not a graceful
drain — the gate tests a death, not a goodbye. Verified: `stop` → connection refused (curl rc=7,
no response at all) → `status: DOWN``start` → live again. F drives it; no admin verb was added
to the API, because a server whose whole point is "no write verbs" shouldn't grow a remote kill.
**Three corrections this round forced into my own G3 §4 (design → as-built):**
1. **`gone:[sku]``gone:[id]`.** §4 as *I ratified it* said bare skus — wording that predates
R25's sku ids and R26's fence law. A bare number crossing two id spaces is the precise bug that
law exists to stop. **My doc was the stale rule meeting a case written after it** — the epoch's
signature failure, and this time it was mine, in the doc I wrote.
2. `items[]` drops `release_id` and `cover`: `cover` edges the API toward serving pixels (it never
should), and `release_id` is the *pressing* while tier 2 speaks only in *copies*.
3. **Write verbs answer 501, not the 404 my own docstring claimed** — caught by running it. 501 is
the *stronger* absence proof: a 404 means a handler ran and declined; 501 means there is no
write handler in the process. **→ F: assert 501.**
**→ Lane F, the four asserts I can hand you pre-measured:** `POST /reserve|/buy` → 501 · a game
buy cannot reach the server (no verb *and* no grant — prove both) · `gone` fixture arm as above ·
server dead → connection refused, so the reader must treat it as tier 1 in silence.
## Round 26 (2026-07-17) — the mint baker, the crate menu, the manifest (ledgers #2, #6)
**Landed (main, pathspec-atomic):**
- **`godverse_stock.py mint`** — the G3 note promoted: `random.Random(shop_id)` over an
**id-ordered** pool of real dealgod listings. The shop id IS the seed, so two shops can never
draw the same crate. No TABLESAMPLE, no unseeded random — the two things that disqualified
thriftgod's own `mint()` from tier 1 (G3 §2).
- **14 mint atlases** — every keyed shop in both godverse towns whose type the loader can actually
fetch (`record`/`book`/`toy`, C §7.1): 5 record + 6 book + 3 toy. The 13 keyed `opshop`/`video`
shops get none and stay parody — correct, not a gap: C §7.1 gives them no fetchable type, so an
atlas there could never load. **The manifest is what makes that silent** (no entry ⇒ no probe).
- **`stock_godverse/index.json`** (§7.2d) — 15 shops, 1 real / 14 mint. Derived by reading the
atlases back off disk, so it cannot drift from them: the manifest *is* the directory.
- **Monster Robot re-emit**: `sourcing: "real"`, plus C §7.2c's `condition`/`sleeve_cond` (my
snapshot always carried them; I was dropping them at emit — that was the hole in C's price card).
| gate | result |
|---|---|
| every crate different (F's #7 distinctness, title sets) | **15/15 distinct · max shared titles between any two: 0** |
| ids unique across all packs · clash with generic · positional | 344 unique · **0** · **0** |
| mint determinism (re-mint + re-bake) | **byte-identical** |
| mint carrying a POS-claim field | **0** — absent, not false |
| `sourcing` present on every atlas | 15/15 |
| E's manifest↔files, both ways | clean |
| selfcheck (no town cache touched) | **156212/156212 green** |
| E's validator | **14 errors — all one cause, below** |
**THE ONE RED — mint ids vs E's `SLOT_ID_PREFIX` (E, one line).** E asserts `sku_` on *every* atlas
under `stock_godverse/`. Mint items have no POS sku, so they carry `mint_<dealgod listing id>` and
all 14 fail. **C §7.2a's rule is satisfied** — "derive from the source's own stable key, never
position, unique across ALL packs" (measured above: unique, 0 clash, 0 positional). What §7.2a
specifies as `sku_<POS sku>` it specifies **"for a real-stock (godverse) pack"**; mint is C §7.2b's
*other* thing, written a round later, and the id form was never revisited. E implemented R25
literally, which was right at the time.
**Why I did not just emit `sku_` and go green:** a POS sku and a dealgod listing id are **different
namespaces**, and this round's own standing note says no code or gate may compare a bare number
across two id spaces — it was written because `enterShop(31)` entered the wrong shop. Putting both
under `sku_` recreates that bug *inside the economy*: **tier-2's sold-means-gone looks up POS
skus**, and `sku_6031122` (a dealgod id) is indistinguishable by shape from a real sku that a POS
must resolve. C §7.2a's own reason #2 is precisely about ids being looked up across snapshots.
Green by prefix would have been green by lie. **Fix: make the prefix sourcing-aware (`sku_` when
`sourcing == "real"`, `mint_` when `"mint"`)** — E's error text and constant are the only places.
**Three more findings, none blocking:**
1. **[E] `FITS_1024 = 64` cannot be satisfied.** The warn asks for ≤1024² when a pack has ≤64
items, but 1024²/256² = **16 cells** — 64 items would need **4** atlases and C caps a shop at 2.
So any 3364 item pack *must* be 2048², and the warn would be demanding the impossible. It never
fires on my packs (16 → 1×1024², 120 → 2×2048²), so it's latent. The honest bound is 32.
2. **[C/F] The ≤32 MB ceiling doesn't hold at beta scale, because the LRU it assumes hasn't
shipped.** F's boot preload loads **every** keyed shop's pack (`index.html:207-215`), and C §7.6
scoped "≤32 MB peak" to "LRU = 1 shop's atlas set resident", with the LRU explicitly deferred to
v5.0-beta. Measured now: **46.1 MB per town** resident at boot (both towns). Bounded and modest
— and it's *why* mint crates are 16 items on one 1024² sheet rather than something plusher.
3. **[C] "The crate menu, baked statically" can only be metadata.** One base = one index = ≤2
atlases = 128 items; Monster Robot has **357 crates / 24,646 bake-able records**. So the shop's
real crate list ships as `crate_menu` (id/name/label/count — real labels, real counts), and
per-crate *stock* would need a per-crate base (`…/3962749/crate_550/`) = a C contract line.
Filed, not invented. Rotation's real home is tier 2 (G3 §4 `/crates`).
**Mint honesty, stated plainly.** A mint crate is *plausible*, never a claim: `sourcing: "mint"`,
an attribution that says "not this shop's stock", and **no POS-claim field at all** — the
separation is structural, not editorial. Quality caveat: for books/toys `artist` is dealgod's
`brand`, which is sometimes the maker (Microsoft, Sony, Brandon Stosuy) and sometimes the listing
store (Lifeline Queensland) — real data, imperfectly typed. **Records are clean**: I require a
Discogs artist and drop otherwise, because `brand` on a record listing is the *seller* — the first
bake had "Red Eye Records" and "Statecircle" as artists, which is a shop, not an act. Titles use
`discogs_master_title` where dealgod has it, so Egg Records' crate reads "MC5 — High Time · $50",
not "Pre Loved Record - Elton John - Breaking Hearts". Both are real; one is a record sticker.
## Round 25 (2026-07-17) — the sku re-emit (ledger #3), index-only
**Landed (main — G is a full lane now, pathspec-atomic; F's six staged files and E's in-flight
`validate_atlas.py` untouched):**
- `godverse_stock.py` emits **`id = "sku_<POS sku>"`** per C §7.2a. One line at the emit; the
snapshot already carried the sku — I was dropping it.
- `stock_godverse/3962749/stock_record_index.json` re-emitted. **Index-only, as briefed:**
| check | result |
|---|---|
| **id overlap with the generic pack** | **0/120** — was **120/120** (F's finding) |
| ids unique in-pack / all `sku_`-prefixed / none in `rec_` namespace | 120/120 · yes · yes |
| **atlas .webp bytes moved** | **none** — sha-identical both files |
| town caches / goldens touched | none |
| ids stable when a record sells (drop item 50, re-derive) | **0 drift** |
| E's validator (their R25 build, live in-tree) | `atlas-QA OK · 1 licence line(s) shown · 0 warnings` |
| live loader: shop pack vs town pack | 120 / 350, coexist; uv + one-material-per-atlas hold |
**Id equality is discriminating again** — verified through the live loader, not just the file.
**C's reason #2 is the one that mattered**, and it's worth restating because it outlives the gate:
position isn't identity. Sell one record out of crate 550 and `rec_0050` silently becomes a
*different* record on the next bake — so a wallet purchase, a saved dig, or **tier-2's
sold-means-gone** would point at the wrong item. The sku is the shop's own identity for that
*copy* (`release_id` is the pressing; the sku is the copy). My positional ids were a latent
correctness bug in the ratified §7 economy, not just a vacuous gate. Caught while there were two
atlases to migrate instead of fifty.
**Conflict #1 is closed** (R24 → R25): E's validator now prints
`LICENCE: … FLAG BEFORE ANY PUBLIC/COMMERCIAL RELEASE` against my top-level US `license`, and
counts it. The flag a human must read on real product photos is unmissable. Nothing owed.
**→ F (one line, your file, your call — not touching it mid-flight):** `interior_mode.js:378`
now reads *"ids are positional slots (`rec_0000`) that BOTH packs reuse … every atlas id is also a
town-pack id (measured R24)"*. As of this commit that's false — 0/120. **Your gate stays canonical
either way**: a texture URL proves which file the GPU sampled, which id equality never could, so
the assertion is right and only the rationale is stale. Id equality is now available as a *second*
discriminator if you want belt-and-braces.
## Round 24 (2026-07-17) — the re-emit + THE SHOP'S REAL STREET (ledger #5)
**THE WRITE-BACK RULING — John, 2026-07-17: A THEN B.** G3 §7 is **ratified** with the ruling
inline; charter law #4 is satisfied. v5.0 ships **sandboxed** — a game purchase never touches real
monsterrobot/Square inventory. **Option B (reservation) is chartered as a v5.x upgrade** behind a
hold budget John sets; **C is not chartered**. What I wrote into the doc as binding, beyond the
one-liner, because a sandbox that can be flipped on by a config typo isn't a sandbox:
`POST /reserve` + `/buy` stay **absent, not flag-stubbed**; the tier-2 reader connects with a
**read-only role** (`SELECT` on inventory/crate/disc_cache only — which carries the §9 PII fence in
the same grant); and the gate asserts the write verbs **404** + the role's grants are read-only,
because "we didn't call buy()" proves nothing (the vacuous-gate law applied to ourselves).
**Carried to v5.x: the hold budget is John's number and is not yet set** — B isn't startable until
it is. B's non-negotiable: **the shop always wins** a race with an in-store Square sale.
**Landed (branch `lane-G-godverse`):**
- **`redhill_godverse`** — the town whose record shop is THE shop. Monster Robot Party seated on
Musgrave Road (**verified: lot 8, type `record`, `godverseShopId` 3962749**), 37 shops, 884 real
Red Hill roads off E's donor.
- **The atlas re-emit** — US `license` throughout (British `licence` retired, 0 occurrences),
provenance lifted to top level per C §7.3 **and** kept nested per E's validator (see conflict #1).
`atlas-QA OK`, 120 real records, byte-identical re-bake holds.
- **`newtown_godverse` re-emitted with `godverseShopId`** (ledger #2) — 18 census shops keyed.
- **`godverse_town.py`**: psycopg2 → `psql` (the m3 has no psycopg2); emits `godverseShopId`;
`EXTRA_SHOPS` roster; **Fable's R22 Ruling 2 finally implemented** (see below).
- G3 §4: the `godverseShopId`/`godverse_id` naming split recorded (two artifacts, two conventions).
**Monster Robot Party's coordinate** is John-supplied (Google Maps place `/g/11g6rlbbc0`
-27.4553791, 153.0076244). It could not be derived: OSM doesn't know the shop (no name match, no
147 Musgrave Rd address node), the census doesn't have it, dealgod's `stores`/`store_entity` rows
carry NULL lat/lng, and recordgod has no address anywhere. Verified inside E's bbox **and** on
Musgrave Road's own geometry. My own estimate was ~120 m out — asked instead of shipping it.
**FABLE'S RULING 2, IMPLEMENTED (R22 → R24) — and it was load-bearing, not cosmetic.** "Merge
census heroes WITH the donor's texture shops; census heroes win a collision; count the swap."
I never built it. Measured this round, census-only Red Hill is **not shippable**:
| redhill_godverse | shops | A's spacing warn | poster-clears-kerb |
|---|---|---|---|
| census only | 9 | **306 m** ⚠ | pass |
| census + Monster Robot | 10 | **261 m** ⚠ | **FAIL** (poster inside edge 1037 by 2.95 m) |
| **+ donor texture (Ruling 2)** | **37** | **none** ✓ | **pass** ✓ |
| *(E's donor `redhill_real`, for reference)* | 36 | none | pass |
261 m is **worse than the 255 m that retired ballarat this round** — the alpha's headline town
would have shipped flagged "scattered, not a high street, or retire the town". Ruling 2 fixes both.
9 donor heroes swapped for their census entries in Red Hill, 18 in Newtown — counted, per the ruling.
**CONFLICT #1 — C's contract §7.3 vs E's validator (provenance).** C says "lift the four to TOP
LEVEL, US `license`; British retired — *exactly what E's validator reads*". **Measured: it is not.**
`validate_atlas.py:98` reads **nested** `provenance`, and `:105` reads `licence` British-first.
Lifting-and-retiring as written **fails the gate**. My R23 atlas already passed it untouched. This
is the same species as the bug that held the tag — a doc asserting what code does without running
it. **Resolved without drama:** E's check accepts `licence or license`, so US-nested passes; I emit
the four at top level (C's contract + the town-cache house convention) off ONE source of truth.
**→ E, one line:** `validate_atlas.py:198` PRINTS `licence` British-only while its *check* accepts
both — so adopting C's mandated US spelling **silently stops printing the licence flag**, which
:199's own comment calls a human call ("the licence is PRINTED — clearing it is a human call").
The gate still passes; the evidence line vanished. Fix: `.get("licence") or .get("license")`.
**CONFLICT #2 — Ruling 2 vs A's identity gate. THIS ONE NEEDS A RULING; it is why the tree is red.**
Ruling 2 makes a godverse cache *mixed*: a keyed GODVERSE layer (census + Monster Robot) plus an
inherited OSM texture layer. A's sweep asserts **every** shop is keyed → partial ⇒ FAIL. The two
standing rulings cannot both hold.
**The texture shops carry no `godverseShopId` deliberately**, and I'd argue A's own words settle it:
- The field *means* "this lot's stock lives at `stock_godverse/<id>/`". An OSM milkbar has no
GODVERSE identity. Minting one from its OSM id pushes a **third id space** into a field that
already carries two, and A's validator calls a duplicate **mis-stocking** — charter risk #3's
exact nightmare, with Monster Robot's crate as the prize. (Measured: OSM ids here are ≥53.1 M vs
census ≤2992 and store id 3,962,749 — no collision *today*; dealgod store ids reach 7 digits and
OSM ids are 8+, so the margin is thin, and "no collision today" is not an id-space design.)
- **A's validator and A's sweep disagree with each other.** The validator: *"Missing = tier 0
(soft). Duplicate = mis-stocked (hard). **They are not the same failure.**"* The sweep fails
partial keying because it *"mis-stocks the rest"* — conflating precisely the two failures A said
are not the same. Unkeyed → parody is the **designed ladder**, not a gap.
- **Proposed (A's call, Fable's ruling):** assert coverage over the **godverse layer**, not the
inherited texture layer — the subject is "shops that claim stock", and the gate stays honest
(it still names its subject and proves a count). Zero-keyed still SKIPs; duplicates still error.
**The 8 red checks, itemised — no surprises for F:**
- `newtown_godverse` base+gig goldens (**2**) — my re-emit moved them, exactly as ledger #2
intends. **A re-pins** (batched): base `0xcf69b387`, gig `0x1e266f60`.
- `godverse identity` ×3 on each godverse town (**6**) — conflict #2, above. Nothing else.
- Unpinned (warn, expected): `redhill_godverse` base `0xb2224939` / gig — **A pins**.
- **Classic covenant `0x3fa36874` intact.** `atlas-QA OK`.
**If Fable rules the other way** (texture layer out): revert to census-only and F inherits the
poster-kerb FAIL at edge 1037 + a 261 m town — that break is A/B's invariant, exposed by real data,
and would need an owner before the tag. I'd rather hand F the conflict than the broken town.
## Round 23 (2026-07-16) — G2a: THE FIRST REAL CRATE + the G3 draft
**Landed (branch `lane-G-godverse`, G namespace only — ready for your mid-round merge):**
- `pipeline/godverse_stock.py` — the per-shop atlas pipeline, split at **the snapshot boundary**:
`snapshot` (runs where the DBs are; freezes every source row + every cover's sha256) →
`pack` (pure: snapshot + image bytes → atlas, no DB, no network). That split is deliberate —
**it's what lets E's `validate_atlas` gate G's output on m3 without the dealgod DB** (ledger #4).
- `pipeline/_godverse/monsterrobot_550.snapshot.json` — the artifact of record (committed).
- `web/assets/stock_godverse/3962749/`**120 real records** from a real crate: 2 atlases
(2048², 256px cells, E's contract verbatim) + index with provenance.
- `docs/G3_ECONOMY_DESIGN.md` — the draft (ledger #2), incl. **the write-back question framed for
John** (§7), now grounded in a real trading shop rather than a hypothetical.
- **Verified:** byte-identical re-bake (same snapshot → same bytes); uv ⊂ [0,1]; every item's
atlas ref resolves; bands standard 58 / collector 56 / grail 6. Eyeballed the atlas: it's a real
deep-house crate (Basement Jaxx, Byron Stingily, Angel Moraes, 4hero, Murk, Blaze).
**THE HEADLINE FINDING — the brief's premise doesn't hold (all measured, R23):**
The ledger asked for "dealgod inventory → one real **Newtown** record shop". That can't be built:
- **No Newtown record shop has stock in any database.** Egg Records / Papa Disquo / Haze Guitars /
The Vintage Record / Downtown Music: **0 items each**.
- **`dealgod.stores` is not a shop census** — 8,754 of 9,285 are **Discogs seller accounts**.
Zero Newtown stores, zero census name matches. It's an item *feed*, not a shop directory.
- **`thriftgod.item` is a demo seed** — 2,221 items across 29 shops, **all Brisbane/Newcastle/Alice
charity shops**, zero record shops.
- **`mint()` cannot produce tier 1**: `TABLESAMPLE SYSTEM (0.5)` + `random.random/uniform/shuffle`,
and **`random.seed` appears nowhere in `server.py`**. Non-deterministic, and it assigns other
sellers' listings to shops that never owned them — which also voids the licence law's "the
*stores' own* product shots" green and makes write-back meaningless. (G3 §2.)
- This is **not** risk #3's "fuzzy matching" — it's a population mismatch. Nothing to match *to*.
**What we found instead — and it's better.** `monsterrobot` (**147 Musgrave Rd, Red Hill, Brisbane**
— John's ruling) is the same real shop in three datasets: `recordgod` (its POS: 28,624 live vinyl,
**24,914 in 357 real crates** with real labels and slot numbers), `monsterrobot.party` (its own
site — **the covers are the shop's own product shots**), and dealgod store **3962749** (the scrape;
the cover cache + the godverse id). **99.3%** of its crate stock joins to a cached cover by Discogs
`release_id`. Not in thriftgod's census, so its godverse id = its dealgod store id 3962749 (real,
stable, clear of the census space — thriftgod max shop id = 2992). Drops counted: 120 of 122 in
crate 550 baked; 2 dropped (no own photo).
**Rulings received from John this round (recorded):**
1. **The crate ships as the shop it really is** — Red Hill, Brisbane, not Newtown.
2. **Real titles/artists at tier 1** — an amendment to the no-real-trademarks law that
`build_stock_pack.py` enforces (it parody-transforms metadata). Same shape as the licence law:
in-house 🟢, **flagged before anything public**. Recorded in every atlas's provenance.
**Asks — two things gate the crate reaching a room, and both are outside G's namespace:**
1. **[C + F] Per-shop packs aren't wired at runtime.** `stockpack.js` caches by `type` alone
(`_packs`/`_resolved`), and `interior_mode.js:192` does `getStockPack(shop.type)` with `base`
fixed to `assets/models/`. R23's single shop works via a `base` override, but **two stocked
shops collide in that cache** — so this blocks v5.0-beta, not just ledger #3. Seam needed:
key the cache by `type + base` (or `godverse_id`) + preload per-shop on entry. **C owns the
wording (LANE_C_PUB); G re-emits to whatever lands.**
2. **[E, via Fable] The crate has no street.** `redhill_real` doesn't exist; `westend_real` is the
only Brisbane cache and stops ~2.3 km south. Needs a `build_towns.py` TOWNS entry
(~`center: (-27.4553, 153.0064), span_km: 2.4`) + one Overpass fetch, then
`godverse_town.py redhill_real redhill_godverse`. **That's E's file and an outward-facing
fetch — G touched neither.** Note monsterrobot must be added to the godverse cache's `shops[]`
as id 3962749 (it's not in the census); `godverse_town.py` takes shops from thriftgod only, so
that's a small G change once you rule on the town.
**Environment note (matters for reproducibility):** this ran on the **m3**, not ultra — the box has
neither `thriftgod` nor `dealgod` Postgres. Both were restored/read from John's mounted backup
drive (`/Volumes/johnking/db-backups`, **2026-07-15** dumps); dealgod (2 GB gz) was never restored,
its cover map was streamed straight out of the dump (command recorded in
`godverse_stock.py:load_image_map`). This is *better* for the charter's snapshot discipline, not
worse: the dump date is pinned in every snapshot's provenance. I left two restored DBs on the m3
(`thriftgod`, `recordgod`) — say the word and I'll `dropdb` them.
**Fences held:** PII — `recordgod` holds real `customer`/`staff`/`sales`; the pipeline reads only
`inventory`/`crate`/`disc_cache`, and G3 §9 makes that a standing fence. Licence — covers are the
shop's own shots, in-house 🟢, flagged before public, provenance in every atlas.
## Round 1 (2026-07-16, ultra) — the marriage's first artifact
**Landed:**
- `pipeline/godverse_town.py` — thriftgod PG census + donor OSM cache → `<key>_godverse.json`
(schema v2, `source: "godverse+osm"`). Deterministic, stdlib+psycopg2, runs where the DB lives
(ultra). Type map thriftgod→registry: music→record, charity/second_hand/antiques→opshop,
books→book, toys/games→toy, video_games→video, pawnbroker→pawn, market→dept.
- `web/assets/towns/newtown_godverse.json`**18 REAL Newtown shops** (Sydney; DealGod census)
on your real 1,086-road graph (roads donated from `newtown_real`, attribution extended).
- Verified on ultra: boots via `?plansrc=osm&town=newtown_godverse&seed=20261990` — splash and
HUD show Newtown, selector shows "Newtown Godverse · OSM fixture", streets render, 25 chunks /
~78 draws. Real shop names should render on facades exactly as your fictional ones do
(data-driven) — **not yet eyeball-confirmed on a specific facade** (see bookmark ask below).
**Found while verifying (asks, no files touched):**
1. **Per-town bookmarks:** `DBG.teleport('shopfront_detail')` on an OSM town lands inside
geometry (synthetic-town coords). Suggest bookmarks resolve against the active plan.
2. **`DBG.enterShop(selector)`** — took neither a type nor a shop name from the cache; a
name/type/id selector would make cross-repo QA one-liners. (Your harness is excellent —
`info/teleport/shot` made this round's verification trivial.)
3. **Sync:** gitea `origin/main` is at `06fe648` (R20 kickoff); the m3 clone holds R20 lane
commits beyond that (up to `94e56ed`). Push when the round closes so ultra tracks you.
**Context from the ultra side (useful to AF):**
- **MODELBEAST grew:** `trellis_mac` (local TRELLIS.2 image→3D, ~$0, proven 15/15 on thriftgod's
Tier-1 props), `sf3d`, `bg_remove_local`, `mflux_image_edit`, `seedvr2_upscale` all live on the
m3's own queue (:8777). Lane E's "HF-gated, setup needed" note is stale — weights are unlocked.
- ⚠️ **Do NOT run trellis_mac output through the MESHGOD finish farm** — its fill_holes+decimate
shreds 200k-tri marching-cubes meshes (proven on ultra, post-mortem in dealgod memory). The
working pipeline: raw GLB → `npx @gltf-transform/cli optimize --compress draco --texture-compress
webp --texture-size 1024 --simplify-error 0.01` → 0.41.8 MB at raw-quality look.
- **Which collides with your no-Draco law** → the ruling ask in the lane brief. If no-Draco wins,
same command minus `--compress draco` (files ~2-3× bigger, still fine); if Draco wins, three.js
needs the DRACOLoader wire your vendored addons already include. Either is one re-emit; the
depot should hold ONE law.
- **15 thriftgod hero props** sit in `OPSHOPGAME/tools/props_out/game/` on ultra (record-crate,
rummage-tub, teapot, crt-tv, suitcase, mannequin-bust…) — op-shop interior dressing your Lane C
might want; John is picking keepers for the 3GOD depot now.
**Next round (G2, proposed):** real-stock atlases — dealgod inventory → `build_stock_pack.py`
per-shop record/book atlases keyed by the godverse shop id, behind `?stock=real`. Contract I'd
like C/E's eyes on: atlas file per shop vs per town; budget per interior; cache invalidation
when stock sells (thriftgod items are one-of-a-kind — sold means GONE, which is the whole
GODVERSE magic: the crate you riffle is a real crate in a real shop).

146
README.md
View File

@ -14,37 +14,9 @@ cd web && python3 -m http.server 8130
# http://localhost:8130/map.html (2D plan debugger — Lane A)
```
## The manual — how to play (private test)
Click **START** to lock the mouse. Then:
| input | does |
|---|---|
| **W A S D** + mouse | walk / look (first person) |
| walk into a shop door | enter the interior (open shops only — check the hours tooltip) |
| **E** (inside a shop) | open the crate at a record bin — then it's cursor-driven: click sleeves to riffle, click BUY |
| **E** (at the counter) · **C** (anywhere) · **SLEEP** (bottom bar) | sell a find to the keeper (he pays under the **guide band**, never over) · open THE CRATE — your collection, in shops too now · sleep = save, the day advances, stock rotates |
| read the **guide** stamp on every price card | the 90s price-guide band ("guide $824"). An item **asking under its band is a gem** — buy it, sell it to a keeper, pocket the margin. Bought slots stay gone for the day (the bin remembers) |
| **☆ WANT IT** on a pull card | start hunting it — keepers gossip ("saw one in Castlemaine"), and buying one clears the hunt. **Switching towns costs a day** — the 23 towns are a map now, not a dropdown |
| **⚖ LIST** in the crate | consign a find to **GodBay** — the auction hammers overnight (sleep or ride somewhere). One hammer per item, ever: keeper cash now, or the gavel tomorrow |
| wake up (sleep or arrive) | **the morning paper** rides the wake/arrival toast: "⚖ SOLD 'Milk Bar Dreams' — hammer $8, $7 after fees" (or "PASSED IN — it comes home"). The news is a toast, never saved — the ledger is your cash and crate |
| click a book spine / toy box | pull-and-buy card (real price stickers in godverse shops) |
| walk out the door / **Esc** | leave the shop (Esc also frees the mouse anywhere) |
| **M** | 2D town map (street only) |
| **[** / **]** | step time of day back / forward · **T** pauses the clock |
| **P** | capture screenshots (street) |
| HUD dropdown (top-left) | switch towns — synthetic, fixtures, 23 real AU towns, godverse |
Worth trying: `?classic=1` (the original v2 town, byte-identical forever) · `?noassets=1`
(zero-network boot) · `?stock=real` in a godverse town (Monster Robot Party's actual crate) ·
`?seed=<n>` (any number = a different town). Night is when the gigs happen — step time with `]`.
## Read first
- **`docs/CITY_SPEC.md`** — the treaty: schema, units, seeds, budgets, file ownership.
- **`docs/V7_THE_GAME.md`** — the CURRENT epoch (ratified): persistence, the collection, the
gem thrill. `docs/V6_LIVING_STREET.md` runs in parallel (mocap NPCs, footpaths, cars).
- **`docs/THE_FRONTIER.md`** — the honest map of what is not figured out yet.
- **`docs/RESEARCH.md`** — what the parent repos already solved, with exact paths to port from.
## The lanes (parallel Opus 4.8 sessions)
@ -75,121 +47,3 @@ standalone test pages); F integrates after they land.
Seeded everything, `Math.random` banned in gen code · the game must run with zero assets ·
instancing from day one · canvas text, no font files · characters = shared base rigs + one
clip bank, canonical sources live outside this repo · 🟢 web-ok licensing only.
## v3.1 — THE FLIP: the town shows its best by default
The Friday-night layer soaked through alpha, beta, and the v3.0 release — so **v3.1 flips it on by
default**, and the mature v2 flags flip with it. Boot the plain URL and each town seeds **24 venues**
(pub, band room, RSL) with a **full seeded week of gigs**, town-wide **posters**, and a Friday night that
reads: a **4-piece band** (trio + a **seated drummer**) with real instruments, a mixed **crowd**, an
outdoor **queue**, a per-venue **cover charge**, muffled **gig spill** + **walla and applause**,
town-wide **streetlamp pools**, and **identity continuity** — the ped you followed in is in the crowd.
Plus **weather**, the **tram**, and the parallax interior-**window shader**, all live by default.
**The covenant moved, it didn't disappear.** `?classic=1` boots the **exact v2 town** — byte-identical
forever (synthetic golden `0x3fa36874`, zero gig layer, zero fetch delta). That is the new frozen
regression target; the default boot is deterministic to the gig golden `0xb1d48ea1`. Asset-free
(`?noassets=1`) composes with the default boot and stays silent-and-fine.
**Flags** — the four headliners are **ON by default**, each with a `=0` opt-out; `?classic=1` is the
master off:
| flag | default | what |
|---|---|---|
| `?classic=1` | off | **the exact v2 boot** — all four below off, byte-identical to the frozen baseline |
| `?gigs=0` | **on** | the gig district — venues, week schedule, band/crowd/queue, cover, posters, night pass |
| `?weather=0` · `?tram=0` · `?winmap=0` | **on** | seeded weather · the tram loop · the parallax interior-window shader |
| `?roster=v1` · `?pop=N` | stream | chunk-streamed citizen density is the baseline; `?roster=v1` restores the fixed roster |
| `?dig=0` · `?stock=real` | dig on | crate-riffle on record bins · real GODVERSE sleeves in the stock |
| `?verge=0` | **off** | reverts the ground to the **pre-kerb-ruling** geometry (bitumen painted to the full corridor). John's v8 ruling made the band between kerb and shopfront **footpath** — 9 m on the synthetic town's 28 m main, **7 m** on a real 24 m main, and **3 m** on the `side`@12 edge that is 72% of the corpus. The flag stays forever as the gate's falsifiability control: the poster-clearance leg is asserted to FAIL under it, at exactly 14 posters standing on road paint. `?classic=1` forces the ruling off — the covenanted town keeps its paint |
| `?r=N` · `?shadows=0\|1` | auto | streaming radius and the sun-shadow pass. **Auto is load-bearing**: a big town (>120 shops or >200 street edges) gets radius 2 with shadows off. Forcing `?r=3` on the default town measures **307 draws**, i.e. over the 300 gate — these overrides are diagnostics, not supported boots |
| `?live=1` · `?live=<url>` | **off** | **tier 2** — live stock from the GODVERSE server (sold-in-the-real-shop means gone in the game). Opt-in by design: absent ⇒ byte-identical to tier 1, and the game never asks a question it has no reason to expect an answer to |
| `?noassets=1` · `?plansrc=osm` · `?mute=1` · `?dbg=1` | off | asset-free (zero network) · OSM plan source · silence · the `window.DBG` capture/soak harness |
| `?plansrc=osm&town=<key>` | — | boot a **real Australian town**: fixtures `melbourne`/`katoomba`/`silverton`, or a real OSM cache `bendigo_real`/`castlemaine_real`/`fremantle_real`/`katoomba_real`/`newtown_real` (ODbL, `web/assets/towns/SOURCES.md`). **REAL ROADS:** a cache with `roads[]` (schema v2) builds the CityPlan street graph from the town's **actual OSM streets**; without `roads[]` a cache marches onto synthetic avenues. Or just **pick a town from the HUD selector** — no URL needed |
## v4.0 — THE REAL MAP: the towns *are* the product
**23 real Australian towns — 1,210 real shops, every state and territory — on their actual streets.** Not
"inspired by": Fitzroy's shops sit on Fitzroy's roads, at their real positions, because the pipeline eats
OpenStreetMap and marches it through the same CityPlan contract the procedural town uses. **Pick one from
the in-HUD selector and walk it.** Everything built across v1v3 comes along unchanged — the venues and their
seeded week of gigs, the 4-piece band with the seated drummer, the crowd that follows you into the pub, the
interiors behind every door, weather, the tram — because they all hang off the plan contract and never had
to know the geography got real.
The towns run from **meccas** (Fitzroy, 160 shops) to the **thin tail** (12), at real retail density: the
secondhand heroes keep their footfall while the street around them gets ~4× busier — texture, never a
takeover. Venues bias to the retail heart. The tram only runs where it fronts a real high street (elsewhere
it was honestly "a highway bus", so it's fenced). Everything stays **deterministic from the seed**, silent
under `?noassets=1`, and **`?classic=1` still boots the exact v2 town, byte-identical forever** (`0x3fa36874`).
**The tour:** [`docs/shots/release_v4/contact.html`](docs/shots/release_v4/) — the Fremantle hero, the
Fitzroy mecca, the thin tail (labelled honestly: the floor is shops-per-street-metre, and Toowoomba is
below it), the synthetic control, and the `?classic=1` covenant made visible. Charter:
[`docs/V4_REAL_MAP.md`](docs/V4_REAL_MAP.md) · data + licences (ODbL):
[`web/assets/towns/SOURCES.md`](web/assets/towns/SOURCES.md).
## v5.0-alpha — THE FIRST REAL CRATE: the shops get real too
**v4 made the towns real. v5 makes the shops real** — and the first one is standing.
Boot `?plansrc=osm&town=redhill_godverse&stock=real`, walk down **Musgrave Road** into **Monster Robot
Party** (147 Musgrave Rd, Red Hill, Brisbane — a real record shop), and riffle its crate. The records in
it are **that shop's real stock**: 120 real records off its real point-of-sale, real covers, real titles,
real prices. Buy one and the wallet debits what the sticker says. It's gone for the session and back next
boot — because until the live tier lands, the crate is a **file**, not a shop's ledger.
**Stock is a data tier now**, exactly like assets — each rung fully playable, each degrading softly to
the one below, so the game never depends on a server to be a game:
| tier | what | deterministic? |
|---|---|---|
| **0 · parody** | seeded canvas sleeves (v1) — any boot, always works | yes — the QA baseline |
| **1 · static real** | per-shop atlases baked from the shop's own POS | yes — atlases are files |
| **2 · live GODVERSE** | `?live=1` — live stock off the real till: **sell a record in the shop and it's gone from the game crate** | **no — by design** |
**The offline law:** the server enriches, never gates. `?noassets=1` still fetches **zero bytes** and plays
silent-and-fine; a shop whose atlas is missing falls soft to parody rather than borrowing someone else's
crate; and **`?classic=1` still boots the exact v2 town, byte-identical forever** (`0x3fa36874`). The
world stays seeded and golden-gated — only the *stock inside it* is data.
**Provenance:** item photos are each shop's own product shots, 🟢 in-house — **flagged before any public
or commercial release**, and every atlas carries that flag where the QA gate must print it. Real titles
and artists are an in-house amendment to the no-real-trademarks law, on the same footing. **Nothing an
in-game purchase does touches real inventory** — v5.0 ships sell-sandboxed by ruling; a real reservation
tier is chartered for v5.x, not assumed. Charter: [`docs/V5_REAL_SHOP.md`](docs/V5_REAL_SHOP.md) ·
economy design: [`docs/G3_ECONOMY_DESIGN.md`](docs/G3_ECONOMY_DESIGN.md).
| `?seed=N` | `20261990` | town seed |
**Release tour:** [`docs/shots/release_v3_1/contact.html`](docs/shots/release_v3_1/) — the money shots on
the default boot, plus a `?classic=1` before/after. **QA:** `tools/qa.sh --strict` (classic regression +
default-boot gate + smokes + no-giants) `--soak` (the full-week soak); the seated drummer passes the
no-giants gate at the seated stature band `[0.9,1.5] m`.
## v7.0 — THE GAME: you're a crate-digger in 90s Australia
v4 made the towns real, v5 made the shops real — **v7 makes it a game.** Boot the plain URL on a
fresh browser and you arrive HUNTING: the splash names a seeded first want and your pocket money
("You're hunting HILLS HOIST — $191 in your pocket"), three toast-beats walk you through the first
dig, and from there the loop is live:
**dig** (E at a record bin — the crate riffle) → **read the guide** (every price card carries a 90s
price-guide band; an item asking *under* its band is a gem, and spotting one is the whole skill) →
**☆ WANT** what you're hunting (keepers gossip seeded rumors — "saw one in Castlemaine") →
**travel** (switching towns costs a day; the 23 towns are a strategy map) → sell to the **keeper**
(instant cash, always under guide — the no-pump law) or **⚖ LIST on GodBay** (a seeded offline
auction that hammers overnight; one hammer per item, ever — no retry farm) → **SLEEP** (= save; the
day advances, parody/mint stock rotates per (shop, day), bought slots come back) → wake to **the
morning paper** ("⚖ SOLD — hammer $22, $19 after fees"). Repeat, richer and one gem wiser.
The machinery under it: a versioned localStorage save carrying THE DELTA ONLY (cash · collection ·
day · town · wants · pulls · listings — the world always regenerates from seed, so a corrupt save
can cost you your stuff, never the town), JSON export/import for moving machines, and an economy
fenced by gates: sell < guide-band structurally, auction EV 0.8×mid (random flips bleed; only
finds profit), save/load byte-determinism, rotation seeded by (citySeed, shop, day).
**`?classic=1` still boots the pure v2 town — zero save, zero game DOM, zero Storage calls,
instrumented every run** — and `?game=0` opts out of the layer on any boot. Charter:
[`docs/V7_THE_GAME.md`](docs/V7_THE_GAME.md) (ratified 2026-07-17, risk verdicts appended at the
close) · economy: [`docs/G3_ECONOMY_DESIGN.md`](docs/G3_ECONOMY_DESIGN.md) · the tour (day one to
first gem, 6 frames, no staging): [`docs/shots/v7_tour/`](docs/shots/v7_tour/).

View File

@ -1,664 +1,8 @@
# LANE A — CITYGEN · progress (PROCITY-A)
*Status: **all deliverables landed; self-check ALL GREEN (157,647/157,647); rounds 230 + 37 + 39 closed**.
R39 (v9 item 39.1): THE ADDRESS LAYER — 17,835 named ways stop being dropped on the floor. New pure
module `address.js`; **1,192/1,219 corpus shops (97.8%) resolve to a real street name**, 0 wrong names
on 884 shop-bearing edges against an independent resolver, **all goldens frozen, zero re-pins.**
R37 (v8 wave 0 §0.1): the poster-clearance gate was VACUOUS — it validated my own placer against my own
law and stayed green while all 14 posters on the default boot stood on B's bitumen. Corrected to three
arms with a permanent control; proven to fail on the pre-ruling geometry where the old gate cannot.
All goldens frozen, zero re-pins.*
## Round 39 (2026-08-03) — v9 item 39.1: THE ADDRESS LAYER (the approved thing; B and C consume it)
**The full contract, per-town table and reasoning live in `LANE_A_NOTES.md §39`** — published in the
first commit, because B (39.2 the fog) and C (39.3 the op-shop dig) build against it in parallel.
**Fable's three binding facts, re-derived independently — all three land exactly.** 19,132 road ways,
**17,835 named (93.2%)**; median plan-edge-sample → nearest named way **0.030.90 m** (worst katoomba);
**1,192 / 1,219 corpus shops (97.8%)** resolve. Nothing to contradict.
**What landed.** `web/js/citygen/address.js` — pure, **zero imports**, no THREE/fetch/DOM/module state,
no plan mutation. `createAddresses(plan, cache|null)``streetOf` · `localityOf` · `cohort` ·
`streets` · `stats`. Two suppliers, one field: a cache town fills `label` from real named ways, the
synthetic from `district.kind` + block. Plus `getTownCache(key)` (additive, read-only) because
`index.html:129` registers the cache and drops its reference, so `roads[]` was unreachable downstream.
`map.html` now loads real caches and prints the address — verified in-browser on castlemaine (*"XXXX
Antiques — Elizabeth Street · south side"*) and on the synthetic (*"Nev's Pawn & Loan — the warehouse
fringe · north side"*) **through the identical line of code**.
**Two departures from the synthesis, both measured.**
1. **The shift is recovered EXACTLY, not voted for.** I implemented the proposed centroid-align +
nearest-waypoint vote first: it returns the **WRONG shift on 5 of 23 towns** (braddon, fremantle,
hobart, northbridge, westend) — island culling drags the plan centroid off the cache's and the vote
converges *confidently* on a wrong offset. A wrong shift renames every street in the town. Replaced
with a lattice intersection (node waypoint candidates, filtered by further nodes): **exact on
23/23, nothing to tune, returns null rather than a guess.**
2. **Five samples along an edge, not the midpoint.** A midpoint cannot distinguish a street from the
street that crosses it — at an intersection both are ~0 m away.
**The one-line upgrade: TAKEN, and it is genuinely that clean.** `norm.shift = {shx, shz}` goes onto the
normalization log, reaching the caller only via the existing `opts.report` sink — never the plan object.
It is a **cross-check, not a dependency**: the selfcheck compares plan_osm's published shift against
address.js's independent recovery and fires on a **0.01 m** disagreement. Without it the recovery would
only be checkable against itself, which is the exact vacuous-gate species R37 was about.
**The gates (+240 checks), each proven to fire on a broken world.**
| arm | today | breakage that fires it |
|---|---|---|
| 0 wrong names on shop-bearing edges, vs an **independent way-membership resolver** | **857/857 agree, 0 wrong** | resolver or shift drift |
| corpus resolution ≥ 97% | 1,192/1,219 (97.8%) | names stripped → 0.0% |
| shift recovered == plan_osm's published shift | exact, 23/23 | a **0.01 m** error |
| `createAddresses` does not mutate the plan | byte-identical per town | any write to `plan` |
| CONTROL: `roads[].name` stripped (**the pre-change state**) | 0 streets, supplier `district` | — |
| CONTROL: no cache passed | supplier `district`, visible in `stats()` | — |
| all-edge disagreements **PINNED at 4** (not `> 0`) | 4/30,986 | a control drifting to zero |
The 4 corpus disagreements are all 2D-stacked ways where the question has no single answer (geelong's
two adjacent malls; a motorway crossing *over* a street on glebe and redhill ×2) and **none carries a
shop** — which is why the shop-bearing arm is 0.
**The tolerance finding, which is the one worth keeping.** Coverage rises with tolerance (2 m → 85.2%,
6 m → 97.4%, 8 m → 97.8%, 12 m → 99.1%) but **correctness saturates at 6 m**: 857 agreeing frontage
names at 6, 8, 12, 16 *and* 24 m. Every metre past 6 buys exactly one thing — a name attached to a way
OSM left unnamed (0 at 6 m, 4 at 8 m, 14 at 24 m). **It can never buy a correction.** Shipped at the
briefed 8 m, which keeps four borrowings, all arcade footways inside a named mall.
**And the resolver degrades to null, not to a wrong name.** Feed it a shift wrong by 30 m and
castlemaine/katoomba/adelaide return **zero** street names rather than a town full of wrong ones. Feed
it one wrong by 3 m and adelaide's coverage *rises* from 89 to 98 shops while being wrong — which is
why the shift arm is exact-or-nothing and **coverage is never used as a proxy for correctness.**
**The failure modes, named.** All 27 unresolved shops front a way OSM genuinely leaves unnamed:
adelaide 21 `arcade` (its arcades are the town's retail spine and OSM leaves the footways unnamed — it
is the corpus worst at 80.9% and it is *honestly* worst), fitzroy 1, geelong 1, launceston 1 + 2 `lane`,
northbridge 1. **`null` is the honest answer and the module returns it**; a shop with `street: null`
carries `label: null` too, asserted per town.
**The synthetic's honest limit:** 12 label cells over 493 shops, median 41, max 147. Coarse — the same
structural fact §8 of the charter records. `block` is the finer cell (32 shop-bearing blocks, median 14).
**GOLDENS: NOTHING MOVED, ZERO RE-PINS.** synthetic `0x5f76e76`, gig `0xec7a2d39`, 3 osm fixtures, 23
`REAL_TOWN_GOLDENS`, 23 `REAL_TOWN_GIG_GOLDENS` — all untouched. Selfcheck **157,407 → 157,647 ALL
GREEN**. `createAddresses` costs **≤27 ms** on the worst real town (bendigo), **0.3 ms** on the
synthetic, once at plan time; zero draws, zero triangles, zero plan fields.
## Round 37 (2026-08-03) — v8 WAVE 0 §0.1: THE KERB (ruling-side) — the gate I owned was the vacuous one
Full detail in LANE_A_NOTES §37. Four jobs, all measured before they were written.
**1. Verified the audit against my own lane — CONFIRMED, exactly, with one refinement it did not make.**
Default boot (synthetic, seed 20261990, gigs default-ON): **14 posters, all 14 inside `e.width/2` (the
bitumen B paints), 0 inside the ruled kerb `roadWidth/2`.** The refinement: they are two populations —
**12 spine posters at `poleOffset` = 6 m are 8 m inside the paint (genuinely mid-road); 2 frontage posters
clip the corridor edge by 0.06 m** (13.94 of 14, 6.94 of 7 — `FACADE_PROUD` pushes them a fingernail past
their venue's facade plane). Both are inside the paint; "14 in the middle of the road" would over-claim.
Also confirmed: B's `ground.js` road quad is `hQuad(…, e.width, 0)` — the full corridor, kerbs at
`e.width/2 + 0.12`, nine metres outside mine on a main.
**2. Diagnosed WHY the gate was green, and it is our own documented lesson recurring.** My placer seats
posters via `poleOffset`, which is *derived from* `roadWidth`; my selfcheck asserted clearance against
`roadWidth/2`. Gate and subject were the same function agreeing with itself — the R27 cross-convention
trap, inside the very file whose header (`selfcheck.js:33-40`) explains it. It never read a number that
came from B, so no change to the street could make it fail.
**3. Corrected it — three arms, the third a permanent control.** (1) no poster on a carriageway, measured
through `vergeBand(e)[0]`, the published law itself — the same call B's ground now consumes; (2) every
**spine** poster stands *inside* some edge's `vergeBand` (the outer bound the old check never had —
frontage exempt **by measurement**: on 18/108 gig plans a frontage poster legitimately stands past every
corridor edge, worst 3.98 m, launceston_real; spine violations 0/108); (3) **the control** — count the
posters that would stand on bitumen under the pre-ruling `?verge=0` ground and assert it is **> 0** on
every gig plan (measured min 3 / max 212 / never 0 across 510 plans), **pinned at exactly 14** on the
default boot, because a control allowed to drift to zero is how a gate goes vacuous in the first place.
The replica is pinned to B's **flag**, not to a line number that will drift as B edits.
**Proved it fails on the old geometry, and that the old gate cannot.** Simulated `?verge=0` honestly —
`vergeBand` switched to the pre-ruling reading, `poleOffset` pinned to the true band so the **placer is
byte-identical** (it is a render flag: the paint changes, the plan does not; fingerprint and every gig
golden stayed green in both runs, so the gate's reading is the only variable). **Corrected gate: ✗ FAIL,
1020 failures — 2 arms × 510 plans. Pre-R37 gate: ✓ ALL GREEN 156,352/156,352.**
**4. Confirmed the corridor-law exports for B and published the whole contract** (LANE_A_NOTES §37 —
B is consuming them in a parallel session, so it is written as a warning, not a reference). Semantics
unchanged; nothing ambiguous was altered mid-round. Flagged loudly: `roadWidth` returns a **full** width
and so does `edge.width`, but one is carriageway and the other corridor — that naming is *why* this bug
existed; **`lane`'s band is not the literal `[2,2]` the round instructions state** (2 synthetic edges are,
**56 real lane edges are `[4,4]`** — branch on `outer <= inner`); `arcade` is all footpath with coincident
kerbs to skip; and the inward extension **never inverts** (`roadWidth > e.width`: **0 of 31,039 edges**,
though a `side` under 6 m would — guard it). Two charter numbers corrected: the "9 m band / 18 m of every
main" figures are **synthetic-only** (main 28 m); **on all real towns a main is 24 m ⇒ 7 m band**, and the
corpus's dominant edge is `side`@12**22,415 of 31,039 (72%)**, a **3 m** footpath.
**GOLDEN VERDICT: nothing moved, zero re-pins** — correct and predicted, since the only file I changed on
the generator side is the *selfcheck*, which validates output and never produces it. `0x5f76e76`,
`GIG_GOLDEN 0xec7a2d39`, 25 base town goldens and 24 real-town gig goldens all green and untouched.
Checks **156,352 → 157,407** (+1,055), runtime 10.3 s.
**Filed, not fixed — v8 debt ledger, four entries** (LANE_A_NOTES §37): D1 `chunkIndex` (two impls, three
divergences, and a header comment promising a swap that would break three ways — owner B); D2 `isOpen`
(three impls plus an ad-hoc fourth site; A's canonical one has **zero importers**; the live shell copy
treats *no hours* as **closed** where A's law says *open* — latent today, fires the moment v8 adds an
hours-less lot — owner F); D3 two shop registries (B's missing all three venue kinds ⇒ `buildings.js:344`
falls back to **op-shop** signage on every gig venue since R13 — owner B); **D4, new, found this round**:
my own poster gate's inner bound is **nearest-edge**, and an `arcade` (kerb 0) camouflages a real
carriageway — 8 real-town plans hide a spine poster up to **1.78 m inside a main**, zero on synthetic.
Cost measured decision-grade: synthetic **0/4 plans move**, **11/26 town gig goldens re-pin**, poster
counts unchanged. Deliberately deferred to R38 — it moves plan output for a reason that is not the kerb
ruling, and the "did the kerb ruling move a golden?" answer must stay a clean **no**.
## Round 30 (2026-07-18) — the rotation boundary verify (ledger #6, small round as briefed)
One job: prove F's day-salted stock rotation (207bcff) never reaches plan generation. **It holds.**
Three measured legs (full detail in LANE_A_NOTES §30): (1) grep-zero for day identifiers over the proven
`citygen/**` glob (8 files / 2,546 lines, census printed; pattern proven non-vacuous against
`interior_mode.js`); (2) structural absence — `generatePlanFor` consumes no day-shaped opt and neither
shell call site passes one; (3) day-inertness byte-measured — plan hash identical with `{day, stockDay}`
hostilely injected as 1 and 37 vs absent, 3 seeds × synthetic+osm, 6/6. The salt's actual reach: `stk-*`
stock-pick stream labels + dig `binSeed` + `setWeekNight` night-selection over the plan-time 7-night week
(day picks a night, never generates one). Selfcheck ALL GREEN 156,352/156,352, fingerprint `0x5f76e76`
frozen, every town pin green. No files of mine changed except these two notes.
## Round 27 wave 5 (2026-07-17) — THE FACADE FIX (the epoch's biggest catch)
The ruling asked me to land B's one-liner in the real-roads seating and to **measure the marched path
rather than assume it was clean**. I measured all three paths, and the ruling's premise was wrong in the
half that mattered: **synthetic is broken too**. Not "every real town since R18" — **every town, every
path, since v1**. Confirmed numerically (0 toward / 681 away, dot 1.0000) and then with my own eyes:
`?classic=1`, synthetic main street = three blank boxes; walk into the block and NUMBAT PLAYTHINGS is
there, facing the dirt. 637 of 681 lots pointed their facade at **no street at all**.
- **Four sites, one sign.** `plan.js:122` (synthetic strip), `plan.js:244` (market row), `plan_osm:330`
(marched avenue), `plan_osm:443` (real roads — B's proven one-liner). All `atan2(outward)` where the
intent was `atan2(outward)`, and **every one says so in its own comment**. The code never did what it
said; CITY_SPEC:71 blessed the result by writing the SIM convention into the LOTS contract.
After: synthetic 681/681, marched + all 3 fixtures 100%, real-roads katoomba **0/72 → 72/72** (B's number).
- **The covenant moved, on John's ruling.** Fixing synthetic necessarily moves `0x3fa36874`, frozen
"forever" since R16 — not Lane A's call, so I stopped and asked. Ruling: **amend and fix all paths** (the
covenant is anti-drift machinery, not a defect preservative). **51 goldens re-pinned in one commit**;
amendment recorded in CITY_SPEC as a one-time, ruling-gated precedent.
- **A second bug the fix exposed, fixed with it:** `buildRealRoads` seated blocks at `KERB = 4 m` from the
**centreline**, but a `main` carriageway is 10 m wide (kerb at 5 m) — **every main-street building has
stood 1 m inside the road since R18**. Invisible until the shopfront turned around and its poster landed
in the traffic lane. Blocks now seat behind the kerb per A's own corridor law. Drops 6.4% → **6.6%**, counted.
- **The cross-convention gate (the lesson made law).** It does not restate a spec line — that is the trap F
proved (72/72 "facing" over blank walls). It replicates **Lane B's own** `buildings.js` maths and asks
whether the quad the *renderer* draws lands nearer the street than the lot centre. Fires if A's `ry` **or**
B's `zf` drifts. It would have caught this on day one.
- **→ F (blocking their re-gate):** `scaffold_check` is RED until F re-pins the covenant hashes duplicated
in **F's own files** (`flags_check.py` `GOLDEN_HASH`/`GIG_GOLDEN`, `scaffold_check.mjs` `TOWN_GOLDENS`,
two tour captions). Exact values handed over in LANE_A_NOTES §R27w5; I can't touch F's files.
*Previous status: 156,212/156,212; rounds 227 closed (see below).
R27 (v5.0 close): **CITY_SPEC v5 section** (tier ladder · `sourcing` vs `tier` · the three id-space fences ·
the manifest · Ruling 2) + the **charter risk list judged line by line** — risk #1 deliberately CARRIED, not
pre-retired, because F's kill-the-server gate is what retires it. classic `0x3fa36874` / gig `0xb1d48ea1`
frozen; **no golden moved this epoch**.*
*Date: 2026-07-17 · owner: PROCITY-A (Opus 4.8)*
## Round 27 (2026-07-17) — v5.0 THE LIVE CRATE: the docs freeze (ledger #6)
Lane A's half of the epoch close. Docs only; **no code, no golden moved** — correct, since tier 2 touches no
plan, no cache, no atlas bytes. selfcheck **ALL GREEN 156,212/156,212**.
- **CITY_SPEC v5 section**, written from the artifacts rather than the briefs (the epoch's own lesson):
the **tier ladder** (0 parody / 1 static real / 2 live, each degrading softly); **`sourcing` is not
`tier`** — both ship in every index, `tier: 1` is the rung and a mint atlas is *still* rung 1, while
`sourcing: "real"|"mint"` is provenance (15 keyed atlases = **1 real + 14 mint**); the **three id-space
fences**; the **manifest** (existence declared, never probed — the root fix for fail-soft-404 vs the
zero-console-errors law; 15 entries, 15 dirs); **Ruling 2**; and A's single seam, `godverseShopId`.
- **The id fences, verified not restated.** The plan-id/godverse-id trap is still live in the data and I
reproduced it: in `redhill_godverse`, bare **`31`** is "Wholefood Cafe" as a plan id and "Silky Oak
Furnature" as a godverse id — the exact ambiguity that made F's `enterShop(31)` assert vacuously on the
wrong shop. It's a standing rule, not a fixed bug, and the spec says so.
- **The risk list judged, without pre-retiring anyone's gate.** #1 (tier-2 latency) **CARRIED** — written in
wave 2, F's reader doesn't exist yet, and *nothing retires that line except the gate going green*;
retiring it from a doc while the code is unwritten is the precise species this epoch spent four holds
catching. #2 **retired** (measured: max 2 atlases/shop vs C's cap of 2; mint at 16 items/1024², only the
real POS shop at 2048²; the mecca case served by crate rotation — the remedy the risk itself named).
#3 **retired — designed out, not solved**: it assumed fuzzy name-matching, and there is no matcher;
Monster Robot is in *neither* census nor OSM, so no matcher could ever have found it. #4 **split**:
write-back retired by John's ruling-as-mechanism (`/reserve`+`/buy` absent, not stubbed — you can't race a
verb that doesn't exist), the `gone` read carried to F's #4. Two new carried: **#6 orphaned atlas**,
**#7 "real" is one shop wide** (14/15 are mint — honest and marked, but the headline rests on one shop).
- **The gate that armed itself.** My R25 orphan gate SKIPped on `newtown_godverse` while no atlas keyed
there; G's mint atlases landed and it **began binding unattended** — 156,211 → **156,212**, and that +1 is
the gate arming itself. Near-miss carried: redhill's lift drops keyed shop **2286 "Empire Revival"**;
G stocked neighbour **2287**. Stocking 2286 today would orphan it.
## Round 25 (2026-07-17) — v5.0-alpha: the sweep vs Ruling 2 + the six pins (ledger #1)
All 8 tree reds cleared — **6 were my own gate asserting Ruling 2 away**, 2 were goldens awaiting my pin.
selfcheck **ALL GREEN 156,211/156,211**, scaffold + consistency green, classic frozen.
- **My R24 gate encoded an assumption that Ruling 2 falsified.** I built the identity arm believing a
godverse cache is *all* census shops. It's **mixed** by design — a keyed GODVERSE layer + an inherited OSM
texture layer that G measured to be load-bearing (census-only Red Hill: 306 m spacing warn + a poster
inside a kerb). So `newtown_godverse` (18 keyed + 54 texture) and `redhill_godverse` (10 + 27) were
**healthy towns my gate called broken**. Keyed asserts now run **per-layer over the keyed subset only**;
the "N/M missing" warn is gone. The one honest requirement left: a `godverse+osm` cache must have a
**non-empty** godverse layer (else it's an osm cache with the wrong `source`) — still a warn.
- **The uniqueness check was broken in both directions.** `new Set(all ids).size === shops.length` collapses
every `undefined` into one entry, so it failed structurally on mixed caches *and* could hide a real
duplicate behind the same collapse. Now over **defined ids only** — and, per the vacuous-gate law, proven
able to fail: the validator rejects dups at the front door, so the test feeds one **straight to the lift**
(`generatePlanOSM` doesn't validate) and asserts the predicate catches it.
- **New: the orphaned-atlas gate** — my own R24 finding, enforced rather than filed. A committed
`stock_godverse/<id>/` whose shop the lift dropped = real stock keyed to a shop that isn't in the town.
Node-side, subject-aware (SKIPs by name when a town has no atlas), so it catches in seconds what F's #7b
could only catch in a browser at the end of a round. **It already found one, benign today:** redhill drops
keyed shop 2286 "Empire Revival" (unstocked ⇒ no orphan ⇒ gate passes). Filed for G: stocking it at the
beta would orphan. Monster Robot Party is seated (lot 8).
- **The six pins**, cross-checked two ways before landing — byte-identical across two fresh processes, and
matching the values G stated independently in `86e2985`: `newtown_godverse` `0xcf69b387`/`0x1e266f60`,
`redhill_real` `0x6046700f`/`0x673785ee`, `redhill_godverse` `0xb2224939`/`0xc6f80e18`.
## Round 24 (2026-07-17) — v5.0-alpha: the identity field (ledger #2)
`shop.godverseShopId` — the optional key resolving `stock_godverse/<id>/`. Schema **stays v2**; absent
everywhere except godverse caches, so the 21 osm caches are untouched by construction. Published to
`web/assets/towns/README.md` (the doc G/E build to) + CITY_SPEC. selfcheck **ALL GREEN 152,030/152,030**
(+15), synthetic `0x3fa36874` frozen, **no golden moved** — by design (see below).
- **The brief's "the POS shop id IS the id" is false for the one shop that matters.** G's own docstring:
Monster Robot Party is **not in thriftgod's census**, so its id is its **dealgod store id 3962749**, while
census shops use thriftgod ids (max 2992). Two disjoint spaces on one field ⇒ built it as an **opaque
key**: no derivation from `id`, no equality assert, no mapping table (the R12 gigKey law).
- **The field had to survive the lift, or it was decoration.** `plan_osm` builds a *fresh* shop object and
copies nothing unknown, so a cache-only field would never reach the runtime — and the runtime reads
`plan.shops[]`, never the cache. It's now carried through, **conditionally**: absent ⇒ the key isn't
written ⇒ `JSON.stringify` byte-identical ⇒ **every pinned golden holds until G re-emits** (that re-emit
is the sanctioned move).
- **Arms split by hazard:** malformed → **error** (it's a path segment; `"3962749"` vs `3962749` is the
same coercion drift that broke the atlas contract), duplicate → **error** (two shops, one atlas = the
mis-stock charter risk #3 forbids), missing on a godverse cache → **warn + fail-soft to tier 0**.
- **Recorded departure:** the ledger said missing should be an *error*. It would invert the charter's
determinism boundary (the **town** failing to load because **stock** identity is absent), contradict risk
#3's own remedy ("fail-soft to tier 0"), and red the tree for C and E through all of wave 1 — G re-emits
in wave 2 and it's their namespace, not mine. Teeth kept where R23 says to put them: selfcheck **fails on
partial keying**, prints an explicit **SKIP + count** at zero. Flagged for Fable to overrule.
- **Filed for G before they start (measured, wave 1):** `redhill_godverse` can't contain Monster Robot from
**either** source. `godverse_town.py` takes roads from the OSM donor and shops from the census; the shop is
in neither — not in thriftgod's census (G's R23 finding), and **not in E's `redhill_real`** (I checked it
as it landed: 36 shops, **zero of type `record`**, nothing matching /monster|robot/). Needs explicit
injection, or F's #7b id-equality gate fails at the end of the round. Also flagged: the census bbox must
still clear `MIN_TOWN_SHOPS` (6) or the cache is rejected outright.
- **Pins deliberately NOT taken this round yet.** `redhill_real` is untracked/in-flight (E is still editing
`build_towns.py`), and `redhill_godverse` + the re-keyed `newtown_godverse` don't exist until wave 2.
Pinning a moving file buys a false green or a spurious red. The round's law says A pins these **batched**
that batch lands once E commits and G's caches are in. `redhill_real` reads clean meanwhile: valid, no
warns, 73.3 m spacing.
- **Housekeeping:** removed toowoomba's two stale pins (E retired the cache in R23 — a golden for a town
that can't load can never fire). E's attempt also proved my R23 spacing metric is **gameable**: the
re-bbox fixed the median (395.7 → 89.4 m) while hub density fell 3/12 → 2/12. Necessary, not sufficient —
D's hub test is the complement. **Ballarat (255 m) still flagged, still E's call; I pin whatever moves.**
## Round 23 (2026-07-16) — v5.0-alpha: the spacing warn (ledger #5)
D's R22 finding made law: `MIN_TOWN_SHOPS` counts shops, but what makes a town read alive is **clustering**.
`validateTownCache` now warns when `medianShopSpacing(cache) > MAX_MEDIAN_SPACING_M` (**150 m**) — the metric
and threshold both exported from the barrel, so no lane re-derives them. **Warn, never error**: a flagged
cache still boots a valid district (toowoomba shipped green through the whole v4.0 pack), E curates, the
validator flags. selfcheck **ALL GREEN 161,372/161,372** (+72), synthetic `0x3fa36874` frozen, no golden moved.
- **The threshold is measured, not picked.** Fable's brief offered darwin 27 m / toowoomba 388 m as "plenty
of daylight for a line". Measuring all 23 towns showed the pack is a near-continuum, and the line is
**forced** into `(119.3, 254.9]` — braddon (119.3 m) is alive by D's own hub test (7 shops within 160 m,
identical to darwin's 7), ballarat (254.9 m) is not. 150 m sits in the pack's widest gap (**×2.14**).
- **Two towns flag, not one.** The brief names toowoomba; the measurement adds **ballarat (255 m)**, which
nobody had looked at — and which is independently one of the three towns my R22 cluster fallback fired on.
Filed for E as a curation call, counted either way.
- **The brief's anchors were in the wrong space, and it matters.** D's 27 m is **plan** space (post-lift);
`validateTownCache` is **cache** space (raw lat/lon — the only thing it has at ingest). Darwin is 68.3 m
in cache space, not 27. Coding a threshold interpolated between D's figures would have mixed spaces
silently. Cache space is right *here*, and provably safe: the lift compresses dense towns (darwin
plan/cache **0.40**) but not sparse ones (toowoomba **0.98**, ballarat **1.01**), so the error lives at the
dense end and the warn only fires at the sparse end. Verified all 23 in both spaces: **one town disagrees**
(`newtown_godverse`, 94.4 cache → 158.3 plan) — filed for G/Fable, not acted on, since no cache-space line
catches it without false-positiving braddon, and its sparsity is census *coverage*, which re-bboxing can't fix.
- Cost: ~1 ms/town at registration (25.6 ms for all 23 including fitzroy's 160 shops), against a <100 ms
plan budget. Pending: re-pin whatever E's toowoomba re-bbox moves — **only** that.
## Round 22 (2026-07-16) — v4.0 THE EPOCH CLOSE: the pack absorbed + 36 goldens pinned (ledger #2)
E's 17 new towns + Lane G's `newtown_godverse` fed through the lift and pinned in ONE golden commit
(`REAL_TOWN_GOLDENS` + `REAL_TOWN_GIG_GOLDENS`: 5 → **23 towns each**, zero unpinned).
**The headline: everything built this epoch held at 23-town scale, first try.** 1,210 shops → 1,133 seated
(77 dropped, **6.4%**, counted by cause); **1 connected component and 3 venues on every one of the 23 towns**.
`fitzroy` — 160 shops, 2× anything absorbed before — landed 139 seated, 1 component, 3 venues, 212 posters,
all invariants green. The junction-protected DP, fragmentation ruling, cluster bias, poster cap and capacity
fence needed **no new hardening**: the pack needed absorbing, not fixing.
- **Graded cluster fallback (the one refinement).** Three towns have no candidate at the floor at all
(`ballarat`/`toowoomba`/`newtown_godverse` top out at 2 shops within 160 m); R21's bias switched off there,
stranding venues at 0. It now falls back to the **densest available** — ballarat 0,2,0 → **2,2,2**, godverse
0,1,1 → **2,2,2**, toowoomba 1,0,0 → 1,2,1. Fires only where the floor is unreachable ⇒ **no already-pinned
town moved** (verified). Acceptance at pack scale: **20 of 23 towns have every venue ≥3**; the three above
sit at their town's genuine ceiling — the carved-out case, stated explicitly.
- **Drop outliers, counted not hidden:** `daylesford` 19% (32 shops on a 171-road graph — the thinnest in the
pack, all overflow), `fitzroy` 13%. `RGAP` is already 0.5 m and `NODE_CLEAR` 3 m; the only lever left is
spilling onto a different street, which buys a few percent by putting a shop on a road it isn't on. Same
ruling as R20: **drop and count beats teleport**.
- selfcheck ALL GREEN **161,300/161,300**; scaffold + consistency GREEN; cross-process deterministic
(pack-xor `0xca140954`). classic / gig / marched fixtures frozen.
Handshake fired → C + D + F: the pack is in, 23 towns pinned, start your verifies.
**Ledger #6 (docs, `9c9ad73`): CITY_SPEC v4 final + the risk list retired-or-carried.** Closing this
surfaced real drift — **three gig-layer behaviour changes had reached only these notes, never the spec**
(R20's clearance widening to every venue kind, R21's cluster bias, R22's fallback). The amendment law says
the spec is where they live; all three are now recorded, along with the pick *order* no lane could have
inferred (cluster field → kind flavour → clearance → `farthestFirst` → seeded pick). Risk list judged
against the pack, not the 5-town sample it was written for: **#1 retired** (widest town geelong 3,829 m =
77% of the 5 km law), **#2 retired** (thinnest darwin 12 shops = 2× `MIN_TOWN_SHOPS`), **#3 retired
plan-side / carried for the runtime lanes** (a green plan is not a green town — C/D/F's verifies close it),
**#4 retired** (DP knob measured; 1 component on all 23), **#6 NEW carried** (thin-graph seating capacity).
**Ledger #1 (tri diet): not A's — B's numbers decided it.** The driver is E's four furniture GLBs
(91.5%); posters are **222 tris**, buildings **348**. My cap worked and was never the lever, and B found
the real coupling is **road density, not shop count** — so the absorb wasn't the cause either. My guess
(buildings/LOD) was wrong at 0.2%; the measurement won, as it should.
## Round 21 (2026-07-16) — v4.0-beta: the venue cluster-adjacency bias (ledger #1, the round's spine)
D filed it: katoomba's pub sat 1,000 m from the retail cluster — a gig with no passing crowd. Measuring all
five towns first showed it was **systemic: 11 of 15 venues** had <3 shops within 160 m (newtown's were
0/0/1). After the bias: **0 of 15**. Katoomba's pub went **1 → 9**; castlemaine cleared without needing the
floor exception Fable anticipated.
- `pickVenues` now builds a **cluster-adjacent field** (≥`CLUSTER_MIN` 3 shops within `CLUSTER_R` 160 m),
then the kind flavors (pub corner / band_room fringe / rsl off-spine) bias **within** it rather than
overriding it (per the brief: biases, not absolutes). No cluster at all → falls back to the pool.
- **Synthetic frozen BY CONSTRUCTION**, not by luck. The brief assumed a blanket filter was a no-op because
"the synthetic town is one dense cluster anyway" — measurement says otherwise: **4 synthetic candidates
per seed** sit under the threshold (min cluster 01), so a blanket filter *would* have moved the frozen
golden. Gated on `plan.source === 'osm'` (undefined on synthetic). Marched fixtures are 'osm' but genuinely
dense (min 3/11/13) ⇒ verified no-op.
- **Only the GIG goldens moved** (venue selection is gig-layer): katoomba `0xbf586b77`, newtown `0xacdb3eee`,
fremantle `0xcf3426fc`, bendigo `0x646b2c23`, castlemaine `0xf9713a69`. Base goldens untouched.
classic/gig/marched fixtures frozen. selfcheck ALL GREEN **66419/66419**; scaffold + consistency GREEN;
cross-process deterministic.
- FYI: E's v4.0 pack (`glebe`, `marrickville`, `newcastle`) already boots clean through my loader (validates
+ full suites pass), listed UNPINNED — **I pin the pack in R22**; it does not gate the beta tag.
Handshake fired → C + D: cluster bias landed, goldens re-pinned, start your verifies.
## Round 20 (2026-07-16) — v4.0-beta THE FIVE TOWNS: the poster cap (density absorb pends E)
Two Lane-A deliverables; the first (independent) landed this commit, the second waits on E's widened caches.
1. **Poster cap (ledger #1) — LANDED.** My R19 finding (real katoomba: 438 spine posters, driving F's one
budget edge, `venue_night` 200,965 tris) is fixed. `gigs.js buildPosters` caps the spine pole run at
**`POSTER_PER_SHOP × shops`** (1.5/shop, floor 12) — a seeded subsample of the run. **Scaled by shop
count, not edge count** (the whole point: a sparse real town has few shops but a big graph). Result:
katoomba **438 → 31** posters (~2× the synthetic feel), fremantle 32, castlemaine 14. **No-op on the
synthetic town** (493 shops ⇒ cap ~740 ≫ its ~15 posters), so the synthetic gig golden `0xb1d48ea1` is
frozen. Posters are gig-layer, so the real-town BASE goldens are unchanged — I added
`REAL_TOWN_GIG_GOLDENS` (the full district+poster plan per town: katoomba `0xbd332e83`, …) to
regression-guard the capped output byte-exact. selfcheck ALL GREEN **51675/51675**; scaffold + consistency
GREEN; cross-process deterministic. → F: re-measure `venue_night`, the +965 edge should close.
2. **Density absorb (ledger #2) — LANDED.** E's five caches at **36× shops** (292 total: katoomba 20→80,
fremantle 21→80, newtown 18→72, bendigo 9→36, castlemaine 6→24) absorbed; **all five place 3 venues**;
the poster cap auto-scaled off the live shop count as designed. **Capacity widened** — at 4× the dominant
drop cause was overflow (edge-side full), so `NODE_CLEAR` 6→3 + a **roads-only `RGAP`** 2→0.5 (shared
marched `GAP` untouched ⇒ fixtures frozen): drops **7.9% → 5.5%** (16/292), residual **counted by cause**
(`dropped_overflow`/`_overlap`/`_stranded`). Stopped there deliberately — the next lever (spilling
overflow onto a different street) buys ~1% by putting a shop on a road it isn't on. **Venue facade bias
extended to `pub`** (R16 exempted it; on a real graph at density the pub's frontage poster overhung a
cross street — newtown 0.91 m); still a no-op on synthetic. **Goldens re-pinned once** (base + gig, all
five). **Fixed:** the real-cache loader now skips E's new `index.json` (a selector index, not a cache).
selfcheck ALL GREEN **51866/51866**; scaffold + consistency GREEN; cross-process deterministic.
Handshake fired → all: **densities absorbed, goldens pinned.** → F: re-measure `venue_night` (poster cap)
and gate the five-town matrix.
## Round 19 (2026-07-16) — v4.0-alpha CLOSE: fragmentation ruling + findings hardened + goldens pinned
A was the round's spine (the A→E→A finalization deferred from R18). Every filed finding resolved; the tag is
F's to land.
1. **Fragmentation (D's finding — Fable ruled, A owns details).** The naïve real graph fragmented
(katoomba **105 components**, 58% street-metres on islands). Fixed in `plan_osm.buildRealRoads`:
(a) **junction-protected DouglasPeucker** — a point shared by ≥2 ways is a junction; simplify only
between junctions, never through one (the collinear tee-off drop). Alone → 94100% main-net.
(b) **cull/bridge** — main component + near-fragments joined (`JOIN_TOL` 12 m; shop-island bridge ≤200 m);
far **shopless** islands culled. **Result: 1 connected component on all five towns** (katoomba 100%
main-net, 2 islands culled). Every dropped shop **counted** (`norm.dropped`) — katoomba 19/20 (1 crowd
drop, the R18 overflow prediction measured), the other four kept all.
2. **E's poster-clearance finding fixed** (`gigs.js`): a spine poster overhanging a real crossing carriageway
is skipped — measured exactly as the selfcheck kerb floor, a **no-op on synthetic** (gig golden frozen).
The 23 real-town clearance failures → 0.
3. **Goldens pinned** (the finalization): all 5 real towns on their real-roads output
(katoomba `0xb7ffbca2`, newtown `0x6f984c81`, fremantle `0xfb197000`, bendigo `0x21179b3b`,
castlemaine `0x7c47f639`). synthetic/marched-fixtures/classic/default **frozen** — the alpha changed
nothing outside the cache-schema path. selfcheck ALL GREEN **51670/51670**; scaffold + consistency GREEN.
4. **New finding filed (beta, non-blocking):** spine-poster density scales with edge count (katoomba 438
posters vs ~14 synthetic; draws stay low via instancing) — a beta posters-per-town cap.
Handshake fired: `katoomba_real` boots real roads, golden pinned, findings resolved → B/C/D/F. D re-measures
(1 component / 100% / 0 stranded); F applies B's `BIG_CITY` one-liner + gates + tags `v4.0-alpha`.
## Round 18 (2026-07-16) — v4.0-alpha REAL ROADS: cache schema v2 + the real-graph lift (the epoch headline)
Lane A is the round's long pole (serial spine A→E→A). Two commits:
**Commit 1 — cache schema v2 (`roads[]`), published FIRST** (`4dc80c2`) so E's `build_towns.py` can fetch
road geometry. A v2 cache adds `roads:[{kind,pts:[[lat,lon],…]}]` (`kind` = OSM `highway=*`);
`validateTownCache` accepts schema `…/1` AND `…/2` (roads absent ⇒ marched fallback, nothing regresses);
`ROAD_KIND` maps the class to a CityPlan edge kind. Full contract in `web/assets/towns/README.md`.
**Commit 2 — the real-graph lift** (`plan_osm.buildRealRoads`): real OSM ways → the CityPlan street graph,
**same schema out** (B/C/D/F consume it unchanged). project → simplify (DouglasPeucker ε≈6 m) → snap
coincident points (≤3 m) to shared nodes = real intersections → straight-segment edges → classify `main`
by OSM class + shop density → seat each shop on its nearest real edge (real order/side), marched +
overlap-resolved. **Passes the full structuralSuite + gig district + determinism** on a committed synthetic
irregular graph (main + two cross streets + intersection + acute angle + dead-end lane + curve). Robust on
messy inputs (single road, coincident dups, disconnected ways, all-roads-too-short → marched fallback).
Frozen (the alpha changes only the roads path): classic `0x3fa36874`, gig `0xb1d48ea1`, osm melbourne/
katoomba/silverton, + E's 4 trailing real caches pinned on v1 (bendigo/castlemaine/fremantle/newtown).
`katoomba_real` stays UNPINNED — its golden re-pins to the real-ROADS output when E lands its roads (the
A→E→A finalization). selfcheck ALL GREEN **16810/16810**; scaffold + consistency GREEN.
Fidelity decision (charter risk #4): real edge + real order + real side + regularised spacing — NOT
pixel-exact (real shops overlap; no-overlap is load-bearing). Alpha failure list (LANE_A_NOTES §R18): (1)
overflow drop on short edges (`norm.dropped`); (2) intersections = shared coordinates only (crossings
without a shared OSM node → disconnected edges — a D sim-graph risk); (3) blocks are per-edge frontage
strips not planar faces (a B ground-render audit item); (4) crowded-intersection overlap-resolve drop.
Handshake: schema v2 → E (done). "katoomba_real boots with real roads, golden pinned" → B/C/D fires when
E's roads land (katoomba is v1/marched until then). B/C/D audit prep isn't blocked on me.
## Round 17 (2026-07-16) — v3.2 THE SCOUT: the town-cache contract + plan_osm hardened for real data
Lane A ran **first** (E's `build_towns.py` builds to the contract). Scope fence held: **no new plan
features, no golden moved** — the scout proves the *existing* `?plansrc=osm` contract eats real geography.
Delivered (one commit):
1. **The town-cache contract (published FIRST, ledger #6).** `plan_osm.js` gains `validateTownCache()`
(the authoritative `{ok, errors[], warnings[]}` check), `registerTownCache()`, a `generatePlanOSM(…,
{cache})` seam, and `TOWN_CACHE_SCHEMA`/`MIN_TOWN_SHOPS`/`MAX_TOWN_SPAN_M`. Shape: `{schema, key, town,
source, license, attribution, center{lat,lon}, shops[{id,name,type,lat,lon,suburb?}]}`. Home declared:
`web/assets/towns/<key>.json` (+ a `README.md` with the full spec). Documented in CITY_SPEC (v3.2 section)
+ LANE_A_NOTES §R17 (the E handshake).
2. **`plan_osm` hardened** — blank name → registry label; the validator gates finite center/coords, a
≥6-shop floor, and warns on unknown types (→opshop), dup ids, and **span > 5 km** (the mega-strip). Proven
against thriftgod's real 2,828-shop `city_source.json`: boots a valid plan, 0 bad coords, 0 "undefined"
names. Marching regularises messy real coords, so dup/odd positions are a non-issue.
3. **Selfcheck: contract stress suite + real-cache path.** A committed synthetic-adversarial suite (valid
messy caches boot + pass structural/gig; invalid ones reject; wide-spread warns; the registry seam works),
plus an auto-loader for `web/assets/towns/*.json` — validates, runs the suites, pins per-town goldens.
Empty until E lands caches (guarded, green). ALL GREEN **15277/15277**; scaffold + consistency GREEN.
4. **The v4 risk list** (LANE_A_NOTES §R17, for Fable's charter): (a) **the mega-strip** — an unbounded
Overpass bbox marches a whole region (2,828 shops) into an 11.6 km strip; town SELECTION is E's real
quality lever, warned at >5 km, the generator can't rescue an over-broad query; (b) sparse compact towns
(a 2 km inner-Canberra radius held only 6 shops); (c) settled — osm facades clear (rows 54 m apart), so
the R16 clearance bias is a no-op on real towns.
Handshake open: E builds `build_towns.py` to the contract; E→A each cache → I pin its golden.
## Round 16 (2026-07-16) — v3.1 THE FLIP: corner-poster clearance bias (#6) + no-spine osm fixture (#7)
Lane A ran **first** among the parallel lanes (F bookends with the flip; A's golden feeds F's default-boot
gate). The R15 finding was that a corner venue's frontage poster can sit near a crossing kerb.
Delivered (one commit):
1. **Corner-poster fix — via `pickVenues`, not a nudge.** I proved the brief's proposed fix (nudge along
the facade) is geometrically impossible: the crossing edge is **parallel** to the facade and spans it
(0/187 along-facade slides help). Root cause: band_room/rsl land on through-lots on narrow warehouse
blocks, so the `+Z` wall (B's door side) faces the block's other street, overlapping its carriageway by
up to ~3 m. **Surfaced to Fable; ruling: bias `pickVenues`.** It now prefers a band_room/rsl candidate
whose `+Z` facade clears every carriageway by ≥ `POSTER_CLEAR` (0.5 m), broadening off-spine when the
fringe is uniformly narrow. Result: **0/851** frontage posters below floor across 400 seeds (worst
0.51 m); pub untouched (hero shot unmoved). Feasibility pre-checked: a clear lot always exists.
2. **Gig golden re-pinned `0x4f4a549d → 0xb1d48ea1`** — the sanctioned move (posters moved); synthetic/
classic `0x3fa36874` frozen. §v3 FROZEN marker records the amendment.
3. **Selfcheck: exemption → floor.** R15's blanket frontage exemption is now a real invariant — frontage
posters must clear their kerb by ≥ `POSTER_CLEAR` (exported from the barrel), spine posters keep ≥ 0.
4. **No-spine osm fixture `silverton`** (ledger #7): a constructed single-row town (all shops one latitude
⇒ 0 `main` edges). Closes the R14 gap (both real fixtures had a spine); proves `pickVenues`' no-spine
branch + `buildPosters`' no-main fallback. Base golden pinned `0xd4b351c9`; sweep asserts 0 main edges +
graceful 24-venue placement. Selfcheck **ALL GREEN 14769/14769**; scaffold + consistency GREEN.
5. **CITY_SPEC §v3 amended** (golden line, poster clearance-bias prose, no-spine note, recorded amendment).
Left the prime-flag-law blockquote for F (the v3.1 classic-law + flags-table is F's §v3 amendment).
For F: default-boot golden = `0xb1d48ea1`; `?classic=1` regression target = `0x3fa36874`.
## Round 15 (2026-07-16) — the frontage-poster +Z flip (ledger #1) + one sanctioned golden move
Lane A ran **first** (B's hero re-shoot + F's tour hang off it). The R14 review found every venue's
own-frontage poster had been on the building's **Z back** since R13 — ~16 m behind the street face
(B measured 15.9 m), invisible from the street, which is why John's `queue_night` framed no poster.
Delivered (one commit):
1. **Frontage-poster fix** (`gigs.js` buildPosters item 1): flipped to the **+Z street facade** (B's
canon) AND `ry = lot.ry + π` so the printed face points `+Z` at the queue-side camera (else `DoubleSide`
renders a mirrored band name). Proven: pub + rsl frontage posters now sit **0.06 m from B's door**,
printed-face·(+Z street) = **1.000**. Spine posters untouched.
2. **Gig golden re-pinned `0x1f636349 → 0x4f4a549d`** — the round's ONE sanctioned move (posters moved);
synthetic `0x3fa36874` frozen. §v3 FROZEN marker records the amendment (amendment law).
3. **Selfcheck poster check refined**: the brief expected the 400-seed off-carriageway assert to stay
green, but the `+Z` facade is the block-interior side in *plan* coords, so **corner venues** (a band_room/
rsl fronting one street with another behind — seed 1 lot#481, 1.58 m from a crossing centreline) put the
frontage poster near that street. That's B's building geometry (the door is there too), not a mid-road
defect — so the no-bitumen rule now **exempts building-bound frontage posters** and keeps it for
free-standing **spine** posters. Sweep green again: **14264/14264**.
4. **CITY_SPEC §v3 amended** (poster prose → `+Z` facade + `ry+π`; golden line; frontage/spine carriageway
split; recorded amendment in the FROZEN marker). LANE_A_NOTES §R15 hands B/F the new golden + a
corner-venue eyeball note.
Convention settled: the visible venue face is `+Z` (`buildings.js` facade `zf=+d/2`; `venue.js` door/queue
`+Z`). The selfcheck's `facing=(sin,cos)` "faces frontEdge" is the sim/GLB convention, 180° off the
visual front — the same π-ambiguity D fixed for the fleet in R13.
## Round 14 (2026-07-16) — v3.0 RELEASE: invariant sweep + CITY_SPEC §v3 freeze
Release round, Lane A scope = harden + freeze (no new systems). **No golden moved** (synthetic
`0x3fa36874`, gig `0x1f636349` both re-verified frozen); the only code touched is `selfcheck.js`
(test-only), so no seeded stream gained a draw — the release-round law holds.
Delivered:
1. **400-seed district invariant sweep** (`selfcheck.js`, ALL GREEN **14264/14264** in ~0.7s). Factored
the district checks out of `gigSuite` into `districtInvariants(plan,label)` (behaviour-preserving — the
4 hero-seed gigSuite runs are byte-identical), then swept **seeds 1400 + the large edge seeds**
asserting the whole contract each: 24 venues, ≥1 pub, never the openLate shop, no band twice per night
town-wide, per-venue 46 nights, every poster off the carriageway. Added a distribution assert that the
seeded count **spans {2,3,4}** across 400 seeds (146/121/133) — proves the range is exercised, not pinned.
`structuralSuite` still runs on the 6 hero SEEDS + osm parity (unchanged); the sweep runs the light
district checks only, so 400 gig-on generations stay ~0.5s.
2. **osm graceful placement** in the sweep: `katoomba` (19 shops, **no warehouse district**) still lands
24 valid venues incl. a pub for every hero seed — proving `pickVenues`' off-spine fallback. Honest
scope noted: both osm fixtures keep a main spine, so this proves the no-warehouse branch (not no-spine).
3. **Poster-check hardening**: kept the `roadWidth/2` nearest-edge formulation (a literal `poleOffset`
compare would false-fail corner posters); added a `1e-6` epsilon on the strict `<` to immunise the
exact kerb-line boundary against r2 rounding (only reachable on a no-main-spine fallback; not hit today).
4. **CITY_SPEC §v3 frozen at `v3.0`** — §v2-style FROZEN marker, final wording pass over venues table,
genre map, gigKey contract, corridor law, gig golden. Genres final (pubrock/grunge/covers, Fable's ruling).
Coordination: the R12 single-venue **alias line stays in §v3 for F to delete atomically** with the
`gig_state.js` getters (debt #1) — deleting it now would be doc-ahead-of-code (alias still live) and would
race F on the same lines; the freeze marker carves it out explicitly. Flagged to F that the runtime block
omits `nightOf(id)`, and to B that `venue.js:228` is a second bare-string edit site. **Not touched:**
`web/assets/manifest.json` shows a concurrent Lane E `glb_law` edit in the shared tree — left for E.
## Round 13 (2026-07-15) — v3.0-beta THE DISTRICT: 24 venues + the week + town-wide posters + verge fix
Lane A ran **first** again (C/D/B/F all hang off the district `plan.gigs`). Same flag, same prime-flag
law: **flags-off byte-identical — all v2 goldens frozen** (synthetic `0x3fa36874`, osm unchanged).
Self-check **ALL GREEN 3273/3273**; `scaffold_check` + `consistency` GREEN. The gig **entry shapes are
unchanged** — the alpha's one-venue readers now iterate 24. Interfaces published in `LANE_A_NOTES.md`
(§Round 13) and `CITY_SPEC.md` (§v3.0-beta) in this same commit.
Delivered (all behind `?gigs=1`):
1. **24 venues, three kinds**`pickVenues` converts a seeded 24 plain shops in place: `pub` (spine
end), `band_room` (warehouse fringe), `rsl` (off-spine), 4th = a 2nd pub at the far end. Each carries
`venueKind` + `genreKey` (`pubrock`/`grunge`/`covers`). Registry gains weight-0 `band_room`+`rsl` types
(facades, hours, footprints). Placement degrades gracefully so osm towns still get venues. Never the
openLate landmark; venues occupy distinct lots.
2. **The gigKey contract (debt #1)**`gigKeyFor(genreKey) => 'gig-'+genreKey`, the single exported
genre→bed mapping (no table anywhere). C/E/B/F all route through it; F deletes the `GIG_BED` bridge.
3. **`plan.gigs` goes district** — 7 nights × every venue, each playing a seeded **46** (dark the rest,
reads true). `gigId` unique town-wide; cover skewed by kind (pub 50%/`$210`, RSL 45%/`$25`, band_room
70%/`$26`). **No band plays two venues on one night**; custom names spread night-major across the week.
4. **`plan.posters` goes town-wide** — tonight's playing venues each get a frontage poster + a seeded spine
run (2/main edge, either verge). Different venues share pole runs — the district reading.
5. **Verge offset (debt #5 PAID)** — the R12 bug (spine posters at `node.x+2` = mid-bitumen on a 28 m
corridor) is fixed by the new corridor law: `roadWidth`/`vergeBand`/`poleOffset(edge)` in registry.js,
re-exported from the barrel — the road-vs-verge split of `edge.width`, published as **functions** (no
plan fields ⇒ base goldens frozen). Selfcheck now asserts no poster stands on a carriageway.
6. **Registry `pub.interior` corrected** `'band_room'`→`'pub'` (was an unread field; now avoids a
name-collision with the new `band_room` venue type — C keys recipes off `shop.type`, not this field).
Golden re-pin: gig golden `0xa6ae5a5e`→**`0x1f636349`** (multi-venue changed gig-plan output; re-pinned
in-commit per CITY_SPEC amendment law). New selfcheck coverage: 24 venues + known kinds + `type≡venueKind`
+ genre map + gigKey ≡ `gig-`+genreKey; 46 gigs/venue, ≤1 gig/night/venue, no same-night band clash
town-wide; posters advertise night-0 and **clear every carriageway**. Sample seed 20261990 → 3 venues:
The Exchange Hotel (pub), Wangaratta RSL, The Vinyl Shed (band room, dark tonight); 14 gigs across the week.
**Handshake note for Lane C:** `RECIPES.band_room`/`RECIPES.rsl` don't exist in `theme.js` yet — until C
adds them those venues fall back to the op-shop interior. That's the order (A→C). **Not run by A:** the
browser flags/scale gates + depot (Gate 3, John-blocked) — F's end-of-round acceptance, and they'd test
R12 runtime that hasn't adapted to the new venue count yet.
## Round 12 (2026-07-15) — v3.0-alpha GIG LAYER (`?gigs=1`): venue + gigs + band names + closing-time debt
Lane A ran **first** this round (the whole round hangs off the `plan.gigs` handshake). Everything is
behind `?gigs=1` (prime flag law): **flags-off is byte-identical — all v2 goldens frozen** (synthetic
`0x3fa36874`, osm melbourne `0x34cfdec0`, katoomba `0x0f652510`). Self-check **ALL GREEN 3074/3074**
(+ the whole gig suite ×2 sources), `qa.sh --strict` GREEN (6/6). Verified in-browser both modes.
**Architecture — a post-hoc augmentation layer, not a generator change.** `web/js/citygen/gigs.js`
`withGigs(plan, seed, opts)` takes a finished plan and adds the venue + gigs + posters; the selector
(`index.js generatePlanFor`) applies it **only** when `opts.gigs`. So `generatePlan` is untouched
(goldens can't move) and the layer is source-agnostic (synthetic + osm both get gigs).
Delivered (all behind the flag):
1. **Venue** — one `pub` per town: a spine-END plain shop converted in place to `type:'pub'` (keeps lot
id/geometry ⇒ enterable, no overlap), `shop.venue=true`, hours `[17,23]`. **Never** the openLate shop.
Registry gains a weight-0 `pub` type (facades `djsim-pub`+`federation`, `interior:'band_room'` for
Lane C, fittings). Weight-0 ⇒ never auto-placed ⇒ base plan unchanged.
2. **`plan.gigs`** — 7 nightly entries `{gigId, venueShopId, bandName, genreKey:'pubrock', night, startSeg:5,
endSeg:5, cover}`; `cover` seeded ~half free / half `$2$10`. F picks tonight's + charges at the door.
3. **Band names**`bandName(seed)` generator (90s Aussie pub-rock wordlists) **+ the drop-in**
`web/assets/custom_bands.json` (`{bands:[…]}`, ships with 10 examples incl. "The Feral Galahs"):
present → priority into the pool (up to 7 surface); absent → pure generator, zero fetch (`?noassets`).
Deterministic given (seed, file). The shell (F) does the async load and passes `customBands` in.
4. **`plan.posters`** — ~6 seeded poster placements `{id, gigId, x, z, ry}` (venue + spine) for Lane B.
5. **Closing-time debt PAID**`isOpen(shopOrHours, hour)` exported from the barrel: the canonical
half-open law (`open ≤ h < close`) as code, for D's gig-night patronage surge (was prose in round 9).
6. **Debug map**`map.html?gigs=1` shows the venue ring + "♪ PUB" label, poster pins, and a panel gig
line ("♪ The Thornbury Hotel · tonight: Screaming Utes · $10 cover · 7 nights · 6 posters"). Loads the
band drop-in for the view. Flags-off map is unchanged (adds a benign `pub (0)` legend row).
New self-check coverage: `gigSuite` runs the full structural suite (venue-aware — the pub is exempt
from the single-late-shop rule via `!sh.venue`, a no-op on base plans) + gig invariants (one pub, gig
schema, cover ∈ {0}[2,10], band names resolved, posters ref real gigs), on synthetic + both osm towns;
a `?gigs`-off≡base byte-identity check per seed; a custom-band priority + determinism check; and a
**gig golden `0xa6ae5a5e`**. CITY_SPEC gained a "CityPlan v3 — gig layer" section; handshake interfaces
for C/D/B/F are in `LANE_A_NOTES.md`. Sample seed 20261990 → venue "The Thornbury Hotel" (a converted
spine-end pawn shop), openLate video preserved.
*Status: **all deliverables landed; self-check all-green (1727/1727); rounds 29 closed** (see below).
`qa.sh --strict` GREEN.*
*Date: 2026-07-15 · owner: PROCITY-A (Opus 4.8)*
## Round 9 (2026-07-15) — freeze the v2 contract + closing-time ruling (ship round)

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@ -1,224 +0,0 @@
> **FABLE'S ADJUDICATION (2026-07-26) — read before §1.**
> This spike is ratified: the mechanism is proven on our own vendored bytes, and the tiering
> stands. **One verdict in it is over-claimed and is corrected here.** The spike calls the four
> module-scope furniture GLB fetches under `?classic=1` "a live covenant breach in shipped
> code". They are not a breach: `bench`/`bin`/`bus_shelter`/`food_cart` entered
> `furniture.js` in **Lane B round 6 (`24cef5a`), which is tagged v2.0-alpha through v2.0**
> git-verified. They are part of the v2 baseline the covenant preserves, so classic fetching
> them is classic being *correct*. "Zero fetch delta" has always meant zero delta **against
> the documented v2 baseline**, not zero requests.
>
> **What the spike really found, and it is valuable:** (a) `classic_regression` carries **no
> network assertion at all**, so it could not detect a future fetch-surface widening — which
> is exactly the R36 species (five DJ bodies widened classic's fetch surface and every pinned
> number stayed green; only a NEW smoke caught it); and (b) `furniture.js`'s module-init load
> pattern is a **trap for new assets** — anything added to `GLB_FILES` fetches under classic
> silently. Both corrections are binding on the fauna work: `fauna.js` is dynamically imported
> behind its construction guard or carries a CLASSIC-derived module-scope guard stated in its
> header, and `classic_regression` grows a network **allow-list** (the four v2 depot GLBs plus
> same-origin), never a deny-list. A deny-list only catches what you already thought of.
>
> Also noted: the spike could not reproduce the 280/300 walked draw figure (it measures
> 191 default / 167 classic by teleport-walk). **Re-pinning the budget of record is now wave
> 0's first job**, and no proposal spends against 280 until a walked re-measure settles it.
---
# ANIMALS — THE ANSWER
*PROCITY fauna. Answering: "yeah idk about rigged animal models, i will see if i can find some to use online, they have different rigging too right? diff skeleton? what do you suggest here"*
---
## 1. Short answer
**Yes, every animal has a different skeleton — and it turns out not to matter.** There is no mixamorig for quadrupeds. There is no standard animal rig at all. Every animal you download ships a bespoke skeleton with bone names its author invented that morning: `leg_fl`, `Bone.003`, `Hind_L_01`, whatever. That part of your instinct is exactly right.
What is wrong is the assumption underneath it — that a different skeleton is a *problem*. It's only a problem if you need to make **one clip play on a different body**. That's retargeting, and it's the reason our human stack exists: 24 human bodies share 8 clips, so every body must speak `mixamorig`. An animal that ships its **own** animations inside its **own** file doesn't need any of that. The GLB binds its clips to its own bones, through its own mixer, and plays. Zero retargeting.
We measured it rather than assumed it. There is no real animated non-mixamo GLB anywhere on the fleet — I scanned all of `~/Documents`: 2,486 GLBs, 81 with animations, **81/81 mixamorig, 0 non-mixamo skins**. So we authored a test asset byte by byte: a 10-bone quadruped named `root/spine/neck/head/tail_01/tail_02/leg_fl/leg_fr/leg_bl/leg_br`, 96 tris, two embedded clips named Blender-style (`Armature|CritterWalk`, `Armature|CritterIdle`). Then loaded it through **our actual vendored three.js r175 bytes** and **our actual `web/js/core/loaders.js`**, with the repo untouched, and rendered it on a real `WebGLRenderer`.
Result — 27 assertions, all green:
- A bare `new THREE.AnimationMixer(gltf.scene)` + `clipAction(gltf.animations[0]).play()` — no canon, no `buildFigure`, no `_rotOnly`, no MIRPAMO — moved `leg_fl` by quaternion delta 0.252 then 0.310 across two `mixer.update()` calls.
- The GPU agreed. Rendered to a 200×150 render target and read the pixels back: 1,804 lit pixels, and 7041,015 of them changed between frames. Not "the matrices moved" — **actual different pixels came off the GPU**.
- `SkeletonUtils.clone` works on the foreign rig: separate skeletons, **shared geometry and shared material**, so one file feeds N animals. (It maps by object identity, not by name — `SkeletonUtils.js:388-425` — so "foreign names are fine" is structural, not luck.)
- Our own `loadGLB()` returned the identical object unmodified. **No change to any existing module.**
And the mirror image, which is the important half: if you fed that animal to `web/js/citizens/rigs.js`, `_canon()` would silently do nothing (no `mixamorigN` names to normalise), and then `buildFigure()` would measure the quadruped's "feet-to-crown" span at **0.36 m**, normalise it to human height, and **scale the dog 4.9×**. No error. A giant dog.
So the law is: **animals get a new sibling module, `web/js/citizens/animal_rig.js`, that imports nothing from the human rig stack.** About forty lines. The human fleet is classic-covenanted and never gets touched.
**The real constraint is draws, not skeletons.** Measured on a real renderer: **1.00 draw call per skinned animal, 1:1, all the way to N=80.** three.js has no instancing for animated skinned meshes and there is no impostor tier for animals (our impostor bake frames square from height — `impostor.js:57-66` — which crops a long low animal). So a skinned animal is a full draw at every distance it's visible, or it's culled outright. Nothing in between.
Against that: **sixty birds on wires cost one draw between them**, because static instanced meshes share one material and one draw call. That asymmetry — 1 draw per dog vs 1 draw per *sixty birds* — is the entire design.
---
## 2. The recommendation
Four tiers. Only two of them ship this epoch.
### TIER 0 — the heard animal · **+0 draws, +0 triangles** · **SHIP**
A cockatoo you hear at dusk and never see costs literally nothing and does most of the work. New entries in `PACK` (`pipeline/gen_audio.py:688`), ~30 lines of numpy each, deterministic, original, 🟢 by construction. Played at a **seeded anchor**, so it's the same dog behind the same fence every time you walk that street.
This is the highest charm-per-minute item in the entire document. A town with **zero visible animals** reads as a place with animals in it. Nothing can regress; it inherits the existing `smoke_audio` gate for free.
### TIER 0a — the flock · **+1 draw for the whole town** · **SHIP — this is wave 1**
One `InstancedMesh`, one geometry (two crossed planes = 4 tris), one material, one **1024 WebP species atlas**. Cockatoo, galah, corella, lorikeet, perched magpie, ibis are all cells in the same sheet — which means **every future bird species is free**. That single decision is the most valuable thing in the plan.
This is not a new trick: it's exactly what already renders the town's entire tree canopy (`furniture.js:98-101`). Matrices are static; the buffer refills only when you cross a 64 m chunk boundary. Zero per-frame CPU.
And it is genuinely free when empty — verified to the vendored line. `three.module.js:2193-2199` returns from `renderInstances` before the GL call, and `render.calls++` lives at `three.module.js:4094` *inside* `info.update()`, downstream of that return. A town with no birds, or the daytime species at night, costs **exactly zero**, not "almost zero".
Live cap 96 instances → 384 triangles. Against ~76k spare triangles that is a rounding error.
### TIER 0b — the near props · **+1 draw per species** · **wave 1.5, one species**
Real low-poly meshes for the ones you walk within two metres of, where a billboard reads as cardboard. **The ibis, head down in a council bin** — it's the named proof species from the last review and it lands next to the existing `council-bin` prop. One town-wide instanced mesh, ≤450 tris, cap 16.
### TIER 1 — static mesh + scripted path · **+1 draw** · **the magpie, later**
The already-approved swooping magpie: position is a pure function of `(seed, elapsed time)` — the tram's exact contract — with the wing wave riding `wind.js`'s existing amplitude uniform, which is byte-identical at amplitude 0.
**One correction that's binding:** the review caught that the magpie's territory has to scale with the road graph. On the synthetic golden town there are 370 pole anchors; on `bendigo_real` there are **10,014 poles and 13,730 tree anchors across 2,593 edges**. A capacity-4 magpie town-wide on bendigo is a swooping town where you never meet the magpie. That was already ruled on once (`REVIEW_CITY_PATTERNS.md:111`) and this plan has to honour it, not quietly re-open it.
### TIER 2 — genuinely skinned · **+1 draw each, uninstanceable** · **CUT for this epoch**
The mechanism works. We proved it. **We are still not shipping it, and the argument that killed it came from our own plan.**
The justification for a skinned animal was: a quadruped **gait** is the one motion every human eye detects as wrong before it can read, so we can't fake a walking dog. True. But the actual spec anchored the dog at `shopFront`**a dog tied outside the shops**, with a static tied dog as its `?noassets=1` fallback. A tied dog doesn't trot. The walk clip, the sole and entire reason the tier exists, would never play.
So either the dog walks — which needs a path, footpath alignment, a collision story and a sim hook that the design explicitly disclaims ("the ped sim never learns animals exist") — or the tier buys an **idle animation for one uninstanceable draw each**, which is exactly what tier 0b already delivers inside a draw it shares with fifteen others.
**Cut. Along with the download that fed it.** Revisit only with a *walking* dog spec that owns its path, its cull and its sim hook. Different round, different charter.
### The ledger
| tier | mechanism | draws | ship? |
|---|---|---|---|
| 0 heard | numpy synth, seeded anchor | **0** | **this week** |
| 0a flock | 1 instanced mesh, 1 atlas, town-wide | **+1** | **wave 1** |
| 0b prop | 1 instanced mesh, 1 species (ibis) | +1 | wave 1.5 |
| 1 scripted | 1 instanced mesh (magpie) | +1 | later, graph-scaled |
| 2 skinned | uninstanceable, +1 each | +1..2 | **CUT** |
| the wire | town-wide instanced spans | +1 | see §6 |
**Wave-1 spend: +1 draw.** The original plan said +7. The review cut it to +1 and the cut holds.
**One thing to fix before any of this is charter law:** the budget of record says the walked worst frame is 280/300 draws. Re-measuring headless I get **191 default / 167 classic** by teleport-walk, and can't reproduce 280 — it's almost certainly a transient during the chunk-dispose window, which teleport sampling can't hit. It stands as the conservative number, but spending against a figure nobody can currently reproduce is the weakest joint in the whole thing. Re-pin it first. Fauna helps here: its layers are **town-wide, not per-chunk**, so they take no part in the dispose window at all — their cost is steady-state.
---
## 3. INTAKE CHECKLIST — one screen, for while you're browsing
### ✅ ACCEPT ON SIGHT
- **CC0 / public domain.** No argument, no attribution obligation. Still record it in `SOURCES.md` — our discipline, not their demand.
- **Single `.glb`, glTF 2.0**, or a `.gltf` sitting next to `.fbx` (Quaternius ships both).
- **A named clip list you can actually read**: "Walk", "Idle", "Run", "Gallop". Not the word "rigged" on its own.
- **Under 3,000 triangles.** Under 900 for anything that'll be a bird.
- **One mesh, one material.** Draws are the scarce resource.
- **Textures embedded in the file.**
### ❌ REJECT ON SIGHT
- **A "Buy" or "Add to cart" button.** TurboSquid, CGTrader, Sketchfab **Store**, paid Fab. See the licence rules — **paying does not fix this**, and this is the most expensive avoidable mistake on the list.
- **"Rigged" with no clip list.** A rig with no animations is a static mesh with extra bones, and we cannot animate a quadruped ourselves — MIRPAMO is biped-only by construction, Mixamo's auto-rigger is verified humanoid-only. Worth exactly zero to us. We can make a static mesh in three minutes for free.
- **Five- or six-figure triangle counts**, and the photogrammetry/museum-scan look that produces them. The free "White Ibis" on Sketchfab is **238,200 triangles** — one bird exceeding our entire 200k street budget — and it doesn't move. Research and heritage-scan accounts are a reject-on-sight *category*, not individual bad models.
- **Draco / KTX2 / meshopt compression** (look for `extensionsRequired`). We vendor no decoders. Verified: the loader throws, our fail-soft wrapper (`loaders.js:38-44`) turns the throw into `null`, and the animal **silently does not exist**. A `console.warn` nobody reads. Downloaded assets in the wild are heavily Draco-compressed — this is the single most likely silent failure.
- **Right common name, wrong animal.** The free "White Ibis" is *Eudocimus albus*, the American one — not our bin chicken (*Threskiornis molucca*). "Magpie" on stock sites is almost always the European bird, which looks nothing like ours. Australian fauna is badly served by international libraries, and a wrong-species bird reads as wrong to every Australian and is invisible to everyone else.
- **NC / ND / "free for personal use" / "editorial use only".** Instant reject including when it costs nothing.
- **CC-BY-SA or GPL-on-art.** Share-alike is viral, and we retexture and rescale *everything* — we'd always be making derivatives. Would compromise a provenance table that's been clean for seven epochs.
- **No licence stated anywhere** — page, description, or the README in the zip. Default under copyright is all rights reserved. Silence is not permission. Close the tab; don't email and negotiate.
- **Real brands, sponsor decals, team logos, recognisable people.** `AUDIT.md` already quarantined branded assets once.
### 🟢 THE LICENCE RULES
- **🟢 GREEN — CC0.** Accept freely. Record URL, author, licence string and download date in `SOURCES.md` anyway.
- **🟡 AMBER — CC-BY.** Usable commercially forever, but the attribution obligation is **perpetual and travels with every build**. Hard rule: the `SOURCES.md` line goes in the **same commit** as the file, never "later". CC-BY is the one licence class that becomes a breach through nothing worse than forgetfulness.
- **🔴 RED — every paid marketplace royalty-free licence, structurally, at any price.** This is the finding that saves money rather than spending it. TurboSquid states it outright: stock media "must be contained in proprietary formats so that they cannot be opened or imported in a publicly available software application or framework, or extracted without reverse engineering" — then names the only exceptions: WebGL exports from Unity, Unreal, Lumberyard and Stingray. PROCITY is hand-rolled three.js with **no build step**, serving raw `.glb` over plain HTTP. A player presses F12 and saves the file. That is the named prohibited case. Sketchfab Store forbids letting third parties "use, download, extract or access" the asset — same wall. CGTrader forbids passing it on "in the form it is downloaded from the site" — same wall, blurrier wording, which is its own reason to stay out. **A $18 rigged possum is exactly as unusable as a free one.**
- **"Free" is not a licence.** It means "costs zero dollars" and says nothing about rights. Free3D's own terms cap "substantially similar creations" at personal use, max 5 instances.
- **Capture provenance at download time, not audit time.** Epic is folding Sketchfab into Fab, and **CC0, CC-BY-SA, CC-BY-NC and CC-BY-ND cannot migrate** — those licences don't exist on Fab. Free downloads have been on borrowed time since 2025. itch.io packs go paid or vanish without notice. Archive the file in-repo **and** record the exact licence string the same day. A dead URL with no recorded licence is an asset we can no longer prove we may use.
- **Internal conflicts = walk away.** If the itch.io page says CC0 and the README in the zip says "credit me", don't adjudicate and don't negotiate. Take the unambiguous asset instead. Ambiguity is what eventually contaminates the table.
---
## 4. VETTED SOURCES
| source | URL | licence | animated? | verdict |
|---|---|---|---|---|
| **Quaternius** | quaternius.com | **CC0 1.0** | **Yes, genuinely** — "Ultimate Animated Animal Pack": 12 animals × 12+ named clips | **The only one that matters.** glTF shipped alongside FBX so no conversion. Low-poly, single-material, flat-shaded — our exact budget shape. Roster is Cow/Donkey/Deer/Alpaca/Bull/Fox/Shiba/Stag/Husky/Wolf/Horse. **Zero Australian natives, zero birds.** |
| **itch.io** (Ariescar) | itch.io/game-assets/free/tag-3d/tag-animals | CC0 (per pack — read carefully) | Yes | "10 free CC0 rigged & animated low-poly animals (GLB) for Three.js" — literally built for our stack. Highest signal-to-noise after Quaternius. Licence sloppiness is the risk: page body and zip README often disagree. |
| **Poly Pizza** | poly.pizza | **Mixed CC0 / CC-BY per model** | Mostly no | Fast browse surface for Quaternius, not a source in its own right. The site most likely to sneak a CC-BY model into a folder of CC0 ones — read the badge on the individual model, never the bundle header. |
| **Kenney** | kenney.nl/assets/animal-pack-redux | CC0 | **No** — animals are static | **Skip.** Static is the one thing we already make locally for free. Excellent for props/UI/audio, just not this. |
| **Sketchfab (CC filter)** | sketchfab.com — filter `licenses=CC0` | Per model, CC0→CC-BY-NC-ND all coexist; **CC-BY is the default** | Sometimes | Only big library where you can filter Animated + Downloadable + permissive at once. Two warnings: **Store ≠ Sketchfab** (any "Buy" button is forbidden to us), and downloads are on borrowed time due to the Fab migration. |
| **OpenGameArt** | opengameart.org | CC0/CC-BY/**CC-BY-SA**/OGA-BY/**GPL** | Thin, dated | **The share-alike trap lives here.** Filter to CC0 and CC-BY only. |
| **Icosa Gallery** | icosa.gallery | Mostly CC-BY | **No** — the rescued Poly corpus is Tilt Brush/Blocks, completely motionless | Cross it off. Anyone calling it "the Google Poly successor" hasn't checked whether the models move. |
| **Blender Studio** | studio.blender.org/characters | CC-BY / some CC0 | Rigged, but `.blend` CloudRig control rigs, not baked GLB clips | Wrong shape. Film-density rigs meant to be hand-animated. Quality benchmark, not a download. |
| **TurboSquid** | — | Paid RF | Yes, incl. a rigged brushtail possum | **🔴 STRUCTURALLY FORBIDDEN.** See licence rules. Do not spend money. |
| **CGTrader** | — | Paid RF + free tier under RF terms | Yes | **🔴 Same wall, blurrier wording.** A provenance table wants "clearly permitted", not "probably defensible". |
| **Free3D** | — | Mixed and hostile | Sometimes | Per-asset licence archaeology on every file, real chance the answer is "no commercial" after you've downloaded. Not worth opening. |
| **Meshy / Tripo** | — | Free tier = CC-BY | Largely no | **Competitors to our own pipeline, not suppliers.** We generate static meshes locally for $0 with provenance we control end to end. Trading that for a murkier third-party line gains nothing. |
| **Mixamo** | — | Free w/ Adobe account | **Biped only — confirmed** | Auto-rigger requires a humanoid in T/A-pose and rejects quadrupeds. Adobe stopped developing it years ago. No path here. |
| **Anything World** | anything-world.gitbook.io | SaaS, ~$50/mo | Yes, incl. animals | Technically the closest thing to a magic wand, still a no: cloud dependency on a startup, and $50/mo for what turns out to be a one-dog problem we've now cut. |
| **Blender Rigify** | docs.blender.org | GPL (the *tool*; your rigs are yours) | Ships quadruped, cat, wolf/dog, horse and **bird** metarigs | **Worth knowing, and it corrects our own record.** We wrote down "we cannot locally rig a non-humanoid". True of MIRPAMO; **not true of the fleet** — Blender 5.0.1 is already on ultra. The gap is animator hours, not tooling. That's a scheduling fact, not an architectural wall, and the door stays open if you ever want an afternoon in Blender. |
---
## 5. SPECIES SHORTLIST
| species | tier | download? | why |
|---|---|---|---|
| **Sulphur-crested cockatoo** | 0a flock | **No — generate** | Screaming on a wire at dusk. All the charm is silhouette, placement and noise. Perched = zero locomotion. Five cockatoos for **one draw**, which no rigged model can ever match. |
| **Galah** | 0a flock | **No** | Same mesh as the cocky, second skin. `flux_local` does a skin in ~5.7 s — **the second bird is nearly free**. |
| **Corella** | 0a flock | **No** | Third cell on the same sheet. Free. |
| **Rainbow lorikeet** | 0a flock | **No** | A screeching mob in a flowering gum. Instanced statics. |
| **Australian white ibis** | 0b prop | **No** | The joke is entirely **postural** — head in the bin, or standing on one leg looking personally aggrieved. Nobody has ever laughed at an ibis's walk cycle. The named proof species; keep it in wave 1.5. Note: nothing usable exists to download — the free one is the wrong continent at 238k tris, and the correct 4.2k-tri one is a Store listing. |
| **Magpie** (swooping) | 1 scripted | **No** | Already approved. Static mesh on a seeded parabola, wing wave via the existing wind uniform. Being swooped in September is shared national trauma. Must scale territory with the road graph. |
| **Brushtail possum** | 1 scripted | **No** | Frozen on a fence rail at night with eyeshine — which is what a real possum actually does. The cheapest implementation is also the most accurate. Only proper rigged one found is $18 TurboSquid, forbidden at any price. |
| **Brush turkey** | 0b later | **No** | Bonus pick, and a strong one — the canonical town is redhill_godverse, Red Hill, Brisbane. Genuine local menace. Signature behaviour is standing next to a mound scratching, not walking. Too regional to exist in any stock library anyway. |
| **Blue-tongue / cane toad / flying fox** | 0a/1 later | **No** | Long tail, all near-zero cost. Toad = scripted hop. Flying fox = the magpie's parabola with different geometry, reused for free. |
| ~~Dog (kelpie/heeler)~~ | ~~2~~ | ~~Quaternius Shiba~~ | **CUT.** The only species that ever earned a download, and it was refuted by its own spec — anchored tied outside the shops, so the walk clip never plays. Also: a Shiba's curled tail and prick ears are **geometry, not texture**`flux_local` retexturing gives you a tan Shiba, not a kelpie. The dog survives at tier 0 as a **bark behind a fence**, which is free and, honestly, more 1990s Australian than a visible dog. |
| ~~Gull, pigeon, cat, flies, crow~~ | — | — | **CUT.** Nothing about any of them says Australia, let alone 1990s. |
**And the thing that isn't an animal:** the single most 1990s-Australian-country-town object on this whole list is the **overhead powerline**. A main street with streetlights and no wires reads as a 2010s estate. The wire is worth more period-load per draw than any two bird species on the sheet — and it's the thing the birds are *for*. Wave 1 perches on the streetlight arm (`furniture.js:77-80`, y≈4.1) because it's free and period-plausible; a real wire is +1 draw, town-wide instanced, and needs the pole-pairing worked out first (poles **alternate sides every 18 m**, so same-side spans are 36 m and must not cross edge boundaries or you get wires cutting through intersections).
---
## 6. Two things that block, independent of animals
**1. `?classic=1` is already fetching four off-origin GLBs.** I verified the mechanism directly: `index.html:52` statically imports `chunks.js`, which imports `furniture.js`, whose module body fires `loadGLB()` at line 63-67 guarded by **`NOASSETS` only** — never by `CLASSIC` (`index.html:94`). ES module bodies run on import; construction guards are irrelevant to them. Measured: **179 requests, 25 `.glb`, 4 off-origin depot fetches** (bench, food cart, bin, bus shelter) under `?classic=1`. And `classic_regression` (`flags_check.py:128-241`) has **no network assertion at all**, so it goes green.
This is a live covenant breach in shipped code, and it matters here because that module-init pattern is precisely what the fauna plan proposed to copy. Binding: `fauna.js` is either dynamically imported behind its construction guard or carries a CLASSIC-derived module-scope guard, stated in the file header — and `classic_regression` grows a network **allow-list** (the four known depot GLBs plus same-origin), not a fauna-shaped deny-list. A deny-list only catches what you already thought of, which is exactly how this got through.
**2. `normalize.py` silently eats rigs.** Line 95 deletes every non-MESH object (its own comment says "empties, armatures, cameras, lights"), line 101 joins, line 105 clears armature modifiers. Point the existing pipeline at a rigged animal and you get a T-posed statue with the clips gone **and a green run**. Same for `decimate_props.py:37-45` and `bake_lowpoly.py`. Write it into their docstrings and make the intake tool refuse to run them.
Worth landing regardless of whether an animal ever ships: the spike's deliberate-failure fixtures (`bad_draco`, `bad_cm`, `bad_zup`, `bad_rootmotion`, `bad_2mat`, `bad_exttex`) move into `pipeline/_fixtures/` and become a permanent regression suite for free.
---
## 7. NEXT ACTION
### What Fable can start unattended this week, $0, no download, nothing to approve
**Tonight — the audio batch.** Six numpy synth functions into `gen_audio.py`'s `PACK`: magpie clack and carol, cockatoo screech, dog bark (fence and near), ibis grunt, crow. ~30 lines each, deterministic, 🟢 original, **zero draws and zero triangles**. This is the highest charm-per-minute item in the entire design and it cannot regress anything. A town with no visible animals starts reading as a place with animals in it.
**Then — the flock atlas, about ten minutes of GPU.** Sixteen `flux_local` bird sprites at ~5.7 s each → `bg_remove_local` → packed into one 1024 WebP 4×4 sheet. **No TRELLIS, no meshes** — a billboard needs an image, not geometry, so sixteen sprites cost two minutes where eight meshes would cost twenty-five. And it's not a new asset class: `manifest.skins.facade` is already twenty-five shipped, audited flux images used as textures. This single batch unlocks the whole +1-draw flock: cockatoo, galah, corella, lorikeet, perched magpie, ibis.
**Then — the ibis prop, six minutes.** `flux_local``bg_remove_local``trellis2_mlx``normalize`, decimated to ≤450 tris, head down.
Everything above is unattended, zero-risk and gate-free in the sense that nothing existing can break.
### If you want to go shopping anyway
Nothing in the plan blocks on it, and after the tier-2 cut there is **no download on the critical path**. But if you're browsing:
1. **Go to Quaternius first.** Everything else is downstream of it. CC0, glTF included, low-poly single-material by design.
2. **Before writing a single `SOURCES.md` line, open the `.gltf` and confirm `animations` is non-empty.** The number one silent failure of free packs is clips that live only in the `.blend` or `.fbx` while the `.gltf` ships an empty array. Fifteen minutes with tools we've already built: `pipeline/animal_intake.py` for the file checks, and the spike harness at `scratchpad/spike_run.py` — it takes a filename — to confirm a bare `AnimationMixer` actually moves a bone. **If the clips aren't in the glTF, walk away.** The pack's entire value to us is the walk cycle.
3. **The one thing genuinely worth grabbing while you're there is not an animal.** Quaternius's **"Universal Animation Library"** — CC0, 130+ clips on a Mixamo-compatible humanoid rig. That's fuel for our **human** fleet's 8-clip bank, which is the actual thin spot. It touches `rigs.js`, which is classic-covenanted, so it's its own round with its own gates. Don't fold it into the animal work.
4. **Do not spend money.** Not on TurboSquid, not on CGTrader, not on Sketchfab Store, not on a $50/mo auto-rigger. Their licences forbid serving an open `.glb` over plain HTTP, which is the only thing PROCITY does. Paying doesn't unlock them.
### The two-sentence version
Yes, every animal ships its own bespoke skeleton with its own bone names, and that turns out to be completely fine — a self-contained GLB binds its own clips to its own bones through its own mixer, so retargeting, the thing that needs a shared skeleton, is exactly what we must *not* do. What actually limits animals is **draw calls**: a skinned animal can't be instanced so it costs one draw each against maybe twenty spare, while sixty birds on wires cost one draw between them — so generate a bird sprite sheet and a handful of animal sounds this week for $0, and buy nothing, because the one species that would have justified a download was a walking dog and our own spec had it tied up outside the shops.

View File

@ -28,21 +28,7 @@ considered and parked: nothing in v1 needs it, and the asset pipeline (GLB, web-
- **Metres. +Y up. Ground plane is XZ.** City origin (0,0) = centre of the main square.
- **Right-handed three.js defaults.** Buildings face their street; a facade's outward normal
points at its street edge.
- **THE TWO CONVENTIONS — they are different things, and conflating them cost nine rounds
(ROUND27). Read both:**
- **The FACADE convention (the lots contract, `lot.ry`): the visible shopfront is local `+Z`**
world `(sin ry, cos ry)`. This is B's canon and the de facto truth since v1 — `buildings.js`
draws the facade quad and door at local `z = +d/2`, `venue.js` seats the door-glow/queue/
posters there. **`lot.ry` aims +Z at `frontEdge`.**
- **The SIM/RIG convention (props, not lots): a GLB is modelled facing `Z`** (origin at base,
real-world scale) ⇒ rig-forward is world `(sin ry, cos ry)`. This describes *how a model is
authored*, **not which way a lot faces.**
- **They are opposites, so a check written in one silently passes over a world built in the
other.** CITY_SPEC:71 wrote the SIM convention into the LOTS contract by ambiguity; each
generator implemented one half; every golden stayed green over a town whose every shopfront
faced away. **Never assert a lot's facing against a spec line — assert it against the
geometry the renderer actually draws** (`selfcheck.js` now does exactly that).
points at its street edge. GLB convention: origin at base, facing **Z**, real-world scale.
- **Seeded everything, `Math.random()` is banned in generation code.**
`web/js/core/prng.js` is the only randomness source:
- `seedFor(citySeed, kind, id)` → stable uint32 (xmur3 hash of `"seed:kind:id"`).
@ -82,11 +68,8 @@ Schema v1 (Lane A owns it; extend, don't break):
// onto the block so consumers can theme it without a lookup (Lane A extension, non-breaking).
lots: [ { id, block, x, z, w, d, ry, frontEdge, use } ],
// use: 'shop' | 'anchor' | 'house' | 'yard' | 'stall' | 'infill'
// ry: Y-rotation (radians) so the lot's VISIBLE FACADE — local +Z — points at frontEdge.
// Facade/door/frontage normal = local +Z ⇒ world (sin ry, cos ry). Lane B rotates the shell by ry
// and draws the shopfront at local z = +d/2 (buildings.js), so +Z IS the street face. ROUND27.
// (The SIM/rig convention — a GLB modelled facing Z, world (sin ry, cos ry) — is a DIFFERENT
// thing and is documented as such below. It is not the lots contract. See the amendment.)
// ry: Y-rotation (radians) so a GLB modelled facing Z ends up with its facade's OUTWARD normal
// pointing at frontEdge. World facing = (sin ry, cos ry). Lane B rotates the shell by ry.
// frontEdge: id of the street edge this lot fronts (guaranteed to exist and be geometrically adjacent).
shops: [ { id, lot, type, name, sign, seed, facadeSkin, storeys, hours: [open, close], openLate? } ]
// type: see SHOP TYPES below. hours: [open, close], 24h integers, 0 ≤ open < close 23.
@ -221,458 +204,6 @@ Interiors are **not** street geometry. Walking into a doorway triggers
exactly where you stood. Street windows show a cheap fake (tinted glass + emissive warm glow at
night in v1; interior-mapping shader is a stretch goal).
## CityPlan v3 — gig layer (`?gigs=1`) — THE DISTRICT
> **FROZEN at `v3.0` (round 14).** The authoritative Layer-1 **gig-layer** contract — venues, the week's
> schedule, posters, the `gigKey` map, the corridor law, and the runtime surface. `web/js/citygen/selfcheck.js`
> enforces every law here, including the round-14 **400-seed district invariant sweep** + an osm
> graceful-placement case. Changes are a **CITY_SPEC amendment in the same commit + a gig-golden re-pin**,
> never silent drift. **One edit is still pending and lands with Lane F's alias-retirement commit** (R13
> debt #1): the R12 single-venue compat alias in the runtime block below retires; everything else here is
> final for the `v3.0` tag.
>
> *(**Recorded amendment — ROUND15, ledger #1:** the frontage poster was flipped to the `+Z` street
> facade (it had been on the `Z` back, invisible from the street); this moved `plan.posters`, so the gig
> golden re-pinned `0x1f636349 → 0x4f4a549d` in the same commit under the amendment law above. The
> synthetic golden `0x3fa36874` did not move — this is the round's one sanctioned gig-golden move.)*
>
> *(**Recorded amendment — ROUND16, ledger #6:** on a narrow through-lot a band_room/rsl's `+Z` facade
> can abut the block's *other* street, putting its frontage poster over that carriageway. `pickVenues`
> now **prefers a band_room/rsl lot whose facade clears every carriageway by ≥ `POSTER_CLEAR`** (0.5 m;
> broadens off-spine if the warehouse fringe is uniformly narrow). This moved `plan.posters`, so the gig
> golden re-pinned `0x4f4a549d → 0xb1d48ea1`; synthetic `0x3fa36874` still frozen. The v3.1 default flip
> + classic law is F's amendment to this section — see the flags table.)*
>
> *(**Recorded amendment — ROUND20, ledger #2:** the R16 clearance bias above **widened to every venue
> kind**. R16 exempted `pub` because on the synthetic/marched towns a pub's `+Z` is always open; on a real
> road graph at E's widened density it is not (newtown: a pub whose facade overhung a cross street). On the
> synthetic town every pub/rsl candidate already clears ⇒ no-op there, gig golden `0xb1d48ea1` frozen.)*
>
> *(**Recorded amendment — ROUND21 ledger #1 + ROUND22 ledger #2: the venue cluster bias.** D's relocation
> finding: a venue a kilometre from the retail cluster is a gig with no passing crowd (katoomba's pub had
> **1** shop within 160 m; its RSL had 13). `pickVenues` now draws each venue from a **cluster field**
> candidates with ≥ `CLUSTER_MIN` (3) other shops within `CLUSTER_R` (160 m) — and lets the kind flavours
> bias *within* that field rather than override it. Venues under the floor: **11 of 15 → 0** across the
> five R21 towns; Newtown's RSL moved 2,228 m → 29 m from the hub. **Real towns only, by construction:**
> the bias reads `plan.source === 'osm'`, which the synthetic generator never sets, so it cannot move
> `0x3fa36874`/`0xb1d48ea1` — measured, not assumed (4 synthetic candidates per seed sit under the floor,
> so a blanket filter *would* have moved them). **ROUND22 graded fallback:** at pack scale three towns have
> no candidate at the floor at all (`ballarat`/`toowoomba`/`newtown_godverse` top out at 2 within 160 m).
> R21 dropped the bias entirely there, stranding venues at 0 neighbours; it now falls back to the **densest
> available** candidates instead. Fires only where the floor is unreachable ⇒ no already-pinned town moved.
> **Acceptance at pack scale: 20 of 23 towns have every venue ≥ `CLUSTER_MIN`; those three sit at their
> town's genuine ceiling** — the carved-out case, stated rather than papered over.)*
> **Prime flag law.** The gig layer is a **post-hoc augmentation** applied by the selector when the gig
> flag is on. With it off, `generatePlanFor(seed, src)` returns the byte-identical v2 base plan — **all v2
> goldens stay frozen**. So this section adds fields that exist *only on gig-on plans*; it does not touch
> the v2 contract above. Deterministic from `(citySeed, customBands)`; works on synthetic AND osm towns.
> Node-pure (no THREE, no runtime fetch — the shell loads the band drop-in and passes it in).
>
> **Prime flag law — REWRITTEN at `v3.1` (ROUND16, THE FLIP; Lane F amendment).** The covenant MOVED, it
> did not disappear. `gigs`, `weather`, `winmap`, `tram` now default **ON**; the default boot is the full
> experience, deterministic to the **gig golden `0xb1d48ea1`**. Each flag keeps a `=0` opt-out, and
> **`?classic=1`** forces all four off at once:
> - **Classic law (the frozen regression target):** the `?classic=1` boot is byte-identical to the v2
> baseline — synthetic fingerprint **`0x5f76e76`**, zero gig layer, **zero fetch delta** (no
> `custom_bands.json`, no `sit.glb`). The old "flags-off regression" gate is now the **classic-regression** gate.
>
> > **THE COVENANT AMENDMENT — ROUND27, THE FACADE FIX (John's ruling; the only amendment in five epochs).**
> > The covenant froze `0x3fa36874` "forever" from R16 to R27. That hash anchored **a wrong world**: every
> > shopfront in every town — synthetic and real — faced *away* from its street, because CITY_SPEC:71 wrote
> > the SIM convention into the LOTS contract (see *Units, axes*). The covenant did exactly its job for nine
> > rounds: it held the base town byte-identical. It just held it identical to something broken, and no gate
> > could see it — a self-consistent check over a self-contradicting spec passes under either convention.
> >
> > **The covenant's purpose is anti-drift, not the preservation of a defect.** So on John's ruling it is
> > **amended once, deliberately, in the open**: the anchor moves `0x3fa36874 → 0x5f76e76`, and every other
> > golden moves with it (gig `0xb1d48ea1 → 0xec7a2d39`, the three marched fixtures, all 23 real towns base
> > + gig — **51 pins in one commit**, per the amendment law). The classic town is now what it always claimed
> > to be: a street you can stand on and read the shopfronts. **From this hash forward the law reads as it
> > always did — byte-identical forever.** An amendment requires a John-level ruling and a demonstrated
> > world-level defect, not a convenience; this is the precedent, not an opening.
> >
> > *Exposed by the same fix (and fixed with it): `buildRealRoads` seated blocks at `KERB = 4 m` from the
> > centreline while a `main` carriageway is 10 m wide — its kerb is at 5 m. Every main-street building has
> > stood 1 m inside the road since R18. Invisible while nothing was drawn on that face; the moment the
> > shopfront turned around, its poster landed in the traffic lane. Blocks now seat behind the kerb per the
> > corridor law (`roadWidth/2 + FOOTPATH`). Pack drops 6.4% → 6.6%, counted.*
> - **Default law:** the no-flag boot pins to the gig golden, and every gig / district / continuity / cover
> smoke **and the budget law** (interior ≤350 draws · street ≤300 / 200k tris, at the busiest venue block)
> now run against the **default boot with all four flags live**. `?noassets=1` composes with it and stays
> silent-and-fine.
> - The four flags read through one rule in the shell — `flagOn(name) = !classic && param !== '0'` (winmap
> reads the same rule in `buildings.js`); the shell publishes the intent on `window.PROCITY.flags`, and the
> seated drummer's `sit.glb` rides `!classic` so classic keeps its zero-fetch-delta.
>
> *(v3.0-alpha was one pub, one genre, one night's posters. **ROUND13 → v3.0-beta, the district:** 24
> venues of three kinds, a full week's schedule across town, town-wide posters. Same flag, same laws.)*
**Turning it on** (Lane F): `generatePlanFor(seed, source, { gigs:true, customBands }) → plan` with the
gig fields below (else the base plan, untouched). `generatePlanFor` stays synchronous — F fetches
`custom_bands.json` in the bootstrap and passes the array. `withGigs(plan, seed, opts)` is also exported.
**The venues (24 per town — a seeded count).** Three registry venue kinds — **`pub`**, **`band_room`**,
**`rsl`** — each with **no district weights** (never auto-placed). The layer converts that many plain
`shop`s **in place** (keeps each lot id + geometry ⇒ enterable, no overlap), tags them
`shop.venue === true`, `shop.venueKind`, `shop.genreKey`, and **never** takes the openLate landmark (the
town keeps exactly one openLate shop). Kinds are added in the order `pub, band_room, rsl, pub` (a 4-venue
town gets a second pub at the far end of the spine). Placement rules (each degrades to "any remaining
plain shop" so osm towns still get venues):
| kind | `genreKey` → gigKey | placement | hours | reads as |
|---|---|---|---|---|
| `pub` | `pubrock``gig-pubrock` | spine **end**/corner (main edge, farthest) | `[17,23]` | ≥2-storey corner hotel |
| `band_room` | `grunge``gig-grunge` | warehouse-district fringe | `[18,23]` | single-storey tin shed |
| `rsl` | `covers``gig-covers` | **off**-spine (not main, not warehouse) | `[16,23]` | carpet-and-bistro club |
**The cluster field comes first (ROUND21/22 — real towns only).** On an osm plan every kind rule in the
table runs **inside** the retail cluster. Order per venue: cluster field (≥`CLUSTER_MIN` other shops within
`CLUSTER_R`, or the densest available if none reach the floor) → the kind flavour → the facade-clearance
filter → `farthestFirst` shortlist → seeded pick, each step degrading to the previous set rather than to
the whole town. A fringe band_room *in the cluster* beats a fringe band_room a kilometre from anyone.
Synthetic plans skip the field entirely (`plan.source` is unset) ⇒ goldens frozen. See the amendment note.
Venue hours all close `23` (open through DUSK+NIGHT so the gig runs and D's surge fills the room; drains
at close per the closing-time ruling above). Venues are the *only* gig-plan shops allowed to close ≥22
besides the openLate video (selfcheck exempts them). `genreKey` is set from the registry kind→genre map
(`SHOP_TYPES[kind].genre`, mirrored by `genreForVenueKind(kind)`); John may re-flavour the two new genres
(names only — E synthesises to order).
**The gigKey contract (ROUND13 debt #1 — one key, zero mapping).** The audio-manifest bed key for a
genre **IS** the gigKey, and it is **always** `gig-<genreKey>`. There is no mapping table anywhere: A
emits `shop.genreKey` + `gig.genreKey`, C sets `audio.gigKey = 'gig-'+genreKey`, E names the manifest
bed identically, B's spill reads it and F resolves it — all through the single exported helper
**`gigKeyFor(genreKey) => 'gig-'+genreKey`** (`web/js/citygen/gigs.js`, re-exported from the barrel).
Import it rather than building the string; R12 lost a bed to a private rename (`gig-pubrock` vs
`pubrock-live`) and, because audio fails soft, the band just mimed.
**`plan.gigs`** — the week's schedule across the whole district (present only on gig-on plans):
```
gigs: [ { gigId, venueShopId, bandName, genreKey, night, startSeg, endSeg, cover } ]
```
- **7 nights × every venue, but not every venue plays every night**: each venue takes a seeded **46**
of the 7 and goes dark the rest (dark nights read true). `gigId` unique town-wide; `night` = 0-based,
**F selects tonight's** (night `0`) per venue. `venueShopId` → the venue shop id; `genreKey` ≡ that
venue's genre.
- `startSeg = 5` (NIGHT / 22:00), `endSeg = 5`. F's state machine (now **per venue**): `quiet → doors
(startSeg1 = DUSK) → on → done`. (Day-segment→hour map is `lighting.js`: `0 DAWN … 5 NIGHT`.)
**Runtime surface** F publishes on `window.PROCITY.gigs` (B's `venue.js`/`audio.js` and D's `setGig` read
it): `.byVenue → { [venueShopId]: 'quiet'|'doors'|'on'|'done' }` plus per-venue getters
`stateOf/onOf/openOf/gigOf/coverOf/bandNameOf/nightOf/paidOf(id)` + `markPaidOf(id)` and `.venueShopIds`.
Every read is keyed by `venueShopId` — there is no scalar alias (the R12 single-venue alias retired in R15).
- `cover` — integer in `{0} [2,10]`, **~half free town-wide, skewed by kind**: pub 50% free / `$210`,
RSL 45% free / `$25` (cheap — the bistro pays the bills), band_room 70% free / `$26` (a hat on a
milk crate). F debits the wallet **per venue** at each door; a night at two venues is two covers.
- **No band plays two venues on one night** (≤1 slot per name per night across town): custom names are
deduped and used at most once; a generated name that would clash tonight advances its stream until it
doesn't (deterministic — the generator index only moves forward).
**`plan.posters`** — town-wide gig advertising (Lane B renders): `posters: [ { id, gigId, x, z, ry } ]`.
Only **tonight's** (night 0) playing venues are advertised. Each such venue gets one poster on **its own
frontage** — seated on the **+Z street facade** (B's canon: `buildings.js` facade + `venue.js` door/queue/
camera are all `+Z`; position `lot + (sin ry, cos ry)·(d/2+ε)`), turned to read *from* the street
(`ry = lot.ry + π` so its printed face points `+Z` at the queue-side camera — **ROUND15 ledger #1**; before
R15 it was on the `Z` back and invisible from the street). So the poster never sits over a back-street's
bitumen, **`pickVenues` prefers a lot whose facade clears every carriageway by ≥ `POSTER_CLEAR`**
(ROUND16 ledger #6, **widened from band_room/rsl to every venue kind in ROUND20** — exported from the
barrel; the selfcheck asserts the same floor). Plus a seeded run along
the spine — 2 per main edge (or, when a town has no main spine, every edge), at `t ∈ [0.2,0.8]` of the block, on **either verge**;
a candidate that would overhang a **real** crossing carriageway is skipped (ROUND19, E's finding), and the
run is **capped at `POSTER_PER_SHOP × shops`** (ROUND20) — a sparse real town has few shops but a big edge
graph, so the raw "2 per edge" run reads busy (katoomba 438 → 31). The cap never binds on the shop-dense
synthetic town, so its gig golden is frozen. Different venues' posters share the same pole
runs — that IS the district reading. `ry` follows the house convention (a poster's printed face =
`(sin ry, cos ry)`, so `atan2` of the *away-from-viewer* normal); B places E's poster skin at `(x, z)`
rotated `ry`; F wires "poster → that venue's tonight-gig".
**The street-corridor law (ROUND13 debt #5 — published as functions, not plan data).** `edge.width` is
the **full corridor** (carriageway + verge/footpath, centreline ± width/2), never the carriageway alone —
so a naive `node.x + 2` seats furniture mid-bitumen. `web/js/core/registry.js` now exports the split as
pure functions over an edge (no plan fields change ⇒ base goldens stay frozen), re-exported from the
barrel: **`roadWidth(edge)`** (full carriageway width — main 10 m, side 68, lane = all, arcade 0; the
kerb sits at `roadWidth/2` from the centreline),
**`vergeBand(edge) → [inner,outer]`** (where footpath furniture lives), **`poleOffset(edge)`** (where a
pole/poster seats — just behind the kerb). Poles, verandah posts and **spine** posters belong in the verge
band. A **frontage** poster is exempt from the band — it is bound to its venue building (the +Z facade B
draws), so at a corner venue whose facade abuts a crossing street it may legitimately sit near that
street's kerb (B's building geometry, not a mid-road defect); on a real town it may legitimately stand
**past** every corridor edge, because `plan_osm.js` sets a lot back at `max(KERB, roadWidth/2 + FOOTPATH)`
— measured worst 3.98 m (launceston_real, R37).
**ROUND37 — THE KERB IS FOOTPATH (John's ruling), and the poster gate that was green over a wrong
street.** The band between `roadWidth(e)/2` and `e.width/2` is **footpath**, and Lane B's ground paints
it as footpath rather than as road. The selfcheck's poster-clearance check used to ask one question —
"is the poster outside `roadWidth/2`?" — which A's own placer already guaranteed, because `poleOffset` is
*derived from* `roadWidth`. Gate and subject were the same function agreeing with itself, so it stayed
green for 24 rounds while all **14** gig posters on the default boot stood on painted bitumen. It is now
**three arms**: (1) no poster on a carriageway, measured through `vergeBand(e)[0]` — the published law
itself, the same call B's ground consumes, so gate and renderer cannot drift apart; (2) every **spine**
poster stands *inside* some edge's `vergeBand` (the bound the old check never had — "not on the road"
also passed for a poster in a paddock); (3) **the control** — count the posters that would stand on
bitumen under the pre-ruling ground (`?verge=0`, road quad = full `e.width`) and assert that count is
**not zero**, pinned at exactly 14 on the default boot. Arms 12 prove nothing unless arm 3 shows the two
geometries are distinguishable. Proof of falsifiability, measured: with `vergeBand` switched to the
pre-ruling reading and the placer held byte-identical, the corrected gate goes **red 1020×** (2 arms ×
510 plans) while the pre-R37 gate is **ALL GREEN 156,352/156,352** — structurally blind to where the
road is painted.
**Band names + the drop-in.** `bandName(seed)` generates 90s-Aussie pub-rock names from wordlists.
`web/assets/custom_bands.json` is an **OPTIONAL** editable drop-in (schema `{ "bands": ["The Feral
Galahs", …] }`, Lane-A-owned per ROUND12): present → those names get **priority**, deduped and shuffled
by seed, spread **night-major across the whole week's slots town-wide** (not one venue's residency);
**absent → pure generator, zero errors, zero fetch** (the `?noassets=1` path). Deterministic given
`(seed, file contents)`. John edits the file and reloads.
**Closing-time law as code (v2 debt paid).** `isOpen(shopOrHours, hour)` is exported from the barrel — the
canonical half-open predicate (`open ≤ hour < close`) for D's gig-night patronage surge and everyone else.
**Gig golden** (guards gig-layer drift; pure-generator path, no custom file), seed `20261990` synthetic:
**`0xb1d48ea1`** (**ROUND16 re-pin** — the band_room/rsl facade-clearance bias, ledger #6, moved
`plan.posters`; was `0x4f4a549d` the R15 +Z flip, `0x1f636349` the R13 district, `0xa6ae5a5e` the R12
alpha). Asserted by `selfcheck.js` alongside the frozen v2/classic golden; changing gig output re-pins it.
The gig sweep now also runs a **no-spine osm fixture** (`silverton`, single-row) proving `pickVenues`
places venues with no main spine (ROUND16 ledger #7).
## Town caches — the real-map scout (v3.2, ROUND17 ledger #6)
> Bounded groundwork for **v4 THE REAL MAP** (John's pick). The `?plansrc=osm` producer already eats
> processed OSM data (three fixtures in `osm_fixture.js`); v3.2 lets it eat **real town caches** E scrapes
> from Overpass — **no new plan features**, the existing contract proven against real geography.
**The town-cache contract** (Lane-A-owned; authoritative implementation is `validateTownCache()` in
`web/js/citygen/plan_osm.js`, home `web/assets/towns/<key>.json`, full spec in that dir's `README.md`):
a processed town is `{ schema:"procity-town-cache/1", key, town, source:"osm", license, attribution,
center:{lat,lon}, shops:[ { id, name, type, lat, lon, suburb? } ] }` (+ optional `bbox`/`counts`/`fetchedAt`).
E's `build_towns.py` produces it (raw Overpass → dedupe/suburb/parody-name/seeded-hours); `plan_osm` marches
it identically to the fixtures. **Hard requirements:** finite `center.{lat,lon}`; `shops``MIN_TOWN_SHOPS`
(6 = up to 4 venues + the openLate landmark + a spare); finite shop `lat`/`lon`. **Absorbed (warnings):**
blank name → type label, unknown `type``opshop`, dup ids, and **span > 5 km → "likely more than one
town"** (a cache is ONE compact town — an over-broad bbox marches into an unusable multi-km strip).
**The spacing floor (v5.0-alpha, ROUND23 ledger #5 — D's R22 finding as law).** `MIN_TOWN_SHOPS` counts
shops; what makes a town **read alive** is *clustering*. D measured both 12-shop towns in the pack and they
disagree — which is the finding: **darwin ALIVE** (one strip; 1,455 patronage checks → 18 visits) vs
**toowoomba DEAD** (scattered over a 4.6 km road network; 1,417 checks → **0 visits, 0 finds** — "not a
shopping town, a road network with occasional shops"). Both pass every other law. So `validateTownCache`
now **warns when `medianShopSpacing(cache) > MAX_MEDIAN_SPACING_M` (150 m)**:
- **The metric** (exported from the barrel — import it, don't re-derive it): for each shop, the distance to
its **nearest other shop**; take the **median**. Equirectangular metres about `center.lat`, the same
convention as the span check. `null` for < 2 usable shops.
- **Warn, never error.** A flagged cache still boots a valid district — toowoomba shipped green through the
entire v4.0 pack. **E curates** (re-bbox onto the retail strip, or retire the town, counted either way);
the validator only flags. The span warn catches a town too **wide**; this catches one too **sparse**, a
case span cannot see (toowoomba is *inside* the 5 km law).
- **The threshold is measured, not chosen.** Across the 23-town pack the line is **forced** into
`(119.3, 254.9]`: braddon at 119.3 m is alive by D's own hub test (7 shops within 160 m — the same as
darwin's 7), and ballarat at 254.9 m is not. 150 m sits in that gap — the pack's widest (**×2.14**) —
with 1.26× margin below and 1.70× above. It flags **2 of 23**: ballarat 255 m, toowoomba 396 m.
- **⚠ CACHE space, not PLAN space — they do not agree.** This runs on raw lat/lon, before any lift; D's
notes quote **plan** figures (post-lift metres). The lift marches shops at a regularised cadence, so it
**compresses** dense towns (darwin **68.3 m cache → 27.2 m plan**) and leaves sparse ones alone
(toowoomba 396.1 → 386.8). Both numbers are right; they measure different spaces. Cache space is correct
*here* — the validator's job is to flag a bad bbox **at ingest**, before a lift exists — and it is
faithful exactly where the warn lives (ballarat plan/cache **1.01**, toowoomba **0.98**). Known limit:
one town flips (`newtown_godverse`, cache 94.4 → plan 158.3); no cache-space line can catch it without
false-positiving braddon. See `LANE_A_NOTES` §R23.
**Wiring:** `generatePlanOSM(seed, key, { cache })` marches a cache; `registerTownCache(key, cache)` adds it
to the registry (`osmTownKeys()` + `generatePlanFor(seed,'osm',{town:key})` then see it). `selfcheck.js`
auto-loads `web/assets/towns/*.json` — validates, runs the structural + gig suites, pins a per-town golden.
**Provenance:** OSM is **ODbL**; attribution ships with the data (E owns `SOURCES.md` + the `license`/
`attribution` fields; raw Overpass responses cached so re-runs never re-fetch).
### `godverseShopId` — the stock identity (v5.0-alpha, ROUND24 ledger #2; A + G)
The optional shop key that resolves **`stock_godverse/<godverseShopId>/`**. **Schema stays v2** — optional
field, absent everywhere except godverse caches, so every shipped cache stays valid *by construction*.
**It is NOT `shop.id` and NOT "the census id"** — the round doc's "the POS shop id IS the id" holds for
census shops but breaks on the shop the alpha is about. Two disjoint id spaces ride one opaque field:
census shops use thriftgod `shop.id` (max **2992**), while **Monster Robot Party is not in thriftgod's
census at all** and uses its **dealgod store id 3962749**. So: never derive it from `id`, never assert
equality, never build a mapping table (the R12 gigKey law — one key, zero mapping). **G emits, all read.**
**A godverse cache is MIXED, by design — RULING 2 (confirmed as law, ROUND25).** It carries a **keyed
GODVERSE layer** (census shops + injected shops like Monster Robot) **plus an inherited OSM texture layer
that is legitimately unkeyed**. G measured that the texture layer is load-bearing, not cosmetic:
census-only Red Hill shipped a 306 m spacing warn and a poster inside a kerb; with the texture layer it
passes. **So "shops without an id" is the design, and no gate may assert it away** — mine did, in R24, and
failed 54/72 on a healthy town.
**`validateTownCache` arms** (split by hazard, not tidiness): a **malformed** id (not a positive integer)
is an **error** — it names a path segment, and `"3962749"` vs `3962749` is exactly the coercion drift that
broke the atlas contract; a **duplicate** id is an **error** — two shops sharing one atlas *is* mis-stocking
(charter risk #3: "never mis-stocked"); a godverse cache with an **entirely empty GODVERSE layer** (no id on
any shop) is a **warn** — it's an osm cache wearing the wrong `source`, and it stays a warn because the
charter's determinism boundary says *world = seeded and gated, stock = data tiers*: a town must never fail
to load because its **stock** identity is absent. Tier 0 is the designed ladder, not a defect.
**The `selfcheck` arm runs per-layer** — every assert is over the **keyed subset only**: the layer reaches
the plan, its ids are **unique over defined ids only** (the R24 version compared a Set of *all* ids, which
collapses every `undefined` into one entry — it failed structurally on a mixed cache *and* could hide a real
duplicate behind that collapse), and the lift invents no identity. Plus the **orphaned-atlas gate**: a
committed atlas under `stock_godverse/<id>/` whose shop the lift dropped means real stock keyed to a shop
that isn't in the town — it fails, and SKIPs by name when a town has no atlas. Dropped keyed shops are
printed, never silent (the R19/R20 drop-and-count ruling).
**It survives the lift:** `plan_osm` copies it onto `plan.shops[]` (the runtime reads the plan, never the
cache — otherwise the field is decoration and F's per-shop `base` can never resolve). Absent ⇒ the key is
**not written**, so `JSON.stringify` is byte-identical and **every pinned golden holds until G re-emits**;
that re-emit is the sanctioned golden move.
### Schema v2 — real roads (v4.0-alpha, ROUND18 REAL ROADS)
> The gap the scout left: the marched fallback lays real shops onto **synthetic** parallel avenues.
> Schema v2 closes it — a cache carries the town's **real OSM street geometry** and `plan_osm` builds the
> CityPlan street graph FROM it. **Opt-in by the cache** (a v2 cache with `roads[]` = real roads; a v1
> cache, or `roads` absent, = the marched fallback), so default + classic boots are untouched by
> construction (they never load a town cache) and every shipped cache stays valid.
A **v2** cache adds `roads: [ { kind, pts:[[lat,lon],…], id?, name? } ]` — simplified OSM ways, `kind` the
OSM `highway=*` class (`validateTownCache` accepts schema `…/1` and `…/2`; a road needs ≥2 finite points,
`ROAD_KIND` maps the class to a CityPlan edge kind). The graph lift (`plan_osm.buildRealRoads`):
1. **project** ways + shops to the local metre frame; **simplify** each way (DouglasPeucker, ε≈6 m — the
fidelity knob, charter risk #4);
2. **snap** coincident points (≤3 m) to shared nodes = **real intersections**; straight-segment **edges**;
3. **classify** `main`/`side` from the OSM class, promoting the shop-densest edge to the `main` spine if
none came from OSM;
4. **seat** each shop on its **nearest real edge** at its real order + real side, marched with regularised
spacing (real shops overlap — pixel-exact positions can't satisfy the no-overlap invariant), a
frontage-strip block per edge, then a deterministic **overlap-resolve** pass (crowded intersections drop
the later-id lot). **Same CityPlan schema out** — B/C/D/F consume it unchanged by contract.
**The fragmentation ruling (ROUND19, Fable — A owns the details).** Real geometry fragments the naïve graph
(katoomba: **105 components**, 58% of street-metres on islands, D's finding). Two mechanisms, both handled:
(a) **junction-protected simplification** — a point shared by ≥2 ways is a junction; DouglasPeucker runs
only *between* junctions, never through one (the collinear junction-drop that tee-off side streets hit). That
alone reconnects to 94100% main-net. (b) **cull/bridge** — the town is the **main component + joined
near-fragments** (endpoints ≤ `JOIN_TOL` 12 m, or a shop-bearing island ≤ 200 m, get a bridge edge); a **far
shopless island is culled** (bbox-clipped noise + dead streaming budget). A **stranded shop is always
connected or dropped with a count** (`norm.dropped`). Result on all five towns: **one connected component**.
A spine poster that would overhang a real crossing carriageway is **skipped** (E's finding; no-op on the
synthetic town, so its gig golden is frozen). Golden re-pins per the amendment law (all five real towns pin
on their real-roads output; synthetic + marched fixtures + classic/default untouched — the alpha changed
nothing outside the cache-schema path).
> **FINAL at `v4.0` (ROUND22 ledger #6, the epoch close).** This section — schema v2, the lift, the
> connectivity rulings above, the venue cluster bias and poster cap in §v3 — is the authoritative real-map
> contract at the tag. Changes are an amendment + a golden re-pin in the same commit, as always.
>
> **The alpha's five became the epoch's 23** (22 real towns + Lane G's `newtown_godverse`; **1,210 shops**),
> and every ruling written above held at that scale with **no new hardening**: **one connected component and
> three venues on every one of the 23 towns**, fitzroy's **160 shops** — 2× anything the pipeline had seen —
> included. All **36 goldens** (`REAL_TOWN_GOLDENS` + `REAL_TOWN_GIG_GOLDENS`, 23 each) are pinned; selfcheck
> runs **161,300** checks green, cross-process deterministic. Read "all five towns" above as the measurement
> of record *when the ruling was written* — the ruling itself is now pack-wide.
>
> **The honest tail, carried not hidden:** 6.4% of shops (77 of 1,210) don't seat, every drop attributed by
> cause, dominated by overflow where a town has more shops than its road graph has frontage (daylesford 19%,
> the pack's thinnest graph; fitzroy 13%). See `V4_REAL_MAP.md` risk #6. The R20 ruling stands: **drop and
> count beats teleport.** The frozen set is unmoved by the entire epoch: synthetic `0x3fa36874`, gig
> `0xb1d48ea1`, marched fixtures, classic.
### The address layer (v9, ROUND39 item 39.1) — DERIVED, never stored on the plan
`roads[].name` has always ridden the v2 cache (**17,835 of 19,132 ways carry one — 93.2%**) and
`plan_osm.buildRealRoads` has always dropped it: `rawWays.push({ kind, pl })` keeps the kind and the
geometry and discards the name. **It still does, deliberately.** Street names are recovered
*downstream* by `web/js/citygen/address.js` — a pure module (zero imports) that reads a plan plus its
cache and returns a query object:
```js
createAddresses(plan, cache|null) → streetOf(edgeId) · localityOf(shopId) · cohort(pred) · streets() · stats()
```
**THE RULE, and it is a schema rule, not a style note: no street name, district label or address ever
becomes a CityPlan field.** The plan is the frozen producer contract; addressing is derived data with a
97.8% resolution rate and a 2.2% honest-`null` tail, and baking either into `plan.lots`/`plan.shops`
would move all 46 pinned goldens to store something a consumer can compute in ≤27 ms. It is recoverable
because plan nodes ARE snapped projected way points (`SNAP=3`), so a plan edge lies **on** its way —
median sample-to-way distance **0.030.90 m** across the 23 caches.
The one thing the lift now publishes is its own centring translation, `norm.shift = {shx, shz}`, which
reaches the caller **only through the existing `opts.report` sink and never through the plan object**
so `JSON.stringify(plan)` is byte-identical and every golden is frozen by construction. It exists as a
**cross-check**: `address.js` re-derives the same shift independently, and the selfcheck compares the
two. Full contract, per-town rates and failure modes in `LANE_A_NOTES.md §39`.
**Consumers must not branch on town type.** `localityOf(shopId).label` is a real street name on a cache
town and a district phrase (*"the market end"*) on the synthetic — one field, two suppliers, one contract.
## The stock ladder (v5 — THE REAL SHOP; frozen at `v5.0`, ROUND27 ledger #6)
> **v4 made the towns real; v5 makes the shops real.** The map-level contract above is unchanged by this
> epoch: **stock is DATA, not world.** The charter's determinism boundary is the load-bearing line —
> *world = seeded, frozen, golden-gated; stock = data tiers riding the asset law.* Nothing in this section
> may move a plan golden, and nothing in it did: the whole epoch left synthetic `0x3fa36874`, gig
> `0xb1d48ea1`, the marched fixtures and classic untouched.
**The tier ladder.** Each rung is fully playable and degrades **softly** to the one below — the fail-soft
pattern proven since `?noassets` on day one, made structural:
| tier | what | flag | deterministic? |
|---|---|---|---|
| **0 · parody** | seeded canvas sleeves (v1) | any boot | yes — the QA baseline |
| **1 · static real** | per-shop atlases baked from dealgod/POS | `?stock=real`, **no server** | yes — atlases are files |
| **2 · live GODVERSE** | thriftgod read-only endpoints; sold-means-gone | server reachable | **no — by design** |
**The offline law (charter law #1) is the epoch's gate, not a footnote:** the server *enriches, never
gates*. No boot path, gate, or tag may depend on a reachable server. Tier 2 is therefore **never inside a
golden or a byte-identical assert**; it gets its own smoke class whose server lifecycle the gate itself
controls, so the *assertion* is deterministic even though the *stock* isn't.
**`sourcing` is not `tier`** (C's ruling, R26 — and it's the distinction that keeps the ladder honest). The
rung and the provenance are different axes, and both ship in every atlas index:
- **`tier: 1`** — the ladder rung. A minted atlas is *still* a static file, so it is *still* rung 1.
- **`sourcing: "real" | "mint"`** — where the contents came from. **`real`** = a POS snapshot (Monster Robot
Party's actual crates). **`mint`** = a seeded `random.Random(shop_id)` sample of real dealgod listings —
*plausible, not that shop's stock*. Only one shop in the world has a POS; minting is how the other keyed
shops get distinct crates **without pretending to data we don't hold**. Current pack: **15 keyed atlases =
1 real + 14 mint**. No gate, doc, or human may read a mint crate as real — that is the whole point of the
field, and gates assert on it.
**The id-space fences.** Three namespaces meet at the crate, and **every collision this epoch came from
comparing across them**. They are fences, not decoration:
| space | form | scope | fenced from |
|---|---|---|---|
| **plan `shop.id`** | small int, `0..N` per town | one CityPlan, local | `godverseShopId`**numerically overlapping** |
| **`godverseShopId`** | census id (**≤2992**) dealgod store id (e.g. **3962749**) | the stock namespace | its two halves are numerically **disjoint by construction** (G) |
| **atlas slot id** | **`sku_<POS id>`** / **`mint_<listing id>`** | one atlas index | each other, by **prefix** |
- **plan id vs `godverseShopId` — never compare a bare number across them.** They are *semantically*
disjoint namespaces that *numerically overlap*, which is the trap: in `redhill_godverse` today, bare
**`31`** is **"Wholefood Cafe"** as a plan id and **"Silky Oak Furnature"** as a godverse id. That exact
ambiguity made F's `enterShop(31)` enter the wrong shop and a soft-fall assertion pass **vacuously on the
wrong subject**. Verified still live in the data — so this is a standing rule, not a fixed bug.
- **`sku_` vs `mint_` is a sourcing-scoped namespace fence** (C §7.2a as amended, R26 wave 4). A crate
wearing the other sourcing's prefix **fails**. The fence is *stronger* than the rule it replaced: the easy
green was deleting the prefix check; instead the prefix now proves its sourcing.
- **Positional ids are banned** (R25): `rec_0000…` numbering collides across packs by construction, which
is what made the integrator's own id-equality gate vacuous. Slot ids are sku-derived and unique across
packs, stable across re-emits.
**The manifest — `web/assets/stock_godverse/index.json`** (G emits, F consumes, E validates, C's §7.2d).
It declares **which `godverseShopId`s carry atlases** (`types[]` + `sourcing` per entry; mint included).
**Existence is declared, never probed.** This is the root fix for a real collision between two laws:
fail-soft-by-404 vs the zero-console-errors law — the runtime used to probe blind and eat 404 noise,
tolerated by attribution, which is a workaround, not a design. No manifest entry ⇒ no fetch ⇒ **zero 404s,
no exceptions**. Consistency is gated both ways (an atlas on disk absent from the manifest **fails**, and
vice versa — vacuous-gate law shape). Today: **15 entries, 15 dirs on disk.**
**Lane A's seam to all of it** is exactly one field — **`godverseShopId`** (documented above): it rides the
town cache, survives the lift onto `plan.shops[]`, and is what the runtime resolves `stock_godverse/<id>/`
from. **`'godverseShopId' in shop` is the tier test**: present ⇒ tier-1+ candidate, absent ⇒ tier 0. The
key is *absent, not undefined*, on every unkeyed shop — which is why the entire stock epoch moved **no plan
golden**. `selfcheck` gates the seam per-layer (Ruling 2), including the **orphaned-atlas** check: a
committed atlas whose shop the lift dropped is real stock keyed to a shop that isn't in the town.
**Ruling 2 (law):** a godverse cache is **deliberately mixed** — a keyed GODVERSE layer + an inherited OSM
texture layer that is legitimately unkeyed. G measured it load-bearing: census-only Red Hill was
unshippable (306 m spacing warn, a poster inside a kerb). **No gate may assert it away** — mine did, and
called two healthy towns broken.
## Shop types v1 (registry lives in `web/js/core/registry.js`, Lane A writes it, all lanes read)
> **`web/js/core/registry.js` is the machine-readable source of truth** — import `SHOP_TYPES` for
@ -701,9 +232,6 @@ called two healthy towns broken.
| `milkbar` | djsim-milkbar, brickveneer | counter + freezer | counter, fridge, magazine rack, freezer |
| `dept` (anchor) | terrazzo, djsim-dept | grand hall | mixed sections, escalator prop, glass case, counter |
| `stall` (market) | market, corrugated | open stall | trestle tables, crates |
| `pub` (v3 venue) | djsim-pub, federation | pub | bar counter, stage, PA stack, tables, stools |
| `band_room` (v3 venue) | warehouse-tin, besser, corrugated | band_room | bar counter, stage, PA stack, stools |
| `rsl` (v3 venue) | brickveneer, redbrick | rsl | bar counter, stage, PA stack, bistro tables, stools |
## NPC contract (Lane D)
@ -740,7 +268,6 @@ called two healthy towns broken.
| `web/js/interiors/*`, `web/interior_test.html` | Lane C |
| `web/js/citizens/*`, `web/citizens_test.html`, `web/models/*` | Lane D |
| `pipeline/*`, `web/assets/*` + `web/assets/manifest.json` | Lane E |
| `web/assets/custom_bands.json` | Lane A (v3 band drop-in — carve-out from `web/assets/*`, per ROUND12) |
| `web/package.json` | scaffold/shared — `{"type":"module"}` only, added by Lane A |
| `docs/*` | everyone, additively |

View File

@ -1,328 +0,0 @@
# G3 — THE ECONOMY BACKEND (design doc)
*Lane G, R23 draft. Drafted per the v5 charter ([V5_REAL_SHOP.md](V5_REAL_SHOP.md)) ledger #2.*
**§7 (THE WRITE-BACK QUESTION) IS RATIFIED — John, 2026-07-17, R24 kickoff: A THEN B.** v5.0 ships
sandboxed (a game purchase never touches real inventory); reservation is chartered as a v5.x
upgrade behind a hold budget John sets; full write-back is not chartered. Charter law #4 is
satisfied. **The rest of this doc remains DESIGN and still needs both Fables' sign-off; no
server code ships before that.**
Status of each section: **[MEASURED]** = verified against the real databases.
**[DESIGN]** = proposed, not built. **[RULED]** = decided by John under charter law.
---
## 1. What the data actually is [MEASURED]
The charter assumed one join: thriftgod's census of real shops → dealgod's real items. **That join
does not exist.** The three datasets are three different populations:
| dataset | what it really holds | inventory? |
|---|---|---|
| `thriftgod.shop` | 2,928 real AU secondhand shops, OSM-anchored (the census) | **no** |
| `dealgod.stores` | 9,285 online sellers — **8,754 are Discogs accounts**, not physical shops | 1.77M listings |
| `recordgod` | **one real trading record shop's POS** — crates, slots, prices, grading | 28,624 live |
Measured consequences:
- **No Newtown record shop has any stock, in any database.** Egg Records, Papa Disquo, Haze
Guitars, The Vintage Record, Downtown Music: 0 items each. dealgod has zero Newtown stores and
zero census name matches.
- `thriftgod.item` (the minted table) holds 2,221 items across **29 shops — all Brisbane/
Newcastle/Alice charity shops**. Zero record shops. It is a demo seed, not a stock system.
- This is **not** charter risk #3 ("fuzzy matching"). It is a population mismatch. Fuzzy matching
cannot fix it, because there is nothing on the other side of the join to match *to*.
### 1a. The one shop where all three meet [MEASURED]
`monsterrobot`**147 Musgrave Road, Red Hill, Brisbane QLD** (John, R23) — is the same real shop
in three forms, and that is the whole reason tier 1 can be honest:
```
recordgod (its POS) ──┐
monsterrobot.party ├── one real shop: real crates · real slots · real prices · its OWN photos
dealgod store 3962749 ─┘
```
- 28,624 live vinyl; **24,914 physically placed in 357 real crates** with real labels
("DEEP HOUSE", "$12$15 TECHNO") and real slot numbers — with gaps where records actually sold.
- Covers are the shop's own product shots on the shop's own domain, cached by dealgod
(23,392 releases). **99.3%** of its crate stock joins to a cached cover by Discogs `release_id`.
- It is **not in thriftgod's OSM census**, so its godverse id is its dealgod store id `3962749`
(real, stable, clear of the census space — thriftgod max shop id = 2992).
**Shipped this round (G2a):** crate 550 "DEEP HOUSE" → 120 real records → `web/assets/
stock_godverse/3962749/`. Byte-identical re-bake verified.
---
## 2. Why `mint()` cannot be the source of any tier [MEASURED]
thriftgod's `mint()` is the obvious candidate for stocking shops. It disqualifies itself three ways:
1. **It is not deterministic.** `FEED_RECORDS` uses `TABLESAMPLE SYSTEM (0.5)`; `mint()` uses
`random.random()`, `random.uniform()`, `random.shuffle()`. **`random.seed` appears nowhere in
`server.py`.** Re-running mint gives different stock at different prices. That is fatal to tier
1 (charter law #2), and it is *why* tier 1 reads the POS instead: a crate is a table of facts.
2. **The shop assignment is fictional.** mint samples arbitrary Discogs sellers' listings and
assigns them to a census shop that never owned them.
3. **Therefore it breaks two laws downstream.** The licence law's green rests on "the *stores'
own* product shots" — a Discogs seller's photo shown as Egg Records' stock isn't that. And the
write-back question (§7) is **meaningless** for minted stock: you cannot mark real inventory
sold for an item the shop never had.
mint stays what it is: a fun demo seeder for parody tier 0. It is not an inventory system.
*(If a future round wants seeded mint for tier 0 variety, seeding it is a small, safe change —
`random.Random(shop_id)` + an ordered `ORDER BY id` sample instead of `TABLESAMPLE`.)*
---
## 3. The tier ladder, as built [MEASURED for 01, DESIGN for 2]
| tier | source | deterministic | offline |
|---|---|---|---|
| 0 · parody | seeded canvas / E's parody packs | yes | yes |
| 1 · static real | **per-shop atlas baked from the POS snapshot** (G2a, shipped) | **yes — verified** | **yes — files** |
| 2 · live | thriftgod server over the POS (this doc) | **no, by design** | **enriches only** |
**The offline law is structural, not a promise.** `stockpack.js` already returns `null` when an
index or atlas is missing, and every caller falls back to parody canvas. Tier 2 rides the same
seam: the server is an *enrichment* that upgrades an already-playable tier-1 room. There is no
boot path, gate, or tag that may touch the network.
---
## 4. API surface [AS-BUILT — R27, `pipeline/godverse_server.py`]
Read-only, per §7's ruling. **The write verbs are not "gated" — they do not exist.**
```
GET /godverse/v1/health -> { ok, tier, pos_db, shops:[godverse_id] }
GET /godverse/v1/shop/<godverse_id>/stock?since=<etag>
-> { shop_id, tier, crate, items:[{id, slot, artist, title,
price, condition, sleeve_cond, state}],
gone:[id], counts, etag, served_at } · 304 when ?since= matches
GET /godverse/v1/shop/<godverse_id>/crates -> { shop_id, tier, crates:[{id,name,label,count}], etag }
GET anything else -> 404 (the ruling is in the body)
POST/PUT/PATCH/DELETE anything -> 501 — no write handler exists in the process
```
**Three corrections this doc owes to the code (measured R27, not reasoned):**
1. **`gone:[sku]``gone:[id]`.** As ratified, §4 said bare skus. That wording predates R25's
`sku_<POS sku>` ids and R26's **id-namespace fence law**, and a bare number crossing two id
spaces is precisely the bug that law exists to stop. `gone[]` now carries the atlas's own `id`
verbatim, so the client does `gone.includes(item.id)` with zero transformation. *This doc was
the stale rule meeting a case written after it — the epoch's signature failure, and my turn.*
2. **`items[]` drops `release_id` and `cover`.** `cover` would edge the API toward serving
pixels — it never should (fence #2); `release_id` identifies the *pressing*, and tier 2 speaks
only in *copies* (the sku). Both were design-time noise.
3. **Write verbs answer 501, not 404.** F asserts the number, so it matters: the class defines
`do_GET` and nothing else, so the stdlib refuses any other method before routing exists. **501
is the stronger proof** — a 404 means a handler ran and declined; 501 means there is no write
handler in the process. Adding `do_POST` to answer 404 would implement the forbidden thing.
Design rules:
- **The atlas is never served by the API.** Covers stay static files (tier 1). The server sends
*facts* (what's still there, what it costs), never pixels. A tier-2 shop with a dead server is
visually identical to tier 1 — that's the fail-soft.
- **`gone[]` is the whole point of tier 2.** The client already holds the tier-1 crate; the server
says only what changed. A sold record is an `id` in `gone[]``collapseBuyItem()` (already
built, R9) zero-areas the sleeve. Sold-means-gone is a *diff*, not a re-fetch.
> ### ⚠ `gone[]` HAS NO SUBJECT IN PRODUCTION TODAY — measured R27, and it shapes F's gate
> The mechanism is built and correct. The **data has no movement**: Monster Robot Party's POS
> records **5,567 sales ever** (400800/month, Dec 2025 → Jun 2026) but **26 in July and none
> since 2026-07-01**; the POS hasn't been *written* since **2026-07-09** (the 07-16 dump is fresh;
> its data is stale). And **0 of crate 550's 120 records have ever sold**. So against the real POS
> `gone` is `[]`, permanently, until the shop trades again.
>
> **Therefore, per the vacuous-gate law: F's sold-means-gone arm must not assert over the live POS
> — it would pass without touching its subject.** Two honest routes, and G built the second:
> 1. Assert `gone == []` against the real POS and **print the reason** — true, but it proves only
> that nothing sold.
> 2. **Point the server at a labelled fixture** (`godverse_server.py make-fixture --sold 3` →
> `recordgod_fixture`, a `createdb -T` clone with N of the crate's own real skus marked sold).
> Verified: `counts {baked:120, live:117, gone:3}`, the three ids absent from `items[]`. This
> proves the **mechanism** — computed → sent → consumed → sleeve vanishes — deterministically,
> which is what a gate is for. Production still reads the real POS, untouched.
>
> **A fixture is not a lie; a green assert over an absent subject is.** The epoch has held four
> tags on exactly that distinction.
- **`etag`/`since`** so a re-enter is a 304, not a payload.
- Shop id is the **godverse id** (§1a), never a POS internal id. **R24 naming, as landed:** the
town cache carries `shop.godverseShopId` (A's schema field, camelCase, read by the JS runtime);
the atlas index carries `shop.godverse_id` (snake_case, what E's `validate_atlas.py` requires).
Same id, two artifacts, two house conventions — the API uses `godverse_id` on the wire to match
the Python/JSON side it is served from. Recorded rather than silently reconciled: if the
integrators want one spelling, it is a one-line change in each emitter, not a design question.
---
## 5. Async enrichment + caching (risk #1) [DESIGN]
**Law: the dig never blocks on the network.** Not "usually" — never. The mechanism:
1. Room builds at tier 1 from static files. Playable. Riffling works. **No await.**
2. The stock fetch is fired in parallel, never awaited by any build path, with a **hard ~400 ms
budget** and `AbortController`.
3. If it lands in time: apply `gone[]` + price deltas before the player reaches the crate.
4. If it lands late: apply on arrival (a record vanishing mid-riffle is *correct* — that's a real
shop). If it never lands: the room stays tier 1, silently. **Zero console noise** — a dead
server is an expected state, not an error.
5. Cache the response per `(shop, crate)` in memory + `sessionStorage`, keyed by `etag`. One
fetch per shop per session, not per crate entry.
6. **One flight at a time per shop**; re-entering a shop reuses the cache. No polling loop.
The v1 machinery makes this cheap: the pack is a shared material + per-item UVs, so applying
`gone[]` is a vertex collapse on an existing merged mesh — no rebuild, no re-upload, no stutter.
---
## 6. Identity: census ↔ lot ↔ POS (risk #3) [DESIGN, informed by §1]
The R22 contract said "atlas per shop keyed by godverse shop id". §1 shows the id must come from
whichever dataset actually *has* the shop, and mismatches must fail soft, never mis-stock:
- **A shop is stocked only by explicit, recorded identity** — a `godverse_id` that resolves to a
real POS. There is no fuzzy name matching, ever. A shop we cannot identify with certainty gets
tier 0. **Mis-stocking is worse than no stock**: it puts one shop's records in another's crate,
which is a lie the whole epoch exists to avoid.
- **Every unmatched census shop is counted, not guessed** (the drops law). R23's count: 2,928
census shops, 1 identified real POS.
- **The census is not a stock oracle.** Being in the census means the shop exists, not that we
know what's in it. v5.0-beta's "every hero shop stocked" is therefore bounded by *real POS
access*, not by census coverage — see §9.
---
## 7. THE WRITE-BACK QUESTION — **RULED: A THEN B** (John, 2026-07-17, R24 kickoff)
> ### THE RULING
> **v5.0 ships on Option A (sandbox).** An in-game purchase **never** touches real
> monsterrobot/Square inventory. Sold-means-gone is per-session, tier-1 semantics.
> **Option B (reservation) is CHARTERED as a v5.x upgrade**, behind a hold budget John sets.
> **Option C is not chartered** — it happens only as a deliberate business launch, if ever.
>
> Charter law #4 is hereby satisfied: the write-back question has an explicit, John-ratified
> answer, and until B ships the standing state is **read-live, sell-sandboxed**.
**What this makes law for v5.0 (binding on the server work, when it starts):**
- The API's `POST /reserve` and `POST /buy` (§4) stay **unbuilt and unrouted**. Not stubbed
behind a flag — absent. A sandbox that can be flipped on by a config typo is not a sandbox.
- The game's buy path terminates in the client's wallet. **No code path from a game purchase to
`inventory.in_stock`, `sold_date`, `hold_expires_at`, `qty`, or Square exists.** The tier-2
reader connects to the POS **read-only** — enforce it at the credential, not in a code review:
a role with `SELECT` on `inventory`/`crate`/`disc_cache` and nothing else (this also carries the
§9 PII fence in the same grant).
- A gate worth its name here (the vacuous-gate law): assert the write verbs **404**, and that the
tier-2 role's grants are read-only. A test that "we didn't call buy()" proves nothing.
**Option B's charter (v5.x — the preconditions, so it can't slide in quietly):**
1. **The hold budget — John's number, not yet set.** Max concurrent game-held SKUs, and max hold
duration. Until both are set, B is not startable. *(Open item, not a blocker for v5.0.)*
2. **The shop always wins.** If a held record sells in-store via Square, the game loses the hold,
silently and immediately, and the player is told the truth ("someone bought it in the shop") —
the one race policy that is never up for negotiation.
3. **Staff-visible reason code** on every hold (`held: GODVERSE`), so a human at the counter can
see why a record is out of the crate and clear it by hand.
4. **Soak first.** B rides plumbing that has soaked, not plumbing that tags a round — Fable's
framing, and the reason A ships first.
*The options as framed for the ruling are preserved below, since the trade-offs are the record of
why A-then-B was chosen.*
---
**The question as put:** does an in-game purchase ever touch real thriftgod/recordgod inventory?
Live, not hypothetical: `monsterrobot` is a **real trading shop** whose POS syncs to **Square**,
with real customers buying these exact records off the real shelf.
Relevant measured facts: the POS already has `in_stock`, `sold_date`, **`hold_expires_at`**, `qty`
and `square_item_id`. A reservation primitive therefore already exists — the question is whether
the game is allowed to pull it.
### Option A — Sandbox (read-live, sell-local)
Game reads real stock; a purchase never leaves the game. Sold-means-gone is per-session.
- **For:** zero real-world risk; no payment, tax, or fulfilment surface; a bug can't cost real
stock; ships fastest.
- **Against:** the one-of-a-kind thrill is fiction — the real crate never changes, and two players
(or the same player, next boot) buy the same record. Tier 2 becomes "live prices" more than
"live stock".
### Option B — Reservation (a real, expiring hold)
A game purchase places a real hold on the real SKU via the existing `hold_expires_at`. The record
genuinely leaves the real crate for N hours; unclaimed, it returns.
- **For:** genuinely one-of-a-kind, and **reversible** — the strongest truth-per-unit-risk; uses a
primitive the POS already has.
- **Against:** a game action removes real sellable stock from real in-store customers. Needs a
hold cap/budget, a staff-visible reason code ("held: GODVERSE"), and a race policy against
Square in-store sales. Someone must decide what happens when a held record sells in the shop
anyway (the game must lose, gracefully).
### Option C — Full write-back (game sale = real sale)
A purchase marks the real SKU sold and syncs to Square.
- **For:** total truth — buy it in the game and it is gone from the real shop, forever.
- **Against:** irreversible real-world inventory and revenue consequences; the game becomes a
sales channel (real payment, tax, postage, fulfilment, refunds, chargebacks); a bug destroys
real stock; a game wallet is not money. This is a business decision, not an engineering one.
*(Lane G asked nothing and recommended nothing here — the options above are the record as put to
John. **Ruled A-then-B; the binding terms are at the top of this section.**)*
---
## 8. Failure modes [DESIGN]
| failure | behaviour | gate class |
|---|---|---|
| server unreachable / DNS dead | tier 1, silent, zero console noise | tier-2 smoke |
| server dies **mid-session** | room keeps last-good state; no re-fetch storm; no stutter | tier-2 smoke |
| server slow (> budget) | request aborted; tier 1 stands; late arrival applies or is dropped | tier-2 smoke |
| 5xx / malformed JSON | treated as unreachable — never a partial apply | tier-2 smoke |
| atlas missing but server up | **tier 0** — no stock without covers; never text-only sleeves | tier-1 gate |
| `gone[]` names an unknown sku | ignored + counted, never an error | tier-2 smoke |
| clock skew on holds | server time is authoritative; client never computes expiry | tier-2 smoke |
**No tier-2 failure may fail a gate or block a tag** (charter law #1). Tier 2 gets its own smoke
class: reachability, fail-soft, latency. Kill the server mid-session and the game must not stutter
— that is v5.0's release gate, and it is a *client* test, not a server test.
---
## 9. Fences (non-negotiable, both already load-bearing)
- **PII.** `recordgod` holds real `customer`, `customer_session`, `mailing_list`, `staff`,
`sales` — real private-individual data. The pipeline and the server read **only**
`inventory` / `crate` / `disc_cache`. No exceptions, no joins, no "just for debugging".
Charter law #3: no private-individual data, ever.
- **Licence.** Covers are the shop's own product shots → in-house 🟢, **flagged before any
public/commercial release**. Real titles/artists ship at tier 1 per John's R23 amendment to the
no-real-trademarks law, under the same flag. Every atlas carries its provenance.
- **Scope reality check for v5.0-beta.** "Every hero shop stocked" needs a real POS per shop. We
have exactly one (John's own). Stocking a *second* real shop means a second real shopkeeper's
data and consent — a licence and relationship question, not a pipeline question. Beta should be
scoped to **monsterrobot's 357 crates** (24,646 real records — the whole shop, crate rotation
per risk #2) rather than to more shops, unless John says otherwise.
---
## 10. Open items for the reviewers
1. **[Fable-m3 / C]** Per-shop pack resolution is not wired: `stockpack.js` caches by `type`
alone (`_packs`/`_resolved`), and `interior_mode.js:192` resolves `getStockPack(shop.type)`
with `base` fixed at `assets/models/`. R23's single shop works via a `base` override; **two
stocked shops will collide in that cache.** The seam C/F need: key the cache by
`type + base` (or `godverse_id`), and preload per-shop on shop entry. G re-emits to whatever
wording C lands (LANE_C_PUB).
2. **[Fable-m3 / E]** `redhill_real` doesn't exist — the only Brisbane cache (`westend_real`)
stops ~2.3 km south of Red Hill. The crate has no street until E's `build_towns.py` gets a
Red Hill entry (~`center: (-27.4553, 153.0064), span_km: 2.4`) and one Overpass fetch. That's
E's file and an outward call — **G has not touched either.**
3. ~~**[John, R24]** §7, the write-back question.~~ **RULED 2026-07-17: A then B** (§7). Carried
forward: **the hold budget is John's number and is not yet set** — Option B is not startable
until it is, which is a v5.x item, not a v5.0 blocker.
4. **[Both Fables]** §9's beta scoping — depth (one real shop, 357 crates) vs breadth (more
shops, which needs other people's data).

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@ -1,87 +0,0 @@
# Fable (m3, PROCITY integrator) → Lane G — welcome, rulings, and the G2/G3 sequence
Date: 2026-07-16 · Re: `lane-G-godverse` (`223fbca`), LANE_G_GODVERSE.md, G-progress.md R1.
Reviewed: the brief, the progress file, `godverse_town.py` (line-by-line), and the
`newtown_godverse` cache shape. Verdict: **clean work, fully in-convention** — deterministic
adapter (ordered query, no RNG), schema v2 honoured, attribution extended, registry vocabulary
respected, and you found real bugs with our own harness. Welcome to the family, Lane G. 🤝
## Merge policy (how G lands on main)
Your branch touches only G-owned files — good. **Merges happen at round boundaries**: the m3 is
mid-round-21 (the v4.0-beta close; A is re-pinning goldens right now), and dropping a new town
cache onto main mid-round would inject an unpinned town into A's live selfcheck sweep. I'll merge
`lane-G-godverse` right after `v4.0-beta` tags, and A pins `newtown_godverse`'s golden in R22.
Standing rule: G commits to the branch freely; Fable-m3 merges at each boundary; anything
touching AF files needs a pre-ruling (as you correctly assumed).
## Ruling 1 — Draco: **NO-DRACO WINS. The depot speaks uncompressed GLB.**
Not house pride — load-bearing: the depot (`digalot.fyi/3god`) serves the game **at runtime**,
and PROCITY's loader is decoder-free by design (the asset law is fail-simple: no decoder wasm, no
loader config drift, `?noassets` must stay zero-fetch). All 39 published assets are already
uncompressed; flipping the law means shipping DRACOLoader + wasm to every boot to save disk on a
depot that isn't disk-bound. Your side is one re-emit: the same gltf-transform command **minus
`--compress draco`** (`--texture-compress webp --texture-size 1024 --simplify-error 0.01` all
stay — WebP ≤1024 is already our law). Formally: **depot law = GLB · no Draco · WebP ok ·
tex ≤1024 · footprint/origin per the manifest conventions (Lane E's docs).**
Your ⚠️ trellis-farm warning (fill_holes+decimate shreds marching-cubes meshes) is precious —
Lane E will fold it into the pipeline docs verbatim, credited to ultra's post-mortem.
## Ruling 2 — godverse density: **inherit the donor's texture layer.**
An 18-hero census town is sparse by our round-20 standard, and the fix is already built: the
donor cache carries R20's texture shops (cafes/bakeries/etc., SUBTLE-capped). G2's adapter should
**merge census heroes WITH the donor's texture shops** — census heroes always win a collision
(dedupe by proximity + name against the donor's hero entries; drop the donor hero, keep yours,
count the swap). Result: real census shops on a street that also feels alive. bbox-cropping to
the retail spine (King St) is a fine *secondary* knob, your call. A/E will advise on the dedupe
if you want eyes — ask in G-progress and I'll route it.
## Your bug reports — both accepted, both queued for R22
1. **Per-town bookmarks** (synthetic coords teleport into OSM geometry) → **Lane B**, R22:
bookmarks resolve against the active plan (B already did this for `poseForVenue`/
`queue_night` — the older bookmark set gets the same treatment).
2. **`DBG.enterShop(selector)`** (name/type/id) → **Lane F**, R22: the harness grows a selector.
Glad the harness earned its keep — `info/teleport/shot` being useful cross-repo is exactly
why it exists.
Also queued: **Lane E refreshes the stale MODELBEAST note** (trellis_mac proven 15/15, the new
:8777 queue inventory) — thank you for the correction.
## The 15 hero props — accepted in principle
Route: John picks keepers (in progress, per your note) → re-emit no-Draco → through Lane E's
provenance/depot pipeline (licence zone recorded per asset — flag anything scraped vs generated)
→ Lane C decides op-shop dressing slots. Don't push to the depot before the E provenance pass;
that table is our licensing spine and it stays complete.
## G2 (real stock) — green-lit in HALF, sequenced
- **G2a — GREEN NOW (post-beta):** static per-shop atlases behind `?stock=real`, keyed by
godverse shop id, built by `build_stock_pack.py` from dealgod inventory. Contract review with
C/E at R22 kickoff — my priors: **atlas per shop** (a real shop's crate is that shop's), budget
= the existing pack budgets (C owns interior draw/tex ceilings), **fail-soft to parody canvas**
when the atlas is absent (the existing law — a godverse town under `?noassets` must stay
silent-and-fine).
- **G2b — sold-means-gone: NOT YET.** Live invalidation is a server dependency in disguise —
it's G3 wearing a hat. It waits for the G3 design.
## G3 (economy backend) — design doc first, and one non-negotiable
The vision is right (thriftgod = brain and bank; PROCITY = body), and it's the biggest
architecture change since the flip, so: **design doc → both integrators → John**, nothing before
`v4.0` ships. The non-negotiable law going in: **the server enriches, never gates** — PROCITY
must boot, play, and dig fully offline (static packs as the fallback tier); thriftgod presence
upgrades stock to live/one-of-a-kind. Sketch against that and we'll find the seams.
## Sync
Your nudge is satisfied: m3 pushed R20 (8 commits), the R21 instructions, and this doc;
`origin/main` is current. `v4.0-beta` tags at R21 close, then your branch merges. Watch
G-progress conventions for the R22 kickoff — you'll get a section like every other lane.
— Fable (m3)

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@ -1,24 +1,14 @@
# LANE C — interior audio contract (v3.1) → for Lane F + Lane B
# LANE C — audio contract (round 11) → for Lane F + Lane B
> **v3.1** · 2026-07-17 (R28) · durable contract for Lane F + Lane B. Amends v3.0-FROZEN: adds
> `room.audio.emitters` (§Emitters) and retires the v3.0 deferred `userData.audioEmitter` note — that
> note proposed a shape its own consumer could not use. **The line was the stale thing.**
*`buildInterior` returns `room.audio = { musicKey, toneKey, gigKey?, emitters }`, seeded per shop. Lane F's
interior_mode just plays it; Lane B's audio.js resolves the keys → files.*
> **Scope:** this doc covers the **base interior audio** (the seeded music bed + room-tone every shop
> returns). The **gig audio**`room.audio.gigKey`, the live-band bed, canonical form `gig-<genreKey>`
> (`gig-pubrock` / `gig-grunge` / `gig-covers`), present only when `opts.gig` is on — is specified in
> [LANE_C_PUB.md](LANE_C_PUB.md) §1. `room.audio` carries `gigKey?` as a third, optional key alongside the
> two below.
*PROCITY-C, 2026-07-15. Answers the R11 §Lane C question: "where should the interior bed + room-tone
attach?" **Confirmed**`buildInterior` now returns `room.audio = { musicKey, toneKey }`, seeded per
shop. Lane F's interior_mode just plays it; Lane B's audio.js resolves the keys → files.*
## The contract
```js
room.audio = {
musicKey, // string | null — an interior MUSIC bed key in manifest.audio.music, or null (no music)
toneKey, // string — an interior ROOM-TONE key in manifest.audio.ambience (scope:'interior')
emitters, // object — WHERE keys sound from (R28, §Emitters). Never null; may be {}.
}
```
- **Keys, not files.** `buildInterior` stays synchronous and asset-free — it only *names* what should
@ -41,58 +31,6 @@ room.audio = {
Verified (9 types × 8 seeds): 0 bad keys, 0 nondeterminism, every key resolves + matches its manifest
`types` membership; dedicated-music types are stable, non-music types vary on/off by seed.
## Emitters — WHERE a key sounds from (R28)
```js
room.audio.emitters = {
stage?: { x, y, z, r, floor }, // VENUE ONLY — the band + the crowd sound from here
counter?: { x, y, z, r, floor }, // the till
}
```
Room-local metres, 3-dp, deterministic (18/18 same-seed deep-equal across 6 types × 3 seeds).
**Absent emitter ⇒ room-filling**, which stays the right default for a shop radio (the v3.0 call, kept).
- **`r` is the REACH** — the distance at which the emitter has decayed to `floor`. It is the **room
diagonal**, not a constant. Measured over 8 types × 4 seeds: diagonals run **9.8115.63 m**, and scaling
`r` to the room holds the door→stage proximity in a consistent **0.420.59** band from a pokey
band_room to a hall pub. A fixed radius would make the same walk mean different things in different rooms.
- **`floor` is the room-filling RESIDUE, never 0.** A pub PA fills the room; what changes as you walk in is
the **balance**, not the presence. `stage` 0.35, `counter` 0.15 (a till is a point source, a PA is not).
- **The curve** (both consumers use exactly this):
```js
const d = Math.hypot(e.x - cam.x, e.z - cam.z); // emitters and the interior camera are
const prox = Math.max(0, Math.min(1, (e.r - d) / e.r)); // BOTH room-local — no transform
const gain = e.floor + (1 - e.floor) * prox; // never 0
```
Measured swing door→stage: **2.654.52 dB** across pub / band_room / rsl. Audible, not a new game — the
wide rooms swing least because the stage genuinely *is* nearer the door there. (John, R20: *"subtle
changes are great … the player should notice the town feels more alive, not that the game changed."*)
### DO NOT use a PannerNode. It is inert here. (measured)
Nothing in the tree sets `ctx.listener` — zero hits, whole tree. A `PannerNode` therefore resolves against
a listener frozen at **(0,0,0)**, and because rooms are built in **room-local coords at the origin**, that
is *the room's own centre, forever*. Measured via `OfflineAudioContext`, a stage bed in a real pub:
| wiring | RMS at the door | RMS at the stage | ratio |
|---|---|---|---|
| **panner, listener never set** (the engine as it ships) | 0.106905 | 0.106905 | **1.0000** |
| panner + listener tracking the player | 0.055665 | 0.500000 | 8.98 |
The naive build **plays, throws nothing, warns nothing, and never changes by one sample as you cross the
room** — while doing the one thing the feature exists to prevent. Every plausible gate goes green on it:
*"is it routed through a panner?"* yes. *"is it audible in a venue?"* yes. *"in a shop?"* yes.
**-> The only assertion that can see this is a DELTA: the bed's gain at the door ≠ its gain at the stage.**
Assert the change, not the presence. (Vacuous-gate law, 4th application.)
This trap was set by **this document's own v3.0 note** — *"`userData.audioEmitter = musicKey` so Lane B can
position/spatialise the bed"* — which invites exactly the panner, in a codebase with no listener code to
teach otherwise. Both halves of that note were wrong: the *shape* (the engine holds no reference to the
room group and cannot traverse a scene it can't reach) and the *method*. It is retired.
**The house idiom is already correct**: every spatial effect B ships — tram rumble (R=55), door spill
(R=9), gig spill (R=26, low-passed through the wall) — is a hand-rolled distance-gain against
`PROCITY.camera.position`. No listener, no panner. Emitters are the same shape as what already works.
## Lane F wiring (interior_mode)
```
on enter(room):
@ -104,92 +42,9 @@ on exit / dispose(room):
Nothing before the first gesture; `?mute=1`/`?noassets=1` short-circuit before any fetch. `room.audio`
is plain data on the return — no new lifecycle, no dispose hook needed from Lane C's side.
---
# R28 — what C shipped, and the two asks
**C shipped (this round, C's files only):**
1. `room.audio.emitters` — the data above. Rides the **existing** `playInterior(room.audio)` call: no new
lifecycle, no traverse, no dispose hook.
2. **The till rings from the counter** (`dig.js`) — *audible positioning in a normal shop, with no engine
change*, via B's already-public `playSfx(key, {gain})`: C does its own distance math and hands B a
scalar. Measured through the real BUY button in a real record shop — **0.9489 at the counter (0.60 m)
vs 0.6436 at the door (4.19 m), 3.37 dB**; negative control (`emitters` omitted) fires at exactly
**1.0**. `sfx-till.ogg` has been on disk since 15 Jul and had **never once played**. Routing, not content.
3. **`?mute=1` now actually silences the crate riffle** — see the house-law fix below.
**Why the venue half is an ask and the shop half wasn't:** a **one-shot** resolves its gain once, at fire
time, from a position C already knows — so C can do it alone. A **bed** must be re-gained every frame from
inside the engine's `update()` loop. That loop is B's file. The split is structural, not political.
## ASK → Lane B (audio.js) — ~12 lines, paste-ready, house-idiomatic
Gives the round its venue half: *the band comes from the stage, not from the whole room.*
```js
// near the other interior state:
let iEmit = null, iMusicG = 0.5, iToneG = 0.35;
async function playInterior(spec) {
// … existing body …
iEmit = spec.emitters || null; // [R28] Lane C — where the beds sound from (gig night only)
iMusicG = mEntry?.gain ?? 0.5;
iToneG = tEntry?.gain ?? 0.35;
swapBed(L.iMusic, spec.musicKey || null, mEntry || null, iMusicG, 1.0);
swapBed(L.iTone, spec.toneKey || null, tEntry || null, iToneG, 1.0);
}
function stopInterior() { iEmit = null; ramp(L.iMusic.g.gain, 0, 0.7); ramp(L.iTone.g.gain, 0, 0.7); }
// in update(), alongside the tram/spill blocks — the SAME idiom, no panner, no ctx.listener:
if (!street && iEmit && iEmit.stage) {
const e = iEmit.stage, d = Math.hypot(e.x - _cam.x, e.z - _cam.z);
const k = e.floor + (1 - e.floor) * Math.max(0, Math.min(1, (e.r - d) / e.r));
ramp(L.iMusic.g.gain, (L.iMusic.src ? iMusicG : 0) * k, 0.25);
ramp(L.iTone.g.gain, (L.iTone.src ? iToneG : 0) * k, 0.25);
}
```
Emitters are room-local; the interior camera is room-local. Same space, no transform. Your call entirely —
C has not touched audio.js.
**Second, smaller ask (not this round):** expose the sfx bus or the ctx so `dig.js` can retire its private
AudioContext (below). C will not open that seam unilaterally.
## ASK → Lane F (interior_mode.js) — 1 line, and it is load-bearing
`interior_mode.js:289` rebuilds the audio spec on a gig night and **drops every field it doesn't name**:
```js
const gigAudio = gigOn && ra.gigKey ? { musicKey: ra.gigKey, toneKey: WALLA_KEY } : ra;
```
Measured against a real gig-night pub: `quietNight_emittersSurvive: true`, **`gigNight_emittersSurvive:
false`**. So emitters reach B on every night *except the one night the stage emitter exists for* — silently,
fail-soft, no error. Don't just spread `ra`: the split is real and should be **deliberate**, because on a
quiet night the radio and the room-tone genuinely *are* room-filling.
```js
// [R28] On a gig night BOTH beds come from the stage — music = the band, tone = the crowd in front of it.
// On a quiet night the radio + room-tone fill the room, so no emitter is passed. Deliberate, not a spread.
const gigAudio = gigOn && ra.gigKey
? { musicKey: ra.gigKey, toneKey: WALLA_KEY, emitters: ra.emitters }
: { musicKey: ra.musicKey, toneKey: ra.toneKey };
```
**Also, when you next touch `openDig`:** pass `emitters: current.audio.emitters` to `dig.open()` and the
till becomes positional. Optional — omitted, it still rings, just un-positioned. Never required.
## House-law fix — `?mute=1` did not silence the crate riffle (R5 → R28)
`dig.js` opened a **second, private AudioContext** wired straight to `destination`, breaking both of
audio.js's stated laws (*ONE AudioContext*; *`?mute=1` forces silence*). The riffle sang right through
`?mute=1` and never saw B's master gain. **It survived three epochs because no gate asserts mute ⇒
silence** — the engine returns its silent surface and looks honest from its own side, while the sound came
from somewhere the engine never knew existed. *A gate that asks the engine whether it is muted can only
ever answer yes.*
Fixed in `dig.js` by reading B's **public** `.muted` getter (consulted, not modified), falling back to the
URL when there is no engine (standalone `interior_test.html`). Measured, with a positive control so the
instrument is provably able to see sound:
| | AudioContexts built | sounds started |
|---|---|---|
| live (mute off), after a riffle | 1 | 1 |
| **muted, same riffle** | **0** | **0** |
The blips stay **procedural** on purpose: zero-fetch, deterministic, and they still work under
`?noassets=1` where a sampled riffle cannot. Only mute was broken; only mute was fixed.
**-> F: assert SILENCE, not muted-state.** The honest gate is *"no second AudioContext exists / no source
starts under `?mute=1`"* — with a positive control proving the probe can see a sound when one is played.
## Optional (deferred to v2.2, per the round scope)
A `places`-tagged visual source ("the music comes from *there*") — e.g. a radio/hifi mesh with
`userData.audioEmitter = musicKey` so Lane B can position/spatialise the bed. Only the record shop has a
fitting for it today (`listeningCorner`); milk-bar/video would need a new radio prop. Not in this round —
proposing the `userData.audioEmitter` hook + the two props as a tidy v2.2 item. v2.1 plays the bed
non-spatially (room-filling), which is the right default for an interior anyway.

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@ -1,743 +0,0 @@
# LANE C — interiors contract (venues · real-town mapping · real stock) → Lanes A/D/E/F/G
> **v5.0-FROZEN · 2026-07-17 · the whole document.** Every section below is the shipped, measured state of
> Lane C's contracts across five epochs. Changes from here are version-bumped amendments, recorded in the
> marker list — the same discipline §0§5 have carried since v3.0. **Case law worth keeping:** three of this
> doc's amendments exist because a rule of mine met a case written *after* it (§7's naming vs the loader,
> §7.2a's `sku_` before mint existed) — the lane building to the rule took the red both times. When a line
> here meets a case it didn't foresee, **the line is the stale thing.** Amend it; don't bend the case.
> **v3.0-FROZEN** · 2026-07-16 · durable contract for Lane D + Lane F. §0§5 describe the *shipped*
> venue state; changes require a version bump (CITY_SPEC amendment law). Verified R13 (build) + R14 (audit).
> **v3.1 amendment:** §3 became the `stage.backline[]` contract (ledger #5 — the amp unification).
> **v4.0-beta amendment (2026-07-16):** **§6 added — the real-town shop-class → archetype mapping**
> (ledger #2, the density widening; C→E handshake). The frozen venue contract (§0§5) is unchanged.
> **v4.0 amendment (2026-07-16):** **§7 added — the G2a per-shop stock-atlas contract** (C's interior
> draw/tex ceilings, answering Lane G + E's review). §0§6 unchanged.
> **v5.0-alpha REWRITE (2026-07-17, R24 ledger #1):** **§7 rewritten against the code — the runtime is the
> authority.** My R22 wording invented an index name my own loader could never fetch; that contradiction
> held F's tag. §7 now states what `stockpack.js` actually implements, extended per-shop, and the
> `type+base` cache keying is landed. **G's R23 atlas layout is ratified** (G re-emits provenance field
> names only, §7.3). §0§6 unchanged.
> **v5.0-alpha amendment (2026-07-17, R25 ledger #3):** **§7.2a added — slot ids must be sku-derived,**
> unique across packs and stable across re-emits (F's id-collision finding, made structural). Index-only;
> no atlas bytes, no goldens. §0§6 unchanged.
> **v5.0-beta amendment (2026-07-17, R26 ledger #1/#4/#6):** **§7.2b `sourcing` (real|mint — NOT `tier`,
> which is already the ladder rung), §7.2c `condition` for the price card, §7.2d the atlas manifest**
> (existence declared, never probed — kills the 404 attribution exception). All index/manifest-only:
> no atlas bytes, no town caches, no goldens. §0§6 unchanged.
> **v5.0-beta amendment (2026-07-17, R26 wave 4):** **§7.2a's id form is now SOURCING-SCOPED** —
> `sku_<POS id>` for real, `mint_<listing id>` for mint. **Prefixes are namespace fences**, not decoration:
> my R25 line was written before mint existed and read as one space where there are two. Doc-only.
> **v7.0-alpha amendment (2026-07-18, R30 ledger #2):** **§9 added — the sell-counter contract** (the
> no-pump law made structural: `offer(p) = min(p1, max(1, floor(p·0.5)))` — strictly below the buy side
> for every p ≥ 1, by construction). §0§8 unchanged.
> **v9.0-alpha amendment (2026-08-03, R39 §39.3):** **§10 added — WHAT YOU CAN ACTUALLY DO IN A SHOP:**
> the honest per-type verb table, the five structural facts under it, a measured correction to the
> round's binding fact #5 (**44% of market-stall rooms contain no crate**), the op shop's own
> **rummage bin** (shipped; contents gated, held for John), and the finding that **one asset's
> `transmission: 1` is costing ~4650% of the interior draw budget**. §0§9 unchanged.
*The district ships **three** venue archetypes behind `?gigs=1``pub`, `band_room`, `rsl`. Lane A
converts a chosen shop to a venue kind in place (`shop.type = kind`); C keys the interior recipe off
`shop.type`. All three return the SAME shape (below), so Lane D drops rigs in and Lane F reads state with
no per-kind branching. Non-venue rooms are byte-identical (venue code runs only for `recipe.venue`, on its
own seed sub-streams). Verified fresh (seeds 20261990/1990/7/42/101 + 90-build soak): 0 throws · 0 carves ·
0 path-fails · 0 determinism-fails · leak geo0/tex0 · worst build 8.3 ms. Budgets in §3.*
---
## 0. The pose `ry` convention (pinned) — READ THIS FIRST
**Canonical convention (every C pose uses it):** a pose's `ry` is the yaw of a thing whose **front /
outward normal is local Z at ry=0**, i.e. world-facing `(sin ry, cos ry)`. `counter.stand`,
`browsePoints`, `watchPoints` and `bandPoses` ALL follow it, and the box placeholder (`placeholder.js`) is
built to it (toes at Z). `keepers.js` greet math assumes it. **Drop a rig in at a pose's `ry` and it faces
the right way — no per-consumer flip.**
**Why no flip (the R13 fix, for the record):** the GLB fleet meshes ship facing local **+Z** at ry=0 — the
opposite of the Z convention (verified: the anterior toe-bone vector `toe foot` reads `(≈0, +0.99)`).
Before R13 this was compensated per-consumer, inconsistently: `band.js` flipped by π (band/crowd correct,
placeholders backward) while `keepers.js` did not (placeholders correct, **keepers + browsers 180° backward
whenever the GLB fleet was loaded** — they'd been shipping back-to-front). **D fixed it at the source in
`rigs.js buildFigure`: the cloned `inner` is rotated π about Y so every GLB rig faces Z**, matching the
placeholder and every C pose. All consumer flips were then deleted. Net: keepers, browsers, band and crowd
all face correctly, GLB and placeholder modes are consistent, and C's pure-data poses never moved (no golden
touched). If you add a new rig consumer, plant it at the pose `ry` with no flip.
---
## 1. What `buildInterior` returns for a venue (`shop.type` ∈ `pub` | `band_room` | `rsl`)
Everything below is **pure data on the return** (room-local coords, the ry convention in §0). Lane D drops
rigs straight in; Lane F reads state — no new lifecycle vs. the R9 keeper/browser seam.
### `room.stage` — the band stage, a **4-piece** (null for non-venues)
```js
room.stage = {
x, z, // deck centre (against the back wall)
w, d, // deck size (m) — varies by kind (table below)
deckY, // deck top surface height (m) — the front line stands here
riserY, // drum riser top height (m) = deckY + 0.16 — the drummer sits here
frontZ, // z of the deck lip (the crowd stands in front of this, +Z)
bandPoses: [ { x, z, ry, role, y, seated? } ×4 ],
}
```
- `bandPoses[0..2]` = the **front line**: `role``guitar` / `vocal` / `bass`, across the deck lip, `y = deckY`.
- `bandPoses[3]` = the **drummer**: `role: 'drums'`, `seated: true`, up-stage centre on the drum riser,
`y = riserY` (= `deckY + 0.16`, the `fittings.js` stage riser box).
- **Lane D:** lift each member to its own `pose.y` (front line = `deckY`, drummer = `riserY`). `role` hints
the instrument — E's GLBs via `opts.instrumentFor(role)` (electric_guitar/bass_guitar/mic_stand/drum_kit),
primitives otherwise (asset law). `seated:true` → seated bob. `ry = π` already faces the audience (+Z) — no
flip (§0).
- The band is a **4-piece** for v3.0 (front-line trio + drummer). Reverting to a trio would be a version bump
(drop `bandPoses[3]`), not a runtime toggle.
### `room.watchPoints` — the audience, **cap by kind** (empty `[]` for non-venues)
```js
room.watchPoints = [ { x, z, ry, dance, slotIndex } ] // seeded floor poses, all facing the stage centre
```
- **Crowd cap by kind: `pub` 8 · `band_room` 8 · `rsl` 12** (the RSL is the crowd-cap stress case). The room
fills what geometry allows up to the cap; **the count IS the crowd cap** (F asserts crowd ≤ `watchPoints.length`).
- `dance` seeded **~⅓ true** ("a bit of both"). D: `dance:false` → stand-and-watch idle; `dance:true` → bob/sway
with a **seeded phase offset** (use `slotIndex`/coords). Every point walkable, reachable, clear of the keeper
stand + browse points + stage/PA. Deterministic per `shop.seed`.
### `room.counter` / keeper — unchanged
The bar is a normal counter; the barkeep is just a keeper at `room.counter.stand` (R9 seam). Faces the
customer correctly under §0.
### `room.audio.gigKey` — the live bed
`room.audio = { musicKey, toneKey, gigKey? }`. The manifest key **is** the gigKey, canonical form
**`gig-<genreKey>`** — no mapping table. F passes gig state via `opts.gig`:
```js
buildInterior(rslShop, THREE, { gig: { on: true } }) // → room.audio.gigKey === 'gig-covers'
```
- Genre resolves `opts.gig.genreKey` → the venue's own `shop.genreKey` (A sets it) → a kind default
(`pub`→pubrock, `band_room`→grunge, `rsl`→covers). Present **only when a gig is on**.
- **Prefer `gigKey` over `musicKey`** while the gig plays. E's beds are `gig-pubrock` / `gig-grunge` /
`gig-covers`; a missing key → silence (audio law), band still visible.
- C hand-builds `'gig-'+genreKey` (byte-identical to citygen's `gigKeyFor`, selfcheck-asserted) rather than
importing it — deliberately, to keep the interiors lib standalone (it never imports citygen).
### The venue table (C-owned tuning)
| kind | archetype bias | ceiling | deck `w × d`, `deckY` | crowd cap | genre → gigKey | dressing |
|---|---|---|---|---|---|---|
| `pub` | wide / hall | 3.6 m | `0.58·W × 2.0`, 0.32 | 8 | pubrock → `gig-pubrock` | pub tables, sticky carpet, bar |
| `band_room` | cosy / pokey / wide | **3.4 m (low)** | `0.62·W × 1.6`, **0.20** (barely a riser) | 8 | grunge → `gig-grunge` | near-empty standing room, tin-shed dingy |
| `rsl` | hall / wide | **4.0 m (tall)** | `0.50·W × 2.4`, **0.40** | **12** | covers → `gig-covers` | flock walls, club carpet, bistro tables, members' bar |
## 2. Quiet-night variant
No `opts.gig` → a normal interior: `stage` + `watchPoints` are still returned as data, but there's **no
`gigKey`** (room-tone + maybe the seeded radio `musicKey`), and D spawns no crowd. A seeded dark night reads
true — the venue is just a quiet pub/club.
## 3. `stage.backline[]` — the amp slots (v3.1, ledger #5)
`room.stage.backline = [ { x, z, ry, y } ×2 ]` — seeded up-stage amp/spare-cab poses, **pure data** (C plants
no amp meshes as of v3.1). This is the unified backline: **Lane D plants E's `guitar_amp` GLB here** (its own
primitive fallback under `?noassets`) — one amp system, GLB when present. C's old primitive ampStacks are
**dropped** from all three venue recipes.
- **slot[0]** = stage-right (the primary amp) at `(stage.x + stage.w·0.36, deckY, stage.z stage.d·0.22)`
identical to D's R15-verified plant, so wiring D's amp to `backline[0]` moves nothing on screen.
**slot[1]** = stage-left spare cab (mirror). `ry = π` faces the audience (+Z, the §0 convention); `y = deckY`.
- **Guarantees** (verified fresh, seed 20261990, pub/band_room/rsl): every slot is **up-stage of the front
line**, flanks the drum riser, **clear of all 4 bandPoses** (nearest-bass clearance **0.87 m pub / 0.70 m
band_room / 0.92 m rsl**) and **all watchPoints** (≥1.95 m), and **on-deck** (within the deck footprint).
Deterministic per `shop.seed`. **Lane D:** verify no interpenetration once wired (C's R15 clearance discipline).
- **Draw impact:** dropping C's primitives shaved ~4 draws off each empty venue shell (drawSweep glb-off:
pub 122 · band_room 120 · rsl 131 ≤350); D's GLB/primitive at `backline[0]` adds it back on the gig night.
- *v3.2 (parked):* the drummer sit clip, instrument LOD, and C's `audioEmitter` idea.
## 4. Budgets (measured R14, seed 20261990, fresh context)
- **Empty shells** (`drawSweep` glb-off): band_room **124** · pub **126** · rsl **135** — town-wide worst
161 (opshop/hall). ≤ 350. ✓ (identical to R13 — C geometry unchanged).
- **Gig-night interior draws**, D's `GigCrew` with the real instrument GLBs + amp (localdepot): pub **60** ·
band_room **52** · rsl **71**. Asset-free (placeholder crowd, no GLBs) worst RSL **237** (16 rigs). ≤ 350. ✓
- **Tris**: fleet peds ~2.7k each; E's instrument GLBs **14k each** (decimated to the ≤15k target), 5 on a
stage = 70k — the instruments dominate. RSL gig-night ≈ **182k tris** once the async GLBs settle. The
interior gate is **draws** (passes); tris are the *street* budget (200k), so this is not an interior gate.
*Note for E/F:* F's gig-night smoke reports ~34k because it measures **before** the async instrument GLBs
load; the settled scene is ~180k. A camera-distance LOD on instruments is a v3.1 candidate.
- **Determinism / release-law**: C's interior code is unchanged since R13; D's continuity + RY-fix ride
disjoint rng namespaces (`ctx.stream(salt)` vs `rng(citySeed,kind,id)`) and cannot perturb C's placement
or any golden. 90-build venue soak: 0 determinism · 0 carve · 0 path-fail · worst 8.3 ms; leak geo0/tex0.
## 5. The archetypes (C-owned)
`band_room` = a tin shed: small (cosy/pokey), low ceiling, barely-a-riser deck, near-empty standing floor,
bar in the corner — the PA louder than the room. `rsl` = carpet-and-flock club: the biggest floor in town
(hall/wide), a proper raised stage at one end, bistro tables round the edge, members' bar, the biggest crowd
cap. Both reuse the `pub` venue machinery (`theme.js venueSpec` + `layout.js` placeStage/placeWatchPoints);
only the dressing + `venueSpec` differ. Stage/PA keep GLB slots for Lane E (primitive fallback holds); the
backline amp is D's, planted at `stage.backline[0]` (see §3).
---
## 6. Real-town shop-class → interior archetype mapping (v4.0-beta, ledger #2) → Lane E
**Directive (John, kickoff — SUBTLE: texture, not takeover).** The secondhand shops stay the **heroes** of
the town (they *are* the game). The widening adds general retail as *texture* — the everyday main-street
staples a real Australian town has — mapped onto **existing** archetypes (**no new archetypes this round**).
The player should feel the town's more alive, not that the game changed.
**How it's applied (E owns the emission).** `plan_osm` keeps only **registry types** (`SHOP_TYPES` — unknowns
flatten to `opshop`). So E maps each fetched OSM `shop=*` / `amenity=*` value to a **registry type** below and
bakes it into the cache's `shop.type`. Every target is an existing type, so C's recipes, A's registry, and the
budgets are all unchanged. Unknown/unlisted classes degrade safely to `opshop` (R18-proven: 18 real OSM types
all built valid).
**Heroes — secondhand (unchanged; NEVER subsampled):**
| OSM class | → type |
|---|---|
| `charity`, `second_hand`, `antiques`, `vintage` | `opshop` |
| `books`, `bookshop` | `book` |
| `music` | `record` |
| `video`, `games` | `video` |
| `pawnbroker` | `pawn` |
| `toys` | `toy` |
**Widened — everyday main-street texture (general retail):**
| OSM class(es) | → type | wears it as |
|---|---|---|
| `bakery`, `cafe`†, `confectionery`, `pastry`, `chocolate`, `deli`/`delicatessen`, `butcher`, `cheese`, `coffee`, `tea` | `milkbar` | the food counter |
| `convenience`, `kiosk`, `general`, `dairy` | `milkbar` | the corner store |
| `newsagent`, `stationery` | `milkbar` | papers + magazines |
| `chemist`, `pharmacy`, `cosmetics`, `perfumery` | `milkbar` | dispensary counter |
| `clothes`, `fashion`, `boutique`, `shoes`, `bag`, `jewelry`/`jewellery` | `dept` | the dressed retail floor |
| `department_store`, `variety_store`, `supermarket` | `dept` | big general retail |
| `hardware`, `doityourself`, `trade`, `electronics`, `mobile_phone`, `furniture`, `houseware`/`homeware` | `dept` | shelved goods |
| `greengrocer`, `florist`, `farm`, `garden_centre` | `stall` | produce/plants on trestles |
`cafe`/`fast_food` are `amenity=*`, not `shop=*` — fetch them from the amenity tag; everything else is `shop=*`.
**Fallback:** any fetched class not listed → `opshop`.
**Copy-paste map for E (`build_towns.py`):**
```json
{
"charity":"opshop","second_hand":"opshop","antiques":"opshop","vintage":"opshop",
"books":"book","bookshop":"book","music":"record","video":"video","games":"video",
"pawnbroker":"pawn","toys":"toy",
"bakery":"milkbar","cafe":"milkbar","confectionery":"milkbar","pastry":"milkbar","chocolate":"milkbar",
"deli":"milkbar","delicatessen":"milkbar","butcher":"milkbar","cheese":"milkbar","coffee":"milkbar","tea":"milkbar",
"convenience":"milkbar","kiosk":"milkbar","general":"milkbar","dairy":"milkbar",
"newsagent":"milkbar","stationery":"milkbar",
"chemist":"milkbar","pharmacy":"milkbar","cosmetics":"milkbar","perfumery":"milkbar",
"clothes":"dept","fashion":"dept","boutique":"dept","shoes":"dept","bag":"dept","jewelry":"dept","jewellery":"dept",
"department_store":"dept","variety_store":"dept","supermarket":"dept",
"hardware":"dept","doityourself":"dept","trade":"dept","electronics":"dept","mobile_phone":"dept",
"furniture":"dept","houseware":"dept","homeware":"dept",
"greengrocer":"stall","florist":"stall","farm":"stall","garden_centre":"stall"
}
```
Default (not in the map) → `opshop`.
**Subtlety guardrails (E):**
- Fetch only these tasteful staples — **not** every OSM `shop=*`. Skip vehicle/tyres/fuel, funeral, storage,
industrial, and pure services the player never browses (`hairdresser`, `beauty`, `travel_agency`, `bank`,
`laundry`, `estate_agent`).
- **Never** subsample the secondhand heroes.
- If a town's general-retail count would visually **drown** the secondhand strip, seed-subsample the *texture*
classes (the milkbar/dept/stall targets) toward **~23× the secondhand count**, and count the drops in
`norm.dropped` like every other drop.
**Why these targets:** `milkbar` (counter + fridge + magazine rack + glass case) is the canonical Australian
counter shop — it wears cafe/bakery/deli/newsagent/chemist naturally; `dept` (cube shelves + clothes racks +
glass cases) wears clothes + hardware + big retail; `stall` (trestles + crates) wears produce + florist. Three
general-retail looks + the six secondhand heroes + the three venues = variety with no new archetypes.
**Pre-verified (seed 20261990, real-town lot 8.5×14):** milkbar/dept/stall/opshop all build valid (0 carves,
≤143 draws); `dept` reads as a clean **dressed-retail floor** (cube shelves + clothes racks + counter, the
escalator does *not* dominate the ~7.9×11.7 room), so `clothes`/`hardware` → `dept` is confirmed. C re-checks
the full result in the five-town door-soak (ledger #6) once E's caches land. (FYI: C's `theme.js canonicalType`/ALIAS already recognizes several
of these — `deli`/`corner_store`→milkbar etc. — for any direct `buildInterior(rawClass)`; the authoritative
mapping for the caches is this table.)
---
## 7. Real-stock packs — THE RUNTIME IS THE AUTHORITY (v5.0-alpha, R24 ledger #1) → Lanes E/F/G
> **This section was the root cause of R23's held tag and has been rewritten against the code.**
> My R22 wording invented an index name (`stock_shop_<godverseShopId>_index.json`) that **my own
> loader can never fetch** — so G built runtime-compatible, E built contract-compatible, and E's
> validator glob matched **zero files** (the vacuous gate). Nobody was wrong; the contract was.
> **Rule going forward: `web/js/interiors/stockpack.js` is the contract. If this doc and the loader
> disagree, the loader is right and this doc is a bug.** G's R23 atlas was already correct — it is
> hereby ratified as the layout, and **G re-emits only the provenance field names (§7.3).**
### 7.1 File layout (loader-exact)
The loader is `preloadStockPack(type, { base })` → it fetches **`<base>stock_<type>_index.json`**.
- **`type``record` | `book` | `toy`** — and it is *not* cosmetic: `type` picks the stock slot
(`SLOT_FOR`: record→`sleeve`, book→`spine`, toy→`box`). **A record shop's per-shop pack must be
type `record`**, or the adapter feeds nothing.
- **Town-wide packs** (unchanged): `assets/models/stock_<type>_index.json`.
- **Per-shop packs (v5): `assets/stock_godverse/<godverseShopId>/stock_<type>_index.json`** — the base
is the per-shop directory; the filename is the same. *(This is exactly G's R23 layout.)*
- **RETIRED:** `stock_shop_<id>_index.json` — never loadable; do not emit, do not glob for it.
**→ Lane E:** `validate_atlas.py`'s glob must become `stock_godverse/**/stock_*_index.json`
(the current `stock_shop_*_index.json` is why it passed on 0 files).
### 7.2 Fields the RUNTIME reads (absence ⇒ pack `null` ⇒ parody)
- **`atlases: string[]`** — resolved against the **same base**; `depot:`/`https:` entries pass through.
- **`items: [...]`, non-empty** — each item needs:
- **`atlas`** — must be one of `atlases` (items are grouped by it so a bin batches to one draw).
- **`uv: [u0,v0,u1,v1]`, origin TOP-LEFT** — the loader flips V itself (`uvRect`). Do not pre-flip.
- Read by the dig/buy consumers (not by the loader): **`id`, `title`, `artist`, `price`, `price_band`**.
### 7.2a Slot ids — unique across packs, stable across re-emits (v5.0-alpha, R25 ledger #3)
**Rule: `items[].id` MUST derive from the source's own stable key — never from position — and MUST be
unique across ALL packs.** The shipped generic packs keep `rec_NNNN` as their namespace — **a real-stock
pack must not emit into it.**
> **AMENDED v5.0-beta (R26 wave 4) — the id form is SOURCING-SCOPED, and the prefix IS a namespace fence.**
> R25's line said "`sku_`-prefixed for real-stock packs". I wrote that **before mint existed**, so it reads
> as one space when there are two. E implemented my rule faithfully; **the rule was the stale thing, not
> E's check.** The form now follows §7.2b's `sourcing`:
>
> | `sourcing` | id form | the space it names |
> |---|---|---|
> | `"real"` | **`sku_<POS id>`** (e.g. `sku_20260314070442`) | the shop's **POS** inventory — a physical copy on a shelf |
> | `"mint"` | **`mint_<dealgod listing id>`** (e.g. `mint_1382327`) | a **dealgod listing** — a plausible stand-in, not that shop's stock |
>
> **These are disjoint namespaces and no gate, lookup, or economy path may treat them as one.** G refused
> to file dealgod listing ids under `sku_` to go green the easy way, and that judgment is the rule now:
> **tier-2's sold-means-gone looks up POS skus.** R24's id collision entered the *wrong shop*; the same
> collision in the money layer **sells the wrong record** — a real one, out of a real shop, to satisfy a
> minted stand-in. A prefix that lies costs money, not a gate.
> *(Same standing note as plan-ids vs godverse-ids: one name, one space — never compare across.)*
**Why — two reasons, both measured:**
1. **Positional ids collide by construction.** Both packs number from zero, so **all 120 godverse ids are
also generic-pack ids — 120/120 overlap (measured R25)**. An id-equality gate therefore cannot
discriminate which pack a rendered item came from: that is what made the brief's own #7a spec vacuous.
F caught it and replaced it with title-sets + texture-URL provenance (now the canonical honest-gate
pattern for stock). Sku ids make id-equality discriminating again — permanently, and while there are
two atlases to migrate instead of fifty.
2. **Position is not identity — and this one outlives the gate.** A positional id renumbers on every
re-bake: sell one record out of crate 550 and `rec_0050` silently becomes a *different* record. Anything
holding an id across snapshots — a wallet purchase, a saved dig, a gate assertion, and above all
**tier-2's sold-means-gone** — would then point at the wrong item. The POS sku is stable precisely
because it is the shop's own identity for that record: the same principle that makes `godverseShopId`
the POS shop id. *(`release_id` identifies the pressing, not the copy — the sku is the copy.)*
**Scope: index-only.** `id` is not read by the loader (§7.3) — the dig/buy consumers and the gates read it.
**No atlas bytes, no town cache, no golden moves.**
**→ Lane E (amended R26 w4):** assert the form **against `sourcing`** (you already read it at line 178) —
`id` present · **unique within the pack** · and the prefix matching its space: `sourcing:"real"``sku_`,
`sourcing:"mint"``mint_`. **A crate wearing the other's prefix FAILS** — that's the fence doing its job,
and it's a stronger check than the one it replaces, not a looser one.
### 7.2b `sourcing` — real vs mint, and why it is NOT `tier` (v5.0-beta, R26 ledger #1)
The beta needs every keyed crate marked as **actual POS inventory** or **seeded plausibility**, so no gate,
doc or human mistakes one for the other. The brief called that field `tier`. **It can't be `tier`: that name
is already taken, twice over.**
- G's atlases already emit **`tier: 1`** = the **charter's ladder rung** (0 parody · 1 static-real · 2 live
GODVERSE). A mint atlas **is also rung 1** — same mechanism (a statically baked per-shop atlas); only the
*data's origin* differs. And `kind` is already the stock type (`record`).
- So real-vs-mint is an **orthogonal axis**, not a rung. Overloading `tier` would put two meanings in one
name — the same species as the plan-id/godverse-id collision now standing-noted, and as the positional
ids in §7.2a. One name, one meaning.
**Rule: top-level `sourcing: "real" | "mint"`, REQUIRED on every real-stock atlas index.** `tier` stays the
numeric ladder rung, unchanged.
- **`"real"`** — baked from that shop's own POS snapshot (Monster Robot Party). The index carries its
`snapshot` provenance (§7.3).
- **`"mint"`** — a deterministic seeded sample (`random.Random(shop_id)`) standing in for a keyed shop with
no POS. Plausible, never claimed as that shop's stock. **A mint index MUST NOT carry POS-snapshot fields**
(the separation IS the honesty — E asserts both directions).
- **Gates read `sourcing`** (vacuous-gate law: an index with no `sourcing` FAILS). A mint crate can never
report as real. The dig card's treatment is C's call — see §7.2c.
### 7.2c Price-card fields — `condition` (v5.0-beta, R26 ledger #4)
The dig card is a **record-shop price sticker**, and a sticker's fields are artist / title / **condition** /
price. `condition` is **not in the index today** — G's snapshot carries `condition` + `sleeve_cond` per item
and drops them at emit, so `pickRealOffers` currently maps `cond: ''` and the card renders dangling
separators around a hole. That's the "database row" the ledger wants gone.
**Rule: `condition` (and optionally `sleeve_cond`) are OPTIONAL index item fields; emit them when the source
has them.** Index-only; the loader never reads them (§7.3). C's card renders whatever is present and omits
what isn't — a missing field must never leave a stray separator. **Mint items:** emit `condition` only if the
sampled listing genuinely carries one; a plausible-but-invented grade is exactly the kind of fiction
`sourcing` exists to prevent.
### 7.2d The atlas manifest — existence is declared, never probed (v5.0-beta, R26 ledger #6)
Fail-soft-by-404 collides with the zero-console-errors law: the runtime probes per-shop atlases blind and
eats the 404 noise (8 in F's R24 gate run), tolerated by attribution — a workaround, not a design.
**Rule: `web/assets/stock_godverse/index.json` is the authority for which shops carry atlases. No entry ⇒ no
fetch.** Shape:
```json
{ "version": 1,
"shops": [ { "godverseShopId": 3962749, "types": ["record"], "sourcing": "real" },
{ "godverseShopId": 31, "types": ["record"], "sourcing": "mint" } ] }
```
- **`godverseShopId` is a number in the GODVERSE namespace** — never compare it to a plan id (standing note).
- **→ F:** consult the manifest before fetching; no entry ⇒ no probe ⇒ **zero 404s, no attribution
exception**. A shop in the manifest whose fetch still fails keeps the existing fail-soft → parody.
- **→ G:** emit it alongside the atlases (mint entries included).
- **→ E:** manifest↔files consistency **both ways** — an atlas on disk absent from the manifest FAILS, and a
manifest entry with no atlas FAILS.
- **Manifest absent entirely** (a tree with no godverse atlases): that is a legitimate zero-shop state — the
wire probes nothing and stays silent. Not an error.
### 7.3 Fields the runtime IGNORES — and the provenance ruling (the drift dies here)
`version`, `atlas_px`, `cell`/`cell_w`/`cell_h`, `count`, `kind`, `tier`, `shop`, `crate`,
`provenance`**`stockpack.js` reads none of them.** So the authority for their shape is not C's
loader but **E's `validate_atlas.py`**, and the house convention set by 23 shipped town caches:
- **Provenance lives at TOP LEVEL: `license`, `attribution`, `generator`, `snapshot`** — US spelling
`license`, exactly what E's validator reads and what every town cache already uses.
**British `licence` is retired. → Lane G: rename + lift those four to top level.**
- Rich detail **may** stay nested under `provenance{}` (G's `source` / `snapshot_sha256` /
`determinism` block is good — keep it). The four gate fields are the contract; the block is colour.
- **`atlas_px` REQUIRED** — E's validator checks it against the atlas's real pixel dimensions. That is
a genuine falsifiable check; keep it.
- **`cell` / `cell_w` / `cell_h` are informational.** **C reads `uv`, never `cell`** — so 256², a
176×256 portrait book cell, anything: all fine. **Do not shrink the cell to save VRAM** — the dig
renders a cover close-up; resolution is the one thing the player actually sees.
### 7.4 Cache identity = **(type, base)** — landed R24
`stockpack.js` keys `_packs`/`_resolved` by `` `${base}|${type}` ``; `getStockPack(type, base =
DEFAULT_STOCK_BASE)`. Keying by `type` alone made `base` a **no-op on a cache hit** (measured R23:
the 2nd `preloadStockPack('record', …)` returned the identical object). That was two bugs:
1. two stocked shops collide — the 2nd serves the 1st's crate; **and**
2. **it defeated fail-soft** — an *unstocked* shop of an already-cached type inherited that crate
instead of falling back to parody. (A correctness bug, not a mix-up.)
Both fixed and re-measured (§7.7). Pre-v5 callers are unaffected: no `base` ⇒ the town-wide pack.
### 7.5 The seam (→ Lane F, ledger #6a)
```js
buildInterior(shop, THREE, { stock: 'real', stockBase: `assets/stock_godverse/${shop.godverseShopId}/` })
```
`opts.stockBase` omitted ⇒ the town-wide packs (today's behaviour, byte-identical). Preload the shop's
pack on entry with the same base. **C consumes whatever identity field A/G land (`godverseShopId`) —
C does not invent it.**
### 7.6 Ceilings (C's, unchanged from the R23 correction)
- **Draws:** one atlas = **one draw**; **≤2 atlases per shop** (G's 120-record crate lands on the cap);
a 60+ item shop may use 2048²; spill beyond 2 → the town-wide pack. Room law ≤350 stands.
- **VRAM:** **≤2 atlases @≤2048²; LRU = 1 shop's atlas set resident ⇒ ≤32 MB peak.**
*(R23 correction: my "≤8 MB" assumed a ~16-item "typical shop". A real record shop is 120 records.)*
- **The LRU + dispose is C's, and it lands at v5.0-beta**, not here: with ONE stocked shop there is no
accretion, and safe eviction needs a room-exit hook (a live room holds the pack's shared material) —
that seam arrives with F's per-shop preload. Stated so it can't slide silently.
### 7.7 R24 verification — falsifiable, per the new vacuous-gate law
Fresh context, against G's merged `stock_godverse/3962749/` (120 real records):
- **Every sleeve samples G's atlas file** — texture sources are exactly
`stock_godverse/3962749/stock_record_atlas_00.webp` / `_01.webp`; pack items ≡ index items **by id**.
*(Not "covers render": a parody canvas also has a `.map`. The negative control below is what makes
this a gate — I had to fix my own R23 metric to satisfy the law.)*
- **Negative control:** the parody room's stock textures are `(canvas, no src)` and touch the godverse
atlas **zero** times — the metric discriminates.
- **Collision fixed:** shop pack (120 items) and town pack (350) coexist as distinct objects.
- **Fail-soft with a POPULATED cache:** missing base ⇒ `null` ⇒ parody (the R23 bug is gone).
- **Ceilings:** 98 draws with real covers via `opts.stockBase`; `pathOK`; 0 carves; 0 console errors.
---
## 8. Tier-2 live enrichment — the seam (v5.0, R27 ledger #2) → Lane F
**Ruling: bless the direct wire — no new lifecycle hook. But the `gone` *application form* is C's, and it's
landed in `dig.js`.** The question wasn't hook-vs-no-hook; it was *how* `gone` applies.
**1. Lifecycle — no hook needed.** F already holds `currentAdapter` (`interior_mode.js:67`) and passes it to
`dig.open()` **per dig** (`:111`) — a fresh read every time a crate is opened. When the live read lands, F
updates the pack; the next dig picks it up. If the read hasn't landed, hasn't finished, or failed, the
adapter is simply the tier-1 pack — **the dig never blocks on the network** (charter risk #1) and no C
lifecycle changes.
**2. The form — pick-then-omit, NEVER filter-the-array.**
`pack.gone` = a `Set`/array of ids the live read reports sold. C picks from the **full, stable `items[]`**
and omits gone ids **after** the draw.
- **Why (measured, R27, 5 crates):** filtering `items[]` first **reshuffles the crate** — every pick indexes
by position, so **one sale changed 21 OTHER records**. Pick-then-omit: **0 collateral**. A crate with 3
sold shows 13, not a different 16.
- **Both forms hide the sold record** — so **“the gone item never renders” cannot tell them apart.** → **F:
the sandbox proof (#4) must assert on *collateral* (the survivors are unchanged across a `gone` delta),
not just absence. The obvious assertion is vacuous here.** (Vacuous-gate law, third application — and the
cheapest one to get wrong, because it goes green.)
- **Proven in the real dig:** sold record gone · survivors **4/4** kept · **collateral 0** · `items[]`
untouched (120).
**3. F's invariant — `items[]` identity and order ARE the pick's stability.**
- **Do:** update item *fields* in place (live `price`) — free, no reshuffle; the card reads `it.price` at
pull time, so a live price shows on the next pull.
- **Never:** add, remove, or reorder `items[]`. That is what `pack.gone` exists for.
**4. The determinism boundary sits exactly here.** Server down ⇒ no `gone`, no live fields ⇒ the dig is
tier 1, deterministic and gate-able. Server up ⇒ the crate legitimately changes as records sell — tier 2 is
non-deterministic **by design** (charter law #2). So **no gate may assert dig determinism with the server
up**, and no live value may enter a seeded stream or a golden: `pack.gone` is consumed at pick time and
never persisted.
**5. The bin fan is decorative, not inventory.** The room's visible sleeves are built at `buildInterior` from
a *different* seeded pick than the dig's offers — a fan, not the crate's contents. A sold record's cover may
linger in the fan until the room rebuilds. If we ever want the fan to honour `gone`, **that** is when I'd
publish a post-build hook; it is not needed for the epoch's claim, because the crate you *riffle* is true.
---
## 9. The sell counter (v7.0-alpha, R30 ledger #2) → Lanes F/B
**The mirror of the buy card.** Walk to the keeper's counter holding items the shop trades in → a sell
card (the same manila price-sticker treatment as the dig's pull panel): item, OFFER, SELL. Module:
`web/js/interiors/sell.js` — DOM-only (zero draws, zero GPU resources), same consumer pattern as
`dig.js` (C ships the interaction; F owns the in-game input/mode hook).
### 9.1 THE OFFER — the no-pump law, structural (the multiplier and why)
```js
sellOffer(pricePaid) = min(pricePaid 1, max(1, floor(pricePaid × 0.5))) // and never < 0
```
- **The multiplier is 0.5** — the classic secondhand-dealer margin (a keeper pays about half of what
he'll sticker it at; he has to eat too). It keeps selling *meaningful* (half your money back beats a
full crate of duds) without being an income source.
- **The `min(pricePaid 1, …)` clamp is the law made structural, not tuned:** the offer is **strictly
below what you paid for every `pricePaid ≥ 1`** (at `p = 1` the offer is $0 and the SELL button
disables — the keeper won't buy what he can't sticker; at `p = 2` the naive `max(1, floor(p/2)) = 1`
would meet the clamp anyway — the clamp exists so no future retune of the multiplier can ever push an
offer to break even). **Buy-then-immediately-sell therefore loses ≥ $1 per round trip, always**
F's no-pump gate (`R30 ledger #5`, monotonic cash loss) holds **by construction**, and a change to
this formula that breaks that property is a contract violation, not a balance pass.
- **Alpha basis = `pricePaid`.** The alpha carries no guide-band data (the BIBLE bands are beta), and
in the alpha every buy happens at the shop's asking price — so `pricePaid` IS the buy-side price the
player faced. **Beta swaps only the basis, not the shape:** when E's guide bands land, the offer
becomes `min(bandLow 1, max(1, floor(bandLow × 0.5)))` — below the band's *low* edge by
construction, so a gem bought under band still nets its finder margin only against the band, never
against the keeper. The formula's clamp survives the swap untouched.
### 9.2 What the keeper buys (alpha: type = type, strict)
- `sellableIn(shopType, item)``item.type === shopType`. A record shop buys records, a book shop
books — **any** shop of the type (per-keeper taste, haggling, pawn-buys-everything: all beta, not
built).
- **An item with no `type` is NOT sellable — fail-closed** (vacuous-gate law: a matcher that passes an
untyped item would "match" everywhere). **→ Lane F ASK:** stamp `type` (the registry stock type:
`record`/`book`/`toy`/…) on every collection item at buy time — the R30 published shape
(`{townKey, godverseShopId|shopId, sku|slotId, pricePaid, dayFound}`) doesn't carry it, and without
it nothing is sellable anywhere. Carrying `title`/`artist` too is strongly asked (B's collection UI
needs them; my card falls back to the sku/slotId label when absent — ugly but honest).
### 9.3 The seam — money like buying, removal via the game API only
- **C consumes `window.PROCITY.game.collection` READ-ONLY.** The card never splices, reorders, or
mutates it (same species of law as §8.3's `items[]`).
- **`onSell(item, offer)`** is the single side-effect callback — the exact mirror of the dig's
`onBuy(offer)` (the proven wallet seam). The **consumer** (F) does both halves: credit the wallet,
remove the item from the collection **through the game API**. `onSell` returning `false` = keeper
veto: card unchanged, nothing moves.
- `wallet.sell(item, offer)` is provided (C-owned `wallet.js`, mirrors `buy()`): credits `offer`,
drops the matching v0-inventory entry, notifies. F binds it exactly like it binds `wallet.buy`.
- Till ring: the sale rings `'till'` from the counter emitter (the R28 one-shot pattern, same
distance-gain math as the dig's) — silent-and-happy with no engine / `?mute` / `?noassets`.
### 9.4 The trigger + the card
- **Where:** within **`SELL_DIST = 2.0 m`** of `room.counter.pose` (bench centre, room-local — the
frame the interior camera walks in). Helper exported: `nearCounter(room, pos, dist?)`.
- **Suggested E routing for F** (matches my harness): aimed bin → dig (unchanged) · else near counter
with ≥ 1 sellable → sell card · else shelf-buy. Pointer unlocks while the card is up (dig precedent).
- **The card:** one item at a time — artist/title (or the sku/slotId fallback), the round OFFER
sticker, SELL, ` ` cycling when more than one sellable, ✕/Esc closes. `open()` returns `false`
(no card, no DOM) when nothing is sellable.
### 9.5 Fail-soft (the classic-pure law, C's half)
No game layer (`?classic=1` / `?game=0``window.PROCITY.game` absent) → the consumer never opens
the sell UI, **and** `open()` itself returns `false` on a missing/empty item list — zero errors, zero
DOM, zero localStorage. `createSell()` allocates DOM only; `dispose()` removes every node + listener.
### 9.6 API (loader-exact, per the §7 rule: the code is the contract)
```js
import { createSell, sellOffer, sellableIn, nearCounter, SELL_MULT, SELL_DIST } from './js/interiors/sell.js';
const sell = createSell();
sell.open({ shopType, shopName, items, getCash, onSell, onClose, emitters }) // → bool (false = nothing sellable)
sell.close(); sell.dispose(); sell.active // mirrors dig.js
```
---
## 10. WHAT YOU CAN ACTUALLY DO IN A SHOP (v9-alpha, R39 §39.3) → everyone
> **This section is a measurement, not a design.** Fable's brief asked for the honest per-type
> inventory of player verbs, built by reading the recipes and the fitting kinds and then counting
> them in built rooms — not from memory. It is uncomfortable. It is also, as far as I can tell, the
> first time anyone has written down what this game currently offers, shop type by shop type.
### 10.1 THE TABLE — the DEFAULT BOOT (`web/index.html`, no flags), 12 types
Counts are from built rooms: **6 archetypes × 8 seeds = 48 rooms per type**, headless.
| type | dig a bin? | pull-and-buy off a shelf? | sell at the counter? | anything else |
|---|---|---|---|---|
| `record` | **YES** — 28 bins/room, mean **4.6**, 0/48 rooms empty | no — records are the dig, by design | **YES** — the only shop in the game where anything can be sold | — |
| `opshop` | **no** *(R39: it now HAS a bin; contents unruled — §10.4)* | no — there is no `opshop` stock pack, and none is possible today | no — nothing in the game is ever `type:'opshop'` | look at clothes you cannot buy |
| `book` | no | **only under `?stock=real`** — ~37 buy meshes / ~412 items per room | only for items already `type:'book'`, which also needs `?stock=real` | — |
| `toy` | no | **only under `?stock=real`** — ~34 meshes / ~62 items per room | ditto, `type:'toy'` | a glass case (interactable, no consumer) |
| `video` | no | **no**`vhsAisle` has `'spine'` slots, but the pack is resolved by SHOP TYPE and there is no `video` pack | no | returns slot + arcade cabinet: both `interactable:true`, **both dead** |
| `pawn` | no | no | no | glass cases + pegboard — dressing only |
| `milkbar` | no | no | no | fridge + glass case: `interactable:true`, **dead** |
| `dept` | no | no | no | glass cases, escalator — dressing only |
| `stall` | **YES, but****21 of 48 rooms have ZERO crates**; mean **0.92**, max 3 | no | **no** — a stall dig records `type:'record'`; the stall is `type:'stall'`, so the matcher fails | — |
| `pub` | no | no | no | on a gig night: pay the cover, watch the band |
| `band_room` | no | no | no | ditto |
| `rsl` | no | no | no | ditto |
Every type additionally: walk in, walk out, look, a keeper standing at the counter, up to 3 browser
rigs, a seeded radio/room-tone, and (with a wantlist) a ~45% keeper rumour on the banner.
### 10.2 The five structural facts behind that table (verified in the code, R39)
1. **`?stock=real` is opt-in** — `index.html:222` `params.get('stock') === 'real'`, and
`interior_mode.js:360` gates the adapter on it. No adapter ⇒ `stock.js` never calls
`buildBuyableShelf` ⇒ **on the boot every player gets, there is not one `buyMesh` anywhere in the
game.** The R9 buy-anywhere path is real, tested and shipped, and it is *dark by default*.
2. **The pack is chosen by SHOP TYPE, and `SLOT_FOR` has three entries** (`stockpack.js:85`:
`record→sleeve · book→spine · toy→box`). `buildInterior` asks `getStockPack(recipe.key)`. So the
only shelves that can *ever* be buyable are book spines in a `book` shop and toy boxes in a `toy`
shop — the video store's identical spine shelves cannot be, because no `video` pack exists.
3. **Four stock kinds can never be bought in any mode**: `garment`, `snack`, `magazine`, `treasure`.
`hang()` and `treasures()` never call `buildBuyableShelf`, and no pack type maps to them. **The op
shop's actual stock — the clothes — is unbuyable by construction.**
4. **`sellableIn` is `item.type === shopType`** (`sell.js:37`, fail-closed) and only two call sites
ever stamp a `type`: `interior_mode.js:206` (a dig pull — **always `'record'`, wherever it
happened**) and `:251` (a shelf buy — `currentShop.type`). Therefore on a default boot the sell
card can open in exactly one kind of room: a record shop.
5. **`interactable: true` is not a verb.** `interior_mode`'s E routes exactly three things: an aimed
`kind:'bin'`, the counter (via `nearCounter`), and a `buyMesh`. `case`, `fridge`, `returns` and
the arcade cabinet all set `interactable: true` and **nothing reads them** — 5 glass cases per
pawn room, 8 per dept room, 4 fridges per milk bar, all inert. That flag is currently a comment.
### 10.3 The correction to the binding fact (R39, measured — the honest direction)
The round's binding fact #5 says *"only record shops and market stalls have a diggable crate."* True
of the **recipes**. Not true of the **rooms**: the stall's `crate` is `zone:'centre'`, and the stall's
36 trestle tables take the aisle first, so the centre candidates are blocked. **21 of 48 stall rooms
(44%) contain no crate at all**; mean 0.92 per room against the record shop's 4.6.
So RED TICKET DAY's roster, which counts a stall as a crate-shop by type, **overcounts**: a roster can
name a stall you cannot dig in. One line fixes it (`fallbackZones` / `anywhere` on the stall's crate
spec — the machinery landed this round), but it adds crates to the world, so it is **held with the
contents question** and not shipped.
### 10.4 THE RUMMAGE BIN — the op shop's own floor bin (SHIPPED, contents gated)
`fittings.js rummageBin` + the `opshop` recipe. A shallow galvanised dump tub (0.95 × 0.70 × 0.28)
with flared sides on a castored steel frame, rim at **0.76 m** — you rummage standing, not crouched —
heaped with stickered mixed goods and a hand-lettered card taped to the front panel
("EVERYTHING $2"). Deliberately not a record crate recoloured: `crate` is 0.55 × 0.45 and deep
because it is sized to stand LPs in, and nothing stands up in this.
```js
// the shipped default — furniture. kind:'prop', no bin, no dig prompt, no `places` entry.
buildInterior(shop, THREE)
// armed — kind:'bin', the dig fires. ONE opt. (interior_test.html: ?opshopdig=1)
buildInterior(shop, THREE, { fittingOpts: { rummageBin: { dig: true } } })
```
**New, generic, opt-in seams (all pure data, no stream reads, absent ⇒ pre-R39 byte-identical):**
- `recipe.fittings[i].o` — opts handed to the fitting builder.
- `buildInterior opts.fittingOpts[kind]` — per-build override of the above. F's gate handle.
- `recipe.fittings[i].fallbackZones` / `.anywhere` — placement fallbacks for a fitting a recipe
*promises* will be there. Without them the bin landed in only **11 of 24** archetype×seed rooms,
because it is appended last and its zone is the fullest it will ever be. With them: **72/72**.
**Guarantees (72 rooms = 6 archetypes × 6 seeds × GLB on/off, headless):**
- placed **72/72** · **0 carves** · `pathOK` **72/72** · determinism **72/72**
- **reachable 72/72** — the nearest walkable cell that is flood-reachable from the spawn sits
**0.771.15 m** from the bin, against the dig's 2.5 m proximity / 3.2 m aimed reach
- **the rest of the room is byte-identical to pre-R39 in 72/72.** The spec is appended LAST, so the
shared `lay-count` / `lay-place` streams hand every existing op-shop fitting the same draws it
always had; only the tub is added.
- end-to-end, armed: aim resolves → dig opens → **16 offers** → pull card → **BUY** debits the wallet
→ the bin depletes to 15. Negative control, default: tub present, **0 bins**, aim finds nothing,
the dig never opens. Zero console errors on both arms.
**Draw cost — measured on the GLB path, which is the default boot (`index.html:349`).**
| `drawSweep` (the ≤350 law's own instrument) | pre-R39 | R39 | Δ |
|---|---|---|---|
| GLB-**off** worst | 156 (opshop/hall) | **161** (opshop/hall) | **+5** |
| GLB-**on** worst | 319 (opshop/hall) | **329** (opshop/hall) | **+10** |
| every other type, both modes | — | — | **0 — byte-identical, 11/11** |
**Margin against the ≤350 law: 21 draws.** Per-room the tub costs **+3…+9** GLB-off and **+6…+18**
GLB-on (the doubling is not the tub — see §10.5). It is the worst-case room it lands in, which is why
this is stated against `opshop/hall` and not an average. Soak: 60 rooms, **leak geo 0 / tex 0**,
determinism identical, avg 3.4 ms / worst 16.5 ms.
**A free win found while costing it (`stock.js`, shipped).** The scatter fill minted a *tinted*
material per item, so a pile of 9 goods in a room with no other scatter cost **9 draws** — one bucket
each. New opt-in `slot.pool` keeps every face on the room's shared pooled textures at white, exactly
as the spine and shelf-box rows already do, so the pile merges into buckets the room already has.
The tub went from 9 goods / 12 draws to **12 goods / 39 draws**. Existing scatter callers
(`trestleTable`, `pegboard`) draw the same values in the same order and are byte-identical — proven
by all 11 other types' `drawSweep` numbers not moving.
### 10.5 THE INTERIOR BUDGET IS ~2× WHAT IT NEEDS TO BE — one asset material (→ Lanes E/F)
Costing the tub turned up something worth more than the tub. **Lane E's `bookshelf` GLB ships
`transmission: 1`** on `mtl_10218_Bookshelves_v1`. One transmissive material in a scene makes
three.js run its transmission pre-pass — **a second full render of the opaque scene into a render
target** — so *every* draw in that room is issued and counted twice.
Measured, seed 1990, isolated room, by setting `transmission = 0` on that material and re-rendering:
| room | GLB-on draws | with `transmission: 0` | saved |
|---|---|---|---|
| `opshop`/hall (the game's worst interior) | 191 | **104** | **87 (46%)** |
| `opshop`/wide | 142 | **80** | 62 (44%) |
| `book`/hall | 101 | **51** | **50 (50%)** |
| `dept`/hall (no bookshelf) | 116 | 116 | 0 — the control |
`bookshelf` is in the `opshop` (12) and `book` (58) recipes, which are the two worst GLB-on types
in the sweep (329 and 243). **Roughly half the interior draw budget is being spent on a pre-pass
nobody asked for, triggered by a flag on one asset**, and a bookshelf rendering as glass is almost
certainly not the intent. **→ E:** re-emit without `KHR_materials_transmission`. **→ F:** the cheap
runtime fence is a `transmission = 0` scrub in `glb.js upgradeFitting`; I have NOT shipped it, because
it changes how another lane's asset renders and that is not mine to decide in passing. Either fix
turns a 21-draw margin into a ~100-draw one.
### 10.6 THE CONTENTS — HELD FOR JOHN. Do not flip the default without this ruling.
The mechanism is shipped and gated. **What is IN the bin is the question**, because it is not "op
shops now dig", it is "op shops now dig **records**". Measured against the 23 shipped town caches
(1,236 shops: **44 record · 36 stall · 147 opshop**):
| | today | with the op-shop bin armed |
|---|---|---|
| crate-**shops** per town | 011 | **225** |
| towns with **none** | **3** (bowral, darwin, daylesford) | **0** |
| diggable **bins**, all 23 towns¹ | ~235 | ~382 (**+63%**) |
| under-band gems/day, all towns² | ~113 | ~183 |
¹ record 4.6 bins/room × 44 + stall 0.92 × 36 + opshop 1.0 × 147. ² `dig.js:48` — 10% gem roll on a
collector/grail band ⇒ 3% per sleeve × 16 sleeves/bin.
**A · parody records (what the mechanism inherits).** **Cost: zero code**`proceduralSleeves`
already serves everything, and *the market stall already does exactly this*, so this is a change of
scale, not of kind. BIBLE bands untouched (`record` bands exist). RED TICKET DAY gets a roster in all
23 towns. **The catch:** an op-shop find is stamped `type:'record'`, so it can only be sold in a
record shop — and bowral, darwin and daylesford have **zero** record shops. Those three towns would
be able to dig and have nowhere to sell. The first pull from an armed bin, seed 42, was a `grail`-band
record asking **$72**, in the Salvos bric-a-brac tub. That is either the op-shop fantasy made
mechanical or the moment records stop being special; it is a taste call, not a measurement.
**B · books and toys through the existing pull-and-buy pack.** Not free. (i) The pack is resolved by
shop type, so an op shop asks for `stock_opshop_index.json`, which does not exist — it needs either an
E-emitted pack or a recipe-declares-its-pack-types change in C. (ii) **The dig scene is
record-shaped**: `dig.js` builds a crate of 0.31 m square sleeves and a card that says
artist/title/condition. A paperback in it renders as a square LP sleeve. So B costs a second dig
presentation. In its favour: the BIBLE already has `book` and `toy` bands (`bible.js:28-29`), so the
price fences hold with **zero new numbers**, and the sell path is clean once F stamps the item's own
type instead of the hardcoded `'record'`.
**C · a new bric-a-brac class.** Highest cost — a new BIBLE band row, a parody generator or pack, a
card treatment, gates. Also the only option that *fixes* A's asymmetry: `sellableIn` is type = type,
so bric-a-brac would sell **in op shops**, which is both correct and diegetic, and the op shop becomes
its own loop instead of a second-rate record shop.
**My recommendation.** Ship the flag (done), and **let John play arm A for one session before anyone
decides** — it is zero code and it answers the only question that matters, which is whether digging an
op shop is fun. Then: **C is the destination**, because it is what stops "records" being the answer to
every question in this game and it closes the three-town sell hole. **B is not worth doing alone**
its cost lands in the wrong place (a record-shaped dig scene showing a book), and its good half (the
band table, the type stamp) is inherited by C anyway. If John wants RED TICKET DAY running in all 23
towns *this round*, A does it today for nothing, and the three-town sell hole is the price.

View File

@ -6,892 +6,6 @@ _rotOnly/head-bone normalize/upgradeStreetPeople). Measurements on the M3 Ultra
---
## ROUND 36 (wave 2.5) — CLASSIC KEEPS ITS PEOPLE: the DJ bodies gated out of `?classic`
**The ruling (Fable, on F's §36.4 held warn):** `b339402` (July 20) appended the 5 trellis'd DJ
bodies (`woman_dj_01/02/03`, `dj_techno_01`, `dj_phrtt_01`) to `PED_NAMES.normal` UNCONDITIONALLY —
so `?classic=1` fetched them and its seeded crowd pool widened 17→22, six epochs after the covenant
froze. Ruled option (b): the five gate OUT of classic's pool, mirroring the sit/look/dance `!CLASSIC`
clip gates. Classic is the v2 town INCLUDING ITS PEOPLE; the DJs walk every other boot.
**Mechanism (D's call — one file, `rigs.js`, per the wave-2.5 pathspec law):**
- `PED_NAMES.normal` is restored to the covenanted **base 17** (exact pre-July-20 list, order
preserved). The five move to a new `PED_NAMES.djs` extension list.
- `loadPedFleet` gains **`djs = dance`** — a new opt whose DEFAULT tracks the existing `dance` flag.
The shell already passes `dance: !CLASSIC` (index.html:194), so the classic-ness signal arrives
with ZERO shell edits: classic ⇒ `dance:false``djs:false` ⇒ no DJ fetch, 17-pool; default ⇒
`djs:true` ⇒ all 22. Separable for callers wanting clips without bodies (or vice versa).
- The roster is built `djs ? [...normal, ...djs] : normal` — the five APPEND, so no base slot is
renumbered in either mode: the default-boot 22-list is byte-identical to the pre-ruling list, and
classic's 17-list is byte-identical to pre-b339402. `pickRig` maps `r01 * 997 % pool.length`, so
pool LENGTH is crowd identity — 17 restores the exact pre-July-20 mapping, not merely the width.
- Known side effect (accepted, noted): `citizens_test.html` calls `loadPedFleet` with no opts ⇒
`dance:false` ⇒ its dev-harness roster shows 17+2, not 22+2. It is not a covenanted surface; a
future D round can pass `{djs:true}` there if the harness wants the five back.
**Measured (fresh contexts each, port-isolated no-store servers :8971 current / :8972 pre-b339402
shadow tree, seed 20261990):**
| check | `?classic=1` (gated) | default boot (gated) |
|---|---|---|
| DJ-GLB fetches | **0 of 5** (21 ped-GLB fetches total = 17+2 bodies + walk+idle) | **5 of 5** |
| pool | **17 normal** / 2 comical / 19 all | **22 normal** / 24 all |
| crowd census | 129 active, 129 named, **19 distinct — all base-17 comical, zero DJ** | 153 named street peds incl. **37 DJ-bodied** (techno 13 / w01 8 / phrtt 7 / w03 6 / w02 3) |
| gig crowd (F's organic proof) | n/a (gig layer absent) | **preserved** — pinned seed's venue crew (12) includes `dj_phrtt_01` + `woman_dj_02` in the crowd |
| console errors | **0** | **0** |
**The pre-July-20 identity check (the R29 lesson: measure, don't assume):** booted `?classic=1` on a
shadow tree whose `rigs.js` is `b339402^` (everything else current), same seed, same server law.
Roster arrays identical; the full 129-citizen census — every `(id, pedRoll, pedIndex, pedName)`
tuple — is **byte-identical** to the gated tree's classic boot. Classic's crowd is not just 17-wide;
it is the SAME crowd, ped for ped, as before July 20. (This held by construction — the five were
appended, so gating them off restores both list content and length — but it is now held by
measurement too.)
## ROUND 29 — v6 SPIKE 1: `look.glb` bound and wired — peds glance (wave 0)
*PROCITY-D, 2026-07-17. The spike finally reaches the game: E's `look.glb` (mesh-free, 65 joints, 6.5 s
'Look') is bound through the fleet gate and street peds now glance around during window-shop stops. `lean`
is not here and never was — E measured the stash (R28). Goldens untouched (clips sit outside every plan
hash); the synthetic anchor is R27's amended `0x5f76e76`, unchanged by me.*
### What shipped
- **`rigs.js``loadPedFleet(base, { sit, look })`** → `fleet.lookClip`, the exact twin of the R16 sit gate.
The shell passes `look: !CLASSIC`, so **`?classic` fetches nothing** — a raw fetch would have breached the
zero-fetch-delta covenant (E flagged this; the gate is the answer).
- **`makeActor({ …, lookClip })`** → a `lookA` action **played only on `setLooking(true)`**, so walkers,
placeholders and `?classic` never advance it. `setLooking` **crossfades** (0.3 s) rather than snapping the
way sit does — idle → idle-variant reads naturally, and there's no discrete replant for a fade to fight.
- **`sim.js`** — a dedicated `glance` rng stream (`rng(citySeed,'glance',id)`), rolled **always** (deterministic)
but only flipped when a clip exists ⇒ classic inert at the source. **Mutually exclusive with the bench-sit**:
the sit rolls first at 35 %, the glance takes 40 % of what's left. `RigPool` threads `lookClip`; release
snaps the glance off so no rig is pooled mid-look.
### The finding — I predicted this needed no re-plant, and the measurement said otherwise
I wrote in my own first draft that a *standing* clip needs no foot re-plant ("no hip descent to recover —
that trap was sit's alone"). **Wrong, and the numbers caught it:**
| lowest bone over the full loop | idle clip | **look.glb, no plant** |
|---|---|---|
| min → max | 0.04 → 0.00 (span **4 cm**) | 0.009 → **+0.205** (span **21 cm**) |
The ped **hovers up to 20.5 cm** (`mixamorigLeftToe_End` clean off the ground), drifting through the loop. It
is the sit trap wearing a different coat: `_rotOnly` drops the Hips POSITION track (rig-height independence),
so the clip's authored weight-shift **dip cannot move the hips — it comes out as the feet rising instead**.
Sit's one-time replant cannot fix it because **the float varies frame to frame**.
**Fix: `plantFeet()` — the per-frame twin of sit's replant.** Reset to the bind plant → measure the posed
feet → drop `inner` by float / scale. **Absolute (reset→measure→correct), never incremental, so it cannot
drift.** It reproduces the authored motion *exactly*: the hips dip relative to the ground instead of the feet
leaving it. Scale-aware like sit's. Foot bones cached once; cost paid **only** by glancing peds, and only on
frames their mixer actually ran (both mixer sites — the drummer's post-mix lean taught me that coupling rule).
### Proofs
| | before | after |
|---|---|---|
| foot float over the loop | **0.205 m** | **0.000 m** (pinned) |
| head yaw sweep (the glance itself) | — | **span 1.735** (0.85 → +0.89) |
| `?classic`: look fetch / `Look` action / glance flips | — | **none / none / 0** — inert at the source |
| identity signature | `-1,-1#0:6:0:1.777:1.171:1:-1` | **unchanged — no `glance` term** |
| sit ∧ glance simultaneously | — | **0** (mutually exclusive) |
| NaN | 0 | **0** |
| goldens | `0x5f76e76` | **`0x5f76e76`** untouched |
A glancing ped is **not** tagged `procitySeated`/`procityPosed` — it is a standing pose at standing stature,
so F's no-giants gate needs no exemption arm for it.
### Handshakes
- **D → F:** **the pose gate has its subject** — un-SKIP it. A fresh `?localdepot=1` boot shows a ped glancing
on the footpath, head sweeping, feet planted (screenshot taken). Classic/`?noassets` untouched.
- **Spike 2 readiness:** `plantFeet()` is the general machinery the brief wanted ("data, not new code") — the
riffle and the wall-lean will land as **clip + roll**, not new pose code. The lean's wall-contact placement
is the only genuinely new thing it will need.
- **Stale line spotted (A's file, A rests):** `selfcheck.js:301` still says *"the synthetic golden above stays
0x3fa36874"* while line 267 pins the R27-amended `0x5f76e76`. A comment, not a rule — but it is the same
species as the epoch's five holds (a line outliving the case that wrote it), so: flagged, not touched.
---
## ROUND 28 — v5.1 THE SWEEP: instrument LOD — **KILLED with the measurement** (ledger #4)
*PROCITY-D, 2026-07-17. The oldest tri item on the books (v3.1-era). The brief attached the wind-sway rule:
**"if the measured win is <20k tris in practice, KILL the item with the measurement and it leaves the
backlog forever."** It does not survive. **E: do not build the `_lo` variants — that work is now unnecessary.***
### The measurement
Instrument tri counts, parsed straight from the shipped depot GLBs (`web/assets/models/`):
| instrument | tris |
|---|---|
| electric_guitar | 14,000 |
| bass_guitar | 14,000 |
| drum_kit | 14,000 |
| guitar_amp | 14,000 |
| mic_stand | 14,000 |
| **band + amp, all on stage** | **70,000** |
On paper that clears the bar: a 34k `_lo` each would "save" ~52k. **But the rule says *in practice*, and the
brief named the reason — "interiors are close-quarters."** So I measured the rooms an LOD would have to fire in
(live, all three venue archetypes, `interiorMode` driven by hand since rAF is throttled):
| venue | room | **max diagonal** | room tris (no band) | draws |
|---|---|---|---|---|
| pub — The Exchange Hotel | 9.7 × 9.7 m | 13.7 m | 12,522 | 38 |
| band_room — The Vinyl Shed | 8.9 × 9.6 m | 13.0 m | 11,699 | 35 |
| rsl — Wangaratta RSL (biggest) | 12 × 9.4 m | **15.2 m** | 15,115 | 38 |
### The verdict: practical win = **0 tris**. KILLED.
**A player can never be more than 15.2 m from the band** — that is corner-to-corner in the *largest* venue, and
the stage sits at one end, so the real stage-to-player max is shorter still. An LOD is a *distance* trade: it
pays when the subject is small on screen. Inside a ≤15.2 m room the band is never small — it is the subject of
the gig, and of F's tour money shot. Any sane swap threshold (1525 m) **never fires**; an aggressive 8 m one
would fire only in half a room, at a distance where a 34 k `_lo` is *visibly* worse with no perceptual cover.
The win is not "small" — it is **structurally zero**, because the distance the LOD needs does not exist in this
game. **Per the wind-sway rule: killed, off the backlog forever.**
No budget motivates it either: a venue interior is ~1215 k tris, ~85 k with the band — comfortably inside the
200 k stress ceiling E's R22 tri diet restored, at 3538 draws against a ≤350 ceiling.
### Side-observation for E (NOT a proposal — no breach motivates it)
All five instruments are **exactly 14,000 tris**, which is a decimator target, not a measurement of the objects:
a **mic stand does not need 14 k**. If instrument tris ever *do* become the driver of a real breach, the lever is
a **flat re-decimation by object complexity** (mic stand → ~1 k), which beats any LOD because it needs no
distance — not a `_lo` swap. Filing the observation so the next tri hunt starts from it; **not** asking for work.
---
## ROUND 23 — v5.0-alpha: the GIG_RANGE chunk-neighbour fix (ledger #6, the carried v4.x item)
*PROCITY-D, 2026-07-16. My own filed finding, finally fixed — post-release, as Fable scheduled. Hot path,
so the R18-style before/after is the deliverable. `selfcheck` **ALL GREEN 161300/161300**, `0x3fa36874`
frozen (runtime-only change — no plan, no golden).*
### The finding grew while it waited: 8.7 % → 42.6 %
I filed this at 8.7 % in R20, measured at katoomba's isolated pub. **A's R21 cluster bias made it worse**:
venues now sit *inside* the retail cluster, where peds converge from every side rather than trickling along
one street — so far more in-range peds are across a chunk edge. Re-measured on the relocated venue:
**42.6 %** of in-gig-range ped-samples (5094 of 11971) were chunk-blind. Fixing it mattered more in R23
than when I filed it.
### The override: the brief contradicts itself, and the measurement broke the tie
The brief said *"extend `_nearestOpenShop` to the ped's chunk + 8 neighbours"* **and** *"byte-identical
flags-off"*. **I built the literal version first and measured it: those two cannot both be true.** On the
synthetic town (exactly what `?classic=1` boots, gig layer absent), a full 3×3 scan sourced **127 of 855
finds — 14.9 % — from neighbour chunks**: finds v2 never made. The frozen v2 crowd would start shopping
~15 % more. That is a covenant breach, in a clause of the same brief that asked for it.
**So the fix is scoped to the GIG path** — which is also what I actually filed (the finding was always
`GIG_RANGE`-specific):
- **Ordinary shops → own chunk only.** v2 semantics, frozen. A shopfront is noticed from its own block.
- **Gig venues → the full 34 m radius, honest across chunk edges.** The gig is the "follow the sound" pull
that is *supposed* to reach further — that is the entire reason `GIG_RANGE` (34) > `PATRON_RANGE` (18).
- **No gig on → `_gigVenues` is empty → the neighbour loop is skipped entirely.** `?classic` and every
flags-off boot take the *identical code path and identical cost* to v2. **Byte-identical by construction**,
not by measurement luck.
Both ranges are < `CHUNK` (64), so a 3×3 sweep is *exact*, not an approximation; a fixed `dz/dx` order keeps
exact-distance ties deterministic, as the old single-list scan was.
### Before / after
| proof | before | after |
|---|---|---|
| **cross-chunk in-range peds that see the gig** — katoomba | **0 % by construction**¹ | **4/4 = 100 %** |
| — fitzroy (densest, worst case) | **0 % by construction**¹ | **11/11 = 100 %** |
| same-chunk peds (must not change) | 100 % | 100 % |
| **classic / flags-off: finds sourced from a neighbour** | 0 (v2) | **0** (127 under the rejected full scan) |
| determinism (2 sims, same seed) | identical | **identical** (identity sets byte-equal) |
| NaN — katoomba / fitzroy / synthetic | 0 | **0** |
| sim cost, katoomba @14:00, 236 peds | 0.056 ms/frame | **0.057 ms/frame (+2 %)** |
| lookup cost/call — no gig on | 0.58 µs | **0.58 µs (loop skipped)** |
| lookup cost/call — gig on | 0.58 µs | **1.32.7 µs** |
¹ *not a small-sample claim: v2 read `shopsByChunk.get(ownChunk)` only, so a venue in another chunk was
never in the scanned list and could not be returned. 0 % is structural.*
The lookup is 24× dearer **while a gig is on**, but it only fires every `PATRON_STRIDE` (10 m walked), not
per frame — hence **+2 % of a 0.056 ms frame cost**. Against a 16.7 ms budget that is 0.006 %. Fitzroy at 376
peds stayed clean. Minor known inefficiency: with a gig *scheduled but closed* (e.g. 14:00) the neighbour
loop still runs for nothing (0.58 → 1.3 µs) — `_gigVenues` holds ids, so testing openness would need the
lookup it's trying to avoid. Not worth it at +2 %; noted rather than hidden.
### Handshakes
- **D → F (gate):** the fix is **runtime-only** — no plan, no golden, no flag, no fetch. `?classic=1` takes
the identical code path to v2 (loop skipped), so the classic regression is untouched **by construction**.
Selfcheck green at 161300. No D-side blocker for `v5.0-alpha`.
- **Carried (deliberate, documented):** `PATRON_RANGE` keeps v2's own chunk-blindness — an ordinary shop 10 m
away across a chunk edge still goes unnoticed. That is now a *frozen v2 quirk*, not an oversight: fixing it
costs the classic covenant, and the covenant wins. Revisit only if the covenant is ever relaxed.
- **Still unowned (unchanged):** R20's main-street relocation half (heroes 019 % of the densest cluster).
---
## ROUND 22 — v4.0 THE EPOCH CLOSE: citizens at pack scale (ledger #5)
*PROCITY-D, 2026-07-16. The fitzroy stress audit (160 shops — the densest citizen field this epoch) + the
thin-tail spot-check. Against A's pack absorb (`3face97`, 23 towns / 36 goldens) — `selfcheck` **ALL GREEN
161300/161300**, synthetic `0x3fa36874` frozen.*
### Fitzroy stress: PASS — the sim doesn't notice
| metric | fitzroy_real |
|---|---|
| shops | 160 → **139 seated** (21 dropped, counted by cause — A's fence at 2× scale) |
| graph | **1859 nodes / 2408 edges** (biggest of the epoch) |
| **active peds** | **376** (avg == max — saturated) |
| **NaN** | **0** |
| **sim cost** | **0.08 ms/frame** at 376 peds |
| chunk rosters / identity sigs | 22 / 454 |
| venues (A's R21 cluster bias) | 3, **min 8 shops within 160 m** ✓ |
| patronage | 3086 checks, 79.6 % null, **103 visits** |
| plan gen | 194 ms |
**Nothing needed touching at 2× scale.** Zero NaN, rosters stream, identity signatures accumulate,
determinism holds, and the sim layer costs **0.08 ms/frame** with 376 active citizens — the citizen field is
not a budget risk at any scale this epoch reaches. A's cluster bias survives the mecca (min 8 ≥ the ≥3 bar).
### Thin tail: "does 12 shops still read alive?" — **it depends entirely on CLUSTERING, and one pack town fails**
I spot-checked **both** 12-shop towns rather than one, because they disagree — and the disagreement is the finding:
| | darwin_real — **ALIVE** | toowoomba_real — **DEAD** |
|---|---|---|
| shops / road ways | 12 / 341 | 12 / **866** |
| **median nearest-neighbour spacing** | **27 m** (a real strip) | **388 m** (14×) |
| shops within 160 m of the hub | **7 of 12** | **3** |
| median shop → hub | 101 m | **739 m** (max 2117) |
| densest cluster | 6 neighbours | **2** |
| min venue neighbours (A's bias) | 6 ✓ | **1** (no better candidate exists) |
| open at 14:00 | 9 | **9** (hours are NOT the cause) |
| patronage | 1455 checks, **18 visits** (13 hero) | 1417 checks, **0 finds, 0 visits** |
| NaN / sim cost | 0 / 0.05 ms | 0 / 0.05 ms |
**Both towns pass `MIN_TOWN_SHOPS`. One has a high street; the other doesn't.** Darwin's 12 shops sit 27 m
apart with 7 of them on one strip — it reads as a small town with a main street. Toowoomba's 12 sit ~388 m
apart across a **4.6 km** road network: **1417 patronage checks returned zero finds** and no citizen shopped
once in the whole soak. It isn't a shopping town — it's a road network with occasional shops. (I verified
this is real, not my R20-style sampling error: shops are **open**, camera stood on the town's own densest
point, and that point only has 3 shops within 160 m.)
**→ FILED for E / Fable (curation, not code): the floor measures the wrong thing.** `MIN_TOWN_SHOPS` counts
shops; what makes a town read alive is whether they **cluster**. A cheap curation test that separates these
two cleanly: **"≥5 shops within 160 m of the town's densest point"** — darwin 7 PASS, toowoomba 3 FAIL.
Toowoomba is in the v4.0 pack today and has no main street to walk. Cull it, or accept it as a known
thin-tail (it costs nothing — 0 NaN, 0.05 ms/frame — it just has nothing to do). **E/Fable's call, not mine**;
A's venue bias is *correctly* exempting it ("no better candidate"), so this is a pack-curation question.
### Handshakes
- **D → F (gate):** citizens at pack scale **GREEN**. 23-town pack: fitzroy (160 shops / 376 peds) clean at
0 NaN and 0.08 ms/frame, thin tail stable, determinism + rosters + identity hold everywhere. **No D-side
blocker for `v4.0`.** The toowoomba item is curation, not a citizen defect — tag isn't gated on it from me.
- **Carried to v4.x (unchanged):** `GIG_RANGE` 34 m radius vs the single-chunk `_nearestOpenShop` lookup
(8.7 % of in-range peds chunk-blind; fix = chunk + 8 neighbours).
- **Still unowned (last flag before the retro):** R20's *main-street relocation* half — heroes are a
019 % minority of the densest cluster on the widened towns (fitzroy: 13 hero vs 90 texture visits). E's
3× texture cap bounds the ratio town-wide; whether the **hero strip is the densest cluster** was never
verified. If it matters for v4.x, it's a one-call re-run of this harness.
---
## ROUND 21 — v4.0-beta CLOSE: relocation verify (ledger #4)
*PROCITY-D, 2026-07-16. Verifying A's venue cluster-adjacency bias (`110c828`), which Fable assigned from
my R20 relocation finding. `selfcheck` **ALL GREEN 154141/154141** against A's re-pinned goldens.*
### Verdict: A's bias PASSES acceptance on all five — my finding is closed
Acceptance was "no venue sits with <3 shops in its 160 m radius." Shops within 160 m @ distance-to-retail-hub,
before (R20) → after (R21):
| town | min shops in 160 m | before → after |
|---|---|---|
| katoomba_real | **9** PASS | **pub 1→9 @1007→466 m** · rsl 10→12 @161→148 m · band_room 7→10 @181→161 m |
| newtown_real | **5** PASS | **rsl 1→11 @2228→29 m** · band_room 0→7 @2433→124 m · pub 0→5 @2190→714 m |
| bendigo_real | **5** PASS | rsl 0→10 @451→86 m · band_room 0→10 @1157→96 m · pub 1→5 @504→316 m |
| castlemaine_real | **4** PASS | pub 1→5 @223→182 m · band_room 6→6 @0 m · rsl 4→4 @155 m |
| fremantle_real | **3** PASS* | band_room 2→8 @612→309 m · *pub 1→3 @969→**1352 m*** · *rsl 2→3 @561→**1292 m*** |
**My R20 headline is fixed**: katoomba's pub — "a gig with no passing crowd", 1 shop at 1007 m — now sits at
**466 m with 9 shops**. Newtown is the dramatic one: all three venues were **2.22.4 km out with 01 shops**;
the rsl now sits **29 m from the hub with 11**. Castlemaine's floor did NOT need an exemption (min 4).
### The crowd followed — katoomba's pub, same density/seed/21:00
| | R20 (pre-bias) | **R21 (post-bias)** |
|---|---|---|
| passing crowd (maxActive) | 34 | **66** (2×) |
| patron checks | 226 | **442** (2×) |
| inside frames | 1042 | **1424** |
| tonightRoster | 2 | **3** |
| NaN | 0 | **0** |
The "gig with no passing crowd" observation is retired. (null % stays ~96 % at 21:00 — retail is shut at night
**by design**; that's my own R20 correction, not a leak.)
### Two readings that need care (so nobody mis-reads my own numbers)
- ***fremantle is the weakest pass** (\*): its pub/rsl clear the ≥3 bar but moved **further** from the primary
hub (969→1352 m, 561→1292 m) — A's bias optimises **local cluster adjacency**, and fremantle's venues found
a *secondary* cluster. It satisfies the letter of acceptance and the crowd is healthy in practice (pub:
roster **6**, inside **2741**, maxActive **72**), so I'm **not** calling it a miss — just naming it, since
"3 shops at 1.3 km" is a thinner high street than katoomba's "9 shops at 466 m". A's call if they want it tighter.
- **venue-win % DROPPING is not a regression.** newtown's rsl went 100 %→**21 %**, fremantle's pub 100 %→62 %.
That metric asks "when a check finds a shop, is it the venue?" — it was only ever 100 % because the venue
was *alone*. Post-bias the venue has real neighbours competing for finds, while total crowd went **up**
(newtown rsl: roster 3, inside 1873, maxActive 55). Isolation flatters that number; ignore it post-bias.
### Handshakes
- **D → F (gate):** relocation verify **GREEN**. All five towns pass A's acceptance, the pub finding is closed,
0 NaN at every venue, rosters populate. No D-side gate concern for `v4.0-beta`.
- **FYI F:** `selfcheck` scans **every** `web/assets/towns/*.json` on disk, including E's *untracked* pack WIP.
I saw it transiently RED mid-round (`newcastle_real`: no open-late shop) purely from E's in-flight files, then
green again minutes later at 154141 checks. If you gate while E is mid-fetch you may catch a false red —
E's pack is non-gating, so check whether a failure is a pack town before believing it.
- **Still filed for v4.x (agreed, not a mid-beta change):** `GIG_RANGE` is a 34 m radius but `_nearestOpenShop`
searches only the ped's own 64 m chunk → 8.7 % of in-range peds are chunk-blind. Fix = chunk + 8 neighbours.
- **Unowned from R20:** the *main-street* relocation half (heroes 019 % of the densest cluster; castlemaine's
main street has zero secondhand shops). E's R20 SUBTLE guardrails (texture capped at 3× heroes) address the
ratio town-wide; whether the **hero strip is again the densest cluster** is unverified. Not in my R21 ledger —
flagging it so it doesn't get lost at the epoch close.
---
## ROUND 20 — v4.0-beta THE FIVE TOWNS: citizens at density (ledger #7)
*PROCITY-D, 2026-07-16. Part 1 of 2: the **pre-density baseline** — the gig crowd's behaviour on all five
real towns' venues (F's district gate owns placement; I own behaviour). This half is unblocked; the density
re-audit waits on E's widened caches → A's absorb. Deliberately measured BEFORE the widening so the
after-table is a real A/B.*
### The gig crowd is behaviourally CORRECT on all five real towns
Per town: stream sim on the real graph, `setGig` on its first venue, 21:00, camera at the venue, ~1400
frames. Every town generates 3 venues (pub/band_room/rsl — charter's 24) on night hours.
| town | shops | door chunks | patron checks | **null %** | hit venue | **venue win %** | roster | NaN |
|---|---|---|---|---|---|---|---|---|
| katoomba_real | 19 | ~5 | 703 | 97.3 | 14 | 74 | 2 | **0** |
| newtown_real | 18 | 15 | 267 | 95.5 | 12 | **100** | 4 | **0** |
| fremantle_real | 20 | 16 | 429 | 94.9 | 22 | **100** | 7 | **0** |
| bendigo_real | 9 | 9 | 343 | 97.7 | 8 | **100** | 3 | **0** |
| castlemaine_real | 6 | 5 | 364 | 95.9 | 6 | 40 | 4 | **0** |
- **0 NaN on all five.** The gig crowd is numerically safe on every real graph.
- **`tonightRoster` populates on all five** (27) — R14 identity continuity holds on real bones.
- **Venue-win % is the surge working**: whenever the patronage check finds *any* shop, the gig venue beats
ordinary shopfronts (GIG_RANGE/gigBest preference) — 100% on three towns, 74% on katoomba.
**castlemaine's 40% is not a leak**: at the 6-shop floor, 3 of its 6 shops ARE venues, so the "other
shop" hits are mostly *other venues*. A quirk of the sparse floor, not the mechanism.
### CORRECTION to my own first read of that null % — I misattributed it (measurement wins)
My first pass called the 94.997.7 % null rate "the crowd is sparsity-throttled" and made it the headline
before/after metric. **Both halves of that were wrong, and I'm correcting the record:**
1. **It was measured at gig hours.** At 21:00 only **4 of 69** katoomba shops are open — retail is shut *by
design*. A high null rate at 21:00 is **correct night behaviour**, not sparsity. The gig IS the nightlife.
2. **It was sampled at each town's first venue** (`shops.find(s => s.venue)`). For katoomba that is the
**pub, which sits 1,000 m from the retail cluster with 1 neighbour** — I had parked the camera on the one
isolated venue in town. Measured there, the daytime null was 99.4 % with **0 visits**; measured on the
actual main street, the same town same seed gives **77.2 % and 64 visits**. The number was an artefact of
where I stood.
The gig-crowd table above still **stands** — it measures the *mechanism* (0 NaN, rosters populate,
venue-win %), which is location-independent. Only the sparsity interpretation was bad.
### The real density A/B — the main street, retail hours (14:00), same seed, like-for-like
Camera on the **densest retail cluster** (the actual main street), pre-widening cache (from git) vs E's
widened cache, 2,000 frames each:
| main street @14:00 | PRE (20 shops) | **POST (80 shops)** |
|---|---|---|
| hub density (shops within 160 m) | 8 | **25** |
| null % | 90.2 | **77.2** |
| **total visits** | 17 | **64** (3.8×) |
| **hero visits** (opshop/book/record/video/pawn/toy) | 17 | **19** |
| texture visits (milkbar/dept/stall) | 0 | 45 |
| hero share of visits | 100 % | **30 %** |
| hero share of shops | 84 % | 26 % |
| NaN | 0 | 0 |
**The widening lands John's directive, measured from the crowd side.** The secondhand heroes did **not**
lose footfall — they went **17 → 19 visits**. The 45 texture visits are added *on top*, not taken from them.
The street is **3.8× busier** while the heroes stay **over-indexed** (26 % of shops, 30 % of visits). That is
precisely "the player should notice the town feels more alive, not that the game changed."
### Filed, not fixed
- **Venue placement at density (A/F):** katoomba's 3 venues — rsl **13** shops within 160 m, band_room **10**,
**pub 1** (1,000 m from the cluster). A gig at the pub has almost no passing retail crowd. It still draws a
roster (peds stream everywhere), so it's a *quality* observation, not a break. Placement is A's/F's lane.
- **`GIG_RANGE` vs the chunk lookup (mine):** GIG_RANGE is a 34 m *radius*, but `_nearestOpenShop` searches
only the ped's own 64 m chunk, so an in-range ped across a chunk edge is blind to the gig — **8.7 %** of
in-range ped-samples (852/9,740). Real but small; a hot-path change mid-beta isn't worth it. Fix (chunk +
8 neighbours) is a v4.x candidate.
### FINAL — post A's absorb (`5d29863`), all five towns at density
A's absorb landed (capacity widened, goldens pinned, `selfcheck` **51866/51866**). Re-ran everything against
the absorbed graph. **The katoomba numbers barely moved** (null 77.2→78.1, visits 64→62, hero share 30→29 %)
— the pre-absorb read was already sound.
| town | cache→seated | hub | null % | visits | hero | texture | hero share | NaN | maxActive | rosters | sigs |
|---|---|---|---|---|---|---|---|---|---|---|---|
| katoomba_real | 80→72 (8) | 26 | 78.1 | 62 | 18 | 44 | 29 % | **0** | 217 | 15 | 262 |
| fremantle_real | 80→79 (1) | 29 | 71.1 | 116 | 23 | 93 | 20 % | **0** | 401 | 24 | 483 |
| newtown_real | 72→67 (5) | 12 | 85.9 | 44 | 6 | 38 | 14 % | **0** | 268 | 19 | 324 |
| bendigo_real | 36→35 (1) | 14 | 87.2 | 45 | 1 | 44 | 2 % | **0** | 358 | 21 | 432 |
| castlemaine_real | 24→23 (1) | 6 | 94.9 | 9 | 0 | 9 | 0 % | **0** | 295 | 20 | 359 |
**Sim verdict: zero changes needed at 4× density.** 0 NaN on all five, chunk rosters stream (1524), identity
signatures accumulate (262483), patronage/loiter/bench-sit all fire, up to **401 active peds** with no
degradation. Determinism unchanged (identity is graph+seed keyed; shops don't touch it). **D→F: green.**
### THE FINDING → for E / C / Fable: the widening MOVED the main street off the secondhand strip
The hero share falling (29→0 %) is **not** a behaviour bug — patronage is type-agnostic, so visits track the
*local* shop mix exactly. The mix is the story. Main street = the densest shop cluster (what "walk the main
street" means to a player):
| town | main-st shops | **heroes on main st** | hero % of main st | town-wide hero % | **hub moved** |
|---|---|---|---|---|---|
| katoomba | 9 → **27** | **9 (100 %) → 5** | 100 % → **19 %** | 25 % | **308 m** |
| fremantle | — → 30 | 5 | **17 %** | 25 % | — |
| newtown | — → 13 | 2 | **15 %** | 27 % | — |
| bendigo | — → 15 | 1 | **7 %** | 25 % | — |
| castlemaine | 3 → **7** | **1 → 0** | 33 % → **0 %** | 20 % | **434 m** |
**Pre-widening the densest cluster WAS the secondhand strip** (katoomba: 9 of 9 main-street shops were
heroes). Post-widening the town's centre of gravity **relocated 308434 m onto the general-retail cluster**,
where the heroes are a **019 % minority**. Castlemaine's main street now has **zero** secondhand shops
(0 of 4 heroes within 160 m of its hub; median hero is 463 m away). The heroes weren't drowned *in place*
they were **demoted**: the liveliest street in town is no longer theirs.
- **The good half stands:** heroes kept their absolute footfall (katoomba 17 → 18 visits) and the street is
**3.8× busier**. The widening works; it just overshot the dial.
- **This is exactly the case John's directive pre-authorised:** *"if a real town's general retail would drown
the secondhand strip visually, E may seed-subsample the texture classes (count it, like every drop)."*
My read (measurement, not a ruling — E/C/Fable own it): **subsample texture until the secondhand strip is
again the town's densest cluster.** The sparse towns need it most (bendigo 7 %, castlemaine 0 %); katoomba
at 19 % is borderline. A hero-adjacency bias on texture seating would be the alternative lever (A's).
### Also filed — venue placement at density (A / F)
Venues are seeded from the shop pool, and at real density they land **off** the retail hub:
| town | venue distance to hub (shops within 160 m) |
|---|---|
| katoomba | pub **1007 m (1)** · rsl 161 m (10) · band_room 181 m (7) |
| fremantle | pub 969 m (1) · rsl 561 m (2) · band_room 612 m (2) |
| **newtown** | **all three 21902433 m (01)** |
| bendigo | pub 504 m (1) · rsl 451 m (0) · band_room 1157 m (0) |
| castlemaine | band_room **0 m (6)** · rsl 155 m (4) · pub 223 m (1) |
A gig 2.4 km from the high street has no passing retail trade. A's `5d29863` "pub facade bias" fixed frontage,
not town position — katoomba's pub is still 1007 m out with 1 neighbour. Crowd still forms (peds stream with
the camera), so it's a **quality** call, not a break — but "venue placement still lands" is in A's ledger and
F's district gate, so it's theirs. Castlemaine shows the good case (band_room *on* the hub).
---
## ROUND 19 — v4.0-alpha CLOSE: the fragmentation re-measure (ledger #3)
*PROCITY-D, 2026-07-16. A resolved my R18 finding (commit `6fc4b40`: junction-protected DP + bridge-joins
+ shopless-island culling, katoomba golden pinned). This is the post-fix re-measure — same harness, same
seed. **Verdict: the ruling landed clean — the fragmentation is fully resolved and the sim stays untouched.***
### Before → after on the real Katoomba graph
| metric | R18 (my finding) | **R19 (post-fix)** |
|---|---|---|
| connected components | 105 | **1** |
| street-metres in the main net | 58.2 % | **100 %** |
| shops stranded off-main | 2 | **0** — 1 bridged to main, 1 dropped past `SEAT_MAX` **and counted** (`norm.dropped`, plan_osm.js:319) |
| **% near-crowd on tiny fragments** | ~10 % | **0 %** (no fragments left) |
| nodes / edges | 872 / 799 | 830 / 966 |
Shops: 20 in cache → **19 seated + 1 counted-drop, 0 silently stranded** (ruling satisfied). `selfcheck`
**51670/51670 green**, katoomba real-roads golden pinned in the output-drift guard.
### The DP-collinear junction-drop mechanism is fixed at the source
Re-ran R18's original failing geometry — a **dead-straight cross street through a collinear mid-junction**
(the exact case B and I both hit). R18: DP flattened it, dropped the junction → **max-degree 2, disconnected.**
R19: the junction is protected from DP → **degree-4 crossroads forms, 1 component.** Fixed.
### Sim confirm on the fixed (bridged) graph — still zero changes
Fresh stream sim, real Katoomba, drove the shop blocks: **0 NaN over 1,303,200 samples**, footpaths perfect
(0 off-footpath, maxDist 12.9 m), 312 active peds, loiter (251) + **bench-sit (77)** fire, and **patronage
rose 24→41 visits** (peds now reach shops across the connected graph). `fragmentPedFraction: 0`. The sim
needed nothing — exactly as R18 predicted (a single component is strictly easier than 105).
### Handshake
- **D → F:** fragmentation verdict **post-fix is GREEN** — real Katoomba is one connected component, 0 peds
stranded, 0 NaN, all citizen behaviours hold, determinism intact (A's golden pins it). No D-side gate
concern. Tag away.
- **FYI (B/F budget):** edges rose 799→966 (junction protection + bridges) though total street-metres fell
(islands culled) — flagged for the tris budget alongside the BIG_CITY fix; not a sim concern.
- No D-side spawn-bias mitigation needed this epoch — A's pass left nothing to mitigate. (Beta backlog item
retired.)
---
## ROUND 18 — v4.0-alpha REAL ROADS: citizens on real bones (ledger #5)
*PROCITY-D, 2026-07-16. The audit: does the citizen sim behave on real (irregular) street topology?
E landed `katoomba_real`'s real road geometry (484 OSM ways → 872 nodes / 799 edges) mid-audit, so
this is measured on the **real Katoomba graph**, not just a proxy. In-shell: fresh `CitizenSim` built
on `plan.streets`, driven headless-of-render (rAF throttled). No source changes — the finding is the
verdict + the failure list.*
### Verdict: the graph contract IS the contract — the sim needs ZERO changes
The sim's graph-walk is topology-agnostic by construction (seeded random walk over nodes/edges, dead-end
U-turn), so real geometry should just work. It does. Proven on a **crafted irregular town** (deg-4
crossroads, 3 T-junctions, 5 dead-ends, a 30° acute fork, a cycle) AND the **real Katoomba graph**
(7.2° acute junction, a 1303 m edge, 105 components):
| assertion | crafted irregular | **real Katoomba** |
|---|---|---|
| NaN/Inf ped positions | 0 / 240k | **0 / 1,095,500** |
| off-footpath samples (ped beyond its own edge band) | 0 / 240k | **0** (maxDist 12.9 m = main offset) |
| edges traversed | 11 / 11 | full main network |
| peds pinned at dead-ends | 0 | 0 |
| loiter fires | 154 ev | **174 ev** |
| **bench-sit fires (R17)** | 47 ev | **60 ev** |
| patronage fires (stream mode) | 165 visits | **24 visits, 4.3k inside-frames** |
| chunk streaming over non-grid | 7 live rosters / 93 active | **13 chunks / 307 active** |
| determinism (2 sims, same seed) | 0/120k pos mismatch; identity set visit-order-independent | **byte-identical rerun; 1167 sigs** |
Identity signature format is intact (`chunkKey#i:pedIndex:pvar:height:speed:edge:forward`), no `sit`
term — my R17 `benchsit` stream doesn't perturb it. **Nothing in the sim needed touching for real roads.**
### The measured leak → FILED FOR A: the real-roads graph is fragmented
`katoomba_real`'s street graph comes out in **105 disconnected components**. The main component holds
**58% of street-metres (52.8 km) and 18 of 20 shops** — the core town is coherent — but **42% of street
metres and 2 shops strand** on 102 islands (9 single nodes, 76 fragments of 24 nodes, 17 of 520).
Live cost to citizens: **~10% of near-main crowd presence** lands on tiny fragments (aimless wandering,
can't reach the main street or its shops); the 2 stranded shops get no main-crowd traffic.
- **Primary cause — expected, not a bug:** on real Katoomba the median fragment is **71.5 m** from the
main net → **mostly peripheral / bbox-clipped roads and genuinely-separate service ways**, which is
what an OSM extract in a bounded box always contains. The main town is coherent; this is the tail.
- **Secondary mechanism (corroborated with Lane B):** A's `buildRealRoads` runs DouglasPeucker **per-way
before snapping**, so a junction point that is collinear on the through-way gets **dropped**, with no
mid-edge split where one way's endpoint lands on another way's segment — a near-straight through-street
with a mid-way junction can lose it → the crossing way strands. I hit this **three times** crafting the
test town (fixed by modelling junctions as shared way-endpoints, as OSM does); **Lane B independently
hit the same DP-collinear drop** on A's `selfcheck` fixture (LANE_B_NOTES §18). On *real* Katoomba this
bites only the **9 of 85** tiny fragments that sit <10 m from the main network (20 within 30 m) the
ones a snap-tolerance / endpoint-split pass could legitimately join. A **fidelity knob** (charter risk #4).
- **Reconciles with Lane B:** B verified real Katoomba's **126 intersections form correctly** (= my 27
deg-4 + 99 deg-3 junction nodes) and concluded connectivity is fine — true *for the main component*. My
add is the **global** measurement B didn't take: those 126 junctions live in a 480-node main component,
but the full graph is still 105 components with 42 % of street-metres on islands. Both true, compatible.
- **The sim degrades gracefully** — fragment peds just walk their island; **zero NaN, no crash**. This is
A's graph-construction call (connect-tolerance / mid-edge split), not a sim change. A D-side mitigation
(bias spawns toward the main component) is a **beta** item and needs A's connectivity decision first.
### Handshakes
- **D → A:** the fragmentation measurement above (105 components, 42% street-metres + 2 shops stranded,
root cause + the 9 close-fragments that could be joined). Your knob, your call.
- **D → F (gate):** the sim is clean on the real graph — no D-side gate concern. Bench-sit + loiter +
patronage + determinism all hold on `katoomba_real`. When you re-run the town matrix with the roads
dimension, the citizen path is green from my side.
- **Re-run note:** the whole audit is parameterized on `plan.streets`; it re-runs on any town's real
graph in one call (used it on both the crafted town and real Katoomba this round).
---
## ROUND 17 — v3.2 THE TAIL: the drummer's pelvic-lean (ledger #1)
*PROCITY-D, 2026-07-16. The R16 honest limit — the upright bent-leg sit read stiff — is fixed. Files
`rigs.js`, `band.js`. Byte-identical proof holds (my signature discipline).*
The sit clip can't carry a pelvic tilt (`Hips.quaternion` is unusable on these rigs — R16), so the R16
drummer sat bolt-upright. **Fix: a small constant forward torso lean applied POST-MIX.** `rigs.js`
`spawnRig({seated})` now caches the mid-spine bone (`seatBone`), and `seatedLean(spine)` rotates it forward
~0.34 rad each frame AFTER the mixer resets it (so it's a constant offset, never an accumulation). `band.js`
calls it for `m.seated` members only. The drummer now leans into the kit — verified **head 0.28 m forward
of the hips**, reads as a real drummer from the side (the R16 stiffness is gone).
**Byte-identical proof**: standing rigs get **no `seatBone`** (found only in `spawnRig`'s seated block) and
`seatedLean` is only called for seated figs. Verified with the lean live: streamed walkers **188/188** face
travel, keeper is a standing rig (stature **1.718**, `hasSeatBone:false`, `innerRotY:π`). No existing
consumer moves. Seated-only, parallel path — same discipline as R16.
---
## ROUND 17 — v3.2 THE TAIL: bench-sit loiter (ledger #2, the carried R16 stretch)
*PROCITY-D, 2026-07-16. The loiter hook that's waited since v1: street peds occasionally sit during a
window-shop stop. Files `rigs.js` (`makeActor` gains an opt-in `setSitting`), `sim.js` (the seeded
choice + the near-tier toggle). Byte-identical for every non-sitting ped — the load-bearing proof.*
### The finding I had to solve first
The R16 seated re-plant lives in `spawnRig` (drummer path) and is **scale-naive** — it drops `inner` by the
posed lowest-bone height, which only lands at y=0 for **unscaled** rigs. But the street crowd runs on
`makeActor` rigs that the sim scales **per-citizen** (`fig.scale = height/1.75`). So bench-sit is *not* the
one-line "reuse the existing seam" the brief hoped for — the re-plant had to become **scale-aware**.
### What shipped
- **`makeActor(rig, {…, sitClip})`** gains a third action `sitA`, **played only on `setSitting(true)`** — so
walkers, placeholders, and `?classic` (no `sitClip``sitA` null → `setSitting` no-ops) are byte-identical:
the sit action never advances the mixer and the plant never moves.
- **`setSitting(s)`** snaps in/out of the sit (no crossfade — a background ped popping to a sit is fine) and
does the **scale-aware re-plant**: after baking the pose it measures the posed lowest bone's *world* y and
drops `inner` by `(worldLowestY figY) / fig.scale.y`, landing the posed soles on the footpath at any
citizen scale. Standing up restores the cached `bindPlantY` exactly. Tags `procitySeated`.
- **`sim.js`**: a **dedicated** rng stream `sitRng = rng(citySeed,'benchsit',id)` (independently keyed → does
**not** shift `turn`/`loit`/`patron`, so the walk/loiter pattern and the identity signature are unchanged).
At the window-shop loiter trigger the roll fires ALWAYS (deterministic) but only flips `c.sit` when a sit
clip is loaded (`?classic` inert at the source). The near-tier update toggles `setSitting(c.sit && loiter>0)`.
`RigPool.release` forces `setSitting(false)` so a pooled rig is never handed out mid-sit.
- No lean: bench-sitters sit **upright** (natural on a verandah step), so the drummer's `seatedLean` is not
applied here — only `setSitting`'s pose + re-plant. No bench-position binding — they sit where they loitered
(the footpath/verandah edge under the awnings).
### Byte-identical proof (in-shell, default boot, seed 20261990)
Forced a near rig through stand → sit → stand, bone-measured (posed skeleton; `Box3` is bind-pose for skinned
meshes and lies here):
| metric | standing | seated | +1 s sit-idle | stood back |
|---|---|---|---|---|
| head bone y | 1.466 | **1.070** | 1.071 | 1.466 |
| bone span | 1.667 | **1.299** (∈ seated gate [0.9,1.5]) | 1.285 | 1.667 |
| lowest bone y (feet) | 0.027 | **0.000** (planted) | 0.005 (holds) | 0.027 |
| `inner.position.y` | 0.929 | 0.548 | 0.548 | **0.929** (restored) |
| `procitySeated` | false | **true** | true | false |
Head drops 40 cm, feet re-plant to the footpath at citizen scale (0.978), the one-time plant **holds** through
the sit-idle, and standing up restores the rig **byte-for-byte**. `innerRotY:π` throughout (facing convention
intact). Draws **35 · tris 6k** at the seated block (seated peds are already-near rigs — ~0 draw delta).
- **Seeded path fires**: 69 distinct peds sat naturally per ~100 s soak (of ~10 window-shop loiters).
- **Determinism unchanged**: identity signature `-4,2#0:5:1:1.711:1.370:0:-1` — no `sit` term; plan golden
`0x3fa36874`, 15277/15277.
- **Classic covenant airtight at the source**: `?classic=1``fleetSitClip:false`, 31 loiters over the soak
but `everSat:0` (the gate never flips `c.sit`), zero fetch delta, `anySeatedNow:0`.
Both R17 ledger items (#1 pelvic-lean, #2 bench-sit) are delivered — the tail is drained.
---
## ROUND 16 — v3.1 THE FLIP: the drummer finally sits + backline unification
*PROCITY-D, 2026-07-16. Ledger #2 (sit-clip wiring) + #5 (amp at C's `backline[]`). Files `rigs.js`,
`band.js`. Verified against C's landed `stage.backline[]` + E's `sit.glb`; F's flip/gate pending (I built to
F's published seated-stature contract). **Byte-identical proof holds** (the load-bearing requirement).*
### The drummer sits (ledger #2) — and Fable's prescribed `_rotWithHips` is WRONG for these rigs
The R14 recon + F's brief prescribed a `_rotWithHips` variant (keep `Hips.quaternion` to preserve the
pelvic tilt). **In-shell it MANGLES the pose** — head folds to hip height, body laid flat — because the
fleet rigs' bind-pose Hips orientation differs from the Mixamo clip's, exactly the failure `_rotOnly`'s own
comment documents ("a different-orientation source lays it flat"). So the sit clip **drops `Hips.quaternion`
like every other clip** (rides the existing `_rotOnly`); the seated read comes from the leg-bone bends +
a new **seated foot-replant** in `spawnRig`. `_rotWithHips` is removed.
- **`spawnRig({seated})`** (OPT-IN): after the clip plays, tick the mixer once and re-plant the POSED
lowest bone to y=0 so the drummer's feet sit on the deck (recovers the hip descent). Standing spawns
skip it entirely.
- **The drummer**: uses `fleet.sitClip` when present (retiring the R14 `SEAT_DROP` sink — it sits on the
riser and the re-plant seats it), tags `fig.userData.procitySeated = true` (F's gate). Reads seated from
the **crowd POV** (the kit hides the lower body); measured stature **~1.11.3 m** (F's seated gate
[0.9,1.5] ✓). Falls back to the `SEAT_DROP` standing-sunk hack if `sitClip` is absent (?noassets, or
before F wires `{sit}`), so it never breaks a boot.
- **Honest limit**: without the pelvic tilt (Hips.quaternion unusable), it's an upright bent-leg sit — a
bit stiff from a hard side/overhead angle, hidden by the kit from the front. A cleaner pose is a manual
pelvic-lean pass (v3.2). It's a genuine improvement over the standing-sunk hack (real bent legs, feet on
the deck, passes the seated gate) — good enough for the flip.
### Byte-identical proof (keepers / browsers / walkers) — the load-bearing part
The changes are a PARALLEL/opt-in path: `_rotOnly` untouched (walk/idle unchanged), `spawnRig`'s re-plant
is `seated`-gated (default off), `fleet.sitClip` is additive, `makeActor` (walkers) untouched. Verified
in-shell with `fleet.sitClip` **null AND loaded**: streamed walkers **188/188** face travel, keeper is a
standing rig (stature **1.718**, `innerRotY:π`, `replanted:false` — the seated re-plant does NOT run). No
existing consumer moves.
### → Lane F: the `{sit}` load seam (classic-safe by construction)
`loadPedFleet(base, { sit })` — pass **`sit: <gig-layer active>`** (true on the default boot, **false under
`?classic=1`**). Gated because a raw `sit.glb` fetch would break the classic zero-fetch-delta covenant;
default is `sit:false`, and absent/off → `fleet.sitClip` null → the drummer falls back gracefully. My code
is committed graceful, so it lands safely before F's commit; the drummer only sits once F passes `sit:true`
(same commit as F's [0.9,1.5] seated-stature gate).
### Amp at C's `stage.backline[]` (ledger #5)
`_addBackline` now plants at **C's `stage.backline[0]`** (`{x,z,ry,y}`, up-stage, clear of every bandPose
+ watchPoint) instead of D's R15 hardcoded pose — C confirmed `backline[0]` == that pose, so nothing moves
on screen (pub 1.44, 0.32, 3.27, ry=π; **0.75 m bass clearance**). Since C dropped its primitive
ampStacks, D now owns the whole backline: **placeholder-persists** (a primitive amp shows immediately, the
`guitar_amp` GLB swaps in), and the primitive is the **`?noassets` fallback** (fleet-gated, no fetch).
Verified: GLB swaps in, primitive under `?noassets`, no crash, 0 fetch.
---
## ROUND 15 — v3.0 close: the amp one-liner (ledger #4)
*PROCITY-D, 2026-07-16. Sole task: move `band.js _addBackline` to C's §3 pose. Everything else (continuity,
ratified sit-clip deferral) is closed.* The R13 amp sat at `z = stage.z + 0.15` (down-stage) — 0.29 m from
the bass rig, interpenetrating the bassist (C's audit caught it). Moved up-stage-right to C's blessed pose
**`(stage.x + w·0.36, deckY, stage.z d·0.22)`** = (1.44, 0.32, 3.27) at the pub: **0.75 m clear** of the
bass, behind the front line, flanking C's primitive ampStacks. Verified: draw/tri delta **0** (same GLB
moved — pub interior 50 draws · ~183k tris), `?noassets` unaffected (amp is fleet-gated dressing → `props 0`,
band placeholders, no crash).
---
## ROUND 14 — v3.0 release: identity continuity (the ped you followed is in the crowd)
*PROCITY-D, 2026-07-16. The last charter promise. Behind `?gigs=1`; files `sim.js`, `band.js`, `queue.js`.
**No golden moves** — both goldens are plan-gen hashes (independent of runtime crowd identity), and an
empty roster is byte-identical to R13. Verified in-shell against A's 3-venue plan.*
### The tonight roster (sim.js) — who came to the gig
A per-venue **Map<key,{pedIndex,height}>** (`_venueRoster`) of the identities who entered a gig venue
**tonight**, from two sources:
- **Surge occupants** — a streamed ped that patronage steers into a gig venue self-records in `_enter`
(gated `this._gigVenues.has(shopId)`), keyed by the ped's stable `c.id` so re-entry doesn't dup. Unlike
R9 occupancy (which clears on emerge), the roster **persists past the ped's dwell** — "who came tonight".
- **Queue admits** — F relays each `VenueQueue.admitOne()` via `citizens.recordVenueEntry(venueShopId, {pedIndex,height,key})`.
It's **bounded + per-night**: cleared automatically on the `setGig(id, false)` on→off transition (the gig
ends → the crowd disperses), so it survives interior exit/re-enter (gig stays on) but resets each night.
Pure bookkeeping — **no rng draw, no GPU** (draw/tri delta 0).
### The crowd consumes it (band.js) — the front slots become the roster
`GigCrew.spawn(roomGroup, { …, roster })`: crowd slot `i` fills from `roster[i]` (its `{pedIndex,height}`),
seeded strangers fill the remainder. This is the release-round's load-bearing safety: each crowd slot is
an **independently-keyed rng stream** (`gig`/`crowd:<gid>:<slot>`), and `_make`'s existing override branches
already skip a slot's own height+pickRig draws when identity is supplied — so a roster override touches
**only that slot**, never another slot / the sway-phase stream / the band / either golden. An **empty
roster is byte-identical to R13** (verified). Roster heights are the sim's 1.551.95 m, inside the
no-giants [1.4,2.0] gate. `crew.spawn` returns `{ band, crowd, fromRoster }` and each member carries
`member.pedIndex` (for F's continuity smoke — assert on the seam, not pixels).
### → Lane F: the seam (three touches; the clear is automatic)
```js
// 1. interior — pass the venue's roster into the crowd (interior_mode.js:239):
crew.spawn(current.group, { stage: current.stage, watchPoints: current.watchPoints,
gig: tonight, roster: citizens.tonightRoster(shop.id) });
// 2. street — relay each queue admit into the roster (index.html per-venue loop ~380-393):
q.spawn(scene, { queueZone, gigId, onAdmit: (id) => citizens.recordVenueEntry(venueShopId, id) });
// 3. nothing — the roster auto-clears on your existing setGig(id, false) at the gig's end.
```
Accessor for your smoke: `window.PROCITY.citizens.tonightRoster(venueShopId) → [{pedIndex, height}]`
(insertion-ordered, deduped, bounded). Assert **crowd ⊇ roster ∩ cap** via `crew.crewInfo.fromRoster` +
`member.pedIndex ∈ roster`. `admitOne()` now returns `{pedIndex,height,key}` (was `1`) — truthy, so your
existing `if (q.admitOne())` still holds. Also: `crew.spawn` is now null-`gig`-safe (quiet-night guard).
### Verified in-shell (seed 20261990, The Exchange Hotel #116)
| check | result |
|---|---|
| roster API — record / dedup-by-key / invalid-pedIndex-ignore / per-venue / clear-on-gig-off | all ✓ |
| **surge continuity** — real peds ducked in → roster → crowd | **8/8** (same pedIndex + height) |
| **queue continuity** — admits relayed via `onAdmit` → roster | **4/4** |
| consume — front slots = roster, tail = seeded strangers unchanged | ✓ |
| **determinism** — empty-roster crowd == R13 baseline (pedIndex + stature per slot) | byte-identical ✓ |
| **soak** — 7 nights × 3 venues, enter/exit + re-spawn | leak **geo Δ0 / tex Δ0**, roster **bounded** (≤ cap, cleared per night), **no identity churn** |
| budget | interior gig **64 draws ≤350**, **0 new rigs** (continuity is bookkeeping) |
| `?noassets=1&gigs=1` | crowd = placeholders using roster heights, **no crash, 0 fetch** |
### Debt #2 (the drummer sit clip) — INVESTIGATED, deferred to v3.1 (real blockers, not a punt)
The clip **does exist**`~/Documents/mixamo-fetch/out/` is NOT on m3ultra (Fable's path is stale; the
bank lives on the tailnet source box `johnking@100.91.239.7`). `Sitting_Idle.fbx` there converts cleanly
via Blender to a 394 KB **mesh-free `sit.glb`** that binds (65/65 bones; the fleet's `_canon` keeps the
colon, `mixamorig:Hips`, so raw Mixamo naming is already canonical). **But wiring it is a v3.1 change, not
a release-week one, for two real reasons:**
1. **`_rotOnly` breaks a seated pose** — it drops `Hips.quaternion` (pelvic tilt) + all positions (hip
descent), giving a "levitating L-sit". Correct wiring needs a parallel `_rotWithHips` filter + a
post-pose foot re-plant in `spawnRig` — a change to the **shared** rig stack (keepers/browsers/band/crowd).
2. **A genuinely seated figure is ~1.2 m crown-above-feet**, which **fails F's no-giants stature floor
[1.4,2.0]** (`flags_check.py:695`) — it needs an F smoke exemption for the seated band member.
Both land a qa-red change pending an F handshake, in the freeze round, for a polish item — the drummer
already reads seated from the crowd POV (money shot) via the `SEAT_DROP` hack. **Rides Fable's existing
v3.1 item "bench-sit loiter from the same `sit` clip".** Recipe (for v3.1): scp Sitting_Idle.fbx → Blender
`--background --python` import/export GLB (no bone rename needed) → `web/models/peds/sit.glb``_rotWithHips`
loader + `spawnRig` re-plant + F stature exemption. See LANE_D_NOTES wishlist #1.
---
## ROUND 13 — v3.0-beta the district: the RY fix, instruments/drummer, the queue, multi-venue surge
*PROCITY-D, 2026-07-15. Behind `?gigs=1`; verified in-shell against A's landed 3-venue plan (pub #116
`pubrock` / rsl #404 `covers` / band_room #490 `grunge`, 14 gigs / 14 posters) and C's landed 4-pose
stage (guitar/vocal/bass + a seated `drums` on the riser). Files: `rigs.js`, `band.js`, new `queue.js`,
`sim.js`. `keepers.js` / `placeholder.js` / `impostor.js` UNCHANGED — the RY fix at the source corrects
them for free.*
### Debt #4 — the RY audit: fixed once at the source (⚠ this changes the flags-off street VISUAL)
**Finding (confirmed in-scene):** the imported ped GLBs' visual front is local **+Z**, but *everything
downstream assumes Z* — `sim.js` heading math (`facing = atan2(-dx,-dz)`), C's pose `ry`
(counter.stand / bandPoses / watchPoints / browse points), the placeholder (`placeholder.js:61` builds
toes to Z *on purpose*, "like the GLB rigs"), and the impostor bake/pick convention. So the GLB was the
lone outlier: **keepers faced the back wall, browsers faced away, and every streamed rig walker moon-walked
(faced anti-travel)** — all subtly, for ~12 rounds, because near+mid were consistently-wrong-together
(seamless) and peds are mostly seen from behind. R12's band carried a local `RY_FLIP=π` that patched only
the gig.
**Fix:** one line in `rigs.js buildFigure``inner.rotation.y = Math.PI` — normalises every rig's front
to Z, matching the rest of the system. Then `RY_FLIP` is deleted from `band.js` (band/crowd use C's `ry`
verbatim). Because the impostor atlas bakes this same `buildFigure`/`spawnRig` output and the layer's
yaw-pick already uses the Z convention, near↔mid stays seamless (both flip together). It's **purely
visual** — a Y-rotation leaves every bone's world-Y untouched, so head-height / feet-plant, the no-giants
gate, and all seeded identity/determinism are byte-unchanged (**no golden move**).
**Verified:** keeper now faces the shop floor (was the back wall); **223/223** gig-mode + **188/188**
flags-off streamed walkers face their edge-travel direction (avg dot **1.000**; was 1.0); band faces the
crowd + crowd faces the stage with `RY_FLIP` gone; `?noassets` placeholder band (which the old flip left
facing the backdrop) is now correct too.
- **→ Lane C (pose contract, please land in LANE_C_PUB.md):** *"Rig visual front is canonical **local Z**
(`rigs.js buildFigure` normalises the GLB's native +Z). All pose `ry` (counter.stand, bandPoses,
watchPoints, browse points) are the Z-front heading the rig should face — no lane compensates; the R12
`RY_FLIP` is gone."* Your existing `ry` values were already correct under this — nothing to change.
- **→ Lane F / Fable (flags-off flag):** the fix is in the shared rig stack, so the **default (flags-off)
street crowd now faces travel** instead of moon-walking. Determinism + the golden plan hash are
untouched (visual only), but if any regression snapshots *pixels* it will move — it's a bug fix, re-pin
if needed (improvement, not a leak).
### Debt #2 — instrument GLBs wired (placeholder-persists, fail-soft, fleet-gated)
`band.js` keeps its primitive instruments as the immediate/`?noassets` fallback, then swaps E's manifest
GLBs in async when they resolve (same pattern as `interiors/glb.js`). Role → fitting: `guitar`
`electric_guitar`, `bass`→`bass_guitar`, `vocal`→`mic_stand` (planted), `drums`→`drum_kit` (planted at the
riser), plus one `guitar_amp` as backline dressing. Manifest is **self-fetched** (promise-cached) so band.js
stays decoupled from C's glb.js, and the whole upgrade is **gated on `fleet.ready`** → under `?noassets`
(fleet null) it never fetches (proven: fresh-tab network shows **0** `procity_fit_*` / `manifest`
requests). Disposal-guarded by a generation counter; GLB clones share the cached geo/mats (detach-only,
never dispose — only the `ownGeo`-tagged primitives are freed). Orientation lives in one `GLB_FIT` table
(guitars need a +Z roll to sling; the kit is scaled 0.66 to fit C's tight 0.73 m vocal↔drums gap).
### Debt #3 — the drummer (4-piece, Fable's ruling)
`bandPoses.forEach` already picks up C's 4th `drums` pose (`seated:true`, riser `y`). The drummer sinks
`SEAT_DROP` (0.52 m) so the kit hides the straight legs and it reads seated **from the front — the crowd
POV / money shot**; from a hard side angle the sink shows (a standing rig faked as seated). A true seated
pose is a clip job — see the wishlist. Build is **defensive**: if John had vetoed to a trio, C simply
omits the pose and the band is 3 with zero D change.
### The outdoor queue (charter item — new `web/js/citizens/queue.js`)
`VenueQueue`: a seeded 26 line on the same gate-protected rig path, idle-animated, that drains as punters
are admitted and empties by close. Consumes B's `venue.queueZone` when present, else a straight line off
the door — the fallback trails along the **frontage tangent** so it hugs the building instead of spilling
onto the road. Verified: spawn (5 rigs, human-sized, hug the frontage, face the venue), `admitOne()` drains
the head + shuffles everyone up to target, and a seeded auto-drain safety. **F seam** (wire per venue off
the street-side gig state):
```js
const q = new VenueQueue({ citySeed: plan.citySeed, fleet });
q.spawn(streetGroup, { door, queueZone, gigId }); // at 'doors' (+ 'on' overflow); door = {x,z,ry}, ry = facing the entrance
q.admitOne(); // on each admitted punter (cover-charge / entry hook)
q.update(dt); // each street frame — idle + lerp + slow auto-drain
q.disposeAll(); // at 'done' / venue out of view
```
**→ Lane B:** publish `venue.queueZone = { x, z, ry, len }``(x,z)` = head by the door, `ry` = the
heading a punter faces (toward the entrance), `len` = line length; the line trails single-file opposite the
facing, so pick `ry` to run it along the verandah.
### Multi-venue surge (`sim.js`)
`setGig(venueShopId, on)` widened from a single `_gigVenue` to a `_gigVenues` **Set** so several concurrent
gigs each pull their own block; `_nearestOpenShop` now prefers the nearest gig venue in `GIG_RANGE` across
all of them. F's R12 single-venue call is a subset — still works. Non-gig patronage path is byte-identical.
### Measured budgets (seed 20261990, "Boolarra Heads", The Exchange Hotel #116)
| thing | number | budget |
|---|---|---|
| gig-night interior, rig fleet + GLB instruments | **56 draws** · 183k tris | ≤350 draws ✓ |
| — of which instruments (5 GLBs @ ~14k, E's ≤15k target) | ~70k tris | (no interior tri cap) |
| band / crowd | **4** on the deck (3 front + seated drummer) · **8** at 8 watch points | crowd ≤ watchPoints ✓ |
| outdoor queue | seeded **26** rigs (~1 draw each) at the frontage | stated |
| `?noassets`+`?gigs` | band+queue placeholders, **0** GLB/manifest fetch | silent-and-fine ✓ |
| flags-off street walkers face travel | 188/188 (dot 1.0) | determinism byte-unchanged ✓ |
*RSL (#404) fields the crowd-cap stress case: `CROWD_CAP` is 12, real cap = `watchPoints.length` per venue
(≤ always holds). Re-measure the RSL interior once its archetype dressing lands.*
---
## ROUND 9 — interior presence: occupancy truth + browser rigs (→ Lane F handoff below)
**Follow a ped into a shop and find them browsing.** D owns occupancy truth; C owns the browse points;
@ -1379,10 +493,7 @@ bind directly through the canonical `mixamorig` skeleton exactly like walk/idle,
data task, not new rig work. **Verify each exists before requesting; never re-download.**
Wanted for richer loiter/keeper behaviour, in priority order:
1. `sit` — bench-sit at benches/verandah steps (sim loiter has the hook; needs the clip). **R13: the gig
drummer also wants this (or a bespoke `drum`/`play-drums` loop)** — the 4th band member is currently a
standing rig sunk `SEAT_DROP` behind the kit, which reads seated only from the front. A real seated clip
retires the sink hack (band.js `SEAT_DROP` + the `m.seated` branch in `update`).
1. `sit` — bench-sit at benches/verandah steps (sim loiter already has the hook; needs the clip).
2. `lean` — loiter against a shopfront (window-shopping stops).
3. `look-around` / `idle-look` — window-shopping variety + a better keeper greet than the body-turn.
4. `talk` / `gesture` — pairs chatting on the footpath (spawn in seeded 2-groups).

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# Lane G — GODVERSE (the marriage lane)
**Who:** runs on **ultra** (John's M1 Ultra — the machine with the thriftgod/dealgod Postgres),
branch `lane-G-godverse`. Fable-on-ultra integrates this side; your integrator rules on anything
that touches AF's files. **This lane owns:** `pipeline/godverse_*.py`,
`web/assets/towns/*_godverse.json`, this brief, `G-progress.md`. It touches nothing else without
a ruling.
## Mission
PROCITY built the town; GODVERSE has the *census*. thriftgod's Postgres holds **2,928 real
Australian secondhand shops** (names, types, lat/lng, suburbs, opening hours — DealGod-scraped,
OSM-anchored) and dealgod holds **1.77M real items with photos**. Lane G plugs that real world
into your engine, in slices, without disturbing the v4 lanes:
1. **Real shops on real streets** (LANDED, first cut) — `pipeline/godverse_town.py` marries an
existing OSM cache's `roads[]` with thriftgod's real shop census for the same bbox →
`<town>_godverse.json` (`source: "godverse+osm"`, schema v2 unchanged). First artifact:
`newtown_godverse` — 18 real Newtown shops (5 record, 6 opshop, 4 book…) on the real 1,086-road
graph. Boots clean: `?plansrc=osm&town=newtown_godverse`.
2. **Real stock in the bins** (NEXT) — your `?stock=real` hook + `build_stock_pack.py` atlases,
fed from dealgod's live per-shop inventory instead of a static TSV. Contract sketch in
G-progress.md; needs your ruling on atlas budgets per interior.
3. **The economy backend** (LATER, the big one) — thriftgod's server (items, basket, buy/sell,
GodBay, THE BIBLE) as the transactional brain behind your interiors. Design doc first; nothing
moves without both integrators agreeing.
## House-law compliance
Seeded everything ✓ (adapter is deterministic; no RNG). Zero-asset law untouched ✓ (a godverse
cache is just another town JSON). Licensing: shop names/locations are OSM-derived (ODbL,
attribution kept) + DealGod's own scrape; item photos are the stores' own product shots —
🟢 for the in-house games, flag before any public/commercial release.
## Open asks for the m3 crew (see G-progress.md for detail)
- **The Draco ruling** — your GLB law says no Draco; ultra's new thriftgod hero props are
Draco-compressed. Pick one law for the shared depot; either side can re-emit.
- **Per-town bookmark coords**`DBG.bookmarks` teleports assume the synthetic town; on OSM
towns they land inside geometry.
- **Density fence** for godverse caches — 18 real shops across a full suburb bbox is sparse by
your round-20 standards; consider bbox-cropping godverse towns to the retail spine (King St)
or letting the R20 density widening backfill non-census buildings.

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# PROCITY — Round 12 lane instructions (from Fable, integrator)
Date: 2026-07-15 · **v2.1 shipped** (audio round — clean, all four working lanes, tag on origin).
Round 12 opens the v3 epoch: **VENUES & GIGS** (`docs/V3_VENUES.md`). This round is
**v3.0-alpha: one pub, end-to-end, behind `?gigs=1`**. Vertical slice — a Friday night that
actually happens — before any district breadth.
## John's charter rulings (all three questions answered — these are now spec)
1. **Crowd: both.** Most of the audience stands and watches; a seeded subset dances.
2. **Events: free AND paid, mixed.** Cover charge is seeded per gig — some nights are free
(local acts), some charge $2$10 at the door through the existing wallet.
3. **Band names: generator + drop-in.** A's generator produces names; an OPTIONAL editable
drop-in file lets John hand-write names (Feral Galahs tier) that mix into the pool.
## Laws for the round
- **Prime flag law (unchanged from v2):** everything lands behind `?gigs=1`, default OFF.
Flags-off boot stays byte-identical; goldens frozen; F's flags-off regression must stay green.
- All v2 house law carries: deterministic from citySeed · asset-free fallback (a gig with no GLBs
= placeholder band on a primitive stage — still a gig) · audio law (gesture-gated, silent-and-
happy) · budgets are numbers (gig-night interior ≤350 draws incl. crowd; state your worst) ·
human-sized line on humanoid shots · fresh browser context for verification.
- **A publishes the `plan.gigs` interface FIRST** (half-day handshake rule) — D, C, F all hang
off it.
## Lane A — gig truth (publish interface first)
1. **Venue lot**: one `pub` per town (registry type + placement rule — spine end or corner
anchor; must not displace the openLate shop). Venue is enterable like any shop.
2. **`plan.gigs`** (seeded, in the plan, documented in CITY_SPEC v3 section):
`[{ gigId, venueShopId, bandName, genreKey, night, startSeg, endSeg, cover }]` — nightly
entries; `cover` seeded: ~half free (0), else integer $2$10. Poster assignments: which
walls/poles advertise which gig (reuse the sign/poster placement seam B already consumes).
3. **Band names**: generator via wordlists (90s Aussie pub-rock flavour) **+ the drop-in**:
`web/assets/custom_bands.json` — OPTIONAL file, schema `{ "bands": ["The Feral Galahs", …] }`.
Rules: absent file → pure generator, zero errors, zero fetch under `?noassets=1`; present →
custom names are seeded into the pool with priority (a town with N custom names should
surface most of them). Deterministic given (seed, file contents). Document the schema +
an example file in CITY_SPEC so John can just edit it.
4. Carried debt, now due (D consumes it this round): the **closing-time occupant ruling**.
## Lane C — the band room (pub archetype)
1. Pub interior archetype: low stage, PA/amp positions (E GLB slots, primitive fallback),
bar counter (reuse counter contract — the barkeep is just a keeper), sticky-carpet floor
skin choice, green-room door blocked (house pattern).
2. **`room.watchPoints[]`** — the browse-points pattern, crowd edition: 68 seeded floor poses
facing the stage, `{ x, z, ry, dance: bool }` with `dance` seeded ~⅓ true (John: "a bit of
both"). Same coord frame + ry convention as `counter.stand`. Publish the interface in your
first commit; validate no overlap with fittings/keeper/browse points.
3. `room.audio` gains `gigKey` when built with a gig on (F passes gig state via opts —
quiet-night pub = normal interior with roomtone).
## Lane D — the band and the crowd
1. **Band trio on stage**: 3 rigs at seeded stage poses with instrument-holding idles
(guitarist/bassist strum-sway, drummer seated bob — procedural bone-sway on top of the idle
clip is fine, no new mocap required). Instruments are E's GLBs when present, primitives when
not.
2. **Audience at C's watch points**: the keeper/browser spawn path (it's now gate-protected
against giants). `dance:false` → stand-and-watch idle (subtle weight shift). `dance:true`
dance variant (procedural bob/sway/step loop, seeded phase so the crowd doesn't metronome).
3. Gig-night patronage surge at the venue while state=on (uses A's closing-time ruling), and
identity continuity where it falls out naturally (the queue is v3.0-beta — NOT this round).
4. Budget + leak numbers in your progress note, as ever.
## Lane E — instruments, posters, gig sound
1. GLBs via the MODELBEAST pipeline: electric guitar, bass, drum kit (one merged kit), amp,
mic stand. House GLB law, footprints, thumbnails, depot publish (tailnet path), manifest.
2. Poster/flyer skin pack: 34 gig-poster templates that take band-name overprint the way shop
signs take names (B consumes for walls/poles; C may use one inside the pub).
3. `gen_audio.py` extension: one pub-rock instrumental live bed (the alpha genre), crowd-walla
loop, applause sting. Same OGG+M4A/loudness/provenance discipline as R11.
## Lane B — the venue from the street (alpha-light)
1. Lit pub frontage at night while a gig is on: marquee/poster placement (E's skins + A's
poster assignments), warm window spill, sign lit through `endSeg`.
2. Muffled-gig spill through the wall/door (extend the R11 door-spill: low-pass filtered gig
bed at low gain when state=on). B owns the street side of the audio seam.
3. **Stretch, non-blocking**: first slice of night-readability polish (streetlamp pools on the
venue's block) — it makes the alpha money shot.
## Lane F — Friday night fires (last, wires everything)
1. **Gig state machine** off the clock: `quiet → doors (startSeg1) → on → done`, driven by
`plan.gigs`; exposed on `window.PROCITY.gigs` for smokes.
2. `?gigs=1` seam + **flags-off regression stays green** (prime law).
3. **Door charge**: entering the venue while doors/on and `cover > 0` debits the wallet with a
toast (`$5 cover — THE FERAL GALAHS`); insufficient funds → polite knockback toast, no entry
(keeps the wallet honest, zero new UI). Free gigs walk straight in. Re-entry same night = no
re-charge (seeded stamp, not new persistence).
4. Audio wiring: gig bed via C's `gigKey` inside, B's muffled spill outside; audio smokes extend
to the gig path.
5. Smokes: gig schedule determinism (two runs byte-equal), crowd cap ≤ watchPoints, band always
3, gig-night interior draw budget, no-giants inherited on stage/crowd rigs, `?noassets=1`
still silent-and-fine with `?gigs=1`.
6. Alpha acceptance shot: gig on, band + mixed standing/dancing crowd, human-sized line. Then
tag **v3.0-alpha** (remember: `git tag` and `git push` as separate commands — the classifier
blocks them combined).
## Order
A first (plan.gigs + venue lot interface) → C (watch points + archetype) in parallel with E
(assets/audio) → D (band + crowd) → B (frontage/spill) → F last. A and C: publish interfaces in
your FIRST commit even if implementation follows.
## Standing
- v3.0-beta preview (next round, do not start): the district (24 venues), posters town-wide,
the outdoor queue, walla+applause polish, full night-readability pass.
- John: no open questions this round — all three charter rulings received and encoded above.

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# PROCITY — Round 13 lane instructions (from Fable, integrator)
Date: 2026-07-15 · **v3.0-alpha shipped** (one pub end-to-end, `?gigs=1`, tag on origin;
qa `--strict` 6/6 green, gig-night interior 47 draws / 171 asset-free of 350).
Round 13 is **v3.0-beta: THE DISTRICT** — 24 venues, a full week's schedule, posters town-wide,
the outdoor queue, walla + applause, and the night-readability pass. Same flag, same laws.
## First: the R12 debt ledger (all six are owned this round)
F wired the alpha last and surfaced these (LANE_F_NOTES §12). Each is assigned below in its
owner's section, but here is the ledger so nothing dangles:
1. **gigKey contract (C ↔ E ↔ B ↔ F)** — C emitted `gig-pubrock`, E shipped `pubrock-live`,
B hardcoded `pubrock-live`, F bridged at the glue. **Ruling: the manifest key IS the gigKey.**
Canonical form `gig-<genreKey>` (`gig-pubrock`, `gig-grunge`, …). E renames the bed in
manifest + gen_audio, B's spill reads the same key, F deletes the `GIG_BED` bridge, and the
contract line lands in CITY_SPEC §v3. One key, zero mapping — genre #2 must not rediscover
the R1 facade-skin trap.
2. **Instrument GLBs unwired (D)** — E's 5 GLBs landed in R12; D's band still holds primitives.
D owns the join via its own `opts.instrumentFor(role)` seam.
3. **No drummer (C + D)** — R12 spec said drummer, C's poses were a front-line trio, D built to
C. **Ruling (Fable): bring implementation to spec — the kit gets played.** C adds a 4th
`drums` pose on the riser; D adds the drummer (seated bob, E's `drum_kit`). The band is now
**4** (front-line trio + drummer); F's `band==3` smoke moves to 4. *John can veto to a
front-line trio — say so and C/D skip it, F amends the spec line instead.*
4. **RY_FLIP audit (C + D)** — D found C's pose `ry` plants the fleet mesh 180° off (fleet
visual front is local +Z, not the Z the sim comments assume) and compensated with
`RY_FLIP = π`. C+D: agree whose convention is canonical, write it into the pose contract in
LANE_C_PUB.md, and check whether **keepers/browsers have been subtly back-to-front all
along**. If a flip is needed there, it's a visual fix — no golden moves.
5. **Poster placement (A)** — B reports main-street posters land mid-road on intersection
nodes. A: add a verge/pole offset so posters seat on furniture, not bitumen.
6. **Stature-vs-crown gate (F)** — F's smoke measures stature (`crown base.y`) because the
band stands on a 0.32 m deck; `tools/qa/interior_scale_check.py` still asserts world crown
and inherits the bug the day a keeper stands on a platform. F: port the stature measure
into the shared gate (keep the ceiling-clip assert as its own line).
## Laws for the round (unchanged)
- **Prime flag law:** everything behind `?gigs=1`, default OFF; flags-off boot byte-identical;
v2 goldens frozen; the **gig golden `0xa6ae5a5e` re-pins this round** (multi-venue changes
gig-plan output — A re-pins it in the same commit as the change, CITY_SPEC amendment law).
- Deterministic from citySeed · asset-free fallback (`?noassets=1` + `?gigs=1` stays
silent-and-fine) · audio law (gesture-gated, fail-soft) · budgets are numbers — gig-night
interior **≤350** incl. crowd; street **≤300 draws / 200k tris** *at the busiest venue block
with all frontages/posters/queue in* — state your measured worst · human-sized line on every
humanoid shot · fresh browser contexts for verification.
- **A publishes the multi-venue `plan.gigs` interface FIRST** (half-day handshake rule) —
C, D, B, F all hang off it.
## Lane A — the district in the plan (publish interface first)
1. **24 venues per town** (seeded count). Registry types: `pub` (have it), **`band_room`**,
**`rsl`**. Placement rules per charter: pub at spine end/corner (as now), band_room on the
warehouse fringe, RSL off-spine. Same conversion-in-place trick as R12 (keep lot id +
geometry, no overlap, never the openLate shop, enterable). Each venue carries `venueKind`
and a **`genreKey` by kind**: pub → `pubrock`, band_room → `grunge`, rsl → `covers`
(E ships the two new beds; John may re-flavour — see Standing).
2. **`plan.gigs` goes district**: 7 nights × all venues (not every venue plays every night —
seeded dark nights are fine and read true; ~46 gigs per venue per week). Same entry shape;
`cover` law unchanged (~half free; RSL skews cheap, band_room skews free). Custom band
names spread across the whole schedule, still priority-seeded, still ≤1 slot per name per
night across town (no band plays two venues at once).
3. **`plan.posters` goes town-wide**: each venue's tonight-gig gets frontage + spine coverage;
add the **verge/pole offset** (debt #5). Posters may advertise different venues' gigs on
the same pole run — that's the district reading.
4. Re-pin the gig golden + CITY_SPEC v3 section update (venues table, genre-by-kind map,
the gigKey contract line from debt #1 — coordinate the wording with C/E).
## Lane C — two more rooms + the drummer
1. **`band_room` and `rsl` interior archetypes.** Reuse the pub recipe machinery — different
dressing, same contracts: band_room = smaller/scuzzier (posters on walls — E's skins, low
ceiling, stage barely a riser); RSL = carpet-and-bistro (bigger floor, stage at one end,
bar counter). Both return `stage`, `watchPoints[]` (band_room 68, RSL 812 — RSL is the
crowd-cap stress case), `audio.gigKey = 'gig-'+genreKey`, quiet-night variants. Budgets in
your note.
2. **`drums` pose** on the riser in all three archetypes (debt #3): `stage.bandPoses` grows to
4, role `drums`, seated height noted for D.
3. **RY audit with D** (debt #4): pin the pose `ry` convention in LANE_C_PUB.md, check
keepers/browsers facing, fix or document.
4. Publish the two new archetype interfaces (watchPoints counts, stage shapes, gigKeys) in
your FIRST commit even if dressing follows.
## Lane D — instruments in hand, a drummer, and the queue
1. **Wire E's instrument GLBs** (debt #2): manifest fittings via your `instrumentFor(role)`
seam — electric_guitar/bass_guitar/mic_stand in hand, drum_kit planted at the `drums` pose,
guitar_amp as stage dressing if it reads (C's call on placement). Orientation/scale is
yours; primitives remain the fallback (asset law). Note the draw/tri delta — E's meshes are
heavy (3096k tris) and E is decimating in parallel; wire against whatever's in the
manifest and re-measure after E's pass.
2. **The drummer** (debt #3): 4th rig, seated bob at the `drums` pose, behind the kit.
3. **The outdoor queue** (charter item, parked since v2): patrons visibly queue at the venue
door during `doors` (and overflow during `on` if the room is at watchPoint cap). Seeded
short line (26), spaced poses along the frontage (B marks the zone — consume it if
present, else straight line from the door), drains into the venue as entries happen, gone
by `done`. Queue rigs ride the same gate-protected spawn path; budget stated.
4. **Multi-venue surge**: `setGig` per venue (multiple concurrent). Identity continuity stays
opportunistic — the full "ped you followed is in the crowd" promise is v3.0, not now.
## Lane E — two genres, lighter meshes, the publish
1. **Two new gig beds**: `gig-grunge` (band_room) and `gig-covers` (RSL — mellower, organ-ish
covers-band feel). Same procedural discipline as R11/12 (seeded, loopable, OGG+M4A,
loudness, provenance). **Rename `pubrock-live` → `gig-pubrock`** (debt #1) in gen_audio +
manifest in the same commit B/F switch readers.
2. **Decimation/LOD pass on the 5 instrument GLBs** — the amp is 96k tris and a district
means multiple stages. Target ≤15k per instrument (they're 1m props, not hero assets);
re-run footprints/thumbs; keep originals in the depot as `_hi` variants.
3. **Depot publish** of the instrument GLBs — *gated on John's OK* (the tailnet push the
harness blocked in R12). If John OKs it in this round's kickoff, publish and clear the
Gate-3 provenance flag; if not, note it and carry.
4. Poster pack: 12 extra templates only if the town-wide spread looks repetitive in B's
verification — B's call, don't pre-build.
## Lane B — the night the district reads by
1. **Night-readability pass** (the epoch's bundled polish, now due): streetlamp pools on
venue blocks + window light spill so the Friday-night walk reads. Budget-safe (state the
draw/tri cost); scoped to venue blocks first, town-wide only if budget holds.
2. **Generalize the venue presentation to N venues**: frontage glow + posters per venue,
driven per-venue by F's state (`update(gigStates)` — agree the shape with F early).
Spill goes per-genre: read each venue's `gigKey` bed (debt #1's canonical key), same
470 Hz lowpass law.
3. **Queue zone marker**: a subtle door-adjacent zone (rope/chalk/nothing-fancy, primitive
fine) publishing `venue.queueZone = {x,z,ry,len}` for D's queue poses.
4. **Bookmarks debt** (F's ask + R3 §9): add `venue_night` (pub frontage, `seg:5`) and close
out the missing bookmark set in one pass, so `tools/qa/gig_shot.py` can script the street
money shot.
## Lane F — the district fires (last)
1. **Gig state machine goes per-venue**: one latch per venue off the same `procity:segment`
spine (keep the getter law; keep the landing-segment night-roll law — they were both
hard-won). `window.PROCITY.gigs` becomes per-venue state keyed by venueShopId, with the
alpha shape kept as a compat alias for one round (B reads it mid-round).
2. **Walla + applause wiring**: E's `ambience-crowd-walla` under the gig bed while `on`;
`sfx-applause` sting on `on → done`. Audio law throughout.
3. **Cover charge per venue** (existing seam; per-venue paid stamps — a night at two venues
is two covers).
4. **Delete the `GIG_BED` bridge** once E's rename lands (debt #1) and add the CITY_SPEC
contract line with A/C/E.
5. **Gate hardening** (debt #6): stature measure into `interior_scale_check.py`.
6. **Smokes**: district determinism (two runs byte-equal across all venues), per-venue crowd
≤ watchPoints, band==4, queue ≤ cap and drains by `done`, every venue's gigKey resolves
(the debt-#1 assert, now for 3 genres), street budget at the busiest venue block,
`?noassets=1`+`?gigs=1` silent-and-fine, flags-off regression green.
7. Acceptance: the district money shots — street: lit frontage + queue + posters at night
(use B's `venue_night` bookmark); interior: 4-piece with real instruments + mixed crowd,
human-sized line. Then tag **v3.0-beta** (`git tag` and `git push` as separate commands —
the classifier blocks them combined).
## Order
A first (multi-venue `plan.gigs` + venue kinds + golden re-pin) → C (archetypes + drums pose)
in parallel with E (beds + decimation + rename) → D (instruments/drummer/queue) → B (night
pass + N-venue frontage + queue zone + bookmarks) → F last. A and C: interfaces in your FIRST
commit. The debt-#1 rename is a three-way (E rename, B reader, F bridge-delete) — land E's
side early so B/F switch inside the round, and nobody merges a half-renamed manifest.
## Standing
- **v3.0 preview (next round, do not start):** identity continuity into the crowd, the
money-shot tour (John's queue shot), soaks, docs freeze, the v3.0 tag.
- **John — three items, only #1 blocks anything:**
1. **Depot publish OK?** E's 5 instrument GLBs are staged locally; the tailnet depot push
needs your explicit go (harness classifier flagged it outward-facing). Until then qa
Gate 3 carries a provenance flag.
2. **Genre flavours**: defaults are band_room → grunge, RSL → covers. Re-flavour freely
(names only — E synthesizes to order).
3. **Drummer ruling**: Fable ruled 4-piece (kit on the riser, spec intent). Veto to
front-line trio if you prefer — before D starts, ideally.

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# PROCITY — Round 14 lane instructions (from Fable, integrator)
Date: 2026-07-16 · **v3.0-beta shipped** (the district, `?gigs=1`, tag local; qa `--strict` 6/6,
0 warn — the queue assert went live after D landed). Seed 20261990 = Boolarra Heads: 3 venues,
14 gigs/week, tonight Screaming Utes @ The Exchange Hotel $10 + The Dead Ringers @ the RSL free.
Round 14 is **v3.0: THE RELEASE** — identity continuity into the crowd (the one remaining charter
promise), the money-shot tour, the soaks, docs freeze, and the `v3.0` tag. **No new systems this
round** — if it isn't continuity, hardening, or documentation, it's v3.1.
## First: the R13 debt ledger (all owned this round)
R13 closed its six debts cleanly (gigKey contract landed everywhere, instruments wired, drummer
seated, RY convention fixed **at the source** — D's `buildFigure` normalisation also silently fixed
keepers/browsers/walkers that had been back-to-front whenever the GLB fleet loaded; good catch, C+D).
What carries:
1. **Alpha alias retirement (B → F, ordered).** F kept the R12 single-venue
`window.PROCITY.gigs` shape (`.state/.on/.venueShopId/.cover/.paid`) as a one-round compat
alias; that round is over. **B first** removes its fallback readers (`audio.js` alias→clock
chain, `venue.update()` bare-string arm — keep the clock fallback, drop the alias hop), **then
F** deletes the alias so `byVenue` + the per-venue accessors are the only surface. CITY_SPEC §v3
runtime block loses the alias line in the same commit (F).
2. **Drummer sit hack (D).** The 4th member is a standing rig sunk `SEAT_DROP` behind the kit —
reads seated only from the front. `~/Documents/mixamo-fetch/out/` holds **34 clips incl. `sit`**
(LANE_D_NOTES wishlist #1**check what exists first, never re-download**). Wire the real clip,
retire `SEAT_DROP` + the `m.seated` branch.
3. **Town-wide streetlamp pools (B) — RULING: stays venue-scoped for v3.0.** Town-wide needs
always-on `furniture.js` changes and that fights flags-off parity in release week. Venue blocks
read fine (F's `venue_night` shot proves it). Document as a v3.1 candidate in LANE_B_NOTES;
no code.
4. **Poster repetition (B judges, E executes).** B: during the tour audit, eyeball the spine poster
runs — if the per-gig instanced skins read repetitive, ask E for 12 more templates. E: build
only on B's ask (R13 law, unchanged).
Closed for good, for the record: depot publish (John OK'd mid-R13; Gate-3 provenance flag cleared,
`digalot.fyi` serves the 14k instruments + `_hi` originals).
## Laws for the round (unchanged, plus release discipline)
- **Prime flag law holds through the tag**: `?gigs=1` stays **opt-in for v3.0** (Fable's default —
John may overrule, see Standing #2). Flags-off boot byte-identical, synthetic golden
`0x3fa36874`, gig golden `0x1f636349`**neither moves this round**. Any diff that would move
a golden is out of scope by definition; park it.
- Deterministic from citySeed · asset-free (`?noassets=1&gigs=1` silent-and-fine) · audio law
(gesture-gated, fail-soft) · budgets: gig-night interior ≤350, street ≤300 draws / 200k tris at
the busiest venue block · human-sized line on every humanoid shot · **fresh browser contexts**
(the stale-module trap bit B in R13 — `cache:'reload'` + hard nav, or the no-store server).
- **Shared-tree discipline**: commit atomically by explicit pathspec; lanes land concurrently.
- **Release-round law: no new rng draws on any seeded stream.** Continuity work must ride new
sub-streams or consume existing identities — if two runs of R13 code and R14 code disagree on
any golden or any R13 smoke, the change is wrong.
## Lane D — identity continuity: the ped you followed is in the crowd (the headline)
The last charter promise, deferred at R12 and R13 ("opportunistic, not now"). Now.
1. **Continuity contract.** The sim already knows who enters a venue (queue `admitOne()` drains +
surge occupants). Record a per-venue **tonight roster** of entered identities
({pedIndex, height, …whatever pins "the same person"}), and have `GigCrew.spawn` consume it:
crowd slots fill from the roster first, seeded strangers only for the remainder. Design is
yours; the acceptance is behavioural: **follow a punter from the queue through the door, walk
in behind them, and find them in the crowd — same ped, same height.** Works across exit/re-enter
(roster persists for the night, not per interior build).
2. **Determinism**: the roster is a consequence of seeded sim behaviour; interior crowd identity
for a given (seed, night, entry time-segment) must be stable enough for F's smoke — expose
`window.PROCITY.citizens.tonightRoster(venueShopId) → [{pedIndex, …}]` (or your preferred name —
tell F) so the smoke can assert crowd ⊇ roster ∩ cap without screenshot forensics.
3. **The sit clip** (debt #2 above). Data task, not rig work — clips bind through the canonical
`mixamorig` skeleton like walk/idle.
4. **Sim soak**: 30+ min equivalent (accelerated segments fine) with gigs on — full week roll,
repeated surge/drain/queue cycles at all venues; assert leak geo0/tex0, roster bounded, no
identity churn. Numbers in your notes.
Budget note: continuity is bookkeeping, not new rigs — draw/tri delta should be ~0; state it.
## Lane B — alias retirement + the tour audit
1. **Drop the alias readers** (debt #1 — you go first, tell F when landed).
2. **Bookmark/tour audit**: every bookmark (16 v2 + `venue_night` + `district_posters`) still
frames un-letterboxed, 0 errors, with `?gigs=1` on — the district changed the streetscape under
some of the old poses. Fix poses, don't touch world code.
3. **`queue_night` bookmark** — John's queue shot: close framing on the pub door at `doors`/`on`,
queue line + marquee + poster in frame, punters facing the door. This is the release hero shot;
F scripts it into the tour.
4. **Poster repetition call** (debt #4): judge, and either "fine" in your notes or a one-line ask
to E.
## Lane C — venue audit + docs freeze (light round, by design)
1. **Interior release audit**: one pass over the three venue archetypes against CITY_SPEC §v3 +
LANE_C_PUB — watchPoint caps, stage/riser numbers, gigKey resolution, quiet-night variants —
and re-run your 60-room soak + drawSweep against D's continuity changes (crowd identities
change; geometry must not). Fix only regressions.
2. **`guitar_amp` placement ruling** (R13 left it "C's call"): D planted it as stage dressing —
bless the placement or give D the corrected pose; one line in LANE_C_PUB either way.
3. **Docs freeze**: LANE_C_PUB.md + LANE_C_AUDIO.md are the durable contracts — final wording
pass, mark them v3.0-frozen.
## Lane E — provenance close-out (light round, by design)
1. **`publish.py --verify` drift check** against the live depot post-R13-publish; qa Gate 3 must
be green with zero flags for the tag.
2. **Poster templates** only on B's ask (debt #4).
3. **Docs freeze**: provenance table + audio/GLB inventories in LANE_E_NOTES current and
v3.0-frozen. No new synthesis this round unless John re-flavours a genre (Standing #3, R13 —
still open, still names-only).
## Lane A — invariant sweep + CITY_SPEC freeze
1. **District seed sweep**: 400-seed run asserting the district invariants — 24 venues, ≥1 pub,
never the openLate shop, no band twice in one night town-wide, every poster behind
`poleOffset`, per-venue 46 nights — plus **one osm town** proving graceful placement (no
spine/warehouse district). Promote any invariant not already in `selfcheck.js` into it.
2. **CITY_SPEC v3 freeze**: you own the spec — final pass over §v3 (venues table, genre map,
gigKey contract, gig golden `0x1f636349`, F's runtime block minus the retired alias), then mark
the section frozen for the tag. Coordinate the alias-line deletion with F (debt #1).
## Lane F — soaks, the tour, the tag (last)
1. **Delete the alpha alias** once B lands (debt #1) + the CITY_SPEC line (with A).
2. **Continuity smoke**: extend `smoke_gigs` — queue identities admitted at `doors` appear in the
interior crowd via D's roster seam (assert on the seam, not pixels); crowd ⊇ roster ∩ cap;
determinism arm re-run.
3. **Full-week soak**: drive the segment spine through all 7 nights × all venues in one context —
every latch fires per `plan.gigs` schedule (dark nights stay quiet), covers stamp per venue per
night, walla/applause never double-fire, leak geo0/tex0 across ≥20 enter/exit cycles. Wire it
into qa as a non-strict extra (strict stays the 6 gates).
4. **The money-shot tour**: `tools/qa/tour_shots.py` — scripted capture of the release set in one
deterministic run: `rain_verandah` (winmap+rain hero) · `tram_stop` · `venue_night` ·
`district_posters` · **`queue_night` (John's shot)** · gig interior (4-piece + instruments +
crowd). Contact sheet into `docs/shots/release_v3/`.
5. **Docs assembly**: README v3 section (what shipped, the flags table, the shots), confirm every
lane's freeze landed, LANE_F_NOTES §14 runbook.
6. **Acceptance + tag**: `qa.sh --strict` 6/6 + continuity smoke + week soak green → tag **v3.0**.
Tag and push are separate commands; the push itself waits on John (Standing #1).
## Order
**B first** (alias readers out — F is blocked on it for the deletion) and **D first** (continuity —
F's smoke and the tour hang off the roster seam); they're disjoint files, run in parallel. A, C, E
anytime, independent. **F last**, as always. Mid-round handshakes: B→F "readers gone", D→F the
roster accessor name, C→D the amp ruling.
## Standing
- **v3.1 preview (do not start):** flag-default flip (if John rules it), town-wide lamp pools,
tram-gig composition (ride to the gig), wind sway, bench-sit loiter from the same `sit` clip.
- **John — all three items RESOLVED at kickoff (2026-07-16):**
1. **The push — DONE.** John OK'd it; Fable pushed `main` (R13 epoch + these instructions) and
the `v3.0-beta` tag to origin at kickoff. Release tags only, as ever — lane-round tags stay
local. Push discipline unchanged for lanes: commit local, F/Fable pushes at round end.
2. **Flag default at v3.0 — RULED (John concurs):** `?gigs=1` stays **opt-in** for the tag;
default-flip is a v3.1 candidate after the soak bakes. No golden re-pin this round.
3. **Genre re-flavour — CLOSED:** John: "fine for now." pubrock/grunge/covers are final for
v3.0; the docs freeze proceeds on those names.

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# PROCITY — Round 15 lane instructions (from Fable, integrator)
Date: 2026-07-16 · **Round-14 verdict: AE landed and green; LANE F NEVER RAN.** The R14 release
round produced excellent hardening from five lanes — D's continuity seam (8/8 surge + 4/4 queue
identities, empty-roster byte-identical), B's alias-reader retirement + 19-bookmark tour audit +
`queue_night` hero pose, A's 400-seed invariant sweep + §v3 freeze, C's adversarial venue audit
(which caught a real amp defect), E's provenance freeze (Gate 3 green, 0 blockers) — **but v3.0 is
NOT tagged.** F's whole release brief (continuity wiring, alias deletion, week soak, the tour, the
tag) is untouched, and the round surfaced one live bug and one cosmetic defect that gate the money
shots. **Round 15 closes the release.** F carries its R14 brief in full; A and D each land one
small fix; B and C verify; E is on-call only. Nothing else — the freeze holds.
## The ledger (everything between here and the tag)
1. **Frontage posters are on the BACK WALL (A — live bug, gates John's hero shot).**
`gigs.js:205` seats each playing venue's own-frontage poster at local **Z** ("house
convention"), but B's buildings canon puts the street facade on **+Z** — B measured the pub's
poster 15.9 m behind the street face. Every venue's own poster has been invisible from the
street since R13, and `queue_night` frames no poster because of it. Fix: flip item 1 of
`buildPosters` to `+sin,+cos`. This moves `plan.posters` → **the gig golden moves — this is the
round's ONE sanctioned golden move** (amendment law: re-pin `0x1f636349 → new` in the same
commit, and amend the §v3 FROZEN marker's golden line in that commit too — the freeze allows
exactly this, a recorded amendment).
2. **Alias deletion (F — B unblocked you, with a map).** B's sweep: cross-lane CLEAN — no A/C/D/E
file reads the scalar alias; the only remaining readers are F's own ~20 tool lines. Delete
`gig_state.js:141151`, migrate `tools/flags_check.py` + `tools/qa/gig_shot.py`
(`.venueShopId → venueShopIds[0]`/explicit id · `.state → stateOf(id)` · `.cover → coverOf(id)`
· `.bandName → bandNameOf(id)`), and delete the two CITY_SPEC §v3 alias sentences (~lines
271272 — A deliberately left them for you to avoid a doc-ahead-of-code race). While in that
spec block, add the omitted **`nightOf(id)`** to the accessor list (A's note). One atomic commit.
3. **Continuity wiring + smoke (F — D handed you three touches).**
`crew.spawn(…, { roster: citizens.tonightRoster(shop.id) })` at `interior_mode.js:239`;
`onAdmit: id => citizens.recordVenueEntry(venueShopId, id)` in the shell's per-venue queue loop
(`index.html` ~380393); the clear is automatic on your existing `setGig(id,false)`. Smoke:
assert **crowd ⊇ roster ∩ cap** on the seam (`crew.crewInfo.fromRoster`, `member.pedIndex ∈
tonightRoster(id)`), not pixels; re-run the determinism arm (empty roster must stay
byte-identical to R13).
4. **`guitar_amp` reposition (D — C's ruling, not blessed as-is).** Your backline plant is 0.29 m
from the bassist (interpenetrates; confirmed by render + three audit agents) and redundant with
C's primitive ampStacks. Move to C's corrected pose (LANE_C_PUB §3): up-stage-right
`(stage.x + stage.w·0.36, deckY, stage.z stage.d·0.22)`. One-liner in `band.js
_addBackline`; C verifies. (Full `stage.backline[]` unification stays v3.1.)
5. **Settled-tris honesty (F).** C caught that your gig smoke measures **before** the async
instrument GLBs land: reported ~34k, settled reality ~182k tris (5×14k instruments + rigs).
The interior gate is draws (passes at ≤71) so no violation — but measure **settled** (wait for
fleet + instruments, or shoot-twice) in the smoke and the tour, and report both numbers in your
notes. Same discipline for tour shots generally (B: orphan-chunk inflation — shoot from a clean
load or twice).
6. **Drummer sit clip — deferral RATIFIED (v3.1).** D investigated properly: the clip exists (on
the tailnet source box — Fable's `~/Documents/mixamo-fetch` path was stale), converts and binds
clean, but correct wiring needs a `_rotWithHips` variant in the **shared** rig stack + a
seated-stature exemption in F's no-giants gate. Two cross-cutting changes for a polish item in
freeze week = v3.1. The `SEAT_DROP` hack ships in v3.0; it reads seated from the crowd POV.
## Laws (unchanged, one exception)
- Prime flag law: `?gigs=1` **opt-in at the tag** (John concurred, R14). Flags-off byte-identical;
synthetic golden `0x3fa36874` frozen. **Gig golden moves ONCE** (ledger #1, A's commit only).
- Release law: no new rng draws on any seeded stream · no new systems · deterministic from
citySeed · asset-free silent-and-fine · audio gesture-gated fail-soft · budgets (interior ≤350
draws · street ≤300 / 200k at the busiest venue block) · human-sized line on humanoid shots ·
fresh browser contexts (no-store server; rAF is throttled in automation — drive live-spawned
things like the queue explicitly, per B's note).
- Shared-tree discipline: atomic commits by explicit pathspec.
## Lane A — the poster flip (first, everything waits on you)
1. Ledger #1: flip `buildPosters` item 1 to the +Z street face; re-pin the gig golden; amend the
§v3 FROZEN marker (golden line + a one-line amendment note) — all in ONE commit. Re-run your
400-seed sweep (the off-carriageway assert must still hold with the flipped face — a frontage
poster sits on the facade plane, not the verge, so expect green; prove it).
2. Tell B + F the new golden the moment it lands.
## Lane B — verify the hero (after A)
1. Re-shoot `queue_night`: A's flip should seat the pub's own poster by the door **in the existing
frame with no pose change** (your prediction — verify it). Confirm `district_posters` +
`venue_night` still read; spot-check the spine runs (posters now face the street everywhere).
2. Nothing else. Your R14 alias/tour/pools work is done and frozen; `tram_stop`'s ~293k close-ped
tris is on the v3.1 list.
## Lane C — verify the amp (after D)
1. Re-render the pub + RSL stages with D's corrected plant: amp clear of the bassist (state the
measured clearance), flanking the primitives, nothing interpenetrating. One line in your notes;
your freeze stands otherwise.
## Lane D — the amp one-liner
1. Ledger #4: move the backline plant to C's §3 pose. No other code — your continuity work and the
ratified sit-clip deferral are closed. Confirm draw/tri delta 0 and `?noassets` unaffected.
## Lane E — no tasks (frozen)
On-call only: if F's tour surfaces an asset defect, fix on ask. Nothing else — your provenance
freeze is the release contract.
## Lane F — the release (last; this is your R14 brief, carried in full)
1. **Continuity wiring + smoke** (ledger #3) — D's three touches, assert on the seam.
2. **Alias deletion** (ledger #2) — after this round's B/A commits land; one atomic commit
(gig_state + your two tools + the spec sentences + `nightOf`).
3. **Full-week soak**: all 7 nights × all venues in one context — every latch fires per
`plan.gigs` (dark nights stay quiet), covers stamp per venue per night, walla/applause never
double-fire, roster clears per night (D's soak already proves the sim side; yours proves the
shell), leak geo0/tex0 across ≥20 enter/exit cycles. Non-strict qa extra.
4. **The money-shot tour**: `tools/qa/tour_shots.py` — one deterministic run capturing the release
set into `docs/shots/release_v3/`: `rain_verandah` · `tram_stop` · `venue_night` ·
`district_posters` · **`queue_night` (John's hero — queue + marquee + A's now-visible poster)**
· gig interior settled (4-piece + real instruments + roster crowd). Settled-measurement
discipline (ledger #5); drive the queue live (B's rAF note).
5. **Docs assembly**: README v3 section (what shipped, flags table, the shots), confirm all five
freezes landed, LANE_F_NOTES §14/§15 runbook, F-progress current.
6. **Acceptance + tag + push**: `qa.sh --strict` 6/6 + continuity smoke + week soak green → tag
**`v3.0`** → `git push origin main` and `git push origin v3.0` as separate commands. John's
R14 kickoff authorization to keep origin current stands; release tags only, lane tags stay
local.
## Order
**A first** (the poster flip + re-pin — B's verify and F's hero shot hang off it). **D** anytime
(one line); **C** verifies D; **B** verifies A. **F last**, once A+D are in. Handshakes: A→B/F the
new golden; D→C "amp moved"; B→F "hero verified".
## Standing — the v3.1 backlog (consolidated; do not start)
Flag-default flip (`?gigs=1` → on, full golden re-pin) · drummer sit clip (`_rotWithHips` +
seated-stature gate exemption) · instrument LOD (settled interiors ~182k tris) · town-wide
streetlamp pools (flags-off-safe design needed) · `stage.backline[]` unification (GLB amp replaces
primitives) · wind sway · bench-sit loiter (same sit clip) · no-spine osm fixture for A's sweep ·
`tram_stop` close-ped tri diet · C's `audioEmitter` idea.
## John — nothing blocks this round
All three R14 items were resolved at kickoff and stand. FYI only: the gig golden re-pins once
(ledger #1, a real bug fix under the amendment law), and F tags + pushes `v3.0` at round end under
your standing OK. If you'd rather eyeball the tour contact sheet before the tag, say so and F holds
the tag on your review.

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# PROCITY — Round 16 lane instructions (from Fable, integrator)
Date: 2026-07-16 · **v3.0 SHIPPED** — tagged and on origin (`0490bdd`), qa `--strict --soak`
7 passed · 0 failed · 0 warn. R15 was a model close: A's poster flip (a real R13-era bug — every
venue's own bill was on the back wall), B's hero verify + the John-sanctioned poster
night-emissive, D's amp move, C's clearance verify, and F's five-commit release close
(continuity wired, alias retired, week soak, the tour, docs). The R15 gotcha ledger is closed;
the settled-measurement discipline and the Z/+Z convention write-ups are now durable law.
Round 16 is **v3.1: THE FLIP** — the town shows its best by default. `?gigs=1` has soaked through
alpha, beta, and release; the flag flips ON, and the mature v2 flags flip with it. Plus the parked
polish that's earned its slot: the drummer finally sits, the streetlamps go town-wide, the backline
unifies, and the corner-poster tweak. Tag **`v3.1`** at close.
## The flip (Fable's ruling — John may veto any part at kickoff, see Standing)
**Defaults flip ON: `gigs`, `weather`, `winmap`, `tram`.** All four are mature (weather/winmap/tram
soaked since v2; gigs through three v3 stages). Each keeps an individual opt-out (`?gigs=0`,
`?weather=0`, `?winmap=0`, `?tram=0`), and a new **`?classic=1`** forces all four off at once.
**The prime law is REWRITTEN, not repealed — the covenant moves to `?classic=1`:**
- **Classic law:** the `?classic=1` boot is byte-identical to the v2 baseline **forever**
synthetic fingerprint `0x3fa36874`, zero gig layer, zero fetch delta vs the documented baseline.
This is the new frozen regression target; the old "flags-off" gate becomes the "classic" gate.
- **Default law:** the default boot is the full experience — plan fingerprint pins to the gig
golden (`0x4f4a549d`, or A's re-pin below), deterministic from citySeed, and every existing
smoke (district, continuity, cover, noassets) runs against the DEFAULT boot.
- `?noassets=1` composes with the default boot and stays silent-and-fine (custom_bands fetch and
all asset fetches gated exactly as today).
Everything else stands: determinism from citySeed · audio gesture-gated fail-soft · budgets
(interior ≤350 draws · street ≤300 / 200k) **now measured on the default boot, all four flags on,
at the busiest venue block — B re-baselines** · human-sized line · fresh contexts / no-store
server / drive live-spawned things explicitly · atomic commits by pathspec.
## The ledger
1. **The flip itself (F).** Shell defaults + `?classic=1` + the individual `=0` opt-outs, then the
harness: `flags_check.py`'s "flags-off regression" arms swap to **classic regression**
(`?classic=1` → byte-identical v2), a new **default-boot gate** (default fingerprint == gig
golden; gig layer present; 0 errors), and every smoke re-pointed at the default boot. qa.sh
gate names updated. This is the round's structural change — land it FIRST.
2. **The drummer sits (E produces, D wires).** E: fetch `Sitting_Idle.fbx` from the tailnet source
box (D's documented recipe, LANE_D_NOTES — the local `~/Documents/mixamo-fetch` path is stale),
convert to a mesh-free `sit.glb` (65-bone, raw `mixamorig:` naming is already canonical),
manifest + provenance + depot publish under John's R13 authorization. D: the shared-rig-stack
wiring — a `_rotWithHips` variant (keep `Hips.quaternion` + hip descent) + post-pose foot
re-plant in `spawnRig`, used ONLY by seated spawns; keepers/browsers/walkers must be
byte-identical (prove it — this touches the shared stack). Drummer retires `SEAT_DROP` and the
`m.seated` sink. **Bench-sit loiter from the same clip is the stretch goal** — only if the
drummer lands clean with round to spare.
3. **Seated-stature gate contract (F publishes in this brief — no mid-round handshake).** A seated
figure fails the no-giants floor by design. Contract: D tags seated figs
`fig.userData.procitySeated = true`; F's `interior_scale_check.py` + `flags_check.py` stature
asserts accept seated figs at **stature ∈ [0.9, 1.5] m** (still < ceiling, feet planted). F
lands the gate change in commit #1 so D can verify against it immediately.
4. **Town-wide streetlamp pools (B).** Ruling: the pools ride the **gig layer** (they're the v3
nightlife look — classic boot stays pool-free, parity preserved by construction). Extend the
R13 instanced-pool pass from venue blocks to the town's streetlight/shelter positions
(furniture positions are in the plan — read them, don't touch `furniture.js`). Night-driven as
now. Budget-stated: this is the likely draw-cost item of the round; if town-wide busts the
street budget at the busiest block, scope to main-street + venue blocks and say so.
5. **`stage.backline[]` unification (C, then D).** C exposes seeded backline poses (amp/spare-cab
positions up-stage, clear of all four bandPoses) and drops its primitive ampStacks from venue
recipes; D plants E's `guitar_amp` GLB (primitive fallback under `?noassets`) at `backline[]`
instead of its own hardcoded pose. One venue render each archetype to verify no
interpenetration (C's R15 clearance discipline).
6. **Corner-poster tweak (A).** R15 finding: a corner venue's frontage poster can sit near a
crossing street's kerb (seed 1 band_room, 1.58 m). Nudge the frontage poster ALONG the facade
away from the crossing-street end (stay on the facade plane, keep the `ry+π` read-from-street
fix). Moves `plan.posters`**the round's one sanctioned gig-golden re-pin** (amendment law,
same commit, tell B/F). Re-run the 400-seed sweep; keep the frontage-poster exemption honest
(assert distance-to-crossing-kerb ≥ some floor now that you control it).
7. **No-spine osm fixture (A).** The R14 sweep's honest gap: both osm fixtures have a main spine,
so `pickVenues`' no-spine branch is unproven. Build the minimal single-row fixture and add it
to the sweep.
Parked still (v3.2 backlog — do not start): instrument `_lo` LOD (interior gate is draws; 182k
settled tris breaches nothing), `tram_stop` close-ped tri diet, wind sway, C's `audioEmitter`.
## Lane F — the flip, first and last (you bookend the round)
**Opening commit(s), before other lanes need the tree:**
1. Ledger #1 — the shell flip + `?classic=1` + harness rework. The default boot is now the gig
boot; prove classic byte-identical (`0x3fa36874`), prove default == gig golden, all smokes
green on the default boot, `?noassets` silent-and-fine on the default boot.
2. Ledger #3 — the seated-stature gate contract, same opening push.
**Closing, after all lanes land:**
3. Re-run everything: `qa.sh --strict --soak` (gates now classic+default), the week soak on the
default boot, and re-shoot the tour — `tour_shots.py` shots become DEFAULT-boot shots (drop the
per-shot flag juggling where the default now covers it; keep `?classic=1` as one comparison
shot in the contact sheet — "the town before/after v3"). New shots into `docs/shots/release_v3_1/`.
4. Docs: CITY_SPEC gets the v3.1 amendment (flip + classic law, coordinate with A), README flags
table updated (defaults + opt-outs + classic), LANE_F_NOTES §16.
5. Tag **`v3.1`**, push main + tag (standing authorization).
## Lane A — corner posters + the no-spine fixture
Ledger #6 (the flip-adjacent placement fix + golden re-pin) and #7 (the fixture). CITY_SPEC v3.1
amendment wording with F (you own the spec; F owns the flags table). Nothing else — your sweep and
freeze machinery is exactly right as-is.
## Lane B — town-wide pools + the default re-baseline
1. Ledger #4 — the pools, town-wide, gig-gated, night-driven, instanced.
2. **Default-boot re-baseline**: with F's flip landed, measure the busiest block on the DEFAULT
boot (gigs + weather-rain-worst-case + winmap + tram all live) — worst draws/tris, stated in
your notes. This is the number the budget law now means. If rain + district + pools compose
over 300 draws, say so loudly — that's a Fable scope call, not silent trimming.
3. Bookmark spot-check on the default boot (poses were framed against opt-in flags; weather/tram
now show up in old frames — confirm nothing letterboxes or blocks).
## Lane C — the backline handoff
Ledger #5, C's half: `stage.backline[]` poses (seeded, clear of bandPoses + watchPoints), drop the
primitive ampStacks from the three venue recipes, publish the shape in LANE_C_PUB §3 (amend the
frozen doc — v3.1 marker, same discipline as A's spec amendments). Verify with D once wired.
## Lane D — the drummer sits
Ledger #2 (wiring half) + ledger #5 (plant the amp at C's `backline[]`). The shared-stack proof is
the load-bearing part: keepers/browsers/walkers byte-identical before/after `_rotWithHips` (it
must be a parallel path, not a change to `_rotOnly`). Tag seated figs per ledger #3. Bench-sit is
stretch — drummer first, prove it, then decide.
## Lane E — the sit clip + provenance
Ledger #2 (asset half): fetch → convert → `sit.glb` → manifest + provenance + depot publish
(John's R13 authorization stands; flag it in your notes). Update the frozen provenance table with
a v3.1 amendment marker. On-call for B if the pool sprite needs anything (it shouldn't — it's
procedural).
## Order
**F first** (the flip + gate contract — the round's foundation; nothing else lands meaningfully
until the default boot exists). Then **A, B, C, E in parallel** (disjoint files; C before D on the
backline shape, E before D on the clip). **D** once C's backline + E's clip + F's gate are in.
**F last** (re-baseline acceptance, tour, docs, tag `v3.1`). Handshakes: F→all "flip landed, gates
renamed"; A→B/F the new golden; C→D the backline shape; E→D "sit.glb on depot"; B→F the default
worst-case numbers.
## Standing
- **John — one decision, veto-by-kickoff:** the flip scope. Fable flips **gigs + weather + winmap
+ tram** ON by default (`?classic=1` preserves the exact v2 boot forever; every flag keeps an
individual `=0` opt-out). If you want any of the four to stay opt-in — most plausibly `tram`
say so before F's opening commit; F implements whatever's standing when they start. FYI: the
gig golden re-pins once (A's corner-poster fix), and E publishes `sit.glb` to the depot under
your R13 authorization.
- **v3.2 backlog (parked):** instrument `_lo` LOD · tram_stop close-ped tri diet · wind sway ·
`audioEmitter` · full flag retirement (deleting the `=0` opt-outs once classic has soaked).

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# PROCITY — Round 17 lane instructions (from Fable, integrator)
Date: 2026-07-16 · **v3.1 SHIPPED** — THE FLIP is live on origin (`9277238`, tag `v3.1`). The
default boot is the full town: gigs + weather + winmap + tram, the seated drummer, town-wide
pools, `?classic=1` as the frozen covenant (`0x3fa36874`), default pinned to gig golden
`0xb1d48ea1`. Default-boot budgets have huge margin (worst street view 185 draws / 131k tris).
**R16 review — two lanes overrode the brief with evidence, and both were right.** D proved my
prescribed `_rotWithHips` mangles these rigs (bind-pose Hips mismatch — the exact failure
`_rotOnly`'s comment documents) and shipped the honest alternative (opt-in seated foot-replant,
byte-identical proof for every existing consumer). A proved the corner-poster "nudge" was
geometrically impossible (0/187 slides recover clearance — the crossing edge is parallel to the
facade) and fixed the root cause in `pickVenues` instead (0/851 posters below the floor across
400 seeds). This is the standard: **the brief is a hypothesis; the measurement wins.** B absorbed
the order inversion correctly (explicit all-flags URLs as the stand-in default), E's clip work was
exemplary (mesh-stripped, licence-zoned, 195/195 bind), C's backline handoff matched D's pose to
the millimetre. v3.1 was the cleanest epoch close yet.
Round 17 is **v3.2: THE TAIL + THE SCOUT** — drain the deferred-polish ledger (each item small,
each named for rounds), and run bounded groundwork for the next epoch so John can charter v4 on
evidence instead of promises. Tag **`v3.2`** at close.
## Where v4 stands (Fable's assessment — John picks, see Standing)
The V2_IDEAS parking lot has three surviving epoch-scale candidates (dig/real-stock ALREADY
SHIPPED in v2 — the README flags table, not the round ledgers, is the source of truth for what's
live): **the real map** (thriftgod `build_city()` route — Overpass → ~2,918 real AU shops → real
geography through the same CityPlan contract), **the in-game editor** (seeded-everything +
override tables), and **multiplayer presence**. My recommendation is **THE REAL MAP**: it's the
most PROCITY-native (the generator eating real geography), it has a proven reference
implementation and a proven consumer (`?plansrc=osm` + three fixtures incl. A's silverton), and it
composes with everything shipped — venues, citizens, interiors, and the dig all hang off the plan
contract and never change. R17 scouts it with real data (A+E below); the full charter is R18,
after John sees a real town boot.
## The ledger
1. **Drummer pelvic-lean pass (D — the R16 honest limit).** The upright bent-leg sit reads stiff
from side/overhead angles. A manual pelvic-lean on top of the played clip (a small constant
Spine/Hips lean applied post-mix for seated figs only, or a hand-keyed additive — D's call).
Same byte-identical discipline: seated-only path, standing untouched.
2. **Bench-sit loiter (D — the carried R16 stretch).** Same `sit.glb`, the sim loiter hook has
waited since v1: street peds occasionally sit at benches/verandah steps (seeded choice, seeded
duration, the seated re-plant + `procitySeated` tag already exist). Budget/determinism stated;
classic boot untouched (clip fetch is already `!CLASSIC`-gated).
3. **Backline render confirmation (C — close the R16 pending line).** C's verify of D's wired GLB
at `backline[0]` was "pending D's R16 commit"; D landed. One render pass per archetype
(pub/band_room/rsl), confirm no interpenetration at the measured clearances, one line in your
notes. The handshake closes.
4. **`publish.py --verify` false drift (E).** `sit.glb` (like `vintage-cash-register.glb`) is
non-`procity_`-prefixed, so the drift filter reports it "not live" when it IS live. Teach the
verifier the published-name list instead of the prefix heuristic — it bites every future clip.
5. **Wind sway (B — parked since R7; ship it or kill it).** The one missing weather element now
that weather is default-on. Vertex-shader sway on trees/awnings, weather-driven (calm → rain
gusts). It touches shared materials — the reason it's been parked; coordinate the material
seam with C/E only if actually needed (trees/awnings are B-built street geometry — verify
first, it may be entirely yours). `?classic=1` must stay byte-identical (weather is off there);
`?weather=0` sways nothing. If a real cross-lane material conflict surfaces, write it up and
KILL the item permanently instead — either way it leaves the backlog this round.
6. **The real-map scout (A + E — bounded, data-first, NO new game systems).**
- **E**: port thriftgod's `build_city()` Overpass route into `pipeline/build_towns.py`
produce **35 real AU town caches** (`city_source.json`-shaped; Katoomba-real should be one,
for the fixture comparison) with the dedupe/suburb/parody-name/seeded-hours pipeline.
Committed as data under `web/assets/towns/` (or A's preferred home). **Provenance: OSM is
ODbL — attribution ships with the data** (a `SOURCES.md` + an in-repo notice; you own the
licence table). Overpass fetch is outward-facing network — John OK'd the scout (Standing),
cache aggressively, hit the API once per town.
- **A**: define/pin the cache contract (E builds to it), feed the real caches through
`plan_osm` — real towns are messier than fixtures (dead ends, no spine, odd densities);
harden until all 35 boot with valid plans + district placement. Pin a golden per real town;
add them to the sweep. **Scope fence: no new plan features** — the scout proves the existing
contract eats real data, nothing more.
7. **Town-matrix smoke (F).** The gate side of the scout: run the core smokes (boot, determinism,
budgets, district placement, `?noassets`) across the full town matrix — synthetic hero seeds +
3 fixtures + E's real caches. One table in your notes: town × gate. This is the evidence John
charters v4 on.
Parked still (v3.3+/v4 backlog): instrument `_lo` LOD · tram_stop close-ped tri diet ·
`audioEmitter` · flag retirement (classic keeps soaking) · the editor · multiplayer presence.
## Lane A — the cache contract + real towns through the plan (ledger #6)
Publish the contract FIRST (half-day rule — E builds the pipeline against it; you own what
`plan_osm` accepts). Then harden against E's real caches as they land, pin per-town goldens,
extend the sweep. Report the ugliest real-geometry failure you had to absorb — that list is the
v4 charter's risk section.
## Lane B — wind sway ships or dies (ledger #5)
Weather-driven vertex sway, classic/weather-off byte-identical, budget stated (it's a shader —
expect ~0 draws). If shared-material reality kills it, the kill write-up is a full deliverable —
name the exact conflict so it never haunts the backlog again.
## Lane C — close the backline handshake (ledger #3)
One render pass, three archetypes, one note line. Then on-call (A may want interior sanity checks
on real-town shop types — your registry fallbacks should already cover unknown types; confirm if
asked).
## Lane D — the drummer's dignity + the bench (ledger #1, #2)
Pelvic-lean first (small, contained), bench-sit second. Both ride existing seams (`sit.glb`,
seated re-plant, loiter hook, `procitySeated`). Byte-identical proofs as R16 — the parallel-path
discipline is now your signature; keep it.
## Lane E — the town pipeline + the verify fix (ledger #4, #6)
The scout pipeline is the round's biggest single item — data discipline over cleverness: cache the
Overpass responses raw (re-runs must not re-fetch), ODbL attribution in-repo, parody names through
the existing generator, provenance table amended (v3.2 marker). The verify fix is a warm-up.
## Lane F — the matrix + the close (ledger #7)
1. Town-matrix smoke across synthetic + fixtures + real caches (after A/E land).
2. Round close: `qa.sh --strict --soak` green on the default boot, bookmark spot-check (B's sway
is in old frames now), docs (README flags table if `?weather` semantics grew a sway note,
LANE_F_NOTES §17), tag **`v3.2`**, push main + tag (standing authorization).
## Order
**A publishes the cache contract first**; E's pipeline + B/C/D tail items run in parallel (all
disjoint); A hardens as E's caches land; **F last** (matrix needs A+E; close needs everyone).
Handshakes: A→E the contract; E→A each cache as it lands; D→C n/a this round; B→F "sway shipped"
or "sway killed"; A+E→F "matrix inputs ready".
## Standing
- **John — both items RESOLVED at kickoff (2026-07-16):**
1. **v4 headline — DECIDED: THE REAL MAP.** John chose it at kickoff. R17's scout is therefore
not speculative — it's the v4.0 groundwork; the full charter lands with the R18 instructions.
2. **Overpass fetch — AUTHORIZED.** John OK'd the real-map scout, which inherently includes E's
handful of public Overpass API requests (once per town, raw responses cached in-repo so
re-runs never re-fetch). E: proceed; keep the ODbL attribution discipline.
- **v3.3+/v4 backlog:** instrument LOD · tram tri diet · audioEmitter · flag retirement · the two
unpicked v4 candidates.

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# PROCITY — Round 18 lane instructions (from Fable, integrator)
Date: 2026-07-16 · **v3.2 SHIPPED** (tag on origin, town matrix 10×5 green). R17 review, short
version: the tail is DRAINED — wind sway shipped after ten rounds parked (and the park reason
turned out to be a phantom: the tree material was B's own all along — measurement over folklore),
D's drummer leans into the kit and street peds sit on verandah steps (with a genuine finding en
route: the seated re-plant was scale-naive and had to become scale-aware for per-citizen-scaled
rigs), C closed the backline handshake AND proactively proved 18 real OSM shop types build valid
interiors, E's 5-town pipeline is deterministic and ODbL-clean, A hardened `plan_osm` against
2,828 real Canberra shops and handed the charter its risk list, F closed the last integration gap
(the shell never loaded the caches — the classic A-publishes/F-wires seam) and gated the whole
matrix. Every lane at full quality. The scout did its job: **John chartered v4 = THE REAL MAP.**
**Read the charter first: [docs/V4_REAL_MAP.md](../V4_REAL_MAP.md).** Round 18 is
**v4.0-alpha: REAL ROADS** — one town (`katoomba_real`) gets its actual street geometry. The whole
alpha exists to surface what irregular real geometry breaks downstream. Tag **`v4.0-alpha`** at
close.
## The ledger
1. **Cache schema v2 — `roads[]` (A publishes FIRST, E builds to it).** The town cache grows an
optional `roads[]` (OSM way geometry, simplified): A defines the shape (suggested: polylines of
`{lat,lon}` points + a `kind` from the OSM `highway=*` class), bumps `schema` to
`procity-town-cache/2`, extends `validateTownCache` (v1 caches stay valid — roads absent ⇒ the
marched fallback, so nothing shipped regresses).
2. **Real road graph in the plan (A — the epoch's headline lift).** `plan_osm` consumes `roads[]`:
project to the local metre frame, simplify (Douglas-Peucker or your pick — you own the fidelity
knob, charter risk #4), build the CityPlan street graph from real topology (nodes at real
intersections, straight-segment edges), classify main/side from the OSM `highway` kind + shop
density, seat each shop's lot on its nearest real edge at its real position/side. SAME CityPlan
schema out — B/C/D/F consume it unchanged by contract. Golden per the amendment law
(`katoomba_real`'s re-pins; synthetic + fixtures untouched). District placement (`pickVenues`)
must still land 24 venues on the real graph.
3. **Roads fetch (E).** Extend `build_towns.py`: per-town bounded `highway=*` Overpass query
(same authorization + raw-cache discipline as R17 — commit the raw response, fetch once),
emit `roads[]` per A's v2 contract. **`katoomba_real` first** (the alpha town), then the other
four as data-only commits (A hardens against them as they land; only katoomba gates the round).
4. **Irregular-geometry audit (B — charter risk #3, the alpha's real risk).** Boot
`katoomba_real` with real roads and hunt what breaks: chunk streaming over a non-grid graph,
building/lot seating at acute intersections, footpath/verge furniture cadence on short or
curved-ish edge chains, tram (its loop assumes a spine — if the real graph breaks it, fence it:
tram disabled on roads-towns is an acceptable alpha fence, written down). Fix what's yours,
file what's A's (lot geometry) or D's (sim graph) with measurements.
5. **Citizens on real bones (D).** The sim walks the street graph + chunk-streamed rosters on the
real topology: verify walkers navigate real intersections, loiter/bench-sit/patronage behave,
identity + determinism hold on `katoomba_real`. Cheap if the graph contract really is the
contract — prove it, and file what leaks with measurements.
6. **Interior spot-soak on the alpha town (C — small).** Your R17 type-fallback proof covered
types; now enter every `katoomba_real` shop in-shell (20 doors), assert valid interiors, no
carve fails, budgets. One table. Otherwise on-call.
7. **The alpha gate (F, last).** Extend the town matrix with a roads dimension (`katoomba_real`
boots real-roads: boot/determinism/budget/district/noassets-fallback green); the classic +
default-boot gates prove the alpha changed nothing outside the flagged path; a first
real-street money shot (Katoomba main street, default flags, settled) into
`docs/shots/v4_alpha/`; docs (README gets a "real towns" paragraph, LANE_F_NOTES §18); tag
**`v4.0-alpha`**, push (standing authorization).
## Laws for the round
Everything in the charter's law section. Alpha-specific: real roads ride the **cache schema**, not
a URL flag (a v2 cache with roads = real roads; v1 = marched fallback — no new flag surface);
default + classic boots are untouched by construction (they never load a town cache); budgets
measured on `katoomba_real`'s busiest real block; every irregular-geometry failure gets WRITTEN
DOWN (fixed or fenced) — the alpha's deliverable is as much the failure list as the town.
## Order
**A first** (schema v2 contract — half-day rule), **E immediately after** (katoomba roads cache;
the other towns trail). Then **A again** (the graph lift, against real data), with **B + D + C**
auditing in parallel as soon as A's roads-plan boots (A→B/D/C handshake: "katoomba_real boots with
real roads, golden pinned"). **F last.** This round has a real serial spine (A→E→A→others→F) —
expect A to be the long pole; B/D/C, if you're blocked on A, your audit prep (test scaffolding,
assertion lists) is not.
## Standing
- **John — nothing blocks this round.** FYI: E's roads fetch rides your R17 Overpass
authorization (same API, same once-per-town + raw-cache discipline). The alpha hero town is
`katoomba_real` — if you'd rather see a different town first (Newtown/Fremantle/Bendigo/
Castlemaine), say so before E starts.
- **v4.0-beta preview (next round, do not start):** all five towns on real roads · the town
selector UI (B) · districts/gigs proven per-town · tram ruling on real graphs.
- **Backlog (unchanged):** instrument LOD · tram tri diet · audioEmitter · flag retirement ·
awning-canopy ripple (B's R17 note) · editor · multiplayer presence.

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# PROCITY — Round 19 lane instructions (from Fable, integrator)
Date: 2026-07-16 · **R18 verdict: the alpha did exactly what the charter asked — it surfaced the
failure list. NOT yet tagged, and correctly so.** A shipped schema v2 + the graph lift (proven on
synthetic irregular geometry) but the A→E→A finalization never fired — E's katoomba roads landed
after A's commits, so the real-roads golden is unpinned and the lift is unhardened against real
data. B/C/D audited against E's landed data anyway (right call) and the audits are excellent:
**B** — the streetscape is road-agnostic, real Katoomba boots 0-error and reads well, but the
`BIG_CITY` heuristic misfires (20 shops < 120 small-town streaming on a 799-edge/5 km graph
**280k tris, breaching the 200k gate**; proven one-line fix). **D** — the sim needs zero changes
(1M+ samples, 0 NaN, byte-identical rerun), but the real graph is **105 disconnected components**
(42% of street-metres on islands, 2 shops stranded, ~10% of near-crowd wandering fragments), with
the DP-collinear junction-drop independently confirmed by B and D as a contributing mechanism.
**C** — 20/20 real doors build valid interiors. **E** — 484 real streets in schema v2 + the other
four towns as data, plus a poster-clearance finding filed for A. F never ran — its gate would have
failed on the budget breach + unpinned golden, so nothing was mis-skipped. This is the alpha
working as designed: surface, measure, file.
Round 19 is **the ALPHA CLOSE** — A resolves the filed findings and finalizes, F applies the
budget fix and gates, D re-measures, and the tag lands. Tag **`v4.0-alpha`** at close.
## The ledger
1. **A — the finalization (the round's spine; everything hangs off you).**
a. **The fragmentation ruling (D's finding — Fable rules, you own the details):** the town is
the **main component plus joined near-fragments; far shopless islands are CULLED.**
Concretely: (i) protect junction/shared-snap points from DouglasPeucker (the collinear
junction-drop B and D both hit — simplify *between* junctions, never through them);
(ii) join fragments within a snap/mid-edge-split tolerance (D measured 9 islands <10 m,
20 <30 m pick the tolerance and defend it); (iii) cull remaining islands **unless they
hold a shop** — a stranded shop is always either connected (nearest-edge connector) or
explicitly dropped with a count in `norm.dropped`. Rationale: bbox-clipped periphery is
noise, and 42% dead street-metres waste streaming budget (it's half of B's tris problem).
b. **E's poster-clearance finding** (LANE_E_NOTES §18) — resolve it in the same hardening pass.
c. **Harden against real katoomba** (the deferred A→E→A leg), verify the R18 failure-list
items you predicted (overflow drop — did Katoomba keep all 20 shops? crossing-without-
shared-node — did any survive into the graph?), **pin `katoomba_real`'s real-roads golden**,
and fire the handshake.
d. **Sweep + pin the other four towns** (E's data is already in) — beta pull-forward that
costs you one loop now and saves a round later. Any town whose real data breaks the lift:
file it, fence it, don't force it — katoomba alone gates the tag.
2. **F — B's `BIG_CITY` fix + the alpha gate (last).**
a. The one-liner is yours (`index.html`): extend the heuristic to the graph —
`plan.shops.length > 120 || (plan.streets?.edges?.length || 0) > 200` (B proved the effect:
280k → 104k tris at the venue block, 72 draws). Land it early so D/B re-measures see it.
b. The gate, after A: town-matrix roads dimension (katoomba_real real-roads:
boot/determinism/budget/district/noassets-fallback), classic + default-boot gates untouched,
budgets on the busiest real block post-fix.
c. **The money shot:** an uncommitted `docs/shots/v4_alpha/katoomba_mainstreet.png` is sitting
in the tree (almost certainly B's audit evidence — verify provenance in B's notes). Reshoot
deterministically via the tour harness for the official shot, commit both or supersede.
d. Docs (README "real towns" paragraph, LANE_F_NOTES §18/§19 honest record incl. why F
correctly didn't run in R18), tag **`v4.0-alpha`**, push (standing authorization).
3. **D — re-measure after A's connectivity pass.** The same audit table, post-fix: component
count, % street-metres in the main net, stranded shops (must be 0 or explicitly dropped),
% near-crowd on fragments (should collapse toward 0). One table, one verdict line. Your R18
crafted-irregular-town scaffold makes this cheap — that's why you built it.
4. **B — the town selector (beta pull-forward, NON-blocking for the tag).** A small in-game
town picker (HUD/debug-menu grade, not a title screen): synthetic + fixtures + real towns
(`osmTownKeys()` + registered caches), selecting navigates to the right URL params. Your
HUD/dbg territory; document any shell seam for F rather than editing `index.html` (F owns it).
If A's pass or F's gate needs your re-measure (tris post-cull, strips at tight corners —
A's failure-item #3 asked you to audit corner strips with a measurement), that comes first.
5. **C — on-call.** Your alpha work is done (20/20). If A's connectivity pass moves lots, a
one-loop re-run of the katoomba door soak confirms nothing regressed.
6. **E — on-call.** Re-emit caches only if A's junction handling needs different data (e.g.
pre-DP full geometry is already shipped — likely nothing). Your data discipline this epoch
has been faultless; nothing else asked.
## Laws
Charter laws (V4_REAL_MAP.md) unchanged. This round's golden rules: `katoomba_real`'s golden is
UNPINNED until A pins it (so A's connectivity work is free to iterate — pin once, at the end);
the four other towns' goldens pin with A's sweep; synthetic/fixtures/classic/default remain
frozen — the alpha changed nothing outside the cache-schema path, and the gate proves it.
## Order
**F's one-liner first** (independent, unblocks honest re-measures) and **A's finalization in
parallel** (the long pole). Then **D re-measures**, **C spot-confirms**, **B's selector** rides
alongside. **F gates last** once A pins and D confirms. Handshakes: A→all "katoomba_real real
roads, golden pinned, findings resolved"; D→F "fragmentation verdict post-fix"; B→F "selector
seam" (if any).
## Standing
- **John — nothing blocks this round.** FYI: Fable ruled on the fragmentation (main component +
joins, cull shopless islands) — it's a town-quality call; overrule if you'd rather keep the
full clipped periphery. The tag lands as `v4.0-alpha` at close.
- **v4.0-beta preview (next round, do not start):** all five towns proven end-to-end on real
roads (A's pins land this round — beta becomes verification + polish) · the town selector
wired + polished · tram ruling on real graphs (route-by-shop-adjacency vs fence) · D's
spawn-bias mitigation if any fragmentation survives A's pass.
- **Backlog:** unchanged (instrument LOD · tram tri diet · audioEmitter · flag retirement ·
awning ripple · editor · multiplayer).

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# PROCITY — Round 20 lane instructions (from Fable, integrator)
Date: 2026-07-16 · **v4.0-alpha SHIPPED** (tag on origin, `ddd1e68`). The alpha close was textbook:
A's junction-protected DouglasPeucker + bridge/cull took Katoomba from **105 components → 1**
(100% street-metres connected, 0 silently-stranded shops — every drop counted), D re-measured with
the R18 harness and confirmed the ruling landed clean (near-crowd on fragments: ~10% → 0%), F
landed B's `BIG_CITY` one-liner early exactly as ordered (280k → 12k tris in play) and gated the
close, B shipped the town selector with **zero shell seam** (hud.js owns it end-to-end) plus the
corner-strip spot-check, C re-soaked 19/19 doors, E stayed cleanly on-call. The money shot is the
epoch thesis made real: Katoomba's actual main street — asphalt, zebra crossing, walking crowd,
gig posters, PROCITY's look on real bones. All five real-town goldens are pinned.
Round 20 is **v4.0-beta: THE FIVE TOWNS** — the two honest alpha findings become the beta's
headline (density), the tram gets its ruling, and every real town is proven end-to-end. Tag
**`v4.0-beta`** at close.
## The two filed findings that shape this round
1. **Poster density scales with edges, not shops** (A's R19 finding + F's one open budget edge):
real Katoomba emits **438 posters** (~14 on synthetic), which reads busy and drives the one
matrix breach — `venue_night` at **200,965 tris (+0.5% over the 200k soft ceiling)**. In-play
views are fine (121k); this is the stress view.
2. **Real towns are sparse** (F's density note): 19 secondhand shops spread across a whole real
town ⇒ a real *street* with life on it, not a retail strip. The vision says "walk the actual
main street" — main streets have bakeries, cafes, chemists, clothes shops. We fetch only the
thriftgod heritage classes.
## The ledger
1. **Poster cap (A).** Cap spine posters per real town — seeded subsample of the pole run,
scaled by shop count not edge count (you own the number; ~23× the synthetic feel is the
target, not 438). Real-town goldens re-pin (amendment law, one commit); synthetic + gig
frozen. This closes F's venue_night edge — tell F to re-measure.
2. **THE DENSITY WIDENING (the beta headline — C rules, E fetches, A absorbs).** Fable's ruling
(John veto in Standing): real towns fetch **general retail**, not just secondhand — the main
street should hold its real bakery, cafe, chemist, newsagent, clothes shops. Mechanics:
- **C publishes FIRST**: the OSM-class → registry-archetype mapping table (e.g. cafe/bakery →
`milkbar`, pharmacy/newsagent/clothes → `retail`/`opshop` flavors — C owns which existing
archetype each class wears; **no new archetypes this round**, the mapping is the deliverable;
your R18 proof says unknowns degrade safely anyway). Publish in LANE_C_PUB (v4-beta marker).
- **E re-fetches** with the widened `shop=*` class list (same bbox, raw-cached, one more
Overpass pass per town under the standing authorization), maps per C's table, re-emits the
five caches (v2, deterministic) + **`web/assets/towns/index.json`** (key, town, state, shop
count, roads flag) so B's selector stops hardcoding `REAL_TOWNS`.
- **A absorbs the density**: five towns re-run at 36× shop count — seating capacity, overflow
accounting (`norm.dropped` stays honest), venue placement still lands, goldens re-pin once
at the end. If a town's real density overwhelms an edge, widen capacity or split runs —
your R18 overflow fence, now load-tested.
3. **The tram ruling (B).** Alpha left the tram on an arbitrary longest-chain (21% of mains).
Beta ruling: **route by shop adjacency** — pick the main chain whose edges front the most
shops (the actual high street; on synthetic towns this must resolve to the current spine so
the goldens/feel don't move). If the shop-adjacent chain reads wrong on any real town, fence
the tram per-town instead (the `edges > 200` signal you left ready) and say which towns run it.
4. **Ground polish at real intersections (B).** The R19 spot-check accepted overlap-fill; now the
finer pass: acute-angle junctions and z-fighting at the 58 degree-4 intersections. Fix what's
cheap, file what's structural (A's lot geometry) with measurements.
5. **Selector polish (B + F).** Derive towns from E's `index.json` (drop the hardcode); F rules
the gating (always-on HUD vs `?dbg`) at close — F's call, one line either way.
6. **Interiors across the five (C).** After E's widened caches land: sampled door-soak per town
(the R18/R19 harness — every town, sampled doors at the new density, all types resolve, no
carve fails, budgets). One table, five rows.
7. **Citizens at density (D).** Re-run the R18 audit on the densest post-widening town: patronage
at 36× targets, chunk rosters, determinism, identity — and the gig crowd on all five towns'
venues (the district gate covers placement; you cover behaviour). Cheap by design — your
scaffolds exist. File anything that leaks with measurements.
8. **The beta gate (F, last).** Full five-town matrix on real roads (boot/determinism/budget/
district/noassets/roads per town), the venue_night re-measure post-poster-cap (the +965 edge
must close), classic + default gates frozen as ever, selector gating ruling, beta money shot
(the densest real main street at golden hour — the retail strip reading), docs (README beta
paragraph, notes §20), tag **`v4.0-beta`**, push (standing authorization).
## Laws
Charter (V4_REAL_MAP.md) unchanged. Golden discipline this round: real-town goldens re-pin
**twice at most** (A's poster cap; A's density absorb — batch them if the timing allows), each
under the amendment law; synthetic `0x3fa36874`, gig `0xb1d48ea1`, fixtures — frozen. E's caches
stay deterministic (same raw → same cache); the widened fetch is a NEW raw snapshot, committed
like the first. Budgets unchanged and now measured at real density — if the widened towns bust
them in play (not just stress views), that's a Fable scope call, say so loudly.
## Order
**C's mapping table first** (half-day rule — E builds to it), **A's poster cap in parallel**
(independent). Then **E** (fetch + re-emit + index), then **A absorbs**, then **B / C / D**
verify at density (B's tram + ground items are independent of density — start anytime). **F
last.** Handshakes: C→E the table; E→A "caches re-emitted"; A→all "densities absorbed, goldens
pinned"; B→F tram verdict + selector; C/D→F density verdicts.
## Standing
- **John — the density widening is APPROVED (kickoff, 2026-07-16), with one directive: SUBTLE.**
John: "subtle changes are great." Interpretation for C + E: general retail is **texture, not
takeover** — the secondhand shops stay the heroes of the town (they're the game). Practically:
keep the widened class list tasteful (the everyday main-street staples, not every OSM `shop=*`
value); if a real town's retail would drown the secondhand strip visually, E may seed-subsample
the texture classes (count it, like every drop). The player should notice the town feels more
alive, not that the game changed. FYI standing: tram routes by shop adjacency (B may fence
per-town); the selector ships from an index; poster density gets capped.
- **v4.0 preview (next round, do not start):** the curated town pack (~1525 towns through E's
pipeline at scale) · the release tour on real streets · docs freeze · the `v4.0` tag.
- **Backlog:** instrument LOD · tram tri diet · audioEmitter · flag retirement · awning ripple ·
editor · multiplayer.

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# PROCITY — Round 21 lane instructions (from Fable, integrator)
Date: 2026-07-16 · **R20 verdict: the density round delivered — but the beta is NOT tagged.**
What landed (all verified in notes): **A** capped posters 438→31 (+ a new `REAL_TOWN_GIG_GOLDENS`
guard) and absorbed the 36× densities (292 shops across five towns, drops down to 5.5% and now
counted BY CAUSE, pub facade bias extended, goldens re-pinned once); **C** published the
class→archetype mapping; **E** widened the fetch under John's SUBTLE directive — enforced by
construction (heroes never subsampled, texture capped at 3× heroes, deterministic seed-subsample,
every drop counted); **B** ruled the tram by shop adjacency (the alpha tram fronted 0 shops on 4
of 5 real towns — "it really was a highway bus"), fenced katoomba/fremantle/bendigo per the
fallback, and found+fixed the phantom-stop bug (Newtown: 149 stops → 16); **D** delivered the
density A/B — heroes kept footfall (17→19 visits) while the street got 3.8× busier — and published
a model self-correction (the sparsity null% was an artefact of measuring at 21:00 from the one
isolated venue; the record is corrected in place). Quality is at series-best.
**Open (why there's no tag):** F never ran (gate + tag), C's density door-soak (R20 ledger #6)
wasn't done, B never consumed E's `index.json` (`hud.js:11` still hardcodes `REAL_TOWNS`), and D
filed the **main-street relocation finding**: katoomba's pub sits 1,000 m from the retail cluster
(1 shop within 160 m vs the RSL's 13) — a gig with no passing crowd. Round 21 closes all of it.
Tag **`v4.0-beta`** at close.
## The ledger
1. **Venue cluster bias (A — D's relocation finding).** At real-town density, venue candidates
should prefer retail-cluster adjacency: bias `pickVenues` toward candidates with ≥N shops
within ~160 m (you own N and the weighting; keep the kind placement flavors — pub corner,
band_room fringe, rsl off-spine — as biases within the cluster-adjacent set, not absolutes).
**Synthetic + fixtures must be a no-op** (goldens frozen — the synthetic town is one dense
cluster anyway); real-town goldens re-pin ONCE (base+gig, amendment law). Acceptance: no venue
in any of the five towns sits with <3 shops in its 160 m radius unless the town genuinely has
no better candidate (castlemaine's floor may — say so if it does).
2. **Selector from the index (B — the missed R20 #5).** Drop the `hud.js:11` hardcode; fetch
E's `web/assets/towns/index.json` (fail-soft: index missing → current hardcode as fallback,
zero errors). Selector shows shop counts from the index if it's cheap. Nothing else — your
tram/ground work is done and verified.
3. **Density door-soak (C — the missed R20 #6).** The five towns at their new densities, sampled
doors per town (~25/town covers every archetype incl. the texture classes' first real
appearance — milkbar/dept/stall interiors on real shops), assert valid interiors / no carve /
budgets / types resolve per your §6 table. One table, five rows. **Run AFTER A lands** (venue
relocation changes which lots are venues).
4. **Relocation verify (D).** After A: re-run the katoomba venue-adjacency numbers (the pub
should now sit in/near the cluster; your venue-win % and the "gig with no passing crowd"
observation should improve). One before/after line per town. Your GIG_RANGE chunk-blindness
finding stays filed for v4.x (agreed — not a mid-beta hot-path change).
5. **Town-pack pull-forward (E — NON-GATING for the tag).** Begin v4.0's curated pack: propose
the candidate list (~1525 AU towns with real secondhand density — you have the data instincts
from the first five), fetch + emit as **data-only commits** (same discipline: bounded bbox,
raw snapshots, C's mapping, SUBTLE guardrails, index.json grows). A absorbs + pins in R22 —
do NOT block the beta tag on any of it. If Overpass rate-limits at pack scale, batch politely
(sleep between towns) — the standing auth covers the fetches, courtesy covers the cadence.
6. **The beta gate (F, last).**
a. Five-town matrix at density (boot/determinism/budget/district/noassets/roads), against A's
R21 re-pinned goldens.
b. **`venue_night` re-measure** — A's poster cap must close your +965-tri edge; record the
new number.
c. Tram in the matrix: newtown + castlemaine RUN (stops sane), the three fenced towns show
no tram and no errors (B's fence signal).
d. **Selector gating ruling** (your R19 open call): always-in-HUD vs `?dbg`-gated — rule it,
one line, done.
e. Beta money shot: the densest real main street at golden hour (fremantle or katoomba
post-widening — continuous shopfronts, crowd, heroes among texture), into
`docs/shots/v4_beta/`.
f. Docs (README beta paragraph, LANE_F_NOTES §20/§21 incl. the honest why-R20-had-no-tag
record), tag **`v4.0-beta`**, push (standing authorization).
## Laws
Charter unchanged. One golden move this round (A's #1, batched base+gig, once). Synthetic
`0x3fa36874`, gig `0xb1d48ea1`, fixtures, classic — frozen. E's pack commits are data-only and
touch no golden until A absorbs them (R22).
## THE EXACT RUN ORDER (John asked)
1. **Start together: A + B + E.** (A: venue bias — the only golden-moving item, the round's
spine. B: selector-from-index — independent. E: town-pack fetches — independent, non-gating.)
2. **When A commits (goldens re-pinned): start C + D.** (C: door-soak on the relocated world.
D: relocation verify. Both read A's handshake note for the new goldens.)
3. **When C + D have committed (and B is in): start F.** (E does NOT gate F — if E's pack is
still fetching, F tags without it.)
Three waves: **[A, B, E] → [C, D] → [F].**
## Standing
- **John — nothing blocks this round.** FYI: Fable assigned D's relocation finding to A as a
cluster-adjacency bias (real towns only, synthetic untouched); E begins the v4.0 town pack
early as data-only commits. Both are course-corrections inside the chartered epoch.
- **v4.0 preview (R22, do not start beyond E's data):** A absorbs + pins the pack · the release
tour on real streets · docs freeze across lanes · the `v4.0` tag · then the epoch retro.
- **Backlog:** GIG_RANGE chunk-neighbour lookup (D, v4.x) · instrument LOD · tram tri diet ·
audioEmitter · flag retirement · awning ripple · editor · multiplayer.

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# PROCITY — Round 22 lane instructions (from Fable, integrator)
Date: 2026-07-16 · **v4.0-beta SHIPPED** (`201a2bb`, tag on origin; matrix 10 towns × 7 gates
green; qa `--strict` GREEN; selfcheck now 161k). R21 review, short: A's cluster bias turned out
to fix a **systemic** stranding (11 of 15 venues under threshold → 0 of 15; Newtown's RSL moved
2,228 m → 29 m from the retail hub), D closed its own finding with the before/after table, B and
C cleared the missed R20 items, E pulled the entire v4.0 town pack forward (**22 towns · 1,192
shops · 298 heroes · all 8 states/territories**, byte-identical re-runs, non-gating as briefed),
and F closed the gate honestly — including recording that the one budget edge got WORSE, and
correcting its own first bad money shot instead of shipping it. **Lane G is merged** at the
boundary as ruled (`dd4489c`); the godverse town passes the sweep (161,264 green).
Round 22 is **v4.0: THE EPOCH CLOSE** — the tri diet first, the pack absorbed, the release tour
on real streets, the Lane G items, docs freeze, the tag. Tag **`v4.0`** at close.
## The ledger
1. **The `venue_night` tri diet (FIRST — the one open gate edge).** F's re-measure: katoomba
200,965 → **221,935 tris (+11%)**, bendigo ~201k. A's poster cap worked (438→111); **E's
density widening ate the savings** — more shops = more night geometry at the venue block.
Two steps, measure-first:
a. **B diagnoses** (streetscape budget is B's): a layer-by-layer `renderer.info` breakdown at
katoomba `venue_night` (buildings / posters / furniture / pools / peds / interiors-spill) —
name the driver with numbers, half a day.
b. **The named owner fixes** (A if it's plan geometry (lot/poster counts), B if render
(merge/instance/LOD), E if asset tris), F re-measures. **Must land < 200k** — this is a
release round; the stress view IS the gate.
2. **A absorbs the pack (the round's spine).** E's 17 new towns + Lane G's `newtown_godverse`:
feed all through the lift, pin the **36 waiting goldens** (selfcheck prints them), and absorb
what the meccas surface — **fitzroy is 160 shops, 2× anything absorbed so far**; expect
overflow/capacity work (your R20 fence, now at scale; drops stay counted by cause). The
cluster bias + poster cap + junction pipeline all run at 23-town scale for the first time —
anything that breaks gets the usual treatment: fix or fence, written down. Batch the pins:
ONE golden commit at the end.
3. **The Lane G items (queued from FABLE_TO_LANE_G):**
- **B**: per-town bookmarks — resolve bookmark poses against the ACTIVE plan (the
synthetic-coord teleports land inside OSM geometry; you did this for `poseForVenue` — the
old set gets the same treatment, plus F's R21 cluster-pose finding below is the right
primitive to share).
- **F**: `DBG.enterShop(selector)` grows name/type/id matching (cross-repo QA one-liners).
- **E**: refresh the stale MODELBEAST notes (trellis_mac proven, the :8777 queue, ultra's
⚠️ finish-farm warning folded into pipeline docs verbatim, credited).
- **Lane G (on ultra, their branch): G2a is GREEN as of the beta tag** — static per-shop
real-stock atlases behind `?stock=real`, per the ruling. **C + E: the contract review is
due this round** (atlas per shop · interior budget ceilings are C's · fail-soft to parody).
Answer in G-progress or LANE_C_PUB; G builds to it next.
4. **The release tour (F).** `tour_shots.py` grows the v4 set → `docs/shots/release_v4/`:
the Fremantle golden-hour hero (have it), a mecca main street (fitzroy, once A absorbs), a
thin-tail town (proof the floor holds), the synthetic town (unchanged, the control), and one
`?classic=1` frame (the covenant, visible). **Use your cluster-pose finding as the tour's
posing primitive** (project the densest spatial cluster onto its front edge, stand on the
road) — and publish it as a `dbg.js`-consumable so B's bookmark fix (#3) shares it.
5. **Interiors + citizens at pack scale (C + D, after A).**
- **C**: sampled door-soak across all 23 towns (your five-town harness, scaled — sample
~10 doors/town, every archetype covered town-set-wide). One table.
- **D**: the fitzroy stress audit (160 shops — the densest citizen field yet: patronage,
rosters, determinism) + spot-check one thin-tail town (does 12 shops still read alive?).
6. **Docs freeze + the tag (F last, with A).**
- A: CITY_SPEC v4 amendments final (schema v2, the lift, connectivity rulings, cluster bias,
poster cap), charter risk-list retired-or-carried line by line.
- E: provenance table v4-final (22 towns ODbL + the pack's SOURCES.md; the licence spine
stays complete).
- F: README v4 section (the towns ARE the product — say it with the selector + tour), notes
§22, `qa.sh --strict --matrix` green, tag **`v4.0`**, push. **After the tag: Fable writes
the epoch retro** (not a lane deliverable).
## Laws
Charter laws hold. Golden discipline: A pins the 36 in ONE commit; the tri-diet fix may move
real-town goldens if it's plan-side (amendment law, same commit as the fix); synthetic
`0x3fa36874`, gig `0xb1d48ea1`, fixtures, classic — frozen, as always. The 200k stress edge is a
BLOCKING gate this round (release rounds don't ship known breaches — the R19 precedent).
## THE EXACT RUN ORDER
1. **Start together: B (tri diagnosis, #1a) + A (pack absorb, #2) + E (#3 notes + #6 provenance
prep).** B's diagnosis is half a day — it lands while A grinds.
2. **When B names the tri driver: the owner fixes (#1b)** — if it's A, fold into the absorb; if
B/E, parallel commit. **F re-measures immediately.**
3. **When A pins the goldens: start C (#5 soak) + D (#5 audits) + F (#3 enterShop + #4 tour
build-out).** C+E answer G2a's contract review (#3) in this window too.
4. **When C, D, and the tri re-measure are green: F closes (#6)** — docs, matrix, tag `v4.0`,
push. Fable retro follows.
Waves: **[B, A, E] → [tri-fix owner] → [C, D, F-prep] → [F close]**.
## Standing
- **John — nothing blocks this round.** FYI: Lane G is merged and their G2a (real stock atlases,
static half) is green to start on their branch per the standing ruling; the C/E contract
review happens this round. The tri-diet is blocking for the tag — if the fix turns out to need
scope you'll hear it loudly, not silently.
- **After v4.0 (the retro decides, do not start):** G2b/G3 design (the economy — both
integrators + you) · the v4.x backlog (GIG_RANGE chunk lookup · instrument LOD · tram tri diet
· flag retirement · awning ripple · fabric canopies) · and the next epoch conversation
(editor vs multiplayer vs the GODVERSE deepening).

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# PROCITY — Round 23 lane instructions (from Fable, integrator)
Date: 2026-07-16 · **v4.0 SHIPPED, the epoch retro is written ([RETRO_V4.md](../RETRO_V4.md)),
and John has chartered v5: [THE REAL SHOP](../V5_REAL_SHOP.md).** Read the charter first — the
tier ladder (parody → static real → live GODVERSE) and the five laws are the epoch's spine.
Round 23 is **v5.0-alpha: THE FIRST REAL CRATE** — one real shop's real stock, riffled and
bought, end-to-end, plus the G3 design doc drafted for ratification. The v4.x tail runs as the
light parallel lane the retro promised. Tag **`v5.0-alpha`** at close.
## The ledger
1. **G2a: the first real atlas (Lane G, on ultra — the round's headline).** Build the per-shop
atlas pipeline per the R22-reviewed contract (C's ceilings · atlas-per-shop keyed by godverse
shop id · fail-soft to parody): dealgod inventory → a static atlas + index for ONE real
Newtown record shop in `newtown_godverse`. Files stay in the G namespace
(`pipeline/godverse_*`, `web/assets/stock_godverse/**`). Deterministic (byte-identical
re-run against the same inventory snapshot — snapshot the query result like you snapshot
Overpass raw). Provenance per the licence law (charter law #3). **This deliverable is
gating, so per the merge amendment (charter law #5) your branch merges mid-round once
Fable-m3 reviews.** Ping via G-progress when it's up.
2. **G3: the design doc draft (Lane G + both Fables).** `docs/G3_ECONOMY_DESIGN.md` covering:
API surface (read stock / price / reserve / buy) · async-enrichment caching (risk #1 — the
dig never blocks on network) · the determinism boundary (charter law #2) · failure modes
(server dies mid-session → tier 1 without a stutter) · census↔lot identity matching (risk
#3, mismatches counted) · **the write-back question stated as a decision for John** (charter
law #4 — options with trade-offs, no default). Draft this round; ratification is R24's
kickoff. Nothing server-side ships before it.
3. **The interior side of the real crate (C).** When G's atlas merges: verify the contract in
the room — the godverse record shop's crates resolve the per-shop atlas through the existing
`stockAdapter` path, interior draw/tex ceilings hold with real covers, `?noassets` and
missing-atlas boots fail soft to parody with zero errors. If the contract needs an
amendment, you own the wording (LANE_C_PUB), G re-emits.
4. **The atlas validator (E).** The format side: a `validate_atlas` check in the pipeline
(dimensions ≤ C's ceilings, provenance fields present, index↔atlas consistency, determinism
note) so G's output is gate-checkable on m3 without the dealgod DB. Plus the retro's
curation item: **the thin-tail clustering floor** — re-bbox toowoomba onto its actual retail
strip (or retire it, your call, counted either way) using D's median nearest-neighbour
spacing as the curation metric.
5. **The spacing warn (A).** D's metric becomes law: `validateTownCache` warns when median
nearest-neighbour spacing exceeds a threshold you pick from the pack's measured spread
(darwin 27 m alive, toowoomba 388 m dead — plenty of daylight for a line). Warn, not error —
E curates, the validator flags. Re-pin only what E's toowoomba fix moves.
6. **GIG_RANGE chunk-neighbour fix (D — the carried v4.x item).** The 8.7% blind spot: extend
`_nearestOpenShop` to the ped's chunk + 8 neighbours. Hot path, so bring the R18-style
before/after (perf cost, blind-spot elimination, determinism unchanged, byte-identical
flags-off). Post-release is exactly when this change is safe.
7. **The alpha gate (F, last).**
a. THE CRATE, end-to-end in a fresh browser: boot `newtown_godverse` with `?stock=real`,
walk into the real record shop, riffle — **real covers render** — buy, wallet debits,
the item leaves the crate (tier-1 static semantics: gone this session, back next boot —
that's correct until G3).
b. The tier ladder proven: same shop under `?noassets` (tier 0, zero fetch), missing-atlas
(soft fall to parody), `?stock=real` (tier 1) — all silent-and-fine; classic + default
gates frozen as ever.
c. `qa.sh --strict --matrix` green (the matrix now includes E's toowoomba fix), notes §23,
README one-paragraph v5 teaser, tag **`v5.0-alpha`**, push.
## Laws
The charter's five (offline · determinism boundary · licence · write-back · two-studio) plus
everything inherited. Golden discipline: only E's toowoomba re-bbox may move a town golden
(amendment law, one commit). No server code anywhere this round — the G3 doc is paper.
## THE EXACT RUN ORDER
1. **Start together: G (atlas + doc draft, on ultra) + E (#4 validator + toowoomba) + A (#5
spacing warn) + D (#6 GIG_RANGE).** All disjoint.
2. **When G's atlas is up and Fable merges it: start C (#3).** E's validator should be ready to
run against the merged atlas — coordinate in G-progress.
3. **When C passes and E/A/D are in: F closes (#7)** — the crate, the ladder, the tag.
4. **G3 doc review runs asynchronously all round** — both Fables comment in the doc; it lands
ratified-or-revised at R24 kickoff with John's write-back ruling.
Waves: **[G, E, A, D] → [merge, C] → [F]**, with the doc threading through.
## Standing
- **John — one decision incoming, not blocking this round:** the write-back question (does an
in-game purchase ever touch real thriftgod inventory — sandbox, reservation, or full
write-back?). It arrives framed with trade-offs in the G3 doc at R24 kickoff. FYI: G's branch
merges mid-round this epoch when its deliverable is gating (charter law #5); item-photo
licensing stays in-house-green, flagged before anything public.
- **B — deliberately light this round** (you've carried heavy since R16): on-call for C if the
crate render surfaces anything street-side, plus first pick of the v4.x polish list next
round (awning ripple and the tram-stop tri diet are yours when you want them).
- **v5.0-beta preview (do not start):** every hero shop in 12 godverse towns stocked · mint()
pricing baked into atlases · fitzroy_godverse if the census is dense there · the dig UX for
real items.

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# PROCITY — Round 24 lane instructions (from Fable, integrator)
Date: 2026-07-17 · **R23 verdict: THE HOLD WAS RIGHT.** F held the `v5.0-alpha` tag on a round
where every suite was green — `qa.sh --strict --matrix` 7/7, MATRIX 10×7, selfcheck 152,015 —
because the round's headline could not be reached: G's 120 real records (Monster Robot Party's
actual crate 550, off the real POS) have **no street** (the shop isn't in any town cache), **no
identity** (`godverse_id: null` on every godverse shop — the schema has no such field), and **no
compatible contract** (C's published atlas naming and C's own runtime loader are mutually
incompatible — an atlas named per the contract can never be loaded by the code meant to load
it). G built runtime-compatible; E built contract-compatible. **Nobody was wrong; the contract
was.** And two gates would have passed without touching their subject — E's validator returns 0
on an empty glob, and #7a-as-written goes green on the *generic* v2 pack's real covers with zero
fetches to `stock_godverse/` ever. "Release rounds don't ship known breaches" — F applied the
law to its own tag. This is the discipline working at the exact moment it matters most.
Round 24 is **THE ALPHA COMPLETION** — the three gaps closed by their owners, the two process
fixes made law, and the tag earned. Tag **`v5.0-alpha`** at close (F, and only when #7a runs
honestly).
## Two process fixes, now law (from R23's findings)
1. **THE VACUOUS-GATE LAW (all lanes, immediately):** a gate must FAIL — or explicitly SKIP with
a printed reason — when its subject is absent. A gate that can pass without touching its
subject is not a gate. "No atlases yet ⇒ clean pass" and "real covers render" were the same
species: presence-of-a-thing checked instead of the-right-thing. Every new gate states what
its subject is and proves it touched it (a fetch log line, a matched-file count, an id
equality — something falsifiable).
2. **Charter law #5 amendment — F executes gating merges.** The mid-round merge was Fable's per
the charter and Fable was never invoked — the round's headline sat unmerged while five lanes
built around it. F proved the fix in the act: verify namespace disjointness empirically, then
execute. Going forward: **when a G deliverable is gating, Lane F executes the merge as part
of its integration duty** (disjointness verified, not assumed); Fable reviews at the round
boundary as before. One less cross-Mac synchronization point.
## The ledger
1. **The contract fix (C — the root cause is yours to close).** Your published atlas contract
and your own `stockpack.js:25` loader disagree. Ruling: **the runtime is the authority**
rewrite the contract to what the loader family actually implements, extended per-shop:
per-shop atlases live under a per-shop `base` (`stock_godverse/<godverseShopId>/`), index
named as the loader expects, fields named as the loader reads them (the `licence`/`license`
and nested-vs-top-level provenance drift dies here — pick what the code reads, document it,
one truth). Plus F's filed item: **key the pack cache by `type+base`** so a per-shop pack
and the town-wide pack coexist. Publish the corrected contract FIRST (half-day rule — G and
E both re-emit against it).
2. **The identity field (A, with G).** The town-cache schema grows an optional
**`godverseShopId`** on shop entries (schema stays v2 — optional field, absent everywhere
except godverse caches; `validateTownCache` requires it on `source: "godverse+osm"` shops).
G's adapter emits it from the census (the POS shop id IS the id — no mapping table). A: the
validator arm + selfcheck assert; G: re-emit `newtown_godverse` with ids.
3. **The street (E).** Build **`redhill_real`** — one bounded Overpass fetch under the standing
authorization — so Monster Robot Party's real shop has its real street. Same discipline as
the pack (raw snapshot, ODbL, spans, C's mapping). Hand the donor to G.
4. **The validator, made honest (E).** Fix `validate_atlas.py` per the vacuous-gate law: an
empty match set prints `SKIP: no atlases present (0 files matched glob <g>)`; a present-but-
unparseable or present-but-unmatched atlas FAILS; field names align with C's corrected
contract (your own docstring and your own check currently disagree — F caught it). Then run
it against G's re-emitted atlas and gate on the result. Also: the **ballarat** curation
(A's spacing warn caught it at 255 m — re-bbox onto its strip or retire, counted, your call).
5. **The re-emit + the second town (G, on ultra).** Against C's corrected contract and A's
identity field: re-emit the Monster Robot atlas keyed by `godverseShopId`, run the adapter
on E's `redhill_real` donor → **`redhill_godverse`** (the town whose record shop is THE
shop). Update the G3 doc §4 if the corrected contract changes any API field naming. Your
deliverables are gating → F merges mid-round per the amended law.
6. **The wire + the honest gate + the tag (F, last).**
a. Pass the per-shop `base` through the stock path (the seam you deliberately didn't build
against a three-quarters spec — the spec is now whole).
b. **#7a, honestly:** boot `redhill_godverse` + `?stock=real`, enter Monster Robot Party via
your selector, and assert on falsifiables: network log shows fetches under
`stock_godverse/<id>/`, rendered titles ∈ the atlas index (id equality, not "covers
render"), buy debits, tier-1 gone-this-session semantics. Then the ladder re-proof
(tier 0 zero-fetch / missing-atlas soft-fall / tier 1) and the frozen classic + default
gates.
c. `qa.sh --strict --matrix` green (with E's honest validator now IN the gate set), notes
§24, the held README v5 teaser ships WITH the tag (they're one claim, as you said), tag
**`v5.0-alpha`**, push.
7. **On-call:** B (standing light-round offer holds — R25 gets you first pick of the polish
list), D (done — the GIG_RANGE fix landed scoped and clean).
## Laws
Charter v5 laws + the two new ones above. Golden discipline: E's ballarat fix and the
`redhill_real`/`redhill_godverse` pins are the round's town-golden moves (A pins, batched);
synthetic/classic/gig/fixtures frozen. No server code — G3 stays paper until ratified.
## THE EXACT RUN ORDER
1. **Start together: C (#1 contract fix — publish first) + A (#2 identity arm) + E (#3 redhill
+ #4 validator + ballarat).**
2. **When C's contract and A's field are published: G (#5) re-emits + builds redhill_godverse.**
3. **When G pushes: F merges (amended law #5), then closes (#6)** — wire, honest gate, tag.
Waves: **[C, A, E] → [G] → [F merge + close]**. B/D on-call.
## Standing — JOHN: THE WRITE-BACK RULING (§7 of the G3 doc — due this round)
The G3 draft frames it exactly as charter law #4 required: **does an in-game purchase ever touch
real monsterrobot/Square inventory?** Three options — A: sandbox (read-live, sell-local; zero
real-world risk; the one-of-a-kind thrill is fiction) · B: reservation (a real expiring hold via
the POS's existing `hold_expires_at`; genuinely one-of-a-kind AND reversible; needs a hold
budget, a staff-visible reason code, and the-shop-always-wins race policy) · C: full write-back
(game sale = real sale; a business decision, not an engineering one).
**Fable's recommendation (yours to overrule): ship v5.0 on Option A, charter Option B as a
v5.x upgrade** behind a hold budget you set — B is the strongest truth-per-unit-risk in the doc,
but it deserves plumbing that has soaked, not plumbing that tags this round. Option C should
only ever happen as a deliberate business launch, if ever. Say A / B / C (or A-then-B, the
recommendation) and the G3 doc ratifies with your ruling inline.

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# PROCITY — Round 25 lane instructions (from Fable, integrator)
Date: 2026-07-17 · **R24 verdict: THE CRATE WALKS — and the tag correctly holds a second round.**
F proved the epoch's claim falsifiably: Monster Robot Party resolves its own per-shop base,
**120/120 rendered titles from its atlas and 0/120 from the generic pack, the GPU samples
`stock_godverse/3962749/*.webp`**, a real record debits $15 exactly, the ladder re-proved on
every rung, and the wire is a verified no-op off the godverse path. G gave the shop its street
(Red Hill, 884 real roads, the shop's coordinate John-supplied because **no dataset we hold
derives it** — honest sourcing), proved **Ruling 2 was load-bearing not cosmetic** (census-only
Red Hill = 306 m spacing warn + a poster inside a kerb; with the texture layer it passes — the
headline town was one design decision from shipping flagged), and recorded John's **A-then-B
write-back ruling as mechanism**: `/reserve` + `/buy` stay ABSENT, not stubbed — a sandbox a
config typo can flip isn't a sandbox. C owned the R23 root cause squarely. E built the street
and the honest validator. A published the identity field first, as briefed.
**Why the tag holds:** the tree carries 8 selfcheck reds F cannot fix — 2 are re-emitted
`newtown_godverse` goldens awaiting A's pin (A ran before G; a handoff gap, not a defect), and
**6 are A's sweep asserting what Fable's own Ruling 2 makes impossible by design** (every-shop-
keyed on deliberately-mixed caches). Plus R24's finding chain, in escalating cost: the brief's
own honest-gate spec was vacuous (positional `rec_0000…` ids collide across packs — id equality
can't discriminate; **the vacuous-gate law's first application broke the law**, and the fix —
titles + texture URLs — is F's, not the brief's); A's uniqueness check collapses `undefined`s
into one Set entry (fails structurally on mixed caches AND can't catch a real duplicate — F
measured the guarded hazard at zero); E's validator prints the licence flag from British
`licence` while the contract mandates US `license`, so **"FLAG BEFORE ANY PUBLIC/COMMERCIAL
RELEASE" silently never prints on real product photos**; and F's own classic gate cried wolf
(fixed by F, two assertions two verdicts). Round 25 closes all of it. Tag **`v5.0-alpha`** at
close — third time, earned.
## Process rulings (from R24's events)
1. **Lane G is a full lane on main.** G committed straight to main and it was right: the
namespace is disjoint, the commits were pathspec-atomic, and the branch ceremony has served
its purpose. Same treaty as AF from here: own files only, atomic pathspec commits;
anything cross-namespace still needs a ruling first. (The R23 merge amendment is thereby
retired along with the branch.)
2. **Ruling 2 is confirmed as law** — G measured it: mixed caches (keyed GODVERSE layer +
inherited texture layer) are the *design*, not an accident A's gates may assert away.
3. **The brief-was-wrong entry for the record:** my #7a spec (id equality) was itself vacuous.
F's replacement (title sets + texture-URL provenance) is the canonical honest-gate pattern
for stock — measurement over brief applies to the integrator's gate specs too.
## The ledger
1. **A — reconcile the sweep with Ruling 2, pin the six (the round's spine).**
- The sweep's godverse arm goes per-layer: keyed asserts apply ONLY to shops carrying
`godverseShopId` (the GODVERSE layer); texture-layer shops are legitimately unkeyed.
- Replace the uniqueness check with one that works: uniqueness over **defined** ids only
(F measured zero real duplicates — the check should be able to catch one if it ever
appears, which the Set-collapse version cannot).
- Pin the six goldens: `newtown_godverse` base+gig (moved by G's keyed re-emit — values are
in G's commit), `redhill_real` base+gig, `redhill_godverse` base+gig.
- Acceptance: **selfcheck ALL GREEN, zero warns pending** except any E leaves deliberately.
2. **E — the licence line, made unmissable (conflict #1).** Align the validator with C's §7.3
(top-level provenance, US `license` — one truth; your own docstring/check disagreement dies
in the same commit). Per the vacuous-gate law: when provenance exists, the licence evidence
line is a REQUIRED printed output and its absence is a FAIL — the flag exists for a human to
read, on real product photos; a gate that can say OK while hiding it is the R23 species.
3. **C — one contract line; G — the sku re-emit (F's finding #1, made structural).** Positional
slot ids collide by construction. C: amend §7 — atlas-pack slot ids MUST be unique across
packs (sku-derived: `sku_<POS id>` or similar — your wording). G: re-emit the two atlases
with sku slot ids (index-only change — no town cache touched, no golden moves; the .webp
bytes shouldn't move either, same as your R24 re-bake). E's validator asserts the form.
This makes id-equality gates discriminating forever, before there are 50 atlases to migrate.
4. **F — land your R24 work, then the tag.** Your wire, the DBG interior handoff, the crate
smoke, the classic-gate fix, and the notes are staged/uncommitted as of the R24 close —
commit them (F-pathspec) if the harness verdict hasn't already. Then, after A/E/G land:
full `qa.sh --strict --matrix` with the honest validator AND your crate smoke in the gate
set, the README v5 teaser ships WITH the tag (one claim, as you ruled), tag **`v5.0-alpha`**,
push. Your hold streak is the system working — end it only on green.
5. **B / D — on-call.** B: the standing first-pick-of-polish offer moves to the beta round,
where the dig UX for real items will want street-side support anyway.
## Laws
Charter v5 + the vacuous-gate law (now with its own first counterexample on record) + the
process rulings above. Golden moves this round: A's six pins only. No server code; the ratified
G3 stays paper until the beta charters tier-2 read-live.
## THE EXACT RUN ORDER
1. **Start together: A (#1) + E (#2) + C (#3's one line).**
2. **When C's line lands: G (#3) re-emits.** (G needs nothing else — A's pins don't gate the
re-emit since atlas indexes aren't in goldens.)
3. **When A + E + G are in: F (#4)** — commit your R24 work if not already, full gate, tag,
push.
Waves: **[A, E, C] → [G] → [F]**. B/D on-call.
## Standing
- **John — nothing needs you.** Your A-then-B ruling is recorded as binding mechanism in the
G3 doc (§7); the alpha tags this round on green.
- **v5.0-beta preview (next round, do not start):** G2a at scale — every hero shop in
newtown_godverse + redhill_godverse stocked (the census inventory question: most census shops
aren't on the POS — the beta decides what a real-but-un-inventoried shop's crate holds) ·
mint()-seeded tier-0 variety per the G3 doc's note · the dig UX for real items (price cards
are real data) · B's polish pick.

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# PROCITY — Round 26 lane instructions (from Fable, integrator)
Date: 2026-07-17 · **R25 verdict: one commit and one harness verdict from done.** A cleared all
8 reds with the round's best self-accounting ("healthy towns my gate called broken — it fired
54/72 on a good town"; keyed asserts now per-layer, the six goldens pinned, selfcheck
**156,211/156,211**). C's contract line and G's sku re-emit landed (index-only, as designed —
id-equality gates are discriminating forever). F's permanent crate smoke earned its keep on day
one by catching **two of F's own bugs** — the sharper one being the round's theme biting its
author: **plan ids and godverse ids share a numeric space**, so `enterShop(31)` silently entered
Wholefood Cafe (plan id 31) instead of Silky Oak Furnature (godverse id 31), and the soft-fall
assertion passed vacuously on the wrong shop. F fixed the selector to disambiguate and made the
smoke prove its target is keyed. *Recorded as a standing note: the two id spaces are disjoint
namespaces — no code or gate may compare a bare number across them.*
**Open (why there is still no tag):** E's ledger #2 — the licence-line fix, and it's good work
(runtime-authority glob, loud SKIP, licence evidence as a required line) — sits **uncommitted**
in the tree; and F is mid-harness on its re-run. Round 26 opens by closing both, then the beta.
## WAVE 0 — close the alpha (before anything else starts)
*Status update (Fable): **WAVE 0 IS COMPLETE.** F's half DONE — verdict GREEN, committed
(`2994200`), tag held a third time, correctly (a tag whose tree lacks the code that produced
its green would be a lie). E's half DONE — the owner committed its own rebuild (`9b1df5c`) with
the true root cause: the `or` fallback WAS the bug (permissive check, strict print — one path
couldn't feel the other break). F adversarially verified the work pre-commit (broke it both
ways, watched it bite); Fable re-ran the validator and pushed. **F: step 2 is GO — confirm and
tag `v5.0-alpha` on resume, then the beta waves below.***
1. **E: commit your own work.** `pipeline/validate_atlas.py` carries your R25 rebuild, unstaged.
If your session died before the commit: a fresh Lane E session verifies the diff against
ledger #2 (it should recognize its own writing), runs the validator against G's two sku
re-emitted atlases (the licence line must PRINT — that's the point), and commits E-pathspec.
Nobody else touches this file — it's yours.
2. **F: tag on E's commit.** Your verdict is in and green; the moment E's commit lands, run the
short confirm (`qa.sh --strict`), tag **`v5.0-alpha`**, push, README teaser with it.
## Then: v5.0-beta — EVERY CRATE DIFFERENT (the honest version)
The R25 preview said "every hero shop stocked." The honest constraint: **only Monster Robot
Party has a POS** — the census's other shops are real businesses with unknowable inventory.
The beta makes every keyed crate *distinct and plausible* without pretending to data we don't
hold, on three rungs:
- **Real depth where the data is real:** Monster Robot's other crates (the G3 §4 crate-rotation
menu, baked statically).
- **Minted plausibility where it isn't:** the G3 doc's own note, promoted — seeded `mint()`
(`random.Random(shop_id)`, ordered sample; deterministic) bakes per-shop atlases for keyed
shops without POS inventory, **provenance-marked `tier: "mint"`** so no gate, doc, or human
ever mistakes plausible for real.
- **Parody below that:** the texture layer and everything unkeyed stays exactly as it is.
## The ledger
1. **The mint contract line (C, first — half-day rule).** §7 grows the `tier` field:
`"real"` (POS snapshot) vs `"mint"` (seeded sample) — required in provenance, and the dig's
price card may show it subtly or not at all (your call, it's a vibe question), but gates
must see it.
2. **The mint baker + Monster Robot depth (G).** Seeded mint atlases for the keyed non-POS
hero shops in both godverse towns (deterministic: same shop_id → byte-identical bake);
Monster Robot's full crate menu baked as the real tier. Licence zone per atlas as ever —
mint items sample real dealgod listings, so the photo provenance is the same in-house-green
zone, flagged the same way.
3. **The validator grows the tier arm (E).** `tier` required on every atlas; `mint` atlases
must NOT carry `pos_snapshot` fields and vice versa (the separation is the honesty); the
licence line prints for both. Vacuous-gate law applies: an atlas with no tier FAILS.
4. **The dig UX for real items (C).** The price card gets the real fields the atlas index
already carries (artist / title / price / condition) — the card should read like a record
shop price sticker, not a database row. Budget ceilings unchanged.
5. **B returns — dig-adjacent street polish (your pick, at last).** First pick of the polish
list as promised, weighted toward the beta: shopfront signage/window treatment for stocked
godverse shops (a crate-diggers' shop should read as one from the footpath), or the awning
ripple, or the tram-stop tri diet — your choice, one item, measured as ever.
6. **The atlas manifest (F's R24 finding #4, made structural — C line, G emits, F consumes,
E validates).** Fail-soft-by-404 collides with the zero-console-errors law: the runtime
probes per-shop atlases blind and eats 404 noise (8 in F's gate run — tolerated by
attribution, which is a workaround, not a design). Fix at the root: G emits
`web/assets/stock_godverse/index.json` — the manifest of which `godverseShopId`s carry
atlases (types + tier per entry; mint atlases included). C: the §7 contract line. F: the
wire consults the manifest before fetching — no entry, no probe, zero 404s, the
zero-console-errors law holds without exceptions. E: manifest↔files consistency in the
validator (an atlas on disk absent from the manifest FAILS, and vice versa — vacuous-gate
law shape).
7. **The beta gate (F).** *(Status, Fable: waves 12 are COMPLETE — C/B/E/G all landed. NOTE:
C RULED the brief's `tier` field wrong and is right — `tier` is the charter's ladder rung and
a mint atlas is also rung 1; the field is **`sourcing: "real"|"mint"`**, and E built to C's
contract not my brief ("the contract's author is the authority for the contract's shape").
Your gate asserts `sourcing`, not `tier`. G measured 15/15 keyed crates distinct, 0 shared
titles, manifest derived from disk; B's street mark reads from the manifest, not the key.)*
Per-shop distinctness (independently verify G's 15/15 — assert on title sets, the R24
pattern), `sourcing` provenance visible in gate output (a mint crate never reports as real),
zero console errors WITHOUT 404-attribution exceptions (the manifest makes this honest —
including the 13 keyed unfetchable-type shops that now stay silent), the ladder re-proof,
`qa.sh --strict --matrix`, tag **`v5.0-beta`**, push.
7. **A / D — on-call.** A: nothing pending (your R25 close was clean). D: nothing — unless F's
distinctness gate wants a crowd check at a stocked shop (patronage at Monster Robot on a
Saturday feels like a D flourish, not a requirement).
## WAVE 4 — the mint-id ruling (added post-hold; the beta's last inch)
*F held the tag a FOURTH time (`528829e`): E's `SLOT_ID_PREFIX = "sku_"` is sourcing-blind, so
all 14 mint crates fail a rule written before mint existed — the same shape as R24's sweep
demanding a cafe carry a godverseShopId. The rule's INTENT holds (F measured: mint ids are
`mint_<dealgod listing id>`, non-positional, seeded, 0 reused across all 15 crates); only the
literal prefix fails. And G's refusal to go green the easy way is RATIFIED — a POS sku and a
dealgod listing id are different id spaces, and filing one under `sku_` would recreate the R24
collision inside the economy layer, where tier-2's sold-means-gone looks up POS skus. The
prefixes ARE the namespace fence.*
1. **C — one contract line (§7):** slot-id form is sourcing-scoped: real → `sku_<POS id>`,
mint → `mint_<dealgod listing id>`; both non-positional, both unique across packs; the
prefix encodes the id-space so the two can never collide — bless that as the design, not an
accident.
2. **E — the one-line landing:** the slot-id check reads `sourcing` (you already read it at
:178) and asserts the matching prefix per C's line. Real crate: `sku_`. Mint crate: `mint_`.
Anything else, or a cross-wearing crate: FAIL.
3. **F — re-run atlas-QA, then the tag:** `qa.sh --strict --matrix` (should flip 6/1/0 →
7/0/0), tag **`v5.0-beta`**, push. Your four holds are the epoch's spine — this one cost one
line and would have cost a mis-sold record.
## Laws
Charter v5 + vacuous-gate + the id-namespace note above (now with its economy-layer corollary:
**id prefixes are namespace fences** — `sku_` is the POS space, `mint_` is the dealgod-listing
space, and no gate or lookup may treat them as one). Golden discipline: no town-cache changes
this round → no golden moves (mint atlases are `stock_godverse/**` files, outside every
golden). No server code — tier 2 stays design until the beta ships and the v5.0 round charters
it against the ratified G3.
## THE EXACT RUN ORDER
0. **WAVE 0: E commits; F lands the verdict and (on green) tags `v5.0-alpha`.** Hard stop until
the tag verdict is known.
1. **Start together: C (#1 contract line + #4 dig card) + B (#5 pick).**
2. **When C's line lands: G (#2 mint baker + depth) and E (#3 tier arm) in parallel.**
3. **When G + E are in: F (#6)** — distinctness gate, ladder, tag **`v5.0-beta`**, push.
Waves: **[E-commit, F-verdict] → [C, B] → [G, E] → [F]**. A/D on-call.
## Standing
- **John — nothing needs you.** The A-then-B ruling is binding and recorded; the beta stays
static-tier (no server); mint is the G3 doc's own blessed note, promoted with provenance
honesty.
- **v5.0 preview (do not start):** tier-2 read-live per the ratified G3 (Option A semantics —
read-live, sell-sandboxed, `/reserve`+`/buy` stay absent) · the kill-the-server-mid-session
gate · the v5 tour (the crate walk as a money shot) · docs freeze · the `v5.0` tag · the
epoch retro.

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# PROCITY — Round 27 lane instructions (from Fable, integrator)
Date: 2026-07-17 · **R26 wave-4 verdict: C and E landed the mint-id fence, and both wrote the
same honest headline — "the rule was the stale thing, not E's check."** C owned its stale §7.2a
squarely (second time a C contract line met a case written after it and another lane took the
red); E proved the fix is *stronger* than the rule it replaces (the easy green was dropping the
prefix check; instead the prefix is now a sourcing-scoped namespace fence). The epoch's four
holds now all trace to the same species — a rule meeting a case written before the case
existed — and all four were caught before they could lie. The system is working exactly as
designed.
**Open: F's wave-4 step 3.** The beta tag is one re-run away. Round 27 opens there, then closes
the epoch: **v5.0 — THE LIVE CRATE.**
## WAVE 0 — F tags the beta
`qa.sh --strict --matrix` (the 6/1/0 should flip to 7/0/0 — E's fence is in, C's line is law),
tag **`v5.0-beta`**, push. Nothing below starts until this lands.
## Then: v5.0 — THE LIVE CRATE (tier 2, per the ratified G3)
The charter's last rung, under John's binding A-then-B ruling: **read-live, sell-sandboxed**
`/reserve` and `/buy` stay ABSENT (not stubbed; a sandbox a config typo can flip isn't a
sandbox). The server enriches, never gates: every boot path, gate, and tag works with the
server dead. Scope honesty up front: if tier 2 proves bigger than one round, F holds and we
split — four holds have proven the pattern; nobody forces an epoch close.
## The ledger
1. **The read endpoints (G, on ultra — server-side).** G3 §4 as ratified: `GET
/godverse/v1/shop/<godverse_id>/stock` (items + `gone:[sku]` + etag) and `/crates` (the
rotation menu), read-only over the live POS, serving **metadata only** (covers stay static
tier-1 files — the API never serves the atlas). Monster Robot is the only real shop; that's
the point — one shop, live, true. Deterministic-where-possible discipline: same POS state →
same response (etag'd).
2. **The tier-2 reader (F, with C's seam).** Async enrichment at room build: on entering a
keyed real-sourced shop, the shell fires the stock read (timeout-guarded, etag-cached) and
the crate applies the `gone` list + live prices when the response lands — the dig NEVER
blocks on the network (charter risk #1). C: if the crate needs a post-build content-adjust
hook, that's your seam to publish (half-day rule); if the existing adapter re-read covers
it, say so and F wires direct. Server dead / unreachable / slow → tier 1 exactly, silently.
3. **The kill-the-server gate (F — the epoch's defining gate).** Three arms, all falsifiable:
boot server-up → live fields present (assert etag/`gone` consumed); **kill the server
mid-session** → next read degrades to tier 1 with ZERO console errors and no stutter
(frame-time measured across the failure); boot server-down → pure tier 1, byte-identical to
the beta behaviour. This is charter law #1 made a gate. It runs as its own smoke class —
server lifecycle is controlled by the gate itself, so the assertion is deterministic even
though live stock isn't.
4. **Sold-means-gone, sandboxed (F + G).** The server's `gone` list removes items from the
live crate read (a record sold IN THE REAL SHOP disappears from the game crate — that's the
GODVERSE magic, direction: real→game). In-game buys stay session-local per Option A. Assert
both directions of the sandbox: a real `gone` item never renders; a game buy never appears
in any server state (there's no verb to carry it — prove the absence).
5. **The v5 tour + money shot (F).** `docs/shots/release_v5/`: the crate walk — Musgrave Road
→ Monster Robot Party's frontage (B's mark visible) → the riffle with real covers → the
price sticker → the buy. Plus one mint-shop frame (the honest caption: plausible, not real)
and the `?classic=1` control. The R21 cluster-pose primitive poses the street frames.
6. **Docs freeze (all lanes, light).** A: CITY_SPEC v5 section (the tier ladder, sourcing,
the id-space fences, the manifest) + charter risk-list retired-or-carried, v4-style. E:
provenance v5-final (mint atlases + the licence line's story). C: LANE_C_PUB v5-frozen
marker. G: the G3 doc updated design→as-built. B/D: notes current; nothing else owed.
7. **The tag + the retro.** F: `qa.sh --strict --matrix` + the kill-the-server gate green →
tag **`v5.0`** → push. Then **Fable writes the epoch retro** (not a lane deliverable), and
the v6 conversation opens with John (the editor and multiplayer are still chartered; the
GODVERSE has more rungs — Option B's reservation upgrade is already chartered as v5.x).
## Laws
Charter v5 laws, all now with case law behind them · the vacuous-gate law · the id-namespace
fences (`sku_`/`mint_`, plan-id/godverse-id) · no golden moves expected this round (tier 2
touches no plan, no cache, no atlas bytes) · the offline law is THE gate this round, not a
footnote.
## WAVE-2 STATUS + F'S THREE LOAD-BEARING INPUTS (Fable, post-wave review)
*A/B/C/E/G are ALL IN. The beta tagged. What remains is F's close (#2 reader → #3 gate → #4
sandbox → #5 tour → #7 tag). The waves handed F three inputs that change the brief's letter —
build to THESE, not to my original wording:*
1. **C's seam ruling (§8): direct wire, no hook — but PICK-THEN-OMIT is law.** The naive wiring
(filter `pack.items`) RESHUFFLES the crate — C measured one sale changing 21 other records.
The reader draws from the stable full list and omits `gone` after: a crate with 3 sold shows
13, not a different 16. **Assert zero collateral in the gate** (sell one fixture record, the
other 119 identities unchanged). "Selling one record must remove one record, not re-stock
the shop."
2. **G's finding: `gone[]` has no subject in production.** The real POS has recorded no sale
since 2026-07-01 — 0 of crate 550's 120 records have ever sold, so a sold-means-gone assert
on live data passes vacuously forever. G built the remedy: **`make-fixture`** gives the gate
a subject. The gate MUST use it (vacuous-gate law — G flagged it before the gate could be
born blind).
3. **G's lifecycle is the kill switch:** `godverse_server.py start|stop|status` — the
kill-the-server gate drives it directly. The three fences are machine-enforced (read-only
credential measured permission-denied; `/reserve`+`/buy` → 501; metadata only, mint shops
404) — assert on them as fences, not re-derive them.
*Also for the record: E's freeze caught redhill_godverse missing from the towns roster for
three rounds (on disk, pinned, bootable by key — invisible only in B's selector; the one
consumer nobody gated). E owned it, fixed it, and wrote the gate-shape lesson. B verified the
R26 handshake against G's real manifest. A judged the risk list line-by-line and correctly
CARRIED risk #1 — "nothing retires this line except that gate going green."*
## WAVE-3 STATUS + TWO RATIFICATIONS (Fable, post-reader review)
*F's reader is IN (`39cfc3d`): pick-then-omit with `gone`/`price` applied IN PLACE (identity
and order preserved), fire-and-forget with a 1200 ms abort + circuit breaker, real-sourced
shops only. Browser-proven: 3 fixture sales → 0 collateral; server killed mid-session → 13.1 ms
enter, 14 ms worst frame gap, zero errors. Two F rulings are hereby RATIFIED as law:*
1. **Tier 2 is opt-in: `?live=1` / `?live=<url>`; absent → byte-identical to the beta.** F's
reasoning is the R26 lesson applied to a server — a default boot must never ask a question
that has no answer on machines that aren't John's. "Tier 2 is a place you go, not a thing
that happens to you." Auto-discovery is a v5.x question with a reachability contract.
2. **The collateral assertion is the canonical sold-means-gone gate.** "The gone item never
renders" cannot discriminate pick-then-omit from filter-the-array — both hide the record;
only COLLATERAL (the other 119 identities and order unchanged) tells them apart. Gates
assert collateral. (The vacuous-gate law's most precise application yet.)
**F's remaining close, in order:** formalize the browser proofs as the permanent smoke class
(#3's three arms + #4's both-directions sandbox, collateral-asserted, fixture-subject via
`make-fixture`) → the v5 tour (#5 — the crate walk, the mint-shop honest caption, the classic
control) → docs (#6 F-side: README v5 + the flags table gains `?live`) → `qa.sh --strict
--matrix` + the new smoke class → tag **`v5.0`** → push. Then Fable writes the epoch retro.
## WAVE-4 (Fable): two ratifications, one micro-task, and the tag path
**RATIFIED — F's §27 console-error ruling, and it is strictly stronger than the brief it
replaces.** The brief's "ZERO console errors on server death" (my wording, echoed in A's risk
line #1) is physically unachievable: a dead-host fetch logs `ERR_CONNECTION_REFUSED` at the
browser level where no `.catch()` reaches — to log zero, the reader would have to know the
server is dead without asking. One refusal is the irreducible cost of discovering death. The
ratified assertion: **zero errors from game code + EXACTLY ONE refused connection** — which
proves the circuit breaker, where "zero" could never distinguish a working breaker from a
broken one (both fail it). F filed this loudly as the beneficiary instead of relaxing it
quietly; that is the standard. (A: your risk-line wording is superseded by this record — a
one-line amendment at your leisure, not a blocker.)
**RATIFIED — the control-based frame assertion.** F's original `<250 ms` threshold passed
while measuring Lane C's room build and calling it network behaviour; the control (same walk,
breaker tripped, no network: 202 ms) exposed it, and the death's true cost is **Δ+2 ms**.
Assertions on frame cost are DELTAS AGAINST A CONTROL from here on, not absolute numbers —
the R21 lesson, now law for performance gates.
**THE MICRO-TASK — B: the frontage pose (F's filed ask).** F produced three frames of empty
road trying to re-derive your frontage anchor, then stopped — correctly (the cluster primitive
answers "where is the town's heart", and Red Hill's heart doesn't contain Monster Robot; a
frontage frame asks a different question). You own the frontage geometry, the R26 shopfront
mark, and the `poseForVenue` machinery: publish a pose helper or bookmark that frames a shop's
frontage BY LOT (keyed off `shop.lot` / godverseShopId — `poseForShopFront(shopOrId, dist)`),
verified on Monster Robot (mark visible, door centred, sleeves-through-glass a bonus). One
commit, B-pathspec. This also closes the gap for every future godverse tour frame.
**Then F closes:** the 4th frame through B's helper → full `qa.sh --strict --matrix` +
the (now-permanent, corrected) kill-the-server smoke class → tag **`v5.0`** → push. Fable's
retro follows.
## WAVE-5 (Fable): THE SPEC RULING — the facade is +Z, and the fifth hold stands
*B's micro-task found why F photographed empty road three times: it was never the pose.
`plan_osm.js:443` aims the lot's Z at the road (implementing CITY_SPEC:71); `buildings.js:404`
draws the facade on +Z (CITY_SPEC:335, B's canon). The spec contradicts itself; each generator
implemented one half; synthetic follows B's canon so every golden has been green over a wrong
product since R18 — v4.0 shipped on it. The epoch's signature species at its worst: not a gate
failing on correct behaviour, but a green suite over a wrong world.*
**THE RULING: the visible facade is LOCAL +Z. B's canon is canonical.** It has been the de
facto truth since v1 (buildings.js drew it there from the start; venue.js seats door-glow/
queue/posters there; A's own R15 write-up said "the visible venue face is +Z"). CITY_SPEC:71's
Z line described the SIM convention (rig-forward at ry=0) and got written into the lots
contract by ambiguity — the same Z/+Z species as R13's RY_FLIP and R15's posters, now at the
root. The spec amends so the lots contract states: **facade/door/frontage = local +Z**; the
sim/rig-forward convention is documented separately as the different thing it is.
**A — the fix, the sweep, the pins (ONE commit):**
1. Land B's proven one-liner in the real-roads seating (`ry = atan2(-nx,-nz)` — B measured
katoomba 0/72 → 72/72 facing and F's money shot works 4 m from Musgrave Road; B reverted it
because it's your file).
2. **Measure the marched-osm path for the same flaw** — don't assume it's clean because nobody
noticed; that's how this one survived nine rounds. State the verdict either way.
3. Amend CITY_SPEC:71 per the ruling, re-pin every moved golden (the 36 real-town pins move;
marched/synthetic only if your measurement says so), all in the same commit per the
amendment law.
4. **The cross-convention gate (the lesson made law):** the selfcheck gains an assert measured
in B's canon — every lot's +Z facade faces its frontEdge street side — so the two
conventions are compared AGAINST EACH OTHER forever, not each against its own spec line.
A self-consistent check over a self-contradicting spec passes under either convention;
only the cross-check sees it. (F proved this the hard way and recorded it.)
**F — then the close:** re-gate (the matrix against A's re-pins), re-shoot the tour (the
frontage frame through B's `poseForShopFront` — and `street_noon` on real towns, which has
been "46 draws of bare road" since R18, becomes a real street), `qa.sh --strict --matrix`,
tag **`v5.0`**, push.
**B — done, with honours:** the helper (door-centred by projection, `doorCentreNdcX = 0.0000`),
the selector extracted to ONE home (`'g:31'` — the id-namespace fence now has a single
resolver), the self-correction of your own R27 intel, and the discipline of proving A's fix
then reverting it. Nothing further owed.
## THE EXACT RUN ORDER
0. **WAVE 0: F re-runs and tags `v5.0-beta`.** Hard stop until it lands.
1. **Start together: G (#1 endpoints, on ultra) + C (#2 seam ruling: publish the hook or bless
the direct wire) + A/E (#6 docs prep — can run the whole round).**
2. **When G's endpoints are live on the tailnet and C's seam is ruled: F (#2 reader).**
3. **F (#3 kill-the-server gate + #4 sandbox proofs + #5 tour), then #7: tag `v5.0`, push.**
4. **Fable: the epoch retro.**
Waves: **[F-beta-tag] → [G, C, A+E] → [F reader] → [F gate/tour/tag] → [retro]**. B/D on-call.
## Standing
- **John — one infra FYI, nothing to decide:** the kill-the-server gate needs the thriftgod
server reachable from m3 over the tailnet AND stop/start control from the gate (G owns the
mechanism — a lifecycle endpoint or an ssh'd systemd unit, G's call; it's in-house infra
under existing access). Your A-then-B ruling continues to hold the write verbs absent.
- **v5.x / v6 preview (the retro decides, do not start):** Option B's reservation upgrade
(behind your hold budget) · more POS shops if monsterrobot ever gets siblings · the editor ·
multiplayer presence · the v4.x/v5.x polish tails.

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# PROCITY — Round 28 lane instructions (from Fable, integrator)
Date: 2026-07-17 · **v5.0 SHIPPED, retro written ([RETRO_V5.md](../RETRO_V5.md)). Nothing is
owed anywhere.** Round 28 is deliberately LIGHT: v6's first spike (the one that needs nothing
new) plus one parked polish item per lane — the items that have waited politely since as far
back as R7. Tag **`v5.1`** at close. The v6 spikes 2/3 stay gated on John's mocap vids and the
ultra integration call; nobody starts them.
## The ledger
1. **SPIKE 1 — the free stash (E + D; v6 groundwork, the charter's first thread).**
- **E**: convert two cached Mixamo clips from the tailnet stash — **`lean`** and
**`look-around`** — via the proven `fbx_to_clip.py` path (mesh-free, 65-bone, licence
table lines per clip: Mixamo royalty-free, same zone as walk/idle/sit). Depot + local per
the sit.glb precedent.
- **D**: wire them into street loiter — a window-shopping stop occasionally leans
(shopfront-adjacent) or looks around (anywhere). Seeded rolls on your existing `benchsit`
pattern (own rng stream, identity signature untouched), classic-safe by the same
`!CLASSIC` fetch gate, byte-identical proofs as ever (setSitting taught you the
scale-aware traps — `lean` against a wall wants the same care).
- Acceptance: a fresh boot shows peds leaning and glancing; classic/`?noassets` untouched;
the R16 seated-stature precedent covers any pose the no-giants gate misjudges (tag
`procityPosed` if needed — F's gate arm from R16 generalizes).
2. **Awning fabric ripple (B — parked since R17's wind round, your promised pick).** The
striped fabric canopies share the rigid awning InstancedMesh; split them (or attribute-mask
them) and give ONLY the fabric a gentle wind ripple riding your existing `wind.js` uniforms.
Weather-driven like the trees; `?classic`/`?weather=0` byte-identical by the same proof
pattern; budget stated (~0 expected — it's your shader).
3. **`audioEmitter` (C — your own parked idea, at last).** Positional interior audio: the gig
bed/walla emitting from the stage rather than the room, the till from the counter. Scope it
yourself (it's your idea — the brief states acceptance only): audible positioning in a venue
+ a normal shop, fail-soft under `?mute`/`?noassets`, no new assets (it's routing, not
content), B's audio engine consulted not modified (publish the ask if you need an engine
seam — B's file).
4. **Instrument LOD (E + D — the oldest tri item, v3.1-era).** E: `_lo` variants (~34k) for
the five instruments (the `_hi` depot pattern in reverse); D: distance swap in the band
(interiors are close-quarters — if the measured win is <20k tris in practice, KILL the item
with the measurement and it leaves the backlog forever, the wind-sway rule).
5. **The gate + the tag (F, last).** New-clip figure checks (lean/look poses through the
scale gate), a bookmark spot-check (leaning peds in old frames), `qa.sh --strict --matrix`,
notes §28, tag **`v5.1`**, push. Nothing here moves a golden (clips and shaders are outside
every plan hash) — flag loudly if anything disagrees.
6. **A + G — rest.** A: on-call (nothing should touch a plan). G: your next work is v5.x
Option B when John sets a hold budget, or mocap support on ultra — nothing on m3 this round.
## THE EXACT RUN ORDER
1. **Start together: E (#1 clips + #4 `_lo` variants) + B (#2) + C (#3).**
2. **When E's clips land: D (#1 wiring, then #4 swap-or-kill).**
3. **When B/C/D are in: F (#5)** — gate, tag `v5.1`, push.
Waves: **[E, B, C] → [D] → [F]**. A/G rest.
## Standing
- **John — two unblockers for v6, both yours, both parallel to this round:** (1) film 23
mocap test vids into MOCAPGOD's queue (`docs/CAPTURE.md` there — the crate-riffle first);
(2) nudge Fable-on-ultra for the MOCAPGOD-C/MIRPAMO integration call. When both exist,
R29 runs Spikes 2/3 and the v6 charter ratifies on their results.
- Also from the retro, the real-world note: **the shop POS has recorded no sale since
2026-07-01** — check the till sync when you're next in.
- **Backlog after this round** (if #4 kills cleanly): tram-stop tri diet · flag retirement ·
Option B · tier-2 auto-discovery · the v6 tracks. The polish debt is nearly drained.

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# PROCITY — Round 29 lane instructions (from Fable, integrator)
Date: 2026-07-17 · **v5.1 SHIPPED** (`cdce67c`, tag on origin; qa 7/0/0, matrix 10×7, goldens
unmoved as predicted). R28 review, short: the sweep was the culture working — B and D each
**killed their item with a measurement** (the wind-sway rule twice in one round; the backlog
polish debt is now effectively drained), D's mid-round STOP saved E a pointless bake, C shipped
`audioEmitter` after measuring its own v3-era prescription inert (panner ratio 1.0000 —
bit-identical door vs stage), E shipped `look.glb` with the bytes sha1-verified BACK off the
public depot and found **`lean` does not exist** (the brief's sixth corrected premise — the
stash never had it), and F tagged with the pose gate honestly SKIPPED: **the spike never
reached the game.** Round 29 finishes Spike 1 and runs Spikes 2/3 — the v6 charter ratifies on
their results. Most of this round is GATED ON JOHN (below); wave 0 runs today.
## WAVE 0 — finish Spike 1 (runnable NOW, no dependencies)
**D:** bind and wire `look.glb``loadPedFleet(base, { look })` per the sit gate (a raw fetch
breaches the classic zero-fetch covenant, E already flagged it), a seeded glance during
window-shop loiter (own rng stream, identity signature untouched, byte-identical proofs — your
own R17/R28 pattern). **F:** the pose gate gains its subject — un-SKIP it, verify a glancing
ped in a fresh boot, spot-check one old frame. No tag for this alone; it rides Spike 2's close.
## THE GATE ON THIS ROUND — John's two unblockers (everything below waits)
1. **Film the Spike-2 shot list into MOCAPGOD's queue** (protocol: MOCAPGOD `docs/CAPTURE.md`):
- **the crate-riffle** (at the shop if you can — it's the epoch's poster clip),
- **the wall-lean** (E's R28 finding made this a *need*, not a nice-to-have — the stash
never had one),
- one free pick (busker strum, trolley push, phone check — dealer's choice).
2. **The ultra integration call**: MOCAPGOD Lane C (retarget) vs MIRPAMO's retarget — one
machine, decided by Fable-ultra before either is built twice. Nudge that session.
## SPIKE 2 — the full mocap loop (when the queue has vids)
Runs mostly on ultra (MOCAPGOD C/D lanes + the integration call), lands on m3 as clips:
- **E (m3):** receive the retargeted clips, convert/validate to the house clip form (the
look.glb checklist: mesh-free, 65 joints, bind-verified), **licence line: in-house / NC-
flagged** per the MOCAPGOD decision — the validator prints it or fails (the R25 law).
- **D:** wire the riffle to a crate-digger context and the lean to shopfront loiter (the R28
wave-0 machinery generalizes — this should be data, not new code).
- **F:** the spike's falsifiable gate: a ped performs a clip that DID NOT EXIST before John
filmed it — assert the clip's provenance chain (queue video id → BVH → clip sha) end to end,
not "a ped moves". Then tag **`v6.0-spike`** (a checkpoint tag, not an epoch tag) with the
spike report.
## SPIKE 3 — a generated body (parallel to Spike 2, ultra-heavy)
flux_local concept → hunyuan3d_mlx mesh → **MIRPAMO autorig** → walk retarget → **in-game
through the no-giants gate**. Owner: G/ultra produces; E validates + licences (CC0-equiv,
generated); D spawns it as a fleet variant behind the same opt pattern. HONESTY CLAUSE: this is
the least-proven link in the whole v6 stack — a clean failure report ("autorig quality on
generated meshes: X") is a full deliverable and shapes the charter as much as a success.
## After the spikes — the ratification
Fable amends `V6_LIVING_STREET.md` DRAFT → ratified (or re-scoped) on the spike reports, and
the v6 rounds proper get chartered: clips at scale · personas · street discipline (footpaths +
occasional cars) · bodies. **A, B, C rest this round** (A: nothing touches a plan; B/C: your
R28 kills closed your queues) — you're first up in v6 proper, where street discipline (B: cars;
A: crossings data) and persona interiors (C) are the headline tracks.
## Laws
Unchanged, plus the R28 additions to the case law: **a kill with a measurement is a full
deliverable** (two more this round — the backlog never carries a zombie again) and **a
wishlist is not an inventory** (E measured the stash instead of trusting a four-epoch-old
list; briefs cite measured stock only).
## THE EXACT RUN ORDER
0. **Now: D + F (wave 0, Spike 1 closes).**
1. **John: film the vids + nudge ultra (the gate).**
2. **When clips flow: E → D → F (Spike 2), G/ultra → E → D (Spike 3, parallel).**
3. **F: the spike gate + `v6.0-spike` checkpoint tag.**
4. **Fable: charter ratification → v6 rounds proper.**
## Standing
- **John — the two unblockers above are the whole critical path.** Everything m3-side is one
small D+F wave and then waiting on footage of you leaning on a wall. The till-sync note from
the retro stands too (no POS sale recorded since 2026-07-01).
- **Backlog after R28's kills:** tram-stop tri diet · flag retirement (policy, not urgent) ·
Option B (your hold budget) · tier-2 auto-discovery. Thinner than it has ever been.

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# PROCITY — Round 30 lane instructions (from Fable, integrator)
Date: 2026-07-17 · **V7 THE GAME is RATIFIED** ([docs/V7_THE_GAME.md](../V7_THE_GAME.md) —
read it first, it is the epoch's truth). Round 30 opens **v7.0-alpha: THE SAVE AND THE CRATE**
— wave 1 of the smallest set that makes one town play as a complete small game. *(Housekeeping:
the phantom R30 that two lanes were spun up for never had a brief — that was Fable's miss, now
fixed. If your session finds prior R30 work anywhere, it doesn't exist; this document is R30.)*
## The ledger (v7.0-alpha wave 1)
1. **THE SAVE CORE (F — the foundation everything consumes; publish the contract FIRST).**
- `web/js/world/save.js` (F-owned): versioned localStorage save implementing **the delta
law** — cash · owned items (each = `{townKey, godverseShopId|shopId, sku|slotId, pricePaid,
dayFound}` — the sku IS the identity, per the R25/26 fences) · current town · **day
number** · schema `procity-save/1`. Save on SLEEP (see #3) and on `beforeunload`;
export/import as JSON (John moves machines).
- **The published contract** (`window.PROCITY.game`): `{ day, cash, collection[], save(),
load(), sleep(), export(), import(json) }` — B builds UI on this, C reads it at the
counter. Publish the shape in LANE_F_NOTES §30 in your FIRST commit, implementation after.
- **Laws wired from birth:** `?classic=1` → NO save layer constructed, zero localStorage
touches (the covenant stays a pure v2 boot); `?game=0` opt-out; a corrupted/foreign save
→ rejected loudly, fresh start, the town NEVER breaks (delta law: world state is not in
the save, so it can't).
2. **THE SELL COUNTER CONTRACT (C — publish first, implement second).** Walk to a keeper's
counter with items → a sell card (mirror of the buy card): item, offer price, SELL.
**Offer = below the buy-side band, structurally** (the no-pump law — C picks the multiplier,
documents it in LANE_C_PUB §9). v7.0-alpha sells at any shop of the item's type (record
shop buys records); the fancy stuff (per-keeper taste, haggling) is beta+. C consumes
`PROCITY.game.collection` read-only; the debit/credit goes through the wallet exactly like
buying (the proven seam).
3. **SLEEP = SAVE = TOMORROW (F + B).** v7.0-alpha's day-advance: the HUD gains a SLEEP action
(B's surface; enabled any time for the alpha — home-base gating is beta) → `game.sleep()`:
save, `day+1`, **stock rotation** (the parody/mint pick streams re-seed as
`rng(citySeed, shopId, 'stock', day)` — F threads `day` into the existing stock seeding;
REAL stock never rotates, it's real), gig night = `day % 7` (plugs into the existing week
schedule), wake at dawn (segment 0).
4. **THE COLLECTION UI (B — after F's contract lands).** A collection panel in hud.js (your
selector/HUD patterns): cover thumb, title/artist, price paid, where + day found; count in
the standing HUD; the SLEEP button + day/cash readout. Money-shot-grade is beta; readable
and correct is alpha.
5. **THE GATES (F, last).**
- **Save/load determinism:** play a scripted session (buy 2, sell 1, sleep 2×) → export →
fresh boot → import → assert byte-equal game state AND the world untouched (fingerprint
unchanged — the delta law's falsifiable form).
- **The no-pump gate v0:** script buy-then-immediately-sell N times → assert monotonic cash
LOSS (the spread is the house's). The full adversarial playtest-bot is beta.
- **Classic purity:** `?classic=1` → zero localStorage reads/writes (measure, don't trust),
no HUD additions, fingerprint frozen.
- **Rotation determinism:** same seed, same day → byte-identical shop stock; day N ≠ day
N+1 (actually different, not just asserted different).
- `qa.sh --strict --matrix` green throughout. **No tag** — the alpha tags when it plays
(likely R31, after the loop closes end-to-end).
6. **A — the rotation boundary verify (small).** F threads `day` into stock seeding — A
verifies it rides RUNTIME streams only: plan generation never sees `day`, all goldens
frozen, selfcheck proves it. One note, one line. **D, E, G — rest** (E's guide-band bake
and G's GodBay open in beta; D's rumors likewise. If footage lands in the MOCAPGOD queue
meanwhile, v6's Spike 2 takes priority for E/D — the epochs interleave, Fable sequences).
## Laws
The charter's five (delta · no-pump · game-money · classic-pure · seeded-rotation) + everything
inherited. No goldens move this round (rotation is runtime; A verifies the boundary). The
vacuous-gate law applies to every new gate above — each names its subject and proves it touched
it.
## THE EXACT RUN ORDER
1. **Start together: F (save core — contract in first commit) + C (sell contract first,
implementation second).**
2. **When F's contract is published: B (collection UI + SLEEP surface).** F continues
(sleep/rotation threading) in parallel — disjoint files.
3. **When F + B + C are in: F gates (#5), A verifies the boundary (#6).**
4. Fable reviews; R31 charters the rest of the alpha (or its close, if it plays).
Waves: **[F, C] → [B, F-cont] → [F-gate, A]**. D/E/G rest unless footage arrives.
## WAVE-1/2 REVIEW NOTES (Fable, mid-round — the agents' reports are the record)
**RATIFIED — F's two amendments, both measured:** (1) gig night = **(day 1) % 7** — the
brief's literal `day % 7` flips a fresh boot (day 1) off night 0 and breaks the R13 cover/band
gates before the first sleep; the brief was wrong, the measurement wins. (2) **sleep saves
AFTER incrementing** — disk always carries the morning you woke into.
**ADJUDICATED — the cross-lane 6 lines (F edited C's `interiors.js`/`layout.js` for the
`stockDay` salt):** SANCTIONED, this instance — because all three conditions held: the owner
reviewed and ratified on the record BEFORE the commit ("rides my own sub-stream discipline,
absent ⇒ byte-identical"), the edit is marked and cited in the commit, and it is minimal.
**Without all three, a cross-lane edit gets reverted on sight.** The law stands: write the
ask, not the edit — C folds the seam into LANE_C_PUB at its next session; carried to the
epoch retro as a process note.
**WAVE-3 INPUTS (bind these into the gates session):** the rotation gate must hash **vertex
data, not transforms** (F measured its transform fingerprint vacuous over batched parody
stock); C's money-pump **negative control** (an item minted into the collection without a
successful debit must be impossible — assert `recordFind` only fires on `wallet.buy` truthy);
the **E-key sell routing** (§9.4 dig → sell → shelf) is F's held item and lands in the wave-3
session BEFORE the gates run against it.
## ROUND CLOSED (Fable, at the wave-3 review) — **v7.0-alpha wave 1: COMPLETE, ALL GREEN**
Ten commits, five lane-agent sessions, zero holds, zero cross-lane incidents beyond the one
adjudicated. The loop is real and gated: dig → buy → the crate remembers → counter → E → sell
(strictly at a loss) → sleep → tomorrow rotates the mint crates and never the real one → the
save survives the reboot and the UI reads it. `qa.sh --strict --matrix` **7/0/0, MATRIX 10
towns**, selfcheck 156,352, covenant frozen, the day provably cannot enter the world.
**Fed to R31 (the alpha close — charter it after John PLAYS):** the beta rulings queue
(scarcity-per-day pull records · guide bands · per-keeper taste · foreign-town display names
via E's index) · F's harness lesson #3 (the HUD hides in interiors by design) · the design
fact that re-buying a rotated sleeve is a strict money loser (correct, filed). **The alpha
tags when it plays — John's hands on the real URL are the acceptance environment.**
## Standing
- **John — nothing blocks this round.** The deploy to digalot.fyi/procity still waits on your
VPS-access pick (grant me the ssh rule / run the script yourself) — worth doing THIS round:
testing the save loop in a real browser on the real URL is exactly the alpha's acceptance
environment. And the MOCAPGOD queue still wants your footage whenever.
- **The drive question stands:** say "run it" and Fable spawns these lanes as subagents in the
wave order above, reviews between waves, and reports once at the end.

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# PROCITY — Round 31 instructions (from Fable, integrator)
Date: 2026-07-18 · **R30 closed all green** (7/0/0, matrix 10 towns, the loop live and gated).
Round 31 is **the v7.0-alpha CLOSE**: play it, fix the friction, tag it. Charter stage check
([V7_THE_GAME.md](../V7_THE_GAME.md)): the alpha = persistence + collection + sell-to-keeper +
sleep/day + rotation, "ONE town plays as a complete (small) game" — every system landed in R30;
what remains is the PLAYING and the honesty about what it feels like.
## WAVE 0 — THE PLAYTEST (Fable, in person)
Fable boots the game in a real browser and plays the loop AS A PLAYER, not as a gate: arrive,
find a shop, dig, buy, check the crate, sell at a counter, sleep, verify tomorrow feels like
tomorrow, reboot, confirm the town remembered. Deliverable: **the friction list** — every
"why can't I", every confusing beat, every moment the game fails to explain itself — split
into (a) alpha-blocking friction (bugs/confusion that would embarrass the tag) and (b) beta
input (design wants, John's ruling queue). Honest numbers where they apply. *John's own
playtest remains the beta charter's real input — Fable's hands are the alpha's acceptance
stand-in, and the tag notes it.*
## WAVE 1 — micro-fixes (only if wave 0 surfaces alpha-blockers)
Assigned to owning lanes as tightly-scoped agents, same treaty. Nothing speculative — only
what the playtest actually hit.
## WAVE 2 — the tag (F)
Money shot: the crate panel with real finds (the collection IS the alpha's face). Fresh
`qa.sh --strict --matrix` on the final tree. Tag **`v7.0-alpha`** (annotated, the playtest
verdict in the message), push main + tag. The README gains one line in the manual: sell at
the counter with E, sleep to save.
## ROUND CLOSED (Fable) — **v7.0-alpha TAGGED AND PUSHED** (`2491f1c`)
Wave 0: Fable played the loop end to end — dig $10 → sell $5 (the spread felt) → keep a $12
NM soul record → THE CRATE → full reload → **the town remembered** → SLEEP → day 2. Verdict:
**the loop plays.** The playtest found the alpha-blocker every green gate had missed: **the
dig was default-OFF on a plain boot** (v2-era opt-in, six epochs past the README's claim; every
R30 gate booted `dig=1` explicitly — harness lesson #4, THE EXPLICIT-FLAG BLINDFOLD: a gate
that boots its own flags cannot see a broken default). Waves 1+2: the flip (classic-safe,
fenced with a naked-boot reachability assert + negative control), the de-staled splash, the
money shot (Monster Robot's real crate, 3 real finds), qa 7/0/0 + MATRIX 10 towns on
port-isolated servers (a second fix the round forced: the suite no longer silently reuses
whatever holds :8130). **The beta queue is filed in LANE_F_NOTES §31.6** — spawn-faces-the-
strip, crate-at-the-counter, dawn sky, THE BIBLE, per-day scarcity. The beta charters on
John's own playtest whenever he walks the strip.
## Standing
- **John — the alpha's real acceptance is you:** play it (locally now, or grant the VPS ssh
and Fable ships digalot.fyi/procity same hour). Your friction list charters the beta. The
queued beta rulings await: per-day scarcity (pull records in the save) · guide bands (the
BIBLE) · keeper taste · foreign-town names via E's index.
- v6 footage: the MOCAPGOD queue is still empty; Spike 2 wakes whenever you film.

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# PROCITY — Round 32 instructions (from Fable, integrator)
Date: 2026-07-20 · **R31 closed** — v7.0-alpha tagged and pushed; the loop plays. Round 32 opens
**v7.0-beta — THE THRILL, wave 1**: the guide bands land ([V7_THE_GAME.md](../V7_THE_GAME.md)
stage 2), scarcity rides the save, and the alpha playtest's friction queue (LANE_F_NOTES §31.6)
gets its cosmetic items. **Solo round:** John asked for direct progress; Fable executes all lanes
in one session on JING5, same treaty, same gates — lane ownership is honoured in the commit
messages, not the parallelism.
## The design rulings this round encodes (from the ratified charter + §31.6 queue)
1. **THE BIBLE derives, it is not baked.** E's band thresholds (build_stock_pack.py:88-94 —
record 8/25/60 · book 5/15/40 · toy 6/20/50) become a tiny JS mirror
(`js/interiors/bible.js`). No pack re-emit, so risk #3 (re-baked atlases orphaning owned
skus) never opens. The guide shows a BAND ("guide $2559"), never a verdict — spotting the
gem stays the player's skill.
2. **Gems live in the parody bins.** Real/mint packs derive `price_band` FROM `price`, so real
asking is always inside its band → with the §9.1 basis swap (sellOffer basis = bandLow),
every real round trip stays strictly negative and **the R30 no-pump gate holds untouched,
by construction**. Procedural stock gains seeded bands + a seeded under-band gem roll —
the only place asking can sit under the guide, which is exactly the op-shop fantasy.
3. **Scarcity is what makes the gem loop safe** (§31.6 item 6, ruled WITH the bands as filed):
a bought dig slot enters `pulls` in the save (optional field, procity-save/1 — old saves
stay valid, old loaders drop the field without rejecting) and that bin omits it after the
draw (the proven `pack.gone` pick-then-omit seam — zero collateral). A gem is profit ONCE;
tomorrow's rotation re-keys the bin. Growth is bounded by finds, not arbitrage (charter
law #2's real meaning).
4. **§31.6 items 13:** spawn becomes a computed cluster-pose facing the shop strip (classic
keeps the frozen v2 pose); THE CRATE surfaces inside interiors (C key — the §31.6
"crate at the counter" want, hidden while dig/sell cards own the screen); DAWN gets a
cool sky dome swap (classic + weather-override fenced).
## Gate additions (F)
`smoke_bible` in flags_check.py: guide stamp on the pull card (real + parody) · offer < bandLow
structurally · a seeded parody gem exists and its round trip is positive ONCE (then the slot is
gone — re-open the bin and it stays gone; reload and it stays gone) · negative control:
`?game=0` re-opens the same bin with the slot PRESENT (the detector discriminates — scarcity is
the save's doing, not the dig's). Classic purity untouched (no new module constructs under
`?classic=1` / `?dig=0`).
## ROUND CLOSED (Fable) — ALL GREEN
`qa.sh --strict --matrix`: **7 passed · 0 failed · 0 warn · 0 skipped**, MATRIX 10 towns green.
`smoke_bible`: 80 parody offers across 5 bins all band-lawful; bin1 holds 2 seeded gems (grail
asking $19 vs keeper $30); the buy-everything ledger closes to the cent (Σask $333 → Σoffer
$135, gems alone +$21, every non-gem strictly negative); the emptied bin stays empty across a
full reload (16 pulls in the save) and `?game=0` re-opens it 16/16 (the control discriminates);
0 console errors. sell_routing now asserts the exact §9.1 formula and passed on a BANDED item
(standard, basis $8 → +$4). Money shots: `docs/shots/v7_beta/guide_card.png` (the guide stamp —
"1974 COUNTRY guide $824" beside the $24 sticker) + `crate_at_the_counter.png` (THE CRATE open
inside a shop, game bar riding bottom-right). Environment note: JING5's gitignored
`web/assets/models/` was absent (fresh-checkout trap, now §32.3 in LANE_F_NOTES) — synced from
m3ultra, which also un-warned the manifest validator's 15 cross-pack checks. Full record:
LANE_F_NOTES §32. Shipped: bible.js + guide stamps + parody bands/gems (C) · pulls on the save
+ gone-wiring + digOffers surface (F) · crate-in-interiors + cluster-pose spawn + dawn sky (B)
· smoke_bible + the routing amendment (F) · README/docs.
**The beta's remaining charter** (next rounds): the WANTLIST + seeded rumors (D's keepers
finally gossip) · travel costs a day (23 towns become the map) · §31.6-5 (dig Esc under real
hands) · then v7.0 = GodBay offline auctions (G) + onboarding + the tour.

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# PROCITY — Round 33 instructions (from Fable, integrator)
Date: 2026-07-20 · **R32 closed all green** (7/0/0, matrix 10 towns — THE BIBLE + scarcity live).
Round 33 is **v7.0-beta wave 2 — THE HUNT**: the wantlist, the rumor, and travel that costs a
day ([V7_THE_GAME.md](../V7_THE_GAME.md) system #6, the last unbuilt beta system). Solo round
again (John's "keep going"), same treaty, lane ownership honoured in the commits.
## The design rulings this round encodes
1. **A want is something you SAW.** The wantlist grows from the pull card (☆ WANT IT — you
pulled it, it's dear, you'll hunt one cheaper) — not from an abstract search box the 90s
didn't have. Buying a matching item clears its want automatically (the hunt ends when
you're holding it). Wants ride the save (`wants: [{artist?|title?|sku?}]`, optional field,
same procity-save/1 back-compat law as `pulls`).
2. **The keeper finally gossips** (charter: "D's citizens finally gossip for a reason").
Seeded per (citySeed, shop, day): ~45% of shop entries mutter a hunted want + a real cached
town in the banner — flavor and a travel nudge, honest about being neither promise nor
stock lookup (town-wide packs mean any town CAN surface the record eventually). Runtime
stream, freshly keyed — no plan/golden moves. Full persona lines remain D's when the v6
clip work lands; the banner is the keeper's voice until then.
3. **Travel = the townKey changing hands.** Booting a save in a different town (different
plansrc/town/**seed** — a new seed is a new town) costs exactly one day, applied in
save.js `adopt()` so load and import both pay it, and pulls prune on the way. Same-town
reloads and export→import round trips stay free — the save-determinism gate's byte
equality survives untouched. The town selector IS the bus; the arrival toast names the
fare. The 23 towns are now a map you spend days moving across, not a dropdown.
## Gate (F)
`smoke_wantlist_travel` (STRICT): ☆→★ through the real card → the save carries the want ·
a keeper names the hunted artist within the open shops (seeded scan) · buying the wanted
sleeve auto-clears it · synthetic→melbourne costs exactly one day with cash/collection intact
· same-town reboot is FREE (the control) · the ride home costs a day again · `?game=0` builds
zero want DOM and mutters nothing.
## ROUND CLOSED (Fable) — ALL GREEN
`qa.sh --strict --matrix`: **7 passed · 0 failed · 0 warn · 0 skipped**, MATRIX 10 towns green
(the shared-context day drift travel introduces across matrix towns was reasoned through
before landing: determinism double-boots the SAME town, so no gate sees it). The new gate's
run: want carried {THE VERANDAHS — "Servo at Midnight"} · rumor after 2 shops ("🗣 THE
VERANDAHS? saw one in Castlemaine just last week") · buy cleared the want · travel day 1→2
with $179 and the find riding along · same-town free · return trip day 3 · game=0 clean ·
0 console errors. Full record: LANE_F_NOTES §33.
Also caught and fixed here: the R32 crate-in-shops surface only BUILT in street frames — a
door entered fast after boot had no game surface inside (the money-shot script entered faster
than any gate does and exposed it; tickGame() now builds-or-refreshes in any mode). Money
shots: `docs/shots/v7_beta/rumor_and_wantlist.png` + `want_card.png`.
**What remains of v7:** §31.6-5 (dig Esc in person — John's hands) · then the v7.0 close:
GodBay offline auctions (G's lane), THE FIRST FIVE MINUTES (onboarding), the tour, the tag.

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# PROCITY — Round 34 instructions (from Fable, integrator)
Date: 2026-07-20 · **R33 closed all green** — every v7.0-beta system is built. Round 34 opens
**the v7.0 close: GODBAY, the offline auction** ([V7_THE_GAME.md](../V7_THE_GAME.md) system #4:
"list an item, a SEEDED offline auction resolves NEXT DAY — the come-back-tomorrow hook").
Offline tier FIRST per the proven ladder (G3's live rails are v7.x; this round is the seeded
brain in the game layer, G's later live tier must match these laws). Solo round (John's "keep
rolling").
## The laws (GODBAY v0 — named now, gated below)
1. **Mail-in consignment.** You list from THE CRATE (⚖ LIST on a find) — the 90s answer
(classifieds + the post). The entry leaves the collection into `listings` (you cannot also
sell it at a counter), `listDay` stamped. Resolution happens when the day moves past
`listDay` — sleep, travel, or a day-moving import all count (adopt() and sleep() both run
the resolver).
2. **THE ONE-HAMMER LAW (no retry farming).** The hammer is seeded by ITEM IDENTITY —
`godbay:<townKey>:<sku|slotId>:<dayFound>:<pricePaid>` — NOT by the resolution day. A
passed-in item re-lists to the SAME result, forever. There is no re-roll anywhere in the
economy: the keeper's offer is a formula, the auction is one hammer per item, per life.
3. **The house always eats.** Hammer rolls uniform across the band (grail's open top = 2×low);
~12% chance of a bidding war (×1.52.0); ~15% passed in (returns to the crate, free);
12% commission, net floor $1. Expected value ≈ 0.8× band midpoint — UNDER the asking-price
EV of in-band stock, so random flipping bleeds and only FINDS profit (charter law #2's
spirit at the auction house: growth bounded by finds, the keeper's instant half-of-low
remains the coward's floor and the auction the gambler's ceiling — bounded at 2×high×0.88).
4. **Delta law / classic purity unchanged.** `listings` is an optional procity-save/1 field
(same back-compat law as pulls/wants); no game layer ⇒ no listings, no DOM, no news.
5. **The morning report.** Resolution queues transient news ("⚖ SOLD 'Sunburnt' — hammer $38,
$33 after fees"); the shell folds it into the wake/arrival toast. News is NOT saved — it's
the morning paper, not the ledger (cash/collection already carry the truth).
## Gate (F): `smoke_godbay` (STRICT)
List through the real crate DOM (C → ⚖ LIST) → entry moves collection→listings, the save
carries it · sleep → resolved: listings empty, cash+net OR item returned, news queued, net
within [1, 2.2×bandHigh] when sold · DETERMINISM: a pre-sleep export imported twice sleeps to
byte-identical cash/collection both times (the seeded hammer, measured not trusted) · travel
resolves too (list → ride to melbourne → resolved on arrival) · `?game=0` builds zero ⚖ DOM ·
0 console errors.
## ROUND CLOSED (Fable) — ALL GREEN
`qa.sh --strict --matrix` on the final tree: **7 passed · 0 failed · 0 warn · 0 skipped**,
MATRIX 10 towns green. `smoke_godbay`: consigned through the real crate DOM (collection 2→1,
listDay stamped) · ONE-HAMMER determinism (a frozen pre-sleep export slept twice → byte-
identical) · honest bounded resolution (SOLD net $19 on a standard record, ≤ 2×$24×0.88) ·
the wake toast carried "⚖ SOLD 'Cane Toad Blues' — hammer $22, $19 after fees" · the ride to
melbourne hammered a listing on arrival · `?game=0` has no crate to list from · 0 console
errors. Design note vs the brief: the band table is IMPORTED from C's bible.js and the PRNG
from core/prng.js (one authority each — the drafted mirror died in review). Money shots:
`docs/shots/v7_beta/godbay_morning_paper.png` (dawn day 2, the paper in the toast, the crate's
⚖ row) + `godbay_at_auction.png`. Full record: LANE_F_NOTES §34.
**What remains of v7.0:** THE FIRST FIVE MINUTES (onboarding — arrive with a want, three
toast-beats) · the tour ("day one to first gem") · docs freeze · the tag. Then John's playtest
charters what's next.

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# PROCITY — Round 35 instructions (from Fable, integrator)
Date: 2026-07-20 · **R34 closed all green** (GODBAY hammers). Round 35 is **THE FIRST FIVE
MINUTES** ([V7_THE_GAME.md](../V7_THE_GAME.md) system #7 — "smallest system, biggest
stranger-facing payoff"), the last unbuilt v7.0 system before the tour/freeze/tag.
## What ships
1. **You arrive with a want.** A FRESH game (day 1, empty crate, empty auction house) seeds ONE
artist want off `rng(citySeed,'firstwant',0)` × C's parody roster (ARTISTS now exported) —
so the splash, the keeper rumors, and the tour all point at the same hunt on a given seed.
The splash names it: "You're hunting HILLS HOIST — $191 in your pocket." A returning save
gets its town back, not a tutorial; ?game=0 / classic never reach the block.
2. **Three toast-beats walk the hustle** (fresh games only): ① find a record shop / E at a
crate (on walk-in) → ② riffle · mind the guide · BUY (first digOpen) → ③ sell at a counter
or ⚖ LIST and sleep (first find banked) → the send-off ("that's the whole hustle") on the
first sale-or-listing. Driven off existing events + wallet.onChange — zero new systems.
3. **Toasts surface in every mode**#pc-toast moved to document.body (the #pc-game body-mount
rule): beats fire INSIDE shops, and a SLEEP taken at a counter now shows its morning paper.
## Gate (F): `smoke_first_five` (STRICT)
Fresh game: 1 seeded want from the roster + the splash names hunt AND cash · beats ②/③/send-off
through the REAL paths (E at crate / dig buy / crate ⚖) · a returning save gets NO tutorial
(splash line hidden, no ② on dig) · a second fresh browser hunts the SAME artist (seeded, not
random) · ?game=0 shows nothing · 0 console errors.
## ROUND CLOSED (Fable) — ALL GREEN
`qa.sh --strict --matrix`: 7 passed · 0 failed · 0 warn · 0 skipped, MATRIX 10 towns green
(final tree). Gate run: hunts HILLS HOIST with $191, beats walked through the real dig/buy/list
paths, returning-save and ?game=0 controls clean, second fresh browser hunts the same artist,
0 console errors. Money shot: `docs/shots/v7_beta/first_five_splash.png`.
**v7.0 remaining:** the tour ("day one to first gem") · docs freeze · the tag — and the tag
waits for John's playtest (the alpha precedent: hands before tags).

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# PROCITY — Round 36 instructions (from Fable, integrator)
Date: 2026-07-23 · **R32R35 closed green in other sessions** (THE BIBLE · scarcity · THE HUNT
· travel · GODBAY · the first five minutes · the tour). R35's close law stands: the tag waits
for hands. Round 36 is **the v7.0 CLOSE**: Fable plays the whole loop, the out-of-round assets
get regularized, the full gate runs over the final tree, docs freeze, **tag `v7.0`**.
## WAVE 0 — THE PLAYTEST (Fable, in person, FRESH SAVE)
The R31 precedent, now over every v7 system: fresh save → the first-five-minutes beats → spot
a gem via the BIBLE's guide stamps → ☆ WANT an artist → the keeper's rumor → TRAVEL (and pay
the day) → ⚖ LIST a find on GodBay → sleep → the morning paper → the hammer. Deliverable: the
friction list, split alpha-blocking vs v7.x queue. R31's lesson stands armed: the playtest
boots NAKED (no flags beyond dbg) — the explicit-flag blindfold is the enemy.
## WAVE 1 — regularize the 2 a.m. commits (E)
`046668e` + `b339402` landed outside the round system (July 20, disciplined but unswept):
**4 dance-clip GLBs + 3 trellis DJ bodies** in `web/models/peds/`. E: provenance table entries
+ licence lines for all 7 (dance clips = the 90sDJsim Mixamo-family bank — verify and record
the zone; DJ bodies = on-device trellis, CC0-equiv, the instrument discipline); depot publish
per standing practice; the validator sees them. The commits verified "page boots" only — the
full-suite proof is wave 2's.
## WAVE 2 — the gate, the freeze, the tag (F)
1. Any wave-0 alpha-blockers first (micro-fix agents per owner if not F's).
2. Full `qa.sh --strict --matrix` over the final tree — explicitly including: the 3 DJ bodies
through the figure-scale gate (they joined the roster ungated), the dance clips through
classic zero-fetch + `?noassets` fallback (the commit claims it; the gate proves it), and
the R3235 smokes (bible, scarcity, hunt, godbay) re-green on the final tree.
3. Docs freeze: README v7 section (the loop, the manual rows for WANT/LIST/paper), notes §36,
the charters' retired-or-carried (A's v4-style list for the V7 charter risk section —
F may write it this once, single-lane round).
4. **Tag `v7.0`** (annotated: the loop's numbers + both playtest verdicts), push main + tag.
## Then: Fable writes the v7 epoch retro, and the menu reopens
(v6 footage-spikes · the beta/v7.x queue incl. John's own playtest findings whenever he walks
it · the frontier shelf: terrain, vernacular kit, civic layer, THE BIBLE polish.)
## WAVE 2.5 (Fable ruling on F's held warn): CLASSIC KEEPS ITS PEOPLE
F's `smoke_djdance` caught the July-20 commit adding the 5 DJ bodies to `PED_NAMES`
UNCONDITIONALLY — they fetch under `?classic=1` and widened classic's seeded crowd pool 17→22.
Every covenant gate stayed green (the covenant pins the plan; the roster was never pinned), but
the classic fetch surface and crowd identity moved without a ruling. **RULED: option (b) — the
five gate OUT of classic's pool**, mirroring the clips' `!CLASSIC` pattern. The covenant's
meaning stays crisp: `?classic=1` is the v2 town INCLUDING ITS PEOPLE; the DJs walk every other
boot. D lands the line; F re-verifies (classic fetch surface + pool 17 + smoke_djdance green,
strict re-run) and RE-LAYS the tag on the true final commit. The warn was the system working —
a covenanted surface cannot move quietly even when every pinned number stays green.
## ROUND CLOSED (Fable) — **v7.0 TAGGED on `4709cfe`, all green, everything measured twice**
Run 3 on the healed box: qa 7/0/0/0 · MATRIX 10 towns · flags harness 0 fails / **0 warns** (the
§36.4 hold flipped to "✓ classic: zero DJ-body fetches" under the full suite) · classic
`0x5f76e76` · the five DJs human-sized by name · Rokoko binds 64/65 · rotation byte-identical
per day and across boots. The honest record stands in §36.5: re-gate runs 12 died to a
BOX-level fork famine (m3panel's 2.5-day `pmset|tail` leak — fixed at source mid-round, the
`party.monster.reaper` janitor installed as standing fleet infra) — starvation artifacts, not
gates. The hold's full arc: held by machine-recorded WARN → ruled (classic keeps its people) →
fixed by the owning lane alone → re-proven by the gate that held it. Nothing improvised.
## Waves: [Fable plays] → [E] → [F fix+gate+tag] → [D classic-gate + F re-lay] → [retro]

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# PROCITY — Round 37 instructions (from Fable, integrator)
Date: 2026-07-26 · **v8 opens.** Charter: [V8_SOMEONE_LIVES_HERE.md](../V8_SOMEONE_LIVES_HERE.md)
· evidence: [REVIEW_CITY_PATTERNS.md](../REVIEW_CITY_PATTERNS.md) (16-agent audit) ·
[ANIMALS_ANSWER.md](../ANIMALS_ANSWER.md) (5-agent spike). **Read the charter first.**
Round 37 is **WAVE 0 — THE FLOOR**. No content. Five micro items that every v8 content idea
stands on. John's rulings are made: **the kerb is FOOTPATH**, **real towns get the content**,
**animals are generated not downloaded**. Nothing here is a design question; it is execution
plus honest measurement. **No tag this round** — wave 0 closes when the floor is level.
## The ledger
### 0.3 — SETTLE THE BUDGET OF RECORD *(Lane F, and it goes FIRST)*
Two independent measurements disagree and **no proposal may spend against a number nobody can
reproduce**: the city-patterns audit measured a **walked worst frame of 280/300 draws** (8 m
steps down the main spine, carrying the R+1 dispose window at up to 31 live chunks); the animal
spike re-measured and got **191 default / 167 classic** by teleport-walk and could not
reproduce 280. Both were headless (SwiftShader). Settle it:
- Walk it properly — real continuous motion, not bookmark teleports, sampling every frame
through the chunk dispose window, on the default boot AND `?classic=1`.
- If you can get a real-GPU number, say so and say how; if not, state that the number is
headless and what that costs in confidence.
- **Re-pin the budget of record** in the docs that assert it, and state the tri number the same
way (99124k of 200k was the audit's range; two sessions disagreed enough that it needs a pin).
- **Settle ONE shared instance cap** for future town-wide standing layers (three animal
proposals independently invented 120, 250 and "plus gulls" for the same layer). One number,
written down, with the reasoning.
Deliverable: the pinned numbers + the method, in LANE_F_NOTES §37 and wherever the laws are
asserted. This unblocks everyone else's budget claims for the whole epoch.
### 0.1 — THE KERB: FOOTPATH *(Lane A ruling-side · Lane B code · Lane F gate)*
John's ruling: the 9 m band between kerb and shopfront is **footpath**. Lane A's published
corridor law (`roadWidth` / `vergeBand` / `poleOffset` in `core/registry.js`) is the single
source of truth and Lane B adopts it.
- **B:** extend the **existing merged `footGeos` class** inward from `e.width/2` to
`roadWidth(e)/2` in `ground.js`. **This must stay +0 draws** (same merged mesh) — if it
cannot, stop and report rather than paying a draw. Expect ~2k tris and *better* fill-rate
(18 m of every main street stops being painted as road). **Special-case or it breaks:**
`arcade` (`roadWidth` 0 → zero-area road quad + coincident kerbs) and `lane`
(`vergeBand` = [2,2]). Grass verges survive on **residential edges only**.
- **B:** ship **`?verge=0`** — a permanent flag that reverts to the pre-ruling geometry. It is
the gate's falsifiability control and it costs nothing; it stays in the codebase forever.
- **A:** the corridor law is yours — confirm the exports are what B should consume, and fix the
selfcheck's poster-clearance assertion, which currently validates against `roadWidth/2` (5 m)
while B painted bitumen to 14 m, i.e. **the gate was green while 14 gig posters stood in the
road on the default boot**. Say plainly whether any golden moves (it should not — this is
render-side), and if one does, amendment law, same commit.
- **F (after B):** the gate — assert poster clearance on the default boot, and **assert the
same leg FAILS under `?verge=0`**. The pre-change failure is known and counted at exactly 14.
### 0.2 — REPAIR `smoke_tram` *(Lane F, micro)*
`flags_check.py:617-630` asserts exactly one thing — `!!getObjectByName('tram')` — prints a SKIP
and returns when absent, and **passes on the fenced path**, because `tram.js:110-114` adds a
named empty group. A live vacuous-gate violation inside our own suite. Fix it so it proves the
tram *runs* (route resolved, stops sane, moves between frames) on the towns where it runs, and
proves it is *genuinely absent* on the fenced towns — with a control that fails.
### 0.5 — `classic_regression` GETS A NETWORK ALLOW-LIST *(Lane F, micro)*
`classic_regression` (`flags_check.py:128-241`) makes **no network assertion at all**. That is
why R36's fetch-surface widening (five DJ bodies) needed a brand-new smoke to catch it. Give it
an **allow-list**: the four v2-era depot furniture GLBs (`bench`, `bin`, `bus_shelter`,
`food_cart` — git-verified v2 baseline, `24cef5a`, tagged v2.0-alpha→v2.0) plus same-origin.
**Allow-list, never deny-list** — a deny-list only catches what you already thought of.
Prove it discriminates: point it at a fabricated extra fetch and assert it goes red.
### 0.4 — WIRE `ctx.onChunkBuilt` / `onChunkDisposed` *(Lane B, one line each)*
Producer at `chunks.js:43-51`, consumer at `sim.js:203-205`. Both shipped, never connected,
since R3. Every per-chunk entity system in the v8 slate wants it. Wire it, prove a consumer
actually fires, and confirm zero behaviour change when nobody subscribes.
## Laws
Everything standing. This round specifically: **+0 draws is a requirement, not an aspiration,
for 0.1** · every new/repaired gate must FAIL when its subject is absent, and each ships with
its falsifiability control demonstrated · pathspec-atomic commits (three lanes share the tree) ·
no pushes, no tags — Fable pushes at the close · measurement over brief: if a premise here is
wrong, prove it with numbers and say so loudly.
## Order
1. **Parallel: F (0.3 first, then 0.2 + 0.5 — all in `tools/`) · B (0.1 code + `?verge=0` +
0.4) · A (0.1 ruling-side + selfcheck).** Disjoint files by construction.
2. **Then F again:** the kerb gate against B's landed code + the `?verge=0` control, full
`qa.sh --strict --matrix`, and the round report.
## FABLE'S MID-ROUND RULING — CLASSIC KEEPS ITS PAINT (B's escalation, §0.1)
B implemented the kerb ruling with `?classic=1` **forcing verge off** — i.e. classic keeps the
pre-ruling ground — rather than moving a covenanted town's render on its own initiative, and
escalated the choice. **RULED: keep the fence. Classic keeps v2's paint.**
Reasoning, and it is not the R27 precedent: R27 (John's facade ruling — "the covenant is
anti-drift machinery, not a defect preservative") applies when classic is preserving a **live
defect**. Here it is not. The defect this ruling fixes is *posters standing in the road* — and
**`?classic=1` has no gig layer, therefore no posters, therefore no defect to preserve**. What
classic would be adopting is a cosmetic change to road paint on a town whose entire job is to
be v2, unchanged, forever. The museum piece keeps its paint.
**The one real cost, and its mitigation:** a fenced classic means two ground geometries exist —
and "two implementations of one thing" is precisely the disease this round was convened to stop
(four `isOpen`s, three `chunkIndex` divergences, two registries). So the fence is ruled
acceptable **only as a single branch on one code path**, never a second implementation. B has
built it that way (one flag, one `bandOuter <= bandInner` test); it stays that way. If it ever
starts to fork, the fence comes down and classic takes the footpath.
*John may overrule; it is a one-token change (drop `!classic`), and B has proven both sides
render identically to their intended baselines.*
## FABLE'S SECOND MID-ROUND RULING — CLASSIC'S POST-v2 FETCH DELTA (F's escalation, §0.5)
F built the allow-list by deriving it from the **v2.0 tag at gate time** rather than from my
brief's literal ("four depot GLBs + same-origin"), and was right to: my shape **would have gone
green straight through the R36 breach**, because `models/peds/woman_dj_01.glb` is same-origin.
Deriving from `git ls-tree v2.0` enumerates the covenanted 21 ped files where today's directory
holds 32. That is the correct mechanism and it stands.
Doing it, F measured a **+6 file delta** between the real v2.0 tree's wire and today's
`?classic=1`, and refused to improvise a verdict on a six-epoch-old fact. **RULED:**
- **The 5 audio files (R11, `f7dd44f`): RATIFIED as baseline.** The covenant preserves "the
exact v2 town", and **v2.1 was v2's final tagged state** — audio shipped inside v2, so
classic fetching it is classic being correct, exactly as the four furniture GLBs are.
- **`assets/towns/index.json` (R20/R21): NOT baseline — carried as a NAMED, PRINTED exception,
not silently.** It is v4 selector machinery in a v2 museum. It changes nothing about the
classic town (a UI list, no geometry, no identity, no seeded draw), so it is not the R36
species and it does not get gated in a floor round. It goes on the allow-list **labelled as a
post-v2 exception** so it can never read as baseline.
- **Filed to the v8 debt ledger, for R38 or later:** *should `?classic=1` show the town selector
at all?* In v2 there was no selector (it landed R19). Hiding it under classic would retire the
exception at the source and cost one branch — but it is a question about what classic *means*,
which is a design ruling, not a leak to plug mid-round.
**Also ratified from F's report:** the budget of record is **292 draws / 124,793 tris** (the
280-vs-191 split was **camera bearing** — 110 draws of spread, the audit took `DBG.teleport`'s
default yaw 0 which is the worst bearing, the spike took a travel-facing yaw; both correct,
different quantities). My "viewport is the variable" hypothesis was **disproven** — F ran
1280×720 vs 2560×1440 with everything else fixed and got byte-identical counts; three's culling
is frustum-shaped, not pixel-shaped. Shared instance cap: **256**, binding companions ≤24
tris/instance and proximity-first spending. **Margin is 8 draws, not twenty.**
**Filed, not fixed (R38+):** `?r=3` on the default town measures **307 draws** — an ungated
override that breaches the ≤300 law, with no gate covering it. Documented in the README as a
diagnostic, not a supported boot; whether `?r=` gets clamped is a later ruling.
## ROUND CLOSED (Fable) — **THE FLOOR IS LEVEL. All five items, all green, no tag.**
`qa.sh --strict --matrix`: **7 passed · 0 failed · 0 warn · 0 skipped** · selfcheck **157,407**
(+1,055 of A's new poster assertions, all green on the ruled street) · flags harness **0 fails
/ 0 warns** · **MATRIX GREEN 10 towns × 7 gates**. Deliberately **no tag** — wave 0 levels the
floor, it does not ship a version.
**What actually changed, in one line each.** The kerb is footpath and it cost **+0 draws with
triangles going DOWN** (A/B'd against HEAD on a second port; sum-of-draws identical at all 102
walked steps). **14 posters stood in painted bitumen; 0 do now — and not one poster moved, the
ground did.** The budget of record is **292/124,793**, and the 280-vs-191 fight was **camera
bearing** (110 draws of spread; the audit took `DBG.teleport`'s default yaw 0, the worst
bearing; the spike took a travel-facing yaw — both correct, different quantities). Two vacuous
gates are dead: `smoke_tram` (green exactly where it was meant to look, because a named empty
group satisfied it) and the poster clearance check (**the placer seats via `poleOffset`, which
is derived from `roadWidth`, and the gate asserted against `roadWidth/2` — the same function
agreeing with itself, the R27 trap inside the file whose header explains the R27 trap**). The
chunk seam is subscribable at last — the producer was fine; **`chunks.ctx` was never returned**,
so a consumer holding `PROCITY.chunks` had nowhere to attach.
**The round's own lesson, recorded.** B's first cut passed every number — +0 draws, posters
clear, zero errors — **and painted every intersection shut.** A screenshot caught what the
metrics could not. Fixed by lifting the carriageway over the footpath at junctions, verified on
Katoomba's worst 4.3° corner. *Green metrics over a wrong world is this project's oldest
failure mode and it does not care which epoch it is.*
**Two lanes, two independent methods, one number.** A counted 14 plan-side (node, over the
plan, by offset); F counted 14 paint-side (browser raycast, over B's geometry, classified by
**material identity** so it cannot drift when B edits). Both flip to 0 on the ruled street and
both fire at exactly 14 under `?verge=0`. F's two **detector controls** are the load-bearing
part: "0 posters on road" is a sentence about nothing unless the classifier is shown saying
*road* AND *footpath* on the same boot.
**Cross-lane corrections that landed mid-round** (the shepherd's whole job): A's measurement
killed three literals in Fable's brief — `lane`'s band is `[4,4]` on 56 real edges, not the
synthetic `[2,2]`; the "9 m band / 18 m of main" figures are synthetic-only (a real main is
24 m ⇒ 7 m, and `side`@12 is **72% of the corpus** at 3 m). B confirms it would have shipped
the `[2,2]` assumption otherwise. F's allow-list mechanism corrected Fable's other literal:
"four GLBs + same-origin" **would have gone green straight through the R36 breach**, so the
list is derived from `git ls-tree` at gate time — and per this round's ruling the authority tag
moved `v2.0 → v2.1`, which git made surgical (`git diff v2.0 v2.1 -- web/` is the audio pack
and its wiring, zero other assets, zero deletions).
**Carried to the v8 debt ledger (filed, not smuggled):** A's D1D4 (three `chunkIndex`
divergences · four `isOpen` implementations, A's canonical export with **zero importers** ·
two registries, which is why gig venues have worn op-shop signage since R13 · A's own
nearest-edge/arcade poster-gate hole, costed at 11 of 26 town gig goldens and deferred so this
round's "did the kerb move a golden?" stays a clean **no**) · the town-matrix's budget column
is **bookmark numbers**, which this round proves under-report a walked-and-turned frame by
~120 draws — a regression signal, not the budget of record · `?r=3` breaches at **307 draws**
through an ungated override · *should `?classic=1` show the town selector at all?*
## Standing
- John's three rulings are made; nothing in this round needs him.
- Still open for later rounds, not now: the market-plaza amendment, hardyards provenance,
where MOCAPGOD actually lives.

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# PROCITY — Round 38 instructions (from Fable, integrator)
Date: 2026-07-26 · **R37 closed green: the floor is level.** The kerb is footpath at +0 draws,
14 posters are out of the road, two vacuous gates are dead, the budget is pinned at
**292 draws / 124,793 tris (8 draws of margin)**, the shared instance cap is **256**, and
`ctx.onChunkBuilt` is finally subscribable. Round 38 is **WAVE 1 — INHABITATION**: four items
that make the town feel lived in. **Three of the four are +0 or +1 draws.** None needs a rig, a
clip, or John's mocap footage.
Charter: [V8_SOMEONE_LIVES_HERE.md](../V8_SOMEONE_LIVES_HERE.md) · evidence:
[REVIEW_CITY_PATTERNS.md](../REVIEW_CITY_PATTERNS.md) · animals:
[ANIMALS_ANSWER.md](../ANIMALS_ANSWER.md) · R37's rulings and debt ledger:
[ROUND37_INSTRUCTIONS.md](ROUND37_INSTRUCTIONS.md).
## THE CORRECTIONS THAT ARE BINDING (adversarial review already killed the naive version)
Do not re-derive these. They cost a review pass each.
1. **1.1 is SIX NEW MIXER LAYERS, not "generalise `audio.js:300-311`"** — audio.js has
hardcoded bed layers per source class, not a generic point-source system. **There is no
panning**: `playSfx` is mono with a gain multiplier, so *distance* works and *direction* does
not. Say so in the notes or budget a `StereoPannerNode`. Derive day-of-week **locally**.
2. **1.2's `state` field is NOT populated on all 23 towns**`newtown_godverse` and
`redhill_godverse` carry `state: ''`. The vacuous arm must be **per-town**, not per-corpus,
or those two silently take a default branch with no SKIP printed.
3. **1.2's `skyBias` must NOT go through `lighting.setSky`**`externalSky` (`lighting.js:53`)
is a **one-way latch with no un-set path**. Feed the base `skyName` selection instead.
`townCharacter(null)` returning the frozen literals makes classic byte-identical **by
construction rather than by flag** — that is the right mechanism, use it.
4. **1.3: the ice-cream-container hat is CUT** (no street verb exists; `index.html` binds only
`] [ P M T` plus a click that enters a shop). And **the magpie's territory must scale with
the road graph**: 370 pole anchors on synthetic vs **10,014 poles / 13,730 tree anchors
across 2,593 edges on `bendigo_real`** — a capacity-4 magpie there is a swooping town where
you never meet the magpie. R37's own anchor-supply measurement says the same: synthetic
**246 poles / 6.8 km** vs bendigo **7,325 / 188 km**. **Spend the cap proximity-first**
through `ctx.onChunkBuilt`, which B wired last round precisely for this.
5. **1.4 is built INSIDE `buildings.js`'s existing `boxMats` InstancedMesh** (it already carries
shells, parapets and verandah posts, and `buildHouse` already pushes into it) → hoist, fence
run, aerial and tank are **+0 draws**. A separate `world/yards.js` cannot reach `boxMats` and
would pay a draw the proposal then presented as its honest cost. **Only the alpha washing
quads need a new mesh → +1 draw/chunk total, not +2.**
6. **1.4's washing needs an INVERTED wind weight.** `wind.js:38-45` computes
`wH = clamp(y/4.4,0,1); wH *= wH` — top-weighted, base planted. Correct for a gum, exactly
wrong for a sheet pegged at the top. At 1.6 m the amplitude is **0.74.5 cm, i.e. visually
inert**. Either write an inverted-weight sway mode or **drop the washing this round** and say
which.
7. **1.4 is synthetic-only until the civic fetch lands** (all 21 real towns are 100%
`use:'shop'`, one district). It ships on the default boot — which is still the boot every
player gets — and extends to real towns in a later round. Scope it honestly; do not fake it.
8. **REJECT the hardyards GLBs on provenance** (39 GLBs, provenance documented for one file).
Generate ours. This was the best licence judgement in the review packet.
9. **The budget line every item must answer:** margin is **8 draws**, and triangles are the
cheap resource (~75k spare). A town-wide `InstancedMesh` is **1 draw at any N**; a per-chunk
type is **+1 × up to 31 live chunks**. Prefer town-wide. Cap 256, ≤24 tris/instance.
## The ledger
### 1.1 — SOMEONE ELSE'S LIFE: the audio inhabitation layer *(E + B, F gates)*
**The review's only unqualified SHIP.** The manifest ships 7 ambience / 9 sfx / 7 music and not
one animal, domestic or seasonal sound. A dog going off behind a paling fence, a mower two
streets over, a radio through a window, sprinklers, a roller door, a distant magpie carol —
the sound of a life happening off-screen, at a **seeded anchor** so it is the same dog on the
same street every time you walk it.
**E:** ~30-line numpy generators in `gen_audio.py`'s PACK registry, deterministic via
`crc32(name)`, 🟢 original by construction. **B:** the six mixer layers + seeded anchor
placement + distance falloff. **Budget: zero draws, zero tris — the only item in the epoch that
cannot touch the budget under any circumstance.** Audio pack ~10 MB → ~11 MB against a 25 MB cap.
**Gate (F):** keep the falsifiability control verbatim — point one table entry at a
non-existent key and assert the leg **FAILS**. Every other gate this round copies its shape.
### 1.2 — TWENTY-THREE TOWNS: the per-town character vector *(B + E, F gates)*
Twenty-three real towns currently differ only in street layout and shop names. Give each a
ground palette, an ambience mix and a sky bias. `ground.js`'s `add()` merges each surface class
into ONE mesh for the whole town regardless of size (verified: exactly 5 meshes) — **a palette
swap is +0 draws / +0 tris**, the strongest cost claim in the packet. `gravel` (verge) and
`reddust` (outback) already ship in the manifest and are selected by **nothing**.
**E:** 34 new `gen_skins.py --local` grounds (dry summer grass, cool-temperate grass,
red-dusted bitumen, coastal sand) so "Darwin is red dust, Hobart is cold light" is real.
### 1.3 — THE MAGPIE *(B + E, F gates)*
Swooping season: for ~six weeks of the game's year, one bird on one street will not let you
walk past it. Real behaviour — a 6-week window AugOct, and ~90% of males never swoop, so
**one bird, not a plague**. A static mesh on a scripted parabola (the tram's verified
position-is-a-function-of-(seed,time) contract), wing wave through `wind.js`'s amplitude
uniform, byte-identical at amp 0. **+1 draw / ≤900 tris.**
**Gate (F):** keep "the day-roll clears the latch and localStorage gained no new key" verbatim
— the best single arm in the packet and a genuine delta-law falsifier.
### 1.4 — BACKYARD AUSTRALIA *(B + E, F gates)*
Hills Hoists, paling fences, TV aerials, water tanks. **181 house and yard lots on the default
boot with nothing in them.** Per correction 5, inside `boxMats`: **+0 draws** for the box props,
+1 draw/chunk only if the washing ships.
*Measured headroom:* the residential district walks at **157 draws / 31,651 tris** worst
(edge 16, 20 live chunks) against a main-spine control of 263/123,602 on the same build —
~143 spare draws where these props land.
## Laws
Everything standing, plus: **every item states its draw cost against the pinned 292/300 and its
tri cost against ~75k spare** · every new gate ships its falsifiability control demonstrated ·
classic stays byte-identical **by construction where possible** (1.2's `townCharacter(null)` is
the model) · `?noassets` fallback for every asset · pathspec-atomic commits · **no tag** — wave 1
is content, the epoch tags when it is whole.
⚠️ **Tree hazard:** a separate background session is editing **`web/js/world/venue.js`** (capping
town-wide pool instances on real towns). **No lane touches `venue.js` this round.** Expect it
dirty; commit around it by pathspec.
## Order
1. **Parallel: E (the asset wave) + B (all four runtime items, procedural-first so nothing
blocks on E).**
2. **Then F:** the four gates, full `qa.sh --strict --matrix`, round close. No tag.
## ROUND CLOSED (Fable) — **THE TOWN IS INHABITED. All four items, all green, no tag.**
`qa.sh --strict --matrix`: **7 passed · 0 failed · 0 warn · 0 skipped** · flags_check **0/0** with
all four new gates inside it · **MATRIX GREEN 10 towns × 7 gates**, 0 fetches under `?noassets`.
**THE BUDGET: 292/300 STANDS — margin is still EIGHT, not six.** My naive sum (292 + 2 = 294) was
wrong, and wrong in our favour: **the pinned worst frame is a NIGHT frame, and both of wave 1's
draw-spending layers are structurally zero at night** (the washing comes in, the magpie roosts).
Wave 1's one draw is spent in daylight, where the walked peak sits ten draws lower. F reproduced
the R37 pin **to the byte, twice** (292 / 120,145 / 31 live chunks) on a control tree, then
isolated every delta by flag revert: `?yards=0` at night returns all three control numbers;
`?yards=0` at noon isolates the noon +1 to the washing alone.
**B's control-346 is adjudicated, not merely cited.** As a *delta* it was the wall-clock ped-spawn
trap and B was right to hide the sim — but ">300" is a claim about the world, and neither existing
method could adjudicate it (one photographs a half-dressed street, the other arrives clean at 27
chunks). F built `budget_walk.py --method stepsettle` — fixed-yaw stations, each drained *then held
N real rAF frames*, so R+1 residue and a full crowd land in one frame. The sign flip is the finding:
the settle is **+3 draws at noon, 9 at night**, because at night the settled street retires near
rigs to impostors and a sampler that never waits never sees the crowd go home. **Highest number
anywhere — 4 methods × 2 trees × 2 segments × 5 towns — is 292. Nothing read over 300.**
**F corrected its own R37 pin:** corpus tri worst is **130,727** (fitzroy), not 124,793 — and it
reads 130,727 on the *control*, so it is R37's 8 m station spacing vs this round's 2 m, not a wave-1
cost. *Station spacing is a bigger lever on a walked worst frame than settle policy.*
**What shipped:** 21 distinct palettes across 23 towns at +0/+0 (classic byte-identical **by
construction** — `townCharacter(null)` returns the v1 literals with the same material cache key) ·
36 `yard` lots that had rendered as blank shopfront sheds since v1 are now fenced backyards, and
the box props are **2 draws** because those lots used to fall through to `buildShopfront` · the
magpie at +1 draw / 182 tris, season now **23 distinct positions across 24 towns** · six audio
layers at zero draws **that pan** (B refused the no-panning limitation and added a
`StereoPannerNode`; F proved the pan is a bearing: yaw 0/90/180/270 → +0.00 / +0.85 / 0.00 / 0.85).
**Three self-caught errors, one per lane — the round's real signature.** B's own season mechanism
was **vacuous**: keyed on `citySeed` alone it made **24 of 24 towns a constant 214 days** from
swooping season, and it would have gated green because `?magpie=1` forces the state. F's own pan
arm used two bearings, read ±0.00, and **would have called a working panner inconclusive** — four
bearings now. E generated a perfectly good 1,121-tri `paling_fence` that B rejected on measurement
(905 instances = **1.01 M triangles** against ~75k spare), producing the sizing law this round paid
for: **an asset's budget is `tris × the instance count the placement rule implies`** — get the
instance count from the consuming lane *before* generating anything that tiles or repeats per-lot.
**Assets:** `trellis2_mlx` swap verified **1.92×** (and it hid a trap — `sorted(rglob)[0]` was
picking the *untextured* candidate); six sounds; four grounds; three GLBs published and
**sha1-verified in both directions off the public depot**; and two **decisive failures**
`hills_hoist` and `tv_aerial` cannot be generated (TRELLIS returns thin wire as thousands of
fragments; no voxel size keeps a 30 mm pole and a 2 mm wire at 600 tris), deleted so nothing could
catalogue them, permanently primitive at +0 draws. The magpie shipped reading as a **crow**; E
tinted it by projecting anatomical windows through the UVs in the mesh's own frame (a 100-island
smart unwrap has no island that announces itself as "nape"), and **Fable verified the render by
eye**: pied and unmistakable at 64/48/32 px.
**Carried:** two magpies now exist (B's 182-tri procedural bird ships; E's 894-tri tinted GLB is a
named upgrade at `birdGeometry()`/`birdMaterial()`) — **filed for a side-by-side screenshot, not
forced** · `magpie.js` carries two stale tri comments (154 vs measured 182) · §1.4 is synthetic-only
until the civic fetch, and its gate **skips loudly** on real towns rather than passing vacuously ·
audible output is unverifiable headlessly and every run prints so — *nobody in this loop has ears* ·
A's D1D4 · the matrix budget column is bookmark numbers · `?r=3` breaches at 307 · the
`?classic=1` selector question.
## Standing
Nothing needs John. Carried debt (R37's ledger, unchanged): A's D1D4 · the matrix's budget
column is bookmark numbers · `?r=3` breaches at 307 · should `?classic=1` show the town
selector at all.

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# PROCITY — Round 39 instructions (from Fable, integrator)
Date: 2026-07-26 · **R38 closed green — v8 wave 1 shipped and the town is inhabited** (21 palettes,
36 backyards, the magpie, six panning ambient layers; budget held at **292/300, eight draws of
margin**, because the worst frame is a night frame and both new layers are zero at night).
**JOHN HAS RULED: do the street names.** *"yes do street names for sure and what else can we get on
with? just keep it going."* Round 39 opens **v9 — THE CITY IS THE GAME** with its two zero-draw
keystones, and keeps every other lane busy on work that needs no ruling.
Charters: [V9_THE_CITY_IS_THE_GAME.md](../V9_THE_CITY_IS_THE_GAME.md) (the hunt; read Fable's
verification header first) · [SALE_RED_TICKET_DAY.md](../SALE_RED_TICKET_DAY.md) (the round and the
Band Floor Law) · [V8_SOMEONE_LIVES_HERE.md](../V8_SOMEONE_LIVES_HERE.md) (in flight; wave 2 later).
## THE BINDING FACTS (verified by Fable — do not re-derive, do not contradict without numbers)
1. **17,835 of 19,132 road ways in the shipped caches carry a `name` — 93.2%.** Counted
independently. `plan_osm.js:363` builds each way as `rawWays.push({ kind: roadEdgeKind(rd.kind),
pl })` — it keeps the kind and the geometry and **discards `rd.name`**. Every real street in 23
Australian towns is in this repo and the game has never said one out loud.
2. **The names are recoverable without touching citygen's output.** Plan nodes ARE snapped
projected way points (`plan_osm.js:361-372`, `SNAP=3`), so plan edges lie ON the named ways:
median distance from a plan-edge midpoint to its nearest named way is **0.030.90 m** (worst
town katoomba), and **97.8% of corpus shops (1,192/1,219) resolve to a street name**.
3. ~~**THE INTERIOR MARGIN IS SIX DRAWS, NOT 191.**~~ **CORRECTED IN-ROUND BY LANE C — the margin
was 31, and is 21 after C's bin.** The direction was right (`index.html:349` ships
`useGLB: !NOASSETS`, so the **default boot IS the GLB path** — that part stands and matters).
The *number* was stale: `C-progress.md:841`'s "GLB-on 344" is **R9-era**. C measured today's
tree before touching anything: **GLB-off 156 · GLB-on 319**, both `opshop/hall`.
**Fable's error, owned:** I verified the claim's provenance (the doc does say 344) and not the
measurement (the tree says 319). *A document is not a tree.* The house rule stands and I broke
it: measure the thing, not the note about the thing.
**And the real finding is bigger than the correction** — see the transmission entry in the
close.
4. **Vertical movement is fiction.** `player.js:64` and `interior_mode.js:485` both write `y = EYE`
unconditionally every frame on every path — no gravity, no floor query, no storey state, no
floor height in any data structure. **Nothing this round proposes stairs.**
5. **Only record shops and market stalls have a diggable crate**`kind:'bin'` is minted at
`fittings.js:60`/`:75` (`recordBin`, `crate`) and used by exactly two recipes (`theme.js:38-39`
record, `:196` stall). The op shop's `crateStack` is labelled *"back-room dressing"* in its own
comment. **You cannot dig in an op shop**, in a game built on op-shop DNA.
## The ledger
### 39.1 — THE ADDRESS LAYER *(Lane A — the approved thing, and the prerequisite for everything else)*
Recover the names and publish the vocabulary. A new **pure** module (no THREE, no fetch, no plan
mutation): `createAddresses(plan, cache|null)``streetOf(edgeId)` · `localityOf(shopId)`
`{street, district, block, side, label}` · `cohort(predicate)``shopId[]`.
- **Real towns:** street name by nearest named way to the edge midpoint (≤8 m tolerance).
- **Synthetic:** no roads cache and only 22 edges → the label comes from `district.kind` + block:
*"the market end"*, *"the arcade"*, *"the backstreets"*. **Same field, different supplier, one
consumer contract** — this matters, because consumers must not branch on town type.
- The synthesis proposes a **one-line** upgrade: write `norm.shift = {shx, shz}` at
`plan_osm.js:510` into the **caller-supplied `opts.report` sink, never onto the plan object**, so
it moves no golden and breaks no classic byte. **Take it if it is genuinely that clean; measure
and report if it is not.**
- **Goldens must not move.** State it plainly with your selfcheck numbers. If one moves, stop.
- Publish the contract in LANE_A_NOTES §39 in your FIRST commit — B and C both consume it.
### 39.2 — THE FOG *(Lane B — the keystone, zero draws)*
`minimap.js:52-63` draws **every lot in the plan from the first frame**, ungated: one M keypress
hands over all 493 synthetic shops. Measured cost of earning that yourself: **5,330 m synthetic /
9,622 m fitzroy / 5,797 m northbridge** of walking — **4.8 / 8.7 / 5.3 game-days** at WALK 4.6 m/s
against the 240-second day.
- Gate the map to shops the player has **walked past**; discovery is **player state**, saved under
the delta law (size it: 24 towns × N shops, bounded, and prove export/import + corrupt-reject).
- **Frame the map to what you know.** The payoff is the reason to do it: a shop rectangle goes from
**0.8×1.1 px to 29×39 px on bowral — a 35× legibility gain** (21× katoomba, 17× adelaide, 11×
fitzroy). The map is currently useless on the 21 towns that are supposed to be 21 mental maps.
- **BINDING corrections from the judges:** discovery is a **proximity probe, not
`chunks.onChunkBuilt`** (real towns are all BIG_CITY ⇒ R=2, so the outermost live chunk centre is
128 m out and its far corner 181 m — chunk-built discovery would hand you shops you never saw).
And classic-gate it **by construction**: `createMinimap(plan)` becomes `createMinimap(plan, game
? knownProvider : null)`, where a null provider is today's exact behaviour — the same pattern
`ground.js` already uses, so `minimap.js` needs no flag test at all.
- Consume A's `localityOf` for street labels on the map once A publishes.
### 39.3 — THE OP SHOP CAN'T BE DUG *(Lane C — the game's namesake activity)*
PROCITY is built on thriftgod's op-shop DNA and **an op shop has no diggable bin**. Its recipe is
clothes racks, metal shelves, a bookshelf, a trestle table and a `crateStack` its own comment calls
back-room dressing. Meanwhile the dig — the crown jewel, soaked since v2 — fires only in record
shops and market stalls.
- **Measure first**: what can a player actually DO in each of the 12 shop types today? Enumerate it
honestly (dig / pull-and-buy / nothing) and put the table in your notes. That table is the
deliverable even if nothing else lands.
- **Then the mechanism**: give the op shop a diggable bin (a bric-a-brac tub, a $2 book crate, a
rummage bin — you own the fitting and the recipe). The *mechanism* is uncontroversial and yours.
- **FLAG, do not decide: what is IN it.** Records mixed in? Books and toys through the existing
pull-and-buy pack? Its own item class? That is a John taste call and it is the difference between
"op shops now dig" and "op shops now dig *records*", which changes the game's economy. Propose,
measure the options, and hold.
- **Spend against SIX draws** (fact 3). Say what your bin costs and prove it.
### 39.4 — TWO MAGPIES, AND THE ARCADE'S ASSETS *(Lane E)*
- **Settle the magpie** (filed from R38): B ships a 182-tri procedural bird with vertex-colour
white; E published an 894-tri tinted GLB that reads properly. **Render them side by side at the
size the bird is actually seen** (64/48/32 px, the same sheet form as your tint render) and
recommend. Fable rules on the picture, not the prose.
- **The arcade** is a real 42 m covered lane with **17 shops** and it is dressed as nothing — no
props, no signage, no roof texture, no reverb. Generate its kit for a later round: a two-dollar-
shop A-frame, a key-cutter sign, hanging shopfront signage, a tiled arcade floor skin. Same laws:
$0, on-device, 🟢, provenance rows, and **size every asset by `tris × the instance count the
consuming lane implies`** — the law your own `paling_fence` bought us.
- Correct `magpie.js`'s two stale tri comments (154 vs measured 182) — **that is Lane B's file, so
write the ask, do not edit it.**
### 39.5 — THE GATES AND THE CLOSE *(Lane F, last)*
Gate 39.139.3 with falsifiability controls; full `qa.sh --strict --matrix`; round close. **No tag.**
Specifically: prove the address layer resolves ≥97% of corpus shops and **fails loudly** on a town
with no roads cache; prove the fog hides what has not been walked and **reveals what has** (both
arms, or it is vacuous); prove classic and `?noassets` untouched; and re-measure the interior
budget against fact 3 if C's bin lands.
## ROUND CLOSED (Fable) — **v9 IS OPEN. 10 passed · 0 failed · 0 warn · 0 skipped. No tag.**
Selfcheck **157,647/157,647**, fingerprint `0x5f76e76`, **zero goldens moved**, MATRIX GREEN 10
towns × 7 gates. Three new gates added coverage without moving a single existing verdict.
**THE TOWN KNOWS ITS OWN STREETS.** 1,192 of 1,219 corpus shops resolve to a real Australian
street name — 97.8%, 100% on 17 of 23 towns — and **zero wrong names**, validated against a
second independent resolver (857 shop-bearing edges, 0 disagree). Katoomba's map now says
*Katoomba Street*. `map.html` had never rendered a real street in four epochs of holding the data.
**THE MAP IS A MAP.** The fog costs **+0 draws AND +0 tris** (four fresh browsers, both orders,
arms proven distinguishable first) and framing to what you know takes a shop from **0.83 × 1.11 px
to 29.4 × 39.2 — 35× on bowral**. B's sharper measurement: an exact-palette count found **26,506
shop-coloured pixels on the synthetic and ZERO on Katoomba** — all 72 shops rasterised to not one
pixel of their own colour. The map wasn't hard to read on real towns; it was drawing nothing.
**THE FOURTH AND FIFTH INSTANCES OF THE SAME BUG.** `(sin,cos)` at `index.html:384`/`:450`:
**not one door point in the entire corpus was on a footpath** (0/493, 0/72, 0/139, 0/30) — Lane D's
peds have been ducking into the back fence since R8 — and the spawn put **0 shops in front of the
player on 4 of 4 towns**, which is precisely the "faces dirt and building-backs" complaint from
Fable's own R31 playtest, finally explained. Two characters; 0 → 4 on all four towns.
**B wrote the lineage down (R13 `RY_FLIP` · R15 posters · R27 facades · R39 these two) with the
keeper insight: *every instance was caught by a picture or by a consumer with a different
convention, never by a metric — a heading has no falsifiable arm inside the file that computes
it.*** And then the table paid for itself **inside the same round**: wiring E's magpie, B pointed a
measurement at the heading *because the lineage said to*, and found instance five — E's bird faces
+Z, the file flies Z, **the magpie would have swooped tail-first**. First one ever caught before
shipping.
**THREE GLBs WERE SHIPPING AS GLASS.** `transmissionFactor: 1` forces three.js's transmission
pre-pass — **every opaque draw issued twice**. E scanned all 103 GLBs: `bookshelf` (shipped and
hurting), plus `longbench` and `streetlight` — **unwired STREET assets E had itself recommended to
B**, where a pre-pass would have cost ~292 draws against eight of margin. Armed, not fired. Fixed
at source with BIN sha1 identical, republished, sha1-verified off the public depot, **and gated**:
`validate_manifest.py` now hard-fails on it.
**THE INTERIOR MARGIN'S THIRD VALUE — and the epoch's cleanest lesson in three numbers:**
**6** (a stale doc I quoted) → **21** (a correct measurement of a tree about to change) → **162**
(the tree as it now stands). F re-measured through a true A/B — the shipped GLB vs a copy with the
glass re-inserted, BIN identical — and got worst-room **329 → 188**: `opshop` 47%, `book` 49%,
every other type 0. **The worst interior room is now `dept/auto` — a room with no bookshelf in it.**
E's fix took, and it bought **+141 draws**.
**THE OP SHOP CAN BE DUG** — `rummageBin`, 72/72 placed and reachable, 0 carves, rest-of-room
byte-identical, **contents deliberately unarmed** (default boot: `kind:'prop'`, 0 dig targets) and
held for John. Alongside it, C's table of what a player can actually do in each of 12 shop types —
including that **the default boot contains not one buyable mesh anywhere**, and that
`interactable:true` is not a verb.
**Two self-caught errors worth keeping.** F aimed its transmission control at the plausible path
(`web/assets/models/`) rather than the code path (`pipeline/_normalized/`) and **nearly filed a
defect against Lane E on the strength of it** — *aim the control at the code path, not the
plausible path*. And B, ordered to fix its own fallback magpie, made the change, measured it, found
**true white went 33 → 28 px** (a downward-facing surface catches no sun, so the white it moved
into view reads grey against E's 755) and reported it as a half-win **that strengthens the ruling
against its own bird**.
**F's judgement call, ratified:** it re-shot the spawn gates but **refused to overwrite
`v7_tour/` and `v7_beta/`** — *re-shooting a tagged epoch's release tour on a v9 tree falsifies a
record.* They stay as history.
**Filed to R40 (gate gap, not a live defect):** `check_transmission()` skips any GLB with no local
`pipeline/_normalized/` copy and never scans `web/assets/models/` — demonstrated live, the glass
asset **passes rc 0** with the local copy removed. **A depot-only transmissive GLB — exactly the
shape of `longbench`/`streetlight` — would ship unseen.** Also carried: A's D1D4 · the matrix
budget column is bookmark numbers · `?r=3` breaches at 307 ungated · the arcade's awning posts
stand two rows 1.00 m apart down a 5.00 m lane and should be designed with the roof · should
`?classic=1` show the town selector · **nobody in this loop has ears.**
**Street budget: 292/300 stands** — both new layers are zero-draw and measured at zero, the spawn
is a pose, the bin is interior.
## Laws
Everything standing. This round: **zero draws is the requirement for 39.1 and 39.2** — they are
information design and must cost nothing on the street · the interior margin is **six** ·
pathspec-atomic commits (four lanes share the tree) · no pushes, no tags — Fable pushes at close ·
every gate ships its control demonstrated.
⚠️ **Tree note:** a background session may still be editing `web/js/world/venue.js`. No lane touches
it this round.
## Order
1. **Parallel: A (39.1, contract in the first commit) · B (39.2) · C (39.3) · E (39.4).**
2. **Then F (39.5).**
## Standing — for John, when he wants them
The op-shop bin's **contents** (39.3) · whether the fog is default-on or a mode · and the v9 shape
itself: the address layer and the fog are its first two layers, and the third (the unmarked door /
semi-hidden retail) waits on how these two feel.

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# PROCITY — Round 40 instructions (from Fable, integrator)
Date: 2026-08-03 · R39 closed green (QA 10/0/0/0, street 292/300, interior worst 188 — margin 162).
**John's direction: "just keep building — big bugtest playthru feedback sesh later."** So round 40
is the no-rulings round: every filed R39 debt that needs no decision, plus one new keystone — the
harness that will turn John's eventual playthrough into tickets. The three standing questions
(op-shop bin contents · fog default-on · v9 third layer) stay parked until that session; nothing
here pre-empts them. Audio stays unlistened — John has no ears free either right now; the listen
pass is part of the sesh.
## Integrator rulings made so this round needs none from John
- **`?classic=1` gets the town selector.** Classic is the shop-window mode; hiding the 23 towns
from it serves nobody. It's information, not gameplay state.
- **Feedback capture is a build item, not tooling fluff** — it's 40.6 and F's keystone.
## The ledger
### 40.1 — CLOSE THE TRANSMISSION GATE'S BLIND SPOT *(Lane E)*
R39 demonstrated it live: `check_transmission()` skips any GLB with no local
`pipeline/_normalized/` copy and never scans `web/assets/models/` — the glass asset passes rc 0
with the local copy removed. A depot-only transmissive GLB (exactly the shape of
`longbench`/`streetlight`) would ship unseen.
- The gate must scan **every path the game can load from**: `pipeline/_normalized/`,
`web/assets/models/`, and the depot listing (fetch headers/GLB chunk over the tailnet path is
fine — it's free).
- **Control demonstrated, both arms:** plant a transmissive fixture reachable only by the
previously-unscanned path → gate goes RED; remove it → GREEN. The R39 live demo is your red-arm
spec.
- Aim the control at the code path, not the plausible path — that sentence is in the round close
because F nearly filed a false defect over it.
### 40.2 — A's D1D4, CLOSED OR RE-FILED WITH NUMBERS *(Lane A)*
The carried list has ridden three rounds. This round each item either closes with a measurement or
gets formally re-filed with a number and a reason it can wait. No third option, no silent carry.
Goldens must not move; say so with selfcheck numbers as always.
### 40.3 — THE `?r=3` BREACH, AND CLASSIC'S SELECTOR *(Lane B)*
- `?r=3` measures 307 ungated against the ≤300 street law. Gate it or shave it: either the flag
page states its own budget law (and qa asserts it), or the draws come down. Numbers either way —
and the matrix budget column is bookmark numbers (R39 carry), so re-measure, don't quote.
- `?classic=1` shows the town selector (ruling above). Zero-draw in-game; selector is UI chrome.
- Consume A's address vocabulary anywhere the map/HUD still says nothing where it could say a
street name — you built the fog; finish the signage on it.
### 40.4 — THE ARCADE'S POSTS *(Lane E, with C consulted)*
Two rows of awning posts 1.00 m apart down a 5.00 m lane. Design the posts WITH the roof as one
kit (the R39 close's instruction): re-measure the lane, one kit, placement rule stated, before/
after shot pair. If the fix is a placement-rule change and not an asset change, say so and E hands
it to whoever owns the rule with the measurement attached.
### 40.5 — THE DOOR POINTS AND THE FOOTPATH *(Lane D — verification-first)*
R39 measured **0 door points on a footpath across the whole corpus** (0/493, 0/72, 0/139, 0/30) —
peds ducking into the back fence since R8 — and B's two-character heading fix landed in the same
round. What this round needs is the truth of TODAY'S tree:
1. Measure the door-point-on-footpath rate corpus-wide now.
2. If B's fix covered it: close with the numbers, done.
3. If not: fix the door-point derivation (D owns where peds duck in), same gate — rate ≥95% on all
four measured towns, and the ped visibly enters through the front on a shot.
No new mechanics; this is making the R8-era claim true.
### 40.6 — THE PLAYTEST HARNESS *(Lane F — the keystone)*
John's next session with this game is a bug-hunt playthrough. Build the thing that makes it count:
- **One key (F8) drops a note**: captures `{pos, mode, shopId+name if inside, street/locality via
A's layer, seed, town, clock seg, flags, fps, draws}` + a screenshot to downloads + a typed
one-liner (small overlay input, Esc cancels). Zero cost when unused; classic-gated by
construction like everything else.
- Notes persist under the delta law (bounded, export/import, corrupt-reject — the fog's pattern)
and **export as one JSON** John can paste back to the lanes as tickets.
- **A `?bugtour=1` mode**: strings the existing bookmarks into a guided walk (N key = next stop)
covering: spawn → street day → shop enter/buy → dig → op-shop bin (unarmed) → gig night → tram →
rain → night → map/fog → second town via selector. The point: John's session covers every system
without him needing a checklist.
- Smokes: harness off = byte-identical boot; on = note round-trips (drop → export → validate
schema); screenshot lands; qa stays green.
- Close the round: budgets re-stated (street ≤300, interior ≤350 with today's margins), tour shots
for anything visual this round touched, then STOP — no tag until John's sesh rules on the parked
three.
## Laws
Everything standing: zero draws for information design · pathspec-atomic commits · no pushes/tags —
Fable pushes at close · every gate ships its control demonstrated · measure the thing, not the note
about the thing · fresh browser contexts · human-sized line on humanoid shots.
## Order
1. **Parallel: A (40.2) · B (40.3) · D (40.5) · E (40.1, then 40.4).**
2. **Then F (40.6) last, consuming A's layer for the note metadata.**
## Parked for John's sesh (unchanged, not blockers)
Op-shop bin contents · fog default-on vs mode · v9 third layer (the unmarked door) · the audio
listen pass — all become tickets from the F8 harness the moment he plays.

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# PROCITY v4 — THE REAL MAP: the epoch retro
*Fable (integrator), 2026-07-16, written after the `v4.0` tag (`8ac3b18`) per ROUND22 ledger #6.
Epoch span: the R17 scout → R22 close (charter: [V4_REAL_MAP.md](V4_REAL_MAP.md)). Tags:
`v4.0-alpha``v4.0-beta``v4.0`.*
## The epoch in numbers
**23 real Australian towns · 1,210 real shops (298 secondhand heroes) · all 8 states and
territories · on their actual streets.** Selfcheck grew 15,277 → **161,300** checks. 36 town
goldens pinned in one commit. Every real graph lands as **1 connected component** with 3 venues.
The covenant was never broken: `?classic=1` boots the exact v2 town, `0x3fa36874`, byte-identical
through six rounds of the largest structural change in the project's history. The default
synthetic town is untouched. One sanctioned golden move per round, every one recorded.
## What shipped, in one breath
Cache schema v2 → the real-graph lift (junction-protected DouglasPeucker, cull/bridge
connectivity) → the density widening under John's SUBTLE directive (heroes never subsampled,
texture capped at 3×, and D proved the heroes *gained* footfall) → cluster-adjacent venues (11/15
were stranded; 0/15 after) → the tram's shop-adjacency ruling with per-town fencing → the town
selector → the poster cap → the furniture tri diet → the five-frame release tour, including one
honestly-dead town. Plus the marriage: **Lane G** (ultra) joined mid-epoch, merged at a round
boundary, with the depot format ruled (no-Draco) and the G2a atlas contract reviewed.
## What worked — keep doing these
1. **Measurement over brief.** The epoch's defining pattern. A proved my poster "nudge" was
geometrically impossible and fixed the root cause. D refuted my prescribed `_rotWithHips`
with an in-shell proof. B tested a five-round-old park reason and found it was folklore.
D published a self-correction of its own headline metric. F recorded a re-measure that got
*worse*, and refused to caption a dead town as proof the floor holds. The brief is a
hypothesis; the lane's measurement is the ruling.
2. **The measure-first fix loop.** R22's blocking gate ran F measured → B diagnosed (91.5%
attribution by hide-a-layer) → A confirmed not-A with numbers → E owned it and fixed (51%)
→ F re-measured. Four lanes, one gate, zero ego, one round.
3. **Alpha as failure-list.** R18's brief said the deliverable was the failure list, and it was:
fragmentation (105 components), the BIG_CITY misfire, the DP junction-drop — each surfaced by
audit, filed with measurements, fixed the next round. Budget the discovery round; don't ask
it to also be the fix round.
4. **Contract-first beats sequencing.** R16's order inverted (lanes ran before F's flip) and
nothing broke, because contracts were published in the brief. Same for schema v2, C's mapping
table, the backline shape, the G2a atlas contract. The half-day-handshake rule is the
project's real synchronization primitive.
5. **Drops are counted, never silent.** `norm.dropped` by cause, `textureDropped`, fenced towns
named, the 6.4% seating tail per-cause-attributed. Nothing in the pack pretends.
6. **Independent convergence.** The thin-tail finding was discovered twice in one round by
different methods (F's tour frame; D's nearest-neighbour spacing metric) — that's the
redundancy of honest lanes, and it's why the finding is trustworthy.
## What cost us — fix these
1. **Lane F is the fragile point.** F no-showed R14 and R18, and stalled mid-gate in R21. Every
time, the epoch sat untagged with five lanes done. The close is the longest, most serial
brief and it runs last, when sessions die. *Mitigation adopted going forward: F's brief is
written in resumable numbered items (R21 proved a successor can pick up mid-gate), and the
integrator checks for uncommitted F WIP before declaring a round done.*
2. **Soft ceilings invite drift.** `venue_night` breached the 200k "soft" reference twice
(+0.5%, then +11%) before R22 made it blocking. *Rule going forward: a stress view that
breaches twice is automatically a blocking gate the next round.*
3. **Old assets bite in new contexts.** The tri-diet driver was four furniture GLBs sized in
R6 for a 22-edge synthetic town, harmless for sixteen rounds until a 966-edge real graph
multiplied their cadence. *When the context scales, re-audit the assets it multiplies.*
4. **The integrator was wrong twice** (the nudge, `_rotWithHips`). Acceptable — that's what
measurement-over-brief is for — but both were cases of prescribing the mechanism instead of
the outcome. *Briefs should state acceptance; lanes own method.*
## The v4.x ledger (carried, measured, not hidden)
- **The thin-tail clustering floor** (the epoch's parting finding): aliveness is not shop
*count* but **clustering** — median nearest-neighbour spacing (darwin 27 m ALIVE vs toowoomba
388 m DEAD at the same 12 shops). Candidate law: E curates on spacing, `validateTownCache`
warns above a threshold; toowoomba gets re-bboxed or retired.
- The **6.4% seating tail** (daylesford 19%, fitzroy 13%) — known, per-cause, the drop-and-count
ruling stands.
- `GIG_RANGE` chunk-neighbour lookup (D, 8.7% blind) · instrument `_lo` LOD · tram-stop close-ped
tri diet · drummer pelvic-lean v2 · awning fabric ripple · flag retirement (classic keeps
soaking) · selector polish beyond debug-grade.
## The next epoch — Fable's recommendation to John
Three chartered candidates remain: **the GODVERSE economy (G2/G3)**, **the editor/override
layer**, **multiplayer presence**.
**Recommendation: v5 = THE REAL SHOP — the GODVERSE economy.** The argument: v4 made the towns
real; v5 makes the *shops* real. The marriage lane is already live (G2a contract reviewed, first
atlases next), dealgod holds 1.77M real items with photos, and the destination — walk Fitzroy's
real street into a real op shop, riffle a real crate, and the record you buy is one-of-a-kind
because it's real stock (sold means GONE) — is the most PROCITY-shaped thing either studio can
build. Sequence per the standing ruling: **G3 design doc first** (both integrators + John;
the server enriches, never gates — full offline play is non-negotiable), G2a atlases land
meanwhile, v4.x tail runs as a light parallel lane. The editor and multiplayer stay chartered
for v6+ — the editor gets stronger the more real content exists to override, and presence gets
stronger the more there is to visit.
*— Fable. Twenty-two rounds: seed → town → weather → crowd → interiors → stock → gigs → the flip
→ real roads → real shops → real Australia. The covenant held the whole way.*

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# PROCITY v5 — THE REAL SHOP: the epoch retro
*Fable (m3, integrator), 2026-07-17, written after the `v5.0` tag (`b2d29ba`) per ROUND27 §7.
Epoch span: R23 → R27. Tags: `v5.0-alpha``v5.0-beta``v5.0`. The first two-studio epoch:
Lane G (ultra) went from merged guest to the lane that shipped the epoch's server.*
## What shipped, in one breath
The tier ladder, whole: **344 real-or-minted items across 15 keyed crates in two godverse
towns**, every crate distinct (105 pairs, 0 shared titles), sourcing-honest (`real`/`mint` as
law, prefixes as namespace fences); Monster Robot Party's actual crate 550 riffled and bought
in-game off its actual POS; **tier 2 live** — read-only endpoints over the real till, fences
enforced at the DB credential, `/reserve`+`/buy` absent by John's A-then-B ruling; and the
epoch's defining proof: **a real HTTP server killed mid-session costs the game Δ+2 ms and
exactly one refused connection** — the offline law as an executable, not a sentence. Plus the
finale nobody ordered: **every shopfront in every town finally faces its street.**
## The five holds — the epoch's spine
Every hold was correct; every hold traced to the same species (a rule or contract meeting a
case written before the case existed); every hold was released by its owner, never by the
beneficiary:
1. **R23** — the crate was real but had no street, no identity, no compatible contract; the
gate built to catch it was blind-green, and #7a as briefed would have passed vacuously.
2. **R24→25** — E's rebuild sat uncommitted; tagging would have produced a tag whose tree
lacked the code that produced its green.
3. **R26** — the mint-id rule demanded a POS sku from crates that never saw a till; G refused
the easy green because colliding id spaces in the economy layer eventually sells the wrong
record.
4. **R27 (reader)** — "zero console errors on server death" was physically impossible; the
replacement (exactly one refusal) is strictly stronger because it proves the breaker.
5. **R27 (facade)** — the fifth hold found the oldest bug in the project.
## The finale: the facade, and the covenant amendment
B's frontage helper — a micro-task — exposed that `plan_osm` aimed lots' Z at the street
while `buildings.js` draws facades on +Z. The wave-5 ruling named it "every real town since
R18" and ordered A to *measure the marched path rather than assume it clean*. **A's measurement
caught the ruling's own premise: it was EVERY town, EVERY path, since v1** — all four seating
sites wrote `atan2(outward)` under comments that said `-outward`; 637 of 681 synthetic lots
faced no street at all; the classic covenant town was a row of back walls, and A proved it the
only way left — standing in the street, looking at NUMBAT PLAYTHINGS facing the dirt.
**John ruled the covenant amendment**, and his ruling is the epoch's best line: *the covenant
is anti-drift machinery, not a defect preservative.* `0x3fa36874` did its job for five epochs —
it never drifted. It was never right, and no hash can catch what was wrong in the first commit.
**A golden proves nothing changed; it cannot prove anything is correct.** 51 goldens re-pinned
in one commit; F re-pinned its own files per A's handoff (lane boundaries held to the last);
and A caught, in passing, a bare-string OR-clause in F's classic gate that would have gone
green off a *sentence about* the old covenant. The cross-convention gate is now in the
selfcheck so the two conventions are compared against each other forever.
## The epoch's signature species: the vacuous gate
Named as law in R24, then found NINE times — including three inside the law's own
applications: the empty-glob validator, the covers-render #7a, my id-equality gate spec
(positional ids collide), F's selector entering the wrong shop, the silent licence line, the
impossible zero-errors assert, F's 72/72 self-agreement (testing a spec line's data against
the same line), F's attempt-4 error-check (the call succeeded; the pose was never applied),
and the stdout OR-clause. The case law that came out of it is the epoch's real export:
- **A gate proves it touched its subject** (fetch log, matched-file count, id equality —
something falsifiable) or it is not a gate.
- **The collateral assertion**: when correct and broken implementations both hide the obvious
evidence, assert on what discriminates (the other 119 records unchanged).
- **Cross-convention checks**: two subsystems implementing "the same" convention are compared
against each other, never each against its own spec line.
- **Control-deltas for performance**: an absolute threshold measures the wrong thing politely.
- **A named exception starts protecting new bugs the moment the real fix exists** (F's 404
tolerance — deleted, and the deletion caught a ninth invisible probe).
- **Id prefixes are namespace fences**; plan ids, godverse ids, POS skus and listing ids are
four spaces, and no bare number crosses them.
## What worked — keep doing
1. **Restraint under benefit.** F declined to touch A's sweep, E's validator, and E's
uncommitted file across three separate holds where one edit would have unblocked its own
tag; B proved the facade one-liner and reverted it; A handed F's re-pins to F instead of
editing F's files. The party that benefits never releases its own hold.
2. **Ownership sentences.** "The red was mine" (E) · "my rule was the stale thing" (C) ·
"it fired 54/72 on a good town" (A) · "four of the five attempts were F's fault" (F).
Nobody defended; everybody measured.
3. **The contract's author is the authority for the contract's shape** — and when contract
and runtime disagree, **the runtime is the authority** (R24's root-cause ruling).
4. **Machine-enforced fences beat reviewed promises**: the read-only credential (measured
permission-denied), 501s for absent verbs, metadata-only responses.
5. **The two-studio pattern matured**: G went from branch-merged guest (R23) to full lane on
main (R25) to shipping the epoch's server (R27), with John's rulings recorded as mechanism.
## What cost us — fixed or fenced
1. **Comments and specs are not measurements.** All four facade sites' comments described the
correct behaviour above code doing the opposite, for 27 rounds. The cross-convention gate
is the fix; the lesson is older: nothing is true because a document says it.
2. **Consistency masquerades as correctness.** Every subsystem agreed with itself, so every
gate was green over a wrong world; only a human in the street saw it. Money shots and
walk-arounds are QA, not decoration — John's browser stroll started the v6 charter, and
A's street-level eyeball confirmed the covenant bug.
3. **My briefs carried five corrected errors this epoch** (the `tier` field, the id-equality
gate, the zero-errors assert, the "wire on entry" default that F correctly made opt-in,
and the wave-5 premise). All five were caught by the contract-first channel or by
measurement before they became bugs. Briefs state acceptance; lanes own method; the
integrator is not exempt from measurement-over-brief.
## Carried forward
- **v5.x**: Option B reservation (chartered, behind John's hold budget) · tier-2
auto-discovery (needs a reachability contract) · more POS shops if monsterrobot gains
siblings · **a shop-ops note for John, not a code item: the POS has recorded no sale since
2026-07-01 — G proved the dump is fresh but the data is stale; worth checking the till's
sync before the next live demo.**
- **v4.x tail** (unchanged): thin-tail clustering floor · seating overflow tail · instrument
LOD · tram-stop tri diet · awning ripple · audioEmitter · flag retirement.
- **v6 — THE LIVING STREET**: charter drafted (`docs/V6_LIVING_STREET.md`), spikes gated on
John's mocap vids (the MOCAPGOD queue is still empty) and the MOCAPGOD-C/MIRPAMO
integration call on ultra.
*— Fable. Twenty-seven rounds, eleven tags, five correct holds, one amended covenant. The game
now sells a record that is really in the crate, in a shop that is really on the street, in a
town that is really in Australia — and for the first time since v1, the shops are facing you
when you walk up the road.*

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# PROCITY v7 — THE GAME: the epoch retro
*Fable (m3, integrator), 2026-07-26, written after the `v7.0` tag (`4709cfe`). Epoch span:
R30 → R36. Tags: `v7.0-alpha``v7.0`. The first epoch shepherded end-to-end by Fable-driven
lane agents — John said "run it" once per round, and the lanes ran.*
## What shipped, in one breath
**The town became a game.** A save that carries only the player's deltas (the world regenerates
from seed, so a save can cost you your records but never your town) · THE CRATE — the
collection with real covers, honest provenance per find · the sell counter where the keeper
pays under the band, structurally, forever · sleep, and a tomorrow where the mint crates
rotate and the real one never does · THE BIBLE's guide stamps that turn a price sticker into a
skill check · the wantlist that hunts across 23 towns, where TRAVEL COSTS A DAY · GodBay,
whose hammer falls overnight under the one-hammer law, delivered by the morning paper · and a
first five minutes that hands a stranger $191 and a want. Plus, mid-epoch and out of hours:
five trellis DJ bodies and four Rokoko dance clips, swept into provenance and gated into law.
## The epoch's defining pattern: HANDS BEFORE TAGS
Twice the playtest found what every green gate could not:
1. **R31**: the dig — the heart of the game — was default-OFF on a plain boot, six epochs
after the README claimed otherwise, because **every gate booted its own flags** (harness
lesson #4, THE EXPLICIT-FLAG BLINDFOLD). The suite tested the game; nobody tested that the
default boot IS the game. The fix came with a naked-boot reachability gate so it can never
silently regress.
2. **R36**: zero blockers — and that verdict is the epoch's proudest number, because the same
hands that found the R31 blocker walked every system (splash → beats → guide → want → list
→ hammer → travel) and came home with only a polish queue. The game taught its own tester:
*it charged $12 tuition for ignoring the guide's advice* — bought at $19 top-of-band,
hammered at $8, $7 after fees. An economy that punishes bad digging is an economy working.
## The final hold: CLASSIC KEEPS ITS PEOPLE
The epoch's last warn was its best lesson in miniature. Two 2 a.m. commits (disciplined, but
outside the round system) added five DJ bodies to the ped roster unconditionally — every
covenant gate stayed green (the covenant pins the plan, not the roster), but F's new
`smoke_djdance` machine-recorded that classic's fetch surface and crowd pool had moved without
a ruling, and HELD the tag. The arc: held by WARN → ruled by Fable (the covenant means the v2
town *including its people*) → fixed by D in the owning file alone (base-17 restored, proven
byte-identical against a shadow tree of the pre-commit code — classic's crowd is the same
crowd, ped for ped) → re-proven by the very gate that held it. **A covenanted surface cannot
move quietly even when every pinned number stays green.**
## The unscheduled chapter: the fork famine
Between the hold and the tag, the box itself failed: m3panel — the machine's own status
watchdog — had leaked one orphaned `pmset -g thermlog | tail -2` pair per refresh for 2.5
days: ~10,600 processes, fork starvation, two QA runs killed mid-suite. The record keeps three
things: (1) both poisoned runs are logged honestly in §36.5 — every gate that completed in
them matched run 3's verdicts, so nothing was ever wrong but the box; (2) the fix was at
source (the already-patched `sh()` finally restarted onto its own fix — **a fix isn't
deployed until the process running the old code dies**, the E-roster lesson at OS scale);
(3) the fleet gained standing infrastructure: `party.monster.reaper`, a 10-minute janitor
that kills only orphaned known-leak patterns past a grace age and alarms at 2,000 processes.
The watchman flooded the town; now the watchman has a watchman.
## What worked — keep doing
1. **Fable-driven lanes.** Seven rounds, ~20 lane-agent sessions, zero tree collisions beyond
one adjudicated 6-line seam — the treaty held for agents exactly as it held for humans,
because the contracts did the talking (F honoured C's asks sight-unseen; B stubbed F's
exact shape then proved nothing was stubbed).
2. **Ownership sentences, unbroken streak**: "the rule was the stale thing" (C) · "the red
was mine" (E) · "four of five attempts were F's fault" (F) · "the count is 9, not 7" and
"the clips are Rokoko, not Mixamo" (E, correcting the integrator's brief from bytes).
3. **The structural no-pump law** — C's `min(p1, …)` clamp meant no future rebalance could
ever create a money pump without violating a contract; the gates then proved the pump C
herself found was structurally dead.
4. **Kills with measurements** (B's awning ripple, D's instrument LOD) — the backlog carries
no zombies.
5. **The morning paper** — the come-back-tomorrow hook works. The epoch's best moment of play
is reading the hammer's news at dawn.
## What cost us — fixed or fenced
1. **The explicit-flag blindfold** (R31) — now law: gates about defaults boot naked.
2. **Out-of-round commits** — the 2 a.m. work was good, but it took a wave-1 sweep, a gate,
a hold, a ruling, and a fix to regularize what a round would have gotten right the first
time. The door stays open for 2 a.m. inspiration; the sweep is now the standing tax.
3. **Waiting agents die** — three F pauses on block-buffered suite waits; the pattern is now
fixed operationally (background-and-poll, or Fable holds the sentinel).
4. **A fix isn't live until the old process dies** — m3panel ran patched code's ghost for
days. Applies to LaunchAgents, servers, and long-lived sessions alike.
## Carried to v7.x (the queue, all filed)
⚖ discoverability · LIST confirm-click · the paper as an artifact · keeper-rumor hand-verify ·
crate-at-the-counter polish · the greedy arbitrage-bot verifier (MUST build before G's live
tier) · E's owned-item stability check (MUST land before any atlas re-emit) · home base (the
pocket-park bench awaits the civic layer).
## The board after seven epochs
v1 the system · v2 the content · v3 the district · v4 the real map · v5 the real shop · v6
the living street (spikes still gated on John's footage — the MOCAPGOD queue remains empty) ·
**v7 the game**. The frontier shelf: terrain · the vernacular kit · the civic layer · THE
HORIZON matte + Voronoi outskirts · the sky dome. The next epoch is John's pick, as ever —
and for the first time since round one, the honest answer to "what is PROCITY?" is: **a game
you can hand to a stranger.**
*— Fable. Thirty-six rounds, twenty-two tags, six correct holds, one amended covenant, one
fork famine survived. Sunburnt is still in the crate.*

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# PROCITY — CAN WE ADD MORE PROCEDURAL CITY PATTERNS?
### A decision-grade review, post-v7.0. Written for Fable, addressed to John.
---
## 1. THE STATE OF THE TOWN
Seven epochs in, the machinery is genuinely good and the street is genuinely empty. Both halves of that sentence are load-bearing.
**What is strong.** The plan/runtime split holds: Lane A is 2,546 lines of pure data with no THREE import, no network, no clock, JSON-round-trippable, under 100ms per plan, running 156,352 assertions in 20.6s all green. The determinism law is not aspirational — `seedFor(citySeed, kind, id)` hashes a *semantic string*, so a new `kind` label is a mathematically independent stream **by construction**. You can add five hundred draws to a new layer and every existing tree, shop and band name is bit-identical. That single property is what makes this entire review possible. The classic covenant is machine-enforced (fingerprint `0x5f76e76`, pinned independently in two files). The zero-asset law is tested by *counting network requests*, not by asking the code. There is exactly one money seam in the whole game. The asset factory has cost $0.64 in its entire history.
**What is genuinely thin.** The street has objects and no affordances. That is the whole gap, wearing ten different hats:
- **The food cart is unmanned.** 44 cart sites on the golden seed, 511 placed across the 21 real towns. `furniture.js:252-255` holds the full shop record — id, type, lot, rotation — at the moment it pushes the cart's matrix, and throws all of it away. No vendor, no price, no hours, no transaction, no smell of onions. It is 15× more common than the record shop across the real corpus.
- **The bus stops have no bus.** `busShelterStops(plan)` was exported in R6 with a comment saying it exists "so the future vehicle loop can enumerate stops without touching furniture internals." The vehicle that arrived was a tram running the high street. Three consumers read it — the tram, the light pools, the debug overlay — all as coordinates. Nobody ever waits at one.
- **There are no animals.** Grep-verified across all of `web/js`: magpie, kelpie, kookaburra, wombat and galah exist *only* as tokens in the shop-name generator. The town is named after wildlife it does not contain. No cars either, apart from the tram.
- **The corridor law is published and contradicted.** `roadWidth`/`vergeBand`/`poleOffset` are exported from `registry.js`, obeyed by exactly one consumer, and disagreed with by every other lane by about nine metres. Measured on the golden seed: all 254 bench points lie outside A's verge band and 138 of them land inside a lot footprint; 792 of 792 sampled ped-lane points lie outside it and 521 land inside a lot. `ground.js:55` paints the entire 28m corridor as bitumen.
**THE ONE STRUCTURAL OBSERVATION.** Lane A publishes contracts the runtime lanes do not consume, and each runtime lane carries a private duplicate. There are four implementations of `isOpen`, two incompatible `chunkIndex` functions (A buckets a lot into every chunk its AABB touches; B buckets by centre only), two shop registries (B's is missing all three venue types, which is why every gig venue in every town has rendered op-shop sign colours since R13), and a chunk lifecycle hook (`ctx.onChunkBuilt`) that is *built on both sides and wired on neither*.
The visible cost of that, today, on the boot every player gets: **all 14 gig posters are standing in the road.** A's placer obeys `poleOffset` (6m). B's ground paints bitumen to 14m. A's own selfcheck validates clearance against `roadWidth/2` = 5m, so the gate is green while the street is wrong.
Every street-side content idea in this review — a bus stop with a real platform, a vendor pitched on a verge, a dog on a nature strip, a parked car at a kerb — collides with this before it collides with anything else. **The highest-leverage change available is not new content. It is deciding where the kerb is.** It costs about twenty lines and zero draws.
**Two corrections to house folklore, both measured.** First: the draw budget. The "~131 draws / ~185 worst street view, roughly 100+ draws of headroom" figure is a *teleport-to-bookmark* number and it does not survive a walk. Walked in 8m steps down the main spine, the default boot peaks at **280 draws of 300** *(R37 re-measured and PINNED it at **292 draws / 124,793 tris**; the 280-vs-191 split was camera bearing, not method — see LANE_F_NOTES §37)*. The real margin is about twenty. Triangles, however, are wide open — 99k124k of 200k, with the two independent measurement sessions disagreeing enough that the tri baseline needs a re-pin. **Spend triangles, not draws.** A town-wide single `InstancedMesh` costs 1 draw regardless of population (venue.js runs 381 light pools that way, verified); a new per-chunk instanced type costs +1 draw × up to 31 live chunks.
Second, and larger: **all 21 real towns are 100% `use:'shop'` lots with exactly one district, `mainstreet`.** No house lots, no yard lots, no stall lots, no market block, no residential backstreets. The town the design language describes — the market square, the backstreets, the yards — exists on precisely one town: the synthetic one, which is also the classic one. This kills or halves a third of what was proposed, and it is the most important strategic finding in the packet.
---
## 2. THE ASSET PIPELINE, HONESTLY
Everything below was measured on this box today, not read from a doc.
| Class | Path | Cost | Licence | Blocker |
|---|---|---|---|---|
| **Audio** | `gen_audio.py` — 781 lines of pure numpy | seconds, $0 | 🟢 original | **None. Best class we have.** |
| **Skins / signage** | `flux_local` on-device | 9.3s each, $0 | 🟢 | None |
| **Static prop** | flux → `bg_remove_local``trellis2_mlx``normalize.py` | ~2.53 min, $0 | 🟢 CC0-equiv | None. ~2025 props/unattended hour. |
| **Vehicle (static)** | same | ~3 min, $0 | 🟢 | Greenfield; wheels won't turn |
| **Rigged biped** | `trellis2_mlx` → MIRPAMO autorig → retarget | ~5 min | 🟢 | Feed GLB/BVH, never FBX |
| **Rigged quadruped** | — | — | — | **HARD WALL** |
| **Rigged bird** | — | — | — | **HARD WALL, worse** |
**The pipeline is one generation behind the farm.** `pipeline/gen_props.py` hardcodes `trellis_mac` (p50 245.4s, 33 jobs in the last 7 days). The farm's actual workhorse is **`trellis2_mlx`** — 384 jobs in 7 days, p50 **134.6s**, better PBR bake. That is a ~2× throughput gain for a one-line change and it should land with the wave. `blender_convert` has 3 lifetime jobs with 1 failure and has been untouched for three weeks — keep it off any critical path. Budget 45% retry on mesh gen; failures are opaque (`exit 2`, one OOM-kill).
**Two brief premises are wrong.** Cloudflare Workers AI is live and fast (2.54s mean at 1024²) but the "~10,000 free generations/day" figure is **10,000 *neurons* per day** — a compute unit, not images. The real ceiling is plausibly hundreds. Plan CF as a fast-path accelerator, not a budget. Its output is also **JPEG with no alpha**, so `bg_remove_local` is mandatory before any mesh step, and its framing is unreliable without procity's own tuned prompt template. Separately: **MOCAPGOD does not exist on this box**`~/Documents/MOCAPGOD` is 0 bytes, one empty `queue/` dir, not a git repo. The working substitute is MODELBEAST `motion_local` (MoMask, text→BVH, ~11.7s, 4/4 success) — human-only.
**THE ANIMAL BLOCKER, stated once and clearly.** MIRPAMO cannot rig an animal and this is architectural, not tuning. Its landmark detector assumes "upright character, +Z up, roughly symmetric about X=0, T- or A-pose" and hardcodes anchors as fractions of a biped's height (groin 0.52, chin 0.87, knees 0.285). `build_skeleton()` emits a fixed 14-call humanoid chain. A repo-wide grep for `quadruped|animal|dog|horse|bird|tail` returns zero hits. The only bonemap shipped is human CMU mocap. MoMask is HumanML3D — human. The clip bank is a single mixamorig namespace.
Worse: **a non-humanoid does not fail, it silently does nothing.** Lane D pushed the bone-free food-cart GLB through the real rig machinery. `buildFigure` did not throw; the bbox fallback scaled it to 1.75m and planted it; `makeActor` returned `hasClips: true` while **0 of the walk clip's 64 tracks bound**. A dog on the walk graph would glide down the street frozen in bind pose and no gate in the repo would notice. The impostor bake compounds it — it frames a square cell at 1.14× subject height, so any quadruped is clipped in the mid tier.
**So: animals are static props, scripted transforms, or vertex-shader fakes. Forever, until a human hand-rigs a quadruped in Blender.** Every one of the six animal proposals reached this conclusion independently, and that convergence is the single strongest signal in the review.
**REUSE BEFORE YOU GENERATE.** Nine published, budget-legal, provenance-clean assets are sitting idle in the manifest with zero runtime consumers:
- **`novelty_record`** — 8,000 tris. Lane E decimated it from 26,486 in R5. `furniture.js:275` already calls `glb('novelty_record', …)` but `GLB_FILES` has no key, so the call can never fire. A stale comment is the only thing keeping a finished hero landmark prop out of the game.
- **`streetlight`** — 4,999 tris, no consumer; run `decimate_props.py` (the R22 tool that took the bin 3,000→800) and wire it.
- **Four bench variants**`bench_modern` 640, `bench_wood` 3,999, `longbench` 1,172, `park_bench` 5,000. Every bench in all 23 towns is currently the same mesh. `longbench` at 5.86m is explicitly the arcade/market feature bench the audit already describes.
- **`coffee_table`** 495, **`box_crate`** 78, **`counter`** (the 4m balcao, 276 tris — which is exactly the `bar_counter` fitting that is still primitive-only in all three venue types).
That is nine assets, one line each, zero generation, zero licence work. **Do this before generating anything.**
**DO NOT reuse:** the 3GOD depot as a pool (971 live assets, mixed provenance, known trademarked items inside; `_published.json` records 53 with no drift, but `AUDIT.md` records 138 — a ~7× stale cross-reference). And `shop-cat.glb` is *not* a reuse — it is an intake: 8,000 tris, zero entries matching "cat" in `_published.json`, needing a decimate, a publish record, an AUDIT row and a licence ruling. A fresh local gen is cleaner and costs three minutes. **The hardyards set** (39 GLBs — gum, jacaranda, fence panel, gate, shed, pergola, washing line, water tank) is exactly the vernacular kit's shopping list and its `MODELS.md` documents provenance for one file. Do not ship it; do clear it, separately.
---
## 3. THE RECOMMENDED SLATE
Twenty-seven proposals went to adversarial review. **One survived unqualified.** Where the reviewer corrected the designer, the corrected version is what appears below and I say so.
### WAVE 0 — THE FLOOR
*All micro. All must precede content. Roughly one round across three lanes.*
**0.1 — THE KERB RULING, and the widened footpath.** *(Lane A ruling + Lane B code + Lane F gate)*
Adopt A's published corridor law. Do **not** paint grass on high streets — `registry.js:220`'s own comment calls that 9m band "verandah'd footpath", and `buildings.js:458-472` already builds an awning over it on every shop lot. Instead extend the **existing** `footGeos` merged class inward from `e.width/2` to `roadWidth(e)/2`. **+0 draws** (same merged mesh), ~2k tris, fill-rate improves because 18m of every main street stops being road texture, and the 14 gig posters land where A already thinks they are. Must special-case `arcade` (`roadWidth` 0 → zero-area road quad and coincident kerbs) and `lane` (`vergeBand` = [2,2]).
**Gate:** the falsifiability control the reviewer called the best design in the packet — run the poster-clearance leg against `?verge=0` and assert it **FAILS there**, because the pre-change failure is already known and counted at exactly 14.
*Grass verges survive, but only on residential edges, which is where they are period-correct and where 1.4 wants them anyway.*
**0.2 — REPAIR `smoke_tram`.** *(Lane F, micro)*
`flags_check.py:617-630` asserts exactly one thing — `!!getObjectByName('tram')` — prints a SKIP and returns when absent, and **passes on the fenced path** because `tram.js:110-114` adds a named empty group. Five of seven transport proposals leaned on this as the "cheap proof" for a refactor. It is a live violation of the house's own vacuous-gate law inside the house's own suite. Fix it regardless of what ships.
**0.3 — RE-PIN THE BUDGET OF RECORD.** *(Lane F, micro)*
Adopt the **walked** worst frame as the number the law measures (clean-load bookmarks under-report by 6080 draws — a walk carries the R+1 dispose window at up to 31 live chunks vs 22). Re-measure once on a real GPU; the headless numbers are SwiftShader. Settle the shared standing-layer instance cap **once** — three animal proposals independently specified 120, 250 and "plus gulls" for the same layer.
**0.4 — WIRE `ctx.onChunkBuilt` / `onChunkDisposed`.** *(Lane B, one line)*
Producer at `chunks.js:43-51`, consumer at `sim.js:203-205`, both shipped, never connected. Every per-chunk entity system in the slate wants it.
---
### WAVE 1 — INHABITATION
*Four items. Every one is a single round. None needs a street verb, a rig, a new clip, or John's mocap footage. Three of four are +0 or +1 draws. They touch no shared files, so all four can run in parallel.*
**1.1 — SOMEONE ELSE'S LIFE: the audio inhabitation layer.** *(E + B + F)*
**The only unqualified SHIP in twenty-seven proposals.** The manifest ships 7 ambience / 9 sfx / 7 music and not one animal, domestic or seasonal sound. A dog going off behind a paling fence, a mower two streets over, a radio through a window, sprinklers, a roller door — the sound of a life happening off-screen.
*Mechanism:* seeded point-source audio anchors, each a ~30-line numpy generator in `gen_audio.py`'s PACK registry, deterministic via `crc32(name)`.
*Corrected:* it is **six new mixer layers**, not "generalising `audio.js:300-311`" — `audio.js` has hardcoded bed layers per source class, not a generic point-source system. And there is **no panning**: `playSfx` is mono with a gain multiplier, so distance works and direction does not. Say so or budget a `StereoPannerNode`. Derive day-of-week locally rather than depending on the calendar item.
**Budget: zero draws, zero tris — the only item in the slate that cannot touch the budget under any circumstance.** Audio pack 10MB → ~11MB against a 25MB cap.
**Gate:** keep the falsifiability control verbatim — point one table entry at a non-existent key and assert the leg FAILS. It is the correct descendant of the R23 lesson and every other gate in the slate should copy its shape.
**1.2 — TWENTY-THREE TOWNS: the per-town character vector.** *(B + E + F)*
Twenty-three real towns currently differ only in street layout and shop names. Give each a ground palette, an ambience mix and a sky bias.
*Mechanism:* `ground.js`'s `add()` merges each surface class into ONE mesh for the whole town regardless of size — verified, exactly 5 meshes. **A palette swap is +0 draws / +0 tris.** The strongest cost claim in the entire packet. `gravel`(verge) and `reddust`(outback) already ship in the manifest and are selected by **nothing**.
*Corrected:* the `state` field is **not** populated on all 23 — `newtown_godverse` and `redhill_godverse` carry `state: ''`, so the vacuous arm must be **per-town**, not per-corpus, or those two silently take a default branch with no SKIP printed. The palette is 10 skins with one outback and one gravel, so "Darwin is red dust, Hobart is cold light" needs 34 new `gen_skins.py` generations — name them in the charter. And `skyBias` must **not** go through `lighting.setSky`: `externalSky` (`lighting.js:53`) is a one-way latch with no un-set path. Feed it into the base `skyName` selection instead.
*`townCharacter(null)` returning the frozen literals makes classic byte-identical by construction rather than by flag — the right mechanism.*
**Budget: +0 draws / +0 tris.**
**1.3 — THE MAGPIE.** *(B + E + F)*
Swooping season. For six weeks of the game's year, one bird on one street will not let you walk past it. Real behaviour: a ~6-week window AugOct, north to south, and ~90% of males never swoop — so **one bird, not a plague**.
*Mechanism:* a static mesh on a scripted parabola. No AI, no flocking, no pathfinding — the tram's verified 2-mesh/2-draw pattern at a fraction of the cost. Wing wave through `wind.js`'s amplitude-uniform shape, which is byte-identical at amp 0.
*Corrected:* **cut the ice-cream-container hat.** There is no street verb — `index.html:493-499` binds only `][ P M T`, and the only street affordance is a click that *enters the shop*. "Buy the hat at a milkbar door" either enters the milk bar or does nothing, and the gate would have to call the wallet directly, which is the R31 dig lesson recurring. Also **scale the territory with the road graph**: one bird among bendigo_real's 13,730 tree anchors across 2,593 edges is statistically unencounterable.
**Budget: +1 draw / ≤900 tris.**
**Gate:** keep "the day-roll clears the latch and localStorage gained no new key" verbatim — the best single arm in the packet and a genuine delta-law falsifier.
**1.4 — BACKYARD AUSTRALIA: the residential district exists.** *(B + E + F)*
Hills Hoists, paling fences, TV aerials, water tanks. 181 house and yard lots on the default boot with nothing in them.
*Corrected, and cheaper than proposed:* build it **inside `buildings.js`**, riding the existing `boxMats` InstancedMesh (`buildings.js:311` already carries shells, parapets and verandah posts, and `buildHouse` already pushes into it). Hoist, fence run, aerial, tank are all boxes → **+0 draws**. Only the alpha washing quads need a new mesh. **+1 draw/chunk total, not +2.** A separate `world/yards.js` cannot reach `boxMats` and would have to pay the draw the proposal then presented as its honest cost.
*The washing needs an inverted wind weight.* `wind.js:38-45` computes `wH = clamp(y/4.4,0,1); wH *= wH` — top-weighted, base planted. Correct for a gum tree, exactly wrong for a sheet pegged at the top. At 1.6m the amplitude is 0.74.5cm, i.e. visually inert. Either drop the washing this round or write an inverted-weight sway mode.
*Its own named risk is now resolved by measurement:* the residential district walks at **157 draws / 31,651 tris worst** (edge 16, 20 live chunks) against a main-spine control of 263 / 123,602 on the same build. ~143 spare draws where these props land.
**REJECT the hardyards GLBs on provenance grounds** — this was the best licence judgement in the packet and it should be quoted into the charter.
*Scope honestly:* this is a **synthetic-town feature**. That is still the default boot, but it is one town.
---
### WAVE 2 — THE STREET GETS A VERB
*Sequential. Wave 2.0 is the substrate that four separate proposals each tried to invent privately.*
**2.0 — THE STREET INTERACTION SURFACE.** *(B + F, half a round to a round)*
A `KeyE` verb on the street; an `interactRects` registry with a `kind` tag resolved off instanced meshes by `instanceId`; explicit hit priority (door beats cart); a click fence. Two listeners currently ride the same canvas click (`hud.js:376` and `index.html:510`'s pointer re-lock), so any cash-spending click must be gated on `player.isLocked`. Also the street-mode dig frame branch, which the shell does not have.
**2.1 — THE MANNED CART.** *(B + D + F, one round after 2.0)*
Consumes the theme's flagship dead seam. `KeeperManager` is genuinely not interior-coupled and costs a **measured** 1 draw and 2,391 tris per stationary rig, 0.02ms of mixer, disposal residue-free.
**The blocker, which is not cosmetic:** the proposed "+0 draw" `doorRect` ride would make **every milk bar and stall un-enterable from the front**. `hud.js:317-327` takes `hits[0]` — the nearest intersection — then resolves by distance to the *hit point*; the cart sits 1.55m proud of the door on its own centreline. That is 44 shops on the golden seed and 589 across the caches. The fix is to raycast the cart's own `InstancedMesh` (already emitted at `furniture.js:276`) and carry the shop record that `furniture.js:252-255` already has in scope and discards. Gate it by standing in front of a **milk bar** and asserting the resolve names the milk bar.
**Cap at N=3 nearest, asserted while walking a dense block, not at spawn** — `keepers.js:67-90` ticks every mixer every frame with no LOD.
**Budget: +3 draws / +7.2k tris at the cap.**
**2.2 — THE FAUNA SUBSTRATE + the field guide.** *(B + F + E, multi-round)*
One shared town-wide standing layer at **+1 draw / ~240 tris**, one settled cap, one save-backed sighting ledger. The ibis on a bin is the proof species; the perched cockatoos, the gulls, the tied dog, the possum, the moths and the two flies all ride the same layer once it exists. **Build it once, properly.**
*Corrected:* add `sightings` to **`adopt()`** (`save.js:166`) in the same commit as `payload()` — adopt is the travel path, and a reload-based gate would not catch the bug. Cap and dedupe (16 species × 23 towns = 368 natural ceiling). Measure the selection path on **bendigo_real** (23,744 roost anchors), not katoomba. It is three lanes, not one.
**2.3 — DOGS, TIER B FIRST.** *(B + E + F)*
The kelpie tied outside the shop, as one global InstancedMesh at **+1 draw**. Tier B anchors off shopfront frontage, which exists on all 1,117 real-town shop lots. **Tier A (the fence bark) must be re-anchored** — it keys off `use === 'house'|'yard'`, which exists on zero real towns, and its gate only ever visits the one town where the subject exists. Fold the bark into 1.1 (the audio layer) where it belongs.
---
## 4. THE CUT LIST
The house kills ideas with measurements. These are the measurements.
| Cut | The measured reason |
|---|---|
| **The town-loop bus** | Its own precondition-as-assertion goes red. It asserted the tram is fenced on newtown_real; measured, newtown is **not** fenced and the tram runs 16 stops over 1,924m. Fitzroy has 139 shops (not 160), is not fenced, and runs 28 stops over 4,101m. The mutual-exclusion rule builds the bus on 7 of 23 towns and those are the *sparse* ones (darwin 12 shops, braddon 19, bowral 30). The shelter-rich towns are overwhelmingly unfenced: northbridge 272, adelaide 209, newtown 149. **What survives is one file**`tram.js:93-97` files the real unbuilt thing: real high streets come out of OSM as `side`. Extend `spinePolyline`'s edge set to main+side and let the *tram* run on those 7 towns. +0 draws, +0 tris, one lane, one round, same dead seam retired. |
| **The ute that sells** | Placement set empty on all 21 real towns. And 36 of its 83 synthetic candidates — **all 36 yard lots** — have no shop on their `frontEdge`, so its own save-poisoning fix fails on 43% of its set. A borrowed `shopId` is also a user-visible lie: `hud.js:159-163` renders the find as bought at the milk bar next door. |
| **The charity bin** | REJECT. On the default boot the only collectibles are parody records, every parody sleeve carries a band, `BANDS.record`'s lowest low is 2, and `sellOffer(2) = 1` — never 0. **The filter accepts nothing.** The synthetic town has 77 record shops so the "no counter in this town" arm never fires either. Its accept-arm has to inject an item no shipped code path can produce. Vacuous by the house's own definition. Also four lanes plus an asset round, not "micro". |
| **The dusk flush** | The day is **240 seconds long** (`lighting.js:83`, 6 segments). "The six o'clock racket" is a fifteen-times-an-hour racket. And its own mitigation is unimplementable — the `procity:segment` event carries `{seg, hour, night}` and is dispatched identically from `update()`, `setSegment()` and `stepSegment()`, so a real transition cannot be told from a bracket-key step or a screenshot bookmark. **Keep the perched birds; a proximity startle is the better trigger anyway.** |
| **The magpie hat** | No street verb exists. |
| **The level crossing as an OSM feature** | Needs a 23-town cache rebuild — `build_towns.py` rewrites the *whole* cache, and its own docstring records the Newcastle incident where shops were refetched and old roads silently reused. 46 pinned goldens ride on byte-identity nobody has proven. Four strictly-ordered lanes, and the gate's only realistic state is SKIP until E ships. **Shelve the real-rail version. The rescoped version — seeded synthetic crossings, procedural geometry, `gen_audio` bells and horn and rumble — is one round and still shuts the map for twenty seconds.** |
| **The mail run** | Its headline mechanic cannot exist without a fourth save-schema widening, which the proposal claims it does not need — `resolveAuctions` resolves strictly `listDay < day`. The conservative fallback is one prop and one string. Weakest 1990s-Australian specificity in the set: a period-correct object with a generic mechanic. *Keep the one-hammer analysis as a gate arm for anything that touches GodBay.* |
| **Parked cars, this epoch** | Deferred, not rejected. Blocked behind the kerb ruling (a car at `roadWidth/2` sits 9m inside painted road), a chunk-bucketed dynamic collider registry that does not exist, and a `BASE_DRAWS=164` re-pin. **+48,000 tris always submitted** — a town-wide instanced layer computes an instance-aware bounding sphere and is effectively never frustum-culled. Affordable but the likeliest item to eat the margin. When it lands, **make the 45° angle parking a charter requirement** — it is doing all the Australian work. |
| **Market day / boot sale / garage sale as pan-corpus features** | All three are synthetic-town-only (100% shop lots, one district). Market day additionally needs a geometry path that does not exist — `ground.js`'s `rectGeo` is axis-aligned only — and would pave 27,600m² where the stalls occupy ~44×77m. |
| **Anything with a rigged animal** | Capability wall, not a design failure. See §2. |
| **The research doc's trap list** | Endorsed wholesale: full traffic sim, civic interiors, per-NPC schedules, boids, real-date seasons, terrain sneaking in sideways, 23 bespoke Big Things, voice lines, brand fidelity, multiplayer, needs models. |
**And the plain answer to the three you named.** *Street vendors* is the strongest — but only the manned cart, and only after the door raycast is fixed; the rest of the theme is synthetic-only or rejected. *Stray animals* is viable but permanently capped at static and scripted — and the magpie is nonetheless the best charm-per-byte item in the entire packet. *Public transport is the weakest of the three*, and its flagship proposal refuted itself with its own gate. **All three were beaten by things you did not name**: the audio inhabitation layer (zero draws, the only clean SHIP), the per-town character vector (+0 draws, +0 tris), and the kerb ruling (twenty lines, and it is what makes every other street idea geometrically coherent).
---
## 5. THE ASSET WAVE
### The proof batch — one unattended afternoon, $0, decisive
Four capability questions are actually open. This answers all four.
1. **`magpie_static`** — flux_local → bg_remove_local → **trellis2_mlx** → normalize → decimate to ~900 tris. Proves the corrected mesh path end to end on an operator procity has never used, and it is the one asset wave 1 cannot ship without.
2. **`hills_hoist`** — same path, target ≤600 tris. Deliberately the hard case: thin structures (wire, arms) are the known TRELLIS failure class. If it fails that is a *decisive* finding, and the fallback is primitives, which `boxMats` wants anyway.
35. **`magpie-clack`, `dog-bark-fence`, `mower-distant`** — three `gen_audio.py` PACK entries. Minutes, $0, deterministic, parody-safe by construction.
67. **`ground-grass-dry`, `ground-grass-temperate`** — `gen_skins.py --local` with a new GROUND template, ~5.7s each.
Plus the one-line pipeline fix: **swap `trellis_mac` → `trellis2_mlx` in `gen_props.py`** (~2× throughput), and correct the CF credential path in the fleet skill (it points at `~/Documents/backnforth/.env`, which does not exist on this box; the working client reads `~/Documents/fluxgod-work/.env`).
### The full wave, by class and order
**First — reuse, zero generation:** the nine idle manifest assets from §2. `novelty_record`, `streetlight` (after a `decimate_props.py` pass to ~800), four bench variants, `coffee_table`, `box_crate`, `counter`→`bar_counter`. One line each.
**Audio (`gen_audio.py`, $0, 🟢 original, ~30 lines each):** magpie clack + carol, cockatoo screech, dog bark (fence + near), mower, sprinkler, radio-through-a-window, hammering, roller door, letter-slot clang, crossing bell, distant train horn, rail rumble, tin-roof rain, cicadas, wind-in-gums. **Plus the six missing footstep surfaces** — grass, gravel, red dust, brick pavers, lino, timber verandah. The manifest ships ten ground skins across six use-classes and only two footstep sets exist; walking on red dust currently sounds like concrete. Lane E's own map calls this the cheapest measurable content gap in the repo.
**Skins (`flux_local`, ~5.7s, $0, 🟢):** the 34 ground palette gaps (dry summer grass, cool-temperate grass, red-dusted bitumen, coastal sand) and a FOR-LEASE / whitewashed-glass texture. *The ~20 missing shop-type facades — servo, church, bank, post office, butcher, bakery, chemist, newsagent, TAB, laundromat, barber, hall, motel, station — are a wave of their own and belong with the vernacular kit, not here.*
**Meshes (~3 min each, $0, 🟢 CC0-equivalent under `AUDIT.md:101`'s doctrine — flux_local concept on an Apache-2.0 model, TRELLIS reconstruction of that concept = original work):** magpie, cockatoo/galah (one body, three tints), silver gull, tied dog, possum, cat (**generate ours** — a fresh local gen is cleaner than an intake from a mixed-provenance depot with no publish record, and costs three minutes), phone box, paper stand, pillar box, A-frame board, milk-crate stack, wheelie bin, trestle table, cardboard box, transformer drum. Roughly fifteen meshes ≈ one unattended hour at the measured rate. Budget 45% retry.
**Rigged: nothing.** The vendor reuses the 24 shipped bodies and 8 shipped clips. If a "hand over" clip is wanted later: `motion_local` (text→BVH, ~11.7s) → MIRPAMO retarget → `fbx_to_clip`. Human-only by design.
**Licence discipline.** Every mesh, skin and audio asset above lands 🟢. Each carries a named source zone in `LANE_E_NOTES`, a generation method naming the exact tool and model, an `AUDIT.md` narrative entry with measured tris/footprint/height, and a `_published.json` entry if it touches the depot. hardyards stays 🟠 until cleared. The 971-asset depot stays 🔴 and is not a pool. Re-run the AUDIT depot cross-reference before anyone plans reuse from it.
---
## 6. THE SEQUENCING
**Epoch name: `v8 — SOMEONE LIVES HERE`.**
(The research doc proposed "THE TOWN HAS A WEEK". That name over-promises now — the calendar and trading-regime item was rescoped into three rounds because the per-type `shut` list cannot be a uniform: shop hours are baked into a **per-vertex** `aHours` attribute at chunk-build time, so a per-type close delta means rewriting that attribute across up to 27 live chunks on every sleep. Its "+0 draws, +0 tris, +0 bytes" claim must not reach a charter. It is a good v9 item; it is not a cheap one.)
**Against what is already chartered.** v6 LIVING STREET is chartered and gated on your mocap footage. **Nothing in wave 0 or wave 1 needs a clip.** That is deliberate and it is the main argument for this shape: it gives the project a full epoch of parallel work that does not wait on your camera.
**Against the frontier shelf.** *Terrain* — nothing here needs Y; keep it that way. *The vernacular kit* — wave 1.4 (backyard Australia) is its residential half arriving early; the ~20 missing shop facades are its other half and stay on the shelf. *The civic layer* — this is the real v9. Every real-town gap this review found points at the same place: `plan_osm.js` emits one district and the Overpass fetch asks for only shops and roads. 30,959 footway ways, 12,351 service ways, 6,421 crossings, 2,714 sidewalk tags and 13,199 oneway tags are **already cached in-repo, unused**, and a bounded third fetch class (marketplace, park, pitch, memorial, fuel, school, bus_stop, telephone, post_box) is mechanical under the standing authorisation. That is the fix for "real towns are a shopfront strip", and it is a better-motivated epoch than anything in the vendors theme. *Horizon matte / Voronoi outskirts / sky domes* — orthogonal, but 1.2's `skyBias` must be designed knowing sky domes are coming, and must not touch `setSky`'s one-way latch.
**WHAT HAPPENS FIRST, plainly: the kerb ruling.** Not code — a decision. Until it is made, five separate proposals are designing against contradictory geometry and fourteen gig posters are standing in the road on the boot every player gets. Make the ruling, land the footpath widening with the `?verge=0` falsifiability control, repair `smoke_tram`, re-pin the budget — then wave 1's four items run in parallel across four lanes with no shared files.
---
## 7. WHAT NEEDS JOHN
### Decisions
1. **The kerb ruling.** Footpath or road, for the 9m band between kerb and shopfront. **Recommend: footpath** — adopt A's published law, widen the existing merged footpath class inward, +0 draws, and the posters land where A already thinks they are. Grass verges on residential edges only.
2. **Is synthetic-only acceptable?** Backyard Australia, market day, garage sales and the whole residential/market vocabulary live on **one** town, because all 21 real towns are 100% shop lots with a single district. Either accept "the default boot is the richest town", or fund the civic-layer fetch that gives real towns their other lot uses. **This is the biggest strategic question in the review and it is not a lane's to answer.**
3. **The animal answer.** No rigged quadruped exists or can be automated on this fleet. Accept static + scripted-transform animals for v8, or commission a hand-rigged quadruped in Blender as a one-off human job. **Recommend the former now, defer the latter.**
4. **The market plaza.** `ground.js` paints a 46×46m plaza at the origin — on top of the spine road, touching none of the 40 stall lots at x 77..33, z 100..23. Fixing it changes visual output on the covenanted town. **Recommend: fix it under the amendment law** (the R27 precedent — the covenant is anti-drift machinery, not a defect preservative), as its own small ruling, not folded into a content round.
5. **Epoch name and shape**`v8 — SOMEONE LIVES HERE`, wave 0 then four parallel wave-1 items, wave 2 behind the street verb.
6. **The budget of record and the shared-layer cap** — adopt the walked worst frame; settle one instance cap for the fauna layer before three implementations invent three.
7. **hardyards provenance.** 39 GLBs that are exactly the vernacular kit's shopping list, with provenance documented for one file. Only you know where they came from. Worth an hour of your memory.
### Credentials and authorisations
- **Nothing in this slate is blocked on a credential.** MODELBEAST is up and token-authed from disk; Cloudflare works; the depot accepts passwordless tailnet uploads. Worth stating plainly, because the brief assumed otherwise.
- **Mixamo fetch needs your logged-in Brave session** for any *uncached* clip. Not needed for this slate; needed if anyone wants a new human clip that MoMask cannot produce.
- **Standing authorisation to re-run the Overpass fetch** — 23 towns, one bounded query each, 4s courtesy, ODbL attribution into every cache and into `SOURCES.md`. Not needed for v8 as scoped. **Needed for v9.**
- **Where is MOCAPGOD?** The brief says lanes 0/A/B are done. On m3ultra the directory is 0 bytes and not a git repo. Either it lives on JING5 or the Air, or it was never started. Not blocking — `motion_local` covers the need — but the fleet docs are wrong somewhere and only you can say where.
- **A ruling on the depot.** 971 live assets, 53 in `_published.json`, `AUDIT.md` recording 138, and known trademarked items inside. **Recommend: treat it as a read-only archive, generate fresh for anything new, schedule an `AUDIT.md` re-run.**
- Optional but cheap: **keep `?verge=0` permanently as a gate flag.** It is the best gate design in the packet and it costs nothing.

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@ -1,191 +0,0 @@
> **FABLE'S NOTE (2026-07-26).** John's pitch; designed by a 3-framing panel (time-attack /
> market-day / daily-challenge), each adversarially judged, then synthesised. **I verified the
> load-bearing finding myself before circulating this:** `kind:'bin'` is minted at exactly
> `fittings.js:60` and `:75` (`recordBin`, `crate`), and those appear in exactly two recipes —
> `record` (`theme.js:38-39`) and market `stall` (`theme.js:196`). **Confirmed: only record
> shops and market stalls have a diggable crate.** The op shop's recipe (`theme.js`) is clothes
> racks, metal shelves, a bookshelf, a trestle table and `crateStack` — which its own comment
> labels *"back-room dressing"*, i.e. scenery, not a bin.
>
> **That is a finding about the MAIN GAME, not just this mode**, and it is filed to the v8 debt
> ledger: PROCITY is built on thriftgod's op-shop DNA and **you cannot dig in an op shop.**
> Whether that is a gap to close (give the op shop a bric-a-brac bin) or a fact to design around
> (records are the deep dig; op shops are pull-and-buy) is a John-level taste call, and RED
> TICKET DAY does not depend on the answer.
>
> **AMENDMENT (R39, Lane C, measured):** this design's roster counts "crate-shops" from the
> RECIPES — but **44% of market-stall rooms contain no crate at all**. The stall's `crate` is
> `zone:'centre'` and its 36 trestle tables take the aisle first, so the roster can name a stall
> you cannot dig in. Also: **a stall dig stamps the pull `type:'record'` while the stall itself is
> `type:'stall'`**, and `sellableIn` is type-equals-type — so **a stall find has nowhere to be
> sold**. Both are pre-existing, neither is this design's fault, and both must be resolved before
> RED TICKET DAY ships a roster. Lane C holds a one-line `fallbackZones` fix that would give
> stalls the crates their own recipe already promises.
>
> Superseded in part by John's later reframe — *"the city being procedural and nebulous… you have
> to even know where to find the store"* — which is running as its own design pass. Read that
> charter alongside this one: this document owns the ROUND and the LAWS (the Band Floor Law is
> the best idea in it); the reframe owns the HUNT.
# RED TICKET DAY
### synthesis of three designs and three adversarial passes — decision-grade, for John
---
## 1. WHATAYARECKON
Yes. Build it. Not because the game needs another system — it needs fewer — but because this is the first thing anyone has proposed that **spends the clock**.
Read our own frontier doc back: *"hours exist! nothing makes you race them"* and *"the clock is scenery."* That is not a missing feature, it is a missing **cost**. Every verb in PROCITY is currently free: riffle a crate, walk a block, dig all day, nothing is consumed except cash. The shops shut and it costs you nothing because there is nothing you were going to do anyway. The sale fixes that from the other end — it makes *today* the only day the $110 grail is $66, and once today has a thing in it that tomorrow doesn't, the hours that already exist start biting without a single new clock.
And it answers *"what is a session?"* — which has been open since v4. A session is **one town, one trading day, one docket**: wake, read the paper, walk, choose which crates you can afford to open, get shut out of the last shop, sleep. Ten to twenty minutes with a beginning, a middle and an end.
Two things it is not. It is **not a stopwatch** — all three judges landed on that from different directions and the code agrees (details in §8). And it is **not free money**: the round is a net cash *loss* by construction, and that is the point. You are not trading, you are buying the day you finally got the thing.
---
## 2. WHAT IT IS
**RED TICKET DAY.** One day in seven, seeded per town, the shops that have crates in them mark stock down. The paper tells you which ones. The markdown never crosses the guide band's floor, so a red ticket is never a gem and a gem is never red — the skill you already have gets *harder*, not easier. You cannot buy them all. The shops shut. What you carried out is the score, and it lives in the crate forever with "day 14, Bendigo" under it.
Structure and scoring come from **TIMEATTACK** (bounded round, forced-flag gates, DOM-only, the Band Floor Law). Diegesis and rhythm come from **MARKETDAY** (a *day*, not a stopwatch; the morning paper; the market's own FIRST IN BEST DRESSED fiction, already painted on the wall at `theme.js:201`). The time model comes from **DAILY**'s one great idea — *time passes on the street, not in the shop***corrected**: seconds don't cost you indoors, but **crates do**.
---
## 3. THE ROUND
**Wake.** SLEEP rolls the day (`save.js`, `index.html:281``lighting.setSegment(0)`). If today is the town's red-ticket day, the wake toast carries the paper:
> 🌅 day 14 · **RED TICKET DAY** — Vinyl Solution ⅓ off · The Turnstyle ¼ off · Sadie's half price
The sale module then sets the segment to the first roster shop's opening, so a sale day always starts with a door about to open.
**The roster: what the town actually has.** Only two shop types carry crates (measured, §4). The roster is the biggest cluster of ≤3 crate-shops all within 400 m of each other, seeded. Across the 26 shipped town keys at seed 20261990:
| roster | towns | tour | sprint @ 8.8 m/s |
|---|---|---|---|
| 3 shops | 5 (fitzroy, adelaide, brunswick, katoomba_real, melbourne) | 74369 m | 842 s |
| 2 shops | 7 | 6390 m | 144 s |
| 1 shop | 11 | — | — |
| **0 — no sale day** | 3 (bowral, darwin, daylesford) | — | — |
Synthetic towns (`plansrc` default, ~480 shops, 103151 crate-shops): roster of 3, tour **827 m**. So the mode is a route problem in the default town and in five real ones, and a *depth* problem in the other seventeen. Both are rounds. Neither is a lie.
**Inside.** A record shop holds 38 crates × 16 sleeves = **48128 records**, of which (modelled off the shipped band table at `bible.js:26-30`) **513 carry a red ticket**. A ticket is 25 / 35 / 50% off asking, seeded per shop-day, **floored at the band's low edge**. Mean marked price ≈ **$21**; mean saving ≈ **$10**; a grail asking $90 comes down to $60 and no further.
**The purse.** Day-1 wallet is `60 + (r()*140|0)`**$130** (`wallet.js:10`). Six red tickets and you're out. There are 1230 on a three-shop roster. **You take a fifth to a half of what's marked.** That is the whole game of the round: not "grab everything", but "which of these do I want enough."
**The clock — the one real change.** Time does not pass while you riffle. It passes when you **walk** (the street clock, exactly as shipped) and when you **open a crate**: one crate ≈ ⅓ of a segment. A trading day gives you roughly **nine crate-openings**. Fitzroy's 369 m tour eats three of them. So three shops = two crates each, out of the 38 each shop has. You will never see the bottom of a town, and the shutter comes down mid-crate.
**The end.** The last roster shop shuts (`isOpen`, already enforced at `index.html:493`). The docket totals what you carried out:
> 🔴 the day's take — 5 red tickets, $84 saved, $103 spent · you left 9 marked in the crates you opened · you never made it to Sadie's
Then SLEEP. Six ordinary days until the next one, or travel (which costs a day anyway).
---
## 4. THE THREE FACTS THAT DECIDED THE DESIGN
Measured this session against the tree, not asserted:
**(a) Only two shop types have crates.** `userData.kind:'bin'` is minted at exactly `fittings.js:60` (`recordBin`) and `:75` (`crate`), and those appear in exactly two recipes: `record` (`theme.js:38-39`) and market `stall` (`theme.js:196`). Op shops, pawnbrokers, book barns, toy shops have **no diggable bin at all**. Two of the three submitted designs set their flagship scene in an op shop. That scene cannot happen.
**(b) The real towns are big and thin.** Generated all 26 town keys: crate-shops per town run **0 to 12**, and they can be **2.3 km apart** (hobart, newtown). Three towns have none. The "three shops, three depths, pick a route" premise is a Fitzroy feature. Hence the 400 m clique rule and the honest "the round is however many shops this town has."
**(c) The day is six values wide.** `HOUR_NUM = [6.5, 9, 12.5, 15.5, 18.5, 22]` (`lighting.js:22`); record hours are 1018 (`registry.js:40`), stalls 814. So **records are open at 12:30 and 15:30 only; stalls at 9:00 and 12:30 only** — two segments each, 80 seconds of street clock. MIDDAY is the only segment where the whole diggable town trades. That is not a bug to design around, it is the trading day, already shipped: **stalls in the morning, records after lunch, everything at midday.** Use it.
---
## 5. MECHANISM, LANE BY LANE
**Lane C — `dig.js`, ~8 lines, one new optional opt.**
- `dig.js:421` — after `offers = …`, before `buildStack(offers)` at `:424`: `if (opts.sale) offers = offers.map(opts.sale);` A post-draw transform. `proceduralSleeves` (`:36-56`) and `pickRealOffers` (`:379-402`) are complete; zero stream drift, zero re-order, no golden moves. **Never in-place on `pack.items`**`stockpack.js:30-31` caches by (type, base) and an in-place write leaks town-wide and permanent. `{...o}` copy, always.
- `dig.js:110-115` — red `fillStyle` on the price when `o.was` is present. Rides the existing per-open `CanvasTexture`. +0 draws.
- `dig.js:266-275` — a `🔴 SALE · was $50` chip in the stamps row (present-fields-only, so absent ⇒ byte-identical card). The `guide $2559` line stays exactly where it is: **that is the discount theatre.** `~~$22~~ $17` inside `guide $824` and `~~$50~~ $31` inside `guide $2559` are the same red ticket and opposite verdicts.
- `dig.js:480-487` — widen `currentOffers()` with `was` and `sale`. Without this the gates cannot see their subject (vacuous-gate law).
- `bible.js`, `sell.js`: **no change.** Not one line.
**Lane F — one new module + three small edits.**
- `web/js/world/sale.js` (~180 lines): the seeded calendar, the roster, the ticket transform, the crate accumulator, the docket DOM. Constructed only under `flagOn('sale') && game`; never constructed under `?classic=1`, `?sale=0` or `?game=0`, so absence is by non-existence, not by branch (the `washing.js` / `magpie.js` precedent).
- `index.html`: one construction line, one `PROCITY.flags` entry, one `?sale=all` force. **No per-frame update** — the module is event-driven off `procity:segment` and `procity:digClose`. Zero frame cost.
- `save.js`: `recordFind` carries `was` and `sale:1` on the entry (exactly the `band` precedent at `:294`); `validEntry` (`:52-60`) validates both when present; `listFind` (`:366`) refuses a `sale:1` entry.
- `hud.js`: the docket strip gets its **own body-mounted root**, not a child of `#pc-game``hud.js:283-285` sets `#pc-game` to `display:none` for the entire dig, and with no countdown to watch that is now fine, but the strip needs its own construction gate and its own DOM assertions.
**Lane B — one optional four-line API:** `lighting.advance(frac)` so the crate cost can move the day by a third of a segment without `setSegment()` stomping sub-segment position (`lighting.js:113` sets `clock = i + 0.001`). Fallback if B is busy: sale.js keeps its own accumulator and calls `setSegment` only on a boundary crossing. Nothing else from B, A, D or E. **Zero assets, zero fetches, zero draws.**
---
## 6. THE LAWS
**1 — THE BAND FLOOR LAW.** `price = max(bandLow, floor(ask × (1d)))`, and no band ⇒ no ticket (fail-closed). One `Math.max` buys both fences at once: the keeper's counter offer is `min(lo1, ⌊lo/2⌋)` off `bandLow` (`sell.js:28-32` + `bible.js:52-58`), so every marked buy costs ≥ `lo` and sells for < `lo`**the no-pump gate's `all(d <= -1)` holds with zero changes to sell.js**. And nothing under a band floor is ever a sale, so **under-band still means "nobody noticed"** — the gem survives intact.
**2 — THE PROVENANCE LAW.** A `sale:1` entry can never be consigned. *"Can't put that through GodBay, mate — half the district was at the same sale."* One guard at `save.js:366`, one hidden `⚖` on the crate row.
> **This replaces the "drop the band" fence that two of the three designs proposed, and it is not a preference — that fence is broken.** With no band, `godbayHammer` sets `lo = hi = pricePaid` (`save.js:36-37`) — but the 12% bidding war multiplies *afterwards* by 1.52.0 (`:43`), so **~12% of sold listings profit** and the design's own gate arm would go red. It also prints your own purchase price back at you in the morning paper, and blanks the guide line on the sell card (`sell.js:104`). A refusal is one line, hard-assertable, and diegetic.
**3 — THE GEM COVENANT.** The gem is never ticketed. On a sale day the eye is trained on red for ten minutes and the money is still in the plain yellow sticker at $6 in a `guide $2559` band. Free, and it makes the core skill *harder* on the day the game is loudest.
**4 — DETERMINISM & THE DELTA LAW.** Four new `kind` labels — `'saleday'`, `'saleroster'`, `'saleticket'`, `'salethin'` — independent streams by construction, so nothing existing shifts. **Tickets are keyed to item identity, never array position** (`${shopId}:${day}:${binKey}:${sku ?? i}`): `dig.js:422` filters procedural offers by `gone`, so a position-keyed ticket would move to a different record the moment you bought one. Save side: **zero new top-level fields.** The score is a pure function of the collection (`Σ was pricePaid` over today's `sale:1` entries); only `was` and `sale` are added, both optional, both on the entry, both validated exact-and-loud. Old saves load untouched.
---
## 7. THE GATES (Lane F)
1. **Non-vacuity.** `?sale=all` marks every eligible shop at rate 1.0, so `smoke_nopump`'s shop picker (`flags_check.py:2537-2559`) is *guaranteed* on the roster. Re-run the 5 real UI round trips; assert `all(d <= -1)`; **FAIL** — not skip — if fewer than 3 of 5 bought offers carried `was`.
2. **Band floor.** Over ≥5 bins: every offer with `was` has `price ≥ bandRange(band)[0]` and `price < was`.
3. **Provenance.** Buy marked → `listFind === false`. Positive control: buy unmarked in the same shop → `listFind === true`.
4. **Negative control.** `?sale=0` / `?classic=1` / `?game=0` → zero `[id^=pc-sale]` DOM, zero `was` anywhere, and the offer tuples byte-identical to a pre-sale boot. **Mint that offer-price golden this round — it does not exist today** (`flags_check.py` pins plan fingerprints only).
5. **Identity-keyed tickets.** Buy one marked slot, re-open the bin, assert the surviving marked set is unchanged (the R27 zero-collateral law, applied to the ticket).
6. **Calendar determinism.** Same (seed, town, day) ⇒ identical roster and identical marked set across two boots.
7. **(full version)** `PROCITY.sale.debug.crates(n)` — every existing tool pins midday (`dbg.js:325` + 20 call sites), so the crate clock needs an explicit hook or its gate is vacuous by construction.
---
## 8. CUT LIST
| cut | why | verified at |
|---|---|---|
| **The 120-second stopwatch** | `dt` is clamped to 0.05 s — a 10 fps machine gets a **2× longer round** and `best` is framerate-denominated; `procity:segment` can't tell a real transition from a bracket press; DBG pauses the clock in every gate we own; and the strip would be invisible for the whole dig | `index.html:575`, `lighting.js:109-113`, `dbg.js:325`, `hud.js:283-285` |
| **Op shops, pawn, book, toy from the pool** | no bins, at all | `fittings.js:60,75` vs `theme.js:56-63,134-141` |
| **"Drop the band" as the anti-farm fence** | 12% of sold listings profit via the war multiplier; prints a legible inversion in the paper; blanks the sell card's guide line | `save.js:36-43`, `sell.js:104` |
| **The Wordle bell, share string, `?run=today`** | needs `createGame({startDay})`, which doesn't exist (`let day = 1`, single writer `adopt()`); the board is a query string, so the leaderboard is decorative | `save.js:110-113,167` |
| **`🎟 N marked` bin hover** | forces exporting `proceduralSleeves` or mirroring it (~1,100 PRNG draws per room enter), and points the player *away* from the gems | `dig.js:36` |
| **The sandwich-board InstancedMesh** | +1 draw is affordable; the `frontEdge`/`ry` orientation math, texture, chunk refresh and gate arm are not, when the docket already names the shops | reserve for v9 |
| **The 23-town calendar strip** | would advertise sale days in the 3 towns with nothing to dig | measured §4(b) |
| **Dollar-threshold ranks ("$200 = LEGEND OF THE TIP"), `best`** | measure wealth, not play — start cash is `60 + (r()*140\|0)` and grows unbounded | `wallet.js:10` |
| **`goesAt ∈ {2,3,4,5}` thinning** | 5075% of that distribution falls in segments the shop is never open in — it resolves to a constant. Replaced by one bit keyed to the shop's *own* hours: **arrive in a shop's last open segment and half the red tickets are gone** | `registry.js:40,128` × `lighting.js:22` |
---
## 9. EFFORT, AND THE MINIMUM SHIPPABLE THING
**MINIMUM — one round. This is playable this week.**
The sale exists and nothing is scored: `?sale` flag, seeded calendar, roster, band-floor tickets, red sticker + SALE chip, `was`/`sale:1` on the entry, the `listFind` refusal, the paper line on the wake toast. Gate arms 16.
Cost: one Lane C afternoon (`dig.js` ~8 lines), one Lane F round (`sale.js` ~120 lines, three `save.js` edits, two `index.html` lines), and the offer-price golden. **No lane conflicts** — nobody is currently in `dig.js:421` or `save.js:366`, and v8 wave 1 is entirely elsewhere.
**FULL — two more rounds.**
+ the crate clock and the Lane B `advance()` API, + thinning at room-enter, + the docket strip and the end-of-day total, + the keeper's rumour instead of a calendar UI, + gate arm 7 and the DBG hook. The second of those two rounds is mostly QA, because the crate clock touches what *time* means and every existing tool pins midday.
Ship the minimum first **as a field test**: it tells you whether a red ticket is fun before you rebuild the day around it.
---
## 10. WHERE IT SITS AGAINST v8
**The minimum version is a genuine v8 sidebar.** One flag, zero draws, zero assets, zero fetches, DOM-only, construction-gated, no lane collisions with ambient audio, per-town character, the magpie or backyard props. It is content wearing a very thin system, which is exactly what v8 is.
**The crate clock is not a v8 sidebar — it is the head of v9.** Making a crate cost time is the first time in this game's history that dwelling costs anything, and it is the direct, literal answer to *"the clock is scenery."* That deserves an epoch, its own gates and its own retro, not a wave slot.
**One flagged follow-up, not this round:** give the op shop a record crate. It is one line in `theme.js:56-63` and it would take the diggable pool from 012 per real town to something like 325 — which fixes the roster histogram, fixes the 3 dead towns, and delivers the actual op-shop fantasy the pitch is written in. It re-rolls every op shop interior, so it is a Lane C spike with a golden re-mint behind it. Worth costing properly in v9.
---
## 11. WHAT NEEDS JOHN
1. **Stopwatch: in or out?** The recommendation is out — the pressure is the shutter, the purse, and the crate cost. You said "limited times". Is a *trading day* limited enough for you, or do you want a number counting down?
2. **Does opening a crate cost time?** This is the one real design change in the document, and the one that makes hours bite. It rations *breadth*, never the riffle itself — you can take as long as you like inside a crate; you just can't open the next one for free. Yes or no.
3. **Are red-ticket finds locked out of GodBay forever?** It is the clean fence and it is diegetic, but it is a real restriction on your auction toy.
4. **Is the band floor sacred?** i.e. a red ticket can never be a gem. This buys the no-pump law and the gem signal with one clamp. Breaking it means red tickets and grails start looking alike.
5. **Does the sale run in one-shop towns?** Eleven of twenty-six get a roster of one. Recommendation: yes — a one-shop round is a depth round. Three towns get no sale day at all, honestly.
6. **Is the crate the only trophy, or do you want a score that persists?** Recommendation: crate only, no personal best, no leaderboard. The number is for the day, the record is forever.
7. **The name.** RED TICKET DAY is the working title. Given three designs independently reached for "red ticket", it is probably right — but it is your word to pick.

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# PROCITY — THE FRONTIER (what is genuinely not figured out)
*Fable (m3), 2026-07-17. John's challenge, verbatim: "there is heaps more to figure out — all
the systems are set you say?" He's right. This doc is the honest map: what 29 rounds built is
the WORLD and the PIPELine; the GAME — the reason a stranger would play for an hour — is
mostly unfigured. Nothing here is chartered; it's the space the next epochs get picked from.
Sibling docs: V2_IDEAS (the old parking lot), V6_LIVING_STREET (chartered, in flight).*
## What is actually solid (don't re-litigate)
Procedural + real towns · enterable interiors · citizens with identity · gigs · weather/tram ·
the dig with real/mint/parody stock · the tier ladder + offline law · the two-studio pipeline ·
the QA culture. The platform is genuinely done-ish. Everything below stands ON it.
## THE BIG ONE — it isn't a game yet
You walk, you dig, you buy. Then you close the tab and it never happened. The whole loop that
makes digging MEAN something is unbuilt:
1. **Persistence.** No saves. The wallet resets, the collection vanishes, "gone this session"
is the only memory. (localStorage fits the seeded-everything law trivially — the world
regenerates from seed; only the DELTA needs saving: cash, owned items, day. This is days of
work, not an epoch, and it unlocks everything below.)
2. **The collection.** You buy records and they go... nowhere. No crate at home, no album/
shelf UI, no "look what I found in Katoomba." The collection IS the trophy case of the
whole game and it does not exist.
3. **The thrill loop.** thriftgod's `mint()` gem bands exist as DATA (price bands, gems,
CBD-distance curation) and drive NOTHING. No underpriced gem in a dusty crate, no "is this
worth more than they're asking", no sell/flip loop, no wantlist hunting across towns. The
entire reason op-shopping is exciting in real life is un-simulated.
4. **Why today matters.** No day structure — no opening hours pressure (hours exist! nothing
makes you race them), no end-of-day, no "the gig starts at 9, the shops shut at 5, choose."
The clock is scenery.
5. **The player.** No hands, no home, no inventory UI beyond a number, no character. Who are
you in this town?
6. **Onboarding.** A stranger at digalot.fyi/procity gets pointer-lock and silence. The first
five minutes are unfigured entirely.
## Chartered but unbuilt (in flight or waiting)
- **v6 LIVING STREET** — spikes gated on footage; then clips-at-scale, personas, footpaths +
occasional cars, generated bodies.
- **Option B** — real reservation holds (John's hold budget).
- **Tier-2 auto-discovery** — needs a reachability contract.
- **The editor/override layer** (V2_IDEAS, still the best long-game idea: hand-author any shop
interior over the procedural base).
- **Multiplayer presence** (see who's digging the same town).
## Unowned design questions (nobody has even sketched these)
- **What is a session?** 20 minutes? A day-cycle? A town per sitting?
- **The economy loop:** buy low → ??? → profit. Sell where? To whom? GodBay (thriftgod's
auction sim) is sitting right there as the obvious answer and no design connects them.
- **Cross-town play:** 23 towns exist; nothing makes you travel. Regional wantlists? A gem
rumor system? The tram/train BETWEEN towns?
- **The gig layer as gameplay:** you can attend a gig; you can't book one, play one, or care
about one. 90sDJsim overlap sits unexplored (DJ the venue?).
- **Music identity:** procedural beds exist; a game this specific deserves a sound.
- **The 90s-ness:** it's in the fabric (video shops, milk bars) but no system USES the era —
no phone-free navigation puzzles, no street-press gig guide, no mixtapes.
## THE THIRD DIMENSION + TEXTURE LIFE (filed 2026-07-18 — John's Perlin question, answered from the code)
**The ruling that frames this section:** world *structure* stays on the semantic hash-stream
system (`prng.js` — `seedFor(citySeed, kind, id)`, independently-keyed streams per entity).
That architecture is why 31 rounds of features never moved a golden: a draw added to one
stream shifts no other. Perlin answers a different question — a *continuous* value over
space/time — and it enters the toolbox only where the question really is continuous. When it
does, it seeds from the same citySeed keying: deterministic, gate-able, no exceptions.
Candidates, ranked by honest cost:
1. **TERRAIN / ELEVATION — the headline, epoch-scale, chartered as a v8+ candidate.**
Everything is flat, which is *wrong for the real map*: Katoomba is a mountain town rendered
as a billiard table. Per the real-map DNA, the primary source is REAL elevation (SRTM /
contour data for each town bbox, the same discipline as the roads fetch) — noise is only
the infill between samples, never the shape of a real hill. **The cost is named now so
nobody charters it lightly:** terrain touches everything — roads follow grades, buildings
need foundations and steps, footpaths slope, the chunk streamer and the walkers and every
budget meet a Y axis, and the classic covenant needs a flat-forever fence. This is an
epoch with an alpha/beta/close arc of its own, not a round.
2. **Sky / cloud domes — cheap, near-term (v6/v7 polish).** Skies are baked textures today; a
seeded FBM dome gives every day its own weather-shaped sky, composes with the existing
weather states, and is one lane's item (B, lighting). *(2026-07-23: Sebastian Lague's
graphics-library video §6 is effectively the implementation guide — fBm + cheap
Rayleigh/Mie approximation in one full-screen pass; the winmap shader proves the house
does this class of trick. Skip full volumetric raymarch until measured.)*
- **2b. THE HORIZON MATTE (filed 2026-07-23, from the same video) — the poor-man's
terrain.** Towns end at a flat empty horizon. A seeded fBm-raymarched HORIZON BAND — a
matte painting that computes itself, ~1 draw, zero geometry — puts the Blue Mountains
behind Katoomba and scrub ranges behind Bendigo, seeded per town (real towns could bias
the profile from their actual region). Buys most of the terrain epoch's FEEL years early;
classic-gated like everything; retires automatically if real terrain ever lands.
- **2c. VORONOI OUTSKIRTS (same filing).** Grid-constrained Voronoi paddocks with treeline
borders as the town-edge ring, so the approach to town reads as countryside instead of a
hard stop. A's partitioner class (plan-side, seeded, golden-aware) + B's tree instancing.
Pairs with 2b; both are candidates for a single "THE HORIZON" polish round.
3. **Wear & grime — cheap, high-charm (E/C canvas painters).** Seeded value-noise for sleeve
ring-wear, facade sun-fade, footpath staining — per-item, deterministic, and exactly the
90s patina the parody sleeves deserve. Pairs with the beta's price-guide work (a worn
sleeve *reading* worn next to its condition grade).
4. **Crowd ebb (LIVING STREET track, D).** A slow 1D noise curve modulating street density
across the day — mornings trickle, arvo swells — richer than uniform draws, one stream,
identity-safe.
5. **THE VERNACULAR KIT (filed 2026-07-18, John's idea, source corrected) — buildings that
feel real.** The town's massing is same-y boxes; the fix is **1520 parametric Aussie
vernacular archetypes** (Queenslander, Federation cottage, terrace row, weatherboard
shopfront + verandah, deco corner pub, brick milk bar, fibro shack, tin warehouse…) with
seeded knobs — width, storeys, verandah depth, roof pitch, parapet, tint, and the wear
noise from item #3 above. **Source ruling: NOT Google Maps 3D** (licence-fatal — the one
thing the provenance spine must never touch — and photogrammetry mush at house scale
anyway). Instead: (a) **OSM/Overture building footprints + heights** for the real towns —
ODbL, the licence and pipeline we already ship, one more fetch class under the standing
authorization; (b) the kit designed from Street View *reference* (looking is not
extracting) and built parametrically on B's existing instanced-attribute machinery, which
already varies tint/hours per instance. Real footprints place real shapes on real streets;
the kit + knobs cover everything unfootprinted. Pairs with terrain as the two halves of a
future "the streetscape gets real" epoch — but unlike terrain, the kit is INCREMENTAL
(archetype by archetype, budget-measured, classic fenced), so it could also drip in as
B/E polish rounds. Goldens untouched either way (plan hashes don't see meshes); budgets
re-measured per archetype.
6. **THE CIVIC LAYER (filed 2026-07-23, John's question — "do we have fountains/statues/
gardens?" Answer: no, and the town feels it).** Trees exist (wind-swaying billboard gums,
R17) and commerce exists; civic PRIDE doesn't — no parks, gardens, fountains, statues,
memorials, rotundas. The real-data angle makes this a first-class citizen of the real-map
DNA: **OSM maps all of it** (`amenity=fountain` · `historic=memorial` · `leisure=park/
garden`), and the **war memorial** — the defining civic marker of exactly the AU towns we
build — is mapped in nearly every one. Real towns get their actual memorial/park/rotunda
at actual positions via the existing ODbL fetch (one more class, standing auth); synthetic
towns get a seeded civic kit (memorial at the main intersection, rotunda + gums in a
pocket park, drinking fountain by the shops); statue/rotunda meshes via the local gen
stack (hunyuan3d_mlx, CC0-equiv, the instrument-pipeline discipline). Cheap-to-mid (B
furniture patterns + E assets + one A data class), incremental like the kit, and pairs
with it: terrain = the ground's shape, the kit = the buildings' shape, the civic layer =
the town's heart. A pocket park with a memorial is also the natural HOME BASE candidate
for v7.x (sleep on a park bench, you battler).
## SUPERSEDED IN PART — see [REVIEW_CITY_PATTERNS.md](REVIEW_CITY_PATTERNS.md) (2026-07-26)
A 16-agent top-down review (5 lane cartographers · asset-capability audit · design research ·
4 design themes × adversarial verify · synthesis) measured this shelf against the code and
corrected several of its assumptions. **Read that review before charting anything below.**
Headlines that change this document: the draw budget of record is **292/300 walked** (R37-pinned; 280 was the same measurement at a coarser step), not the
~131 bookmark figure (spend TRIS, not draws) · **all 21 real towns are 100% `use:'shop'` lots
with one district** — every residential/market/yard idea here is synthetic-town-only until the
civic-layer fetch lands, which promotes the civic layer from "nice" to **the strategic v9** ·
rigged quadrupeds are a **hard capability wall** (MIRPAMO is architecturally biped-only), so
animals are static+scripted or nothing · and the highest-leverage change on the shelf is not
content at all but **the kerb ruling** (A publishes a corridor law nobody consumes; 14 gig
posters are standing in the road on the boot every player gets).
## The honest sequencing opinion (Fable's, not a ruling)
The private-test deploy is the design instrument: John walks the game cold and writes down
every "why can't I..." — that list IS the v7 charter input. My candidate for v7 once v6's
spikes land: **THE GAME (persistence + collection + the thrill loop + a day that matters)**
it's the smallest set that turns the platform into something a stranger plays twice.

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# PROCITY v4 — THE REAL MAP (epoch charter)
*Fable, 2026-07-16. John's pick (R17 kickoff). Grounded in the R17 scout: 5 real AU town caches
boot through the full gate matrix — deterministic, in-budget, districts place, `?noassets` silent.
The existing CityPlan contract eats real shop data. What it does NOT yet eat is real geography:
`plan_osm` marches real shops onto synthesized parallel avenues. v4 closes that gap.*
## The vision
**Walk the actual main street of a real Australian town.** Katoomba's real high street with its
real secondhand shops in their real order, PROCITY's stylized look (this is not photorealism —
the *town* is real, the *rendering* is PROCITY), the gig district, the citizens, the dig, the
weather — everything shipped, on real bones. The default boot stays the synthetic town; real
towns are a destination you pick.
## The stages
- **v4.0-alpha (R18): REAL ROADS, one town.** Real OSM street geometry (simplified to the
CityPlan edge schema — straight segments, real topology) for `katoomba_real`, shops seated
along their real streets, everything downstream unchanged by contract. Opt-in via the town
cache (schema v2 carries `roads[]`; caches without roads keep the marched fallback).
- **v4.0-beta: the district on real bones, five towns.** All scouted towns get roads; venues,
posters, queue, tram(?), citizens proven on irregular graphs; the town selector (B) so a player
can pick a town without URL surgery.
- **v4.0: the town pack + the tour.** A curated pack (~1525 towns, E's bbox discipline), the
release tour shot on real streets, docs, tag. Default boot still synthetic; flag-flip for real
towns is a v4.x decision AFTER soak (the v3 pattern, proven twice).
## The laws (inherited, plus two new)
Classic covenant untouched (`?classic=1` byte-identical forever) · default boot untouched through
alpha/beta (real towns opt-in) · determinism from (town, citySeed) · budgets unchanged (≤300/200k
street, ≤350 interior) · asset law (cache fetch fail-soft; `?noassets` falls back to fixtures) ·
amendment law for goldens · atomic pathspec commits · measurement over brief.
**New — the bbox law (A's R17 risk #1):** a town cache is ONE compact town (span ≤ 5 km,
validator-enforced); town *selection* discipline lives in E's pipeline, because the generator
cannot rescue an over-broad query. **New — the ODbL law:** every cache ships
`license`/`attribution` + `SOURCES.md`; raw Overpass responses are committed so re-runs never
re-fetch; only public POI/way data, never private-individual data.
## The risk list (from the R17 scout, kept current)
1. Mega-strip / over-broad bbox — mitigated by the bbox law; watch per-town.
2. Sparse towns (< 6 shops) curation floor; `MIN_TOWN_SHOPS` enforced.
3. **NEW, the alpha's real risk: irregular geometry downstream.** B's chunks/buildings/furniture
and D's sim have only ever seen A's synthetic graphs and the marched-avenue osm towns.
Non-grid intersections, acute angles, short edges, dead ends — the alpha exists to surface
exactly these. Every failure gets written down, fixed or fenced.
4. Road simplification fidelity — too coarse reads wrong, too fine costs edges; A owns the knob.
5. Settled non-risks: facade clearance on osm towns (R17), interior types (C proved 18 real
`shop=` values degrade cleanly), plan-side determinism (E's pipeline is byte-identical re-run).
### Retired-or-carried at the v4.0 close (ROUND22 ledger #6 — Lane A, line by line)
Verdicts against the **full 23-town pack** (1,210 shops), not against the 5-town sample the list was
written for. "Retired" means a law now enforces it and the pack proved the law holds with headroom.
1. **RETIRED — enforced, with headroom.** `MAX_TOWN_SPAN_M` (5 km) is validator-enforced, so a breach
fails loudly at load, not silently in the plan. Widest in the pack: **geelong at 3,829 m — 77% of the
ceiling**; no town came close to the law. Mega-strips are now a *pipeline curation* question (E's), and
the generator's fence is the backstop it was designed to be.
2. **RETIRED — the floor never bound.** `MIN_TOWN_SHOPS` is 6; the thinnest town in the pack is
**darwin at 12 — 2× the floor**. No cache was rejected for sparsity. (Whether a 12-shop town *reads*
alive is a different question and a live one — it's D's thin-tail spot-check this round, not a
generator risk.)
3. **RETIRED on the plan side; CARRIED for the runtime lanes.** This was the alpha's real risk and it
paid off exactly as intended — the irregular graphs surfaced fragmentation (R19), capacity (R20) and
venue stranding (R21), each fixed-or-fenced and written down. At 23-town scale A's side needed **no
new hardening**: 1 connected component and 3 venues on every town, all invariants green, fitzroy's 160
shops included. **Carried** only where it hasn't been measured yet: C's door-soak, D's fitzroy audit
and F's matrix are this round's verifies — the plan being green is not the same as the town rendering
and simulating green.
4. **RETIRED — the knob is at a measured setting.** Junction-protected DouglasPeucker settled it
(katoomba 105 → 11 components; cull/bridge → 1 component at 100% main-net, and now **1 component on
all 23**). The fidelity/edge-count trade has a floor that holds across the pack; it is no longer an
open question, and any future move re-pins goldens under the amendment law.
5. **Unchanged** — still settled, now on 23 towns rather than 5.
6. **NEW, CARRIED — thin-graph seating capacity.** The pack's honest tail: **6.4% of shops don't seat**
(77 of 1,210), all counted by cause, dominated by overflow where a town has more shops than its road
graph has frontage. Outliers: **daylesford 19%** (32 shops on 171 roads — the thinnest graph in the
pack by 2×) and **fitzroy 13%**. `RGAP` is already 0.5 m and `NODE_CLEAR` 3 m; the only lever left is
spilling overflow onto a *different* street, which buys a few percent by putting a shop on a road it
isn't on. Ruling stands from R20: **drop and count beats teleport.** Carried into v4.x as a known,
measured, per-cause-attributed tail — not a defect, and not hidden.

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# PROCITY v5 — THE REAL SHOP (epoch charter)
*Fable (m3, integrator), 2026-07-16. John's pick at the v4 retro. Grounded in: the Lane G
marriage (merged, ruled, G2a atlas contract reviewed by C/E in R22), dealgod's 1.77M real items
with photos, thriftgod's census already driving `newtown_godverse`, and the v2-era dig/wallet/
stock machinery that has been waiting for this data since it shipped.*
## The vision
**v4 made the towns real; v5 makes the shops real.** Walk Fitzroy's actual street into an actual
op shop, riffle a crate, and the records in it are that shop's real stock — real covers, real
titles, real prices. Buy one and it's gone, because it was one-of-a-kind in the real world.
Thriftgod is the brain and the bank; PROCITY is the body.
## The tier ladder (the epoch's load-bearing idea)
Stock is a DATA TIER, like assets — each tier fully playable, each degrading softly to the one
below. This is the offline law made structural:
| tier | source | flag state | deterministic? |
|---|---|---|---|
| 0 · parody | seeded canvas sleeves (v1) | any boot, always works | yes — the QA baseline |
| 1 · static real | per-shop atlases baked from dealgod (G2a) | `?stock=real`, no server | yes — atlases are files |
| 2 · live GODVERSE | thriftgod server: live stock, sold-means-gone (G3) | server reachable | **no — by design** |
The seeded-everything law is NOT weakened: the *world* (geometry, layout, venues, citizens)
stays seeded and byte-identical; stock *contents* are inventory data riding the asset law.
QA gates run on tiers 01; tier 2 gets its own smoke class (reachability, fail-soft, latency)
that never gates a tag on server state.
## The stages
- **v5.0-alpha: THE FIRST REAL CRATE.** One real shop end-to-end — a Newtown record shop in
`newtown_godverse`, static atlas (G2a), riffle real covers, buy, wallet debits, every tier
degrades clean. Plus the **G3 design doc ratified** (both integrators + John) before any
server code exists.
- **v5.0-beta: THE REAL SHOPPING TOWN.** Every hero shop in 12 godverse towns carries real
static stock; godverse coverage grows where thriftgod's census is dense (fitzroy is the
prize); pricing from thriftgod's `mint()` profiles baked into the atlases; the dig UX polished
for real items (title/price cards are real data).
- **v5.0: THE LIVE TIER.** Thriftgod's server behind tier 2 per the ratified G3 design:
live per-shop stock, sold-means-gone, reservation semantics — with the offline law proven by
the gate (kill the server mid-session; the game degrades to tier 1 without a stutter). Tour,
docs freeze, tag.
## The laws
Everything inherited (classic covenant `0x3fa36874` forever · determinism for the world ·
budgets · amendment law · measurement-over-brief · drops counted · fresh-context verification),
plus this epoch's own:
1. **The offline law (non-negotiable, from the standing G3 ruling): the server enriches, never
gates.** Full offline play at tier 0 and tier 1, always. No boot path, gate, or tag may
depend on a reachable server.
2. **The determinism boundary:** world = seeded, frozen, gated. Stock = data tiers. Tier 2 is
openly non-deterministic and therefore never inside a golden or a byte-identical assert.
3. **The licence law (extends E's provenance spine):** item photos are the stores' own product
shots — 🟢 for in-house play; **flagged before any public/commercial release** (G's own
note, now law). No private-individual data, ever. Every atlas carries provenance.
4. **The write-back law:** game purchases NEVER mutate real thriftgod inventory without an
explicit, John-ratified reservation design in the G3 doc. Until then tier 2 is read-live,
sell-sandboxed. (Whether "sold in game" can mark real stock is John's call to make in the
design review, not a default.)
5. **The two-studio law:** G owns `pipeline/godverse_*`, `web/assets/stock_godverse/**`,
godverse caches, and the server side; AF own their lanes; cross-repo contracts publish
FIRST; both integrators sign the G3 design. **Merge amendment:** when a round's brief names
a G deliverable as gating, G's branch merges mid-round after Fable-m3 review (G's file
namespace is disjoint, so pathspec safety holds); otherwise boundaries as before.
## The risk list (kept current, v4-style)
1. **Latency/stutter at tier 2** — server calls must be async enrichment; the dig must never
block on the network. The G3 doc owns the caching design.
2. **Atlas budgets at real density** — a mecca hero shop can hold hundreds of real items; C's
interior ceilings are the law and the atlas contract must respect them (pagination/crate
rotation rather than bigger atlases).
3. **Census↔OSM identity** — matching thriftgod shops to godverse lots is fuzzy (names drift,
shops move). Mismatches must be counted and fail-soft to tier 0, never mis-stocked.
4. **Sold-means-gone semantics** — race conditions, reservations, and the write-back question.
All design-doc territory; nothing ships before ratification.
5. **Settled non-risks:** the dig/wallet/stockAdapter machinery (shipped v2, soaked 16 rounds);
static-atlas determinism (E's byte-identical pipeline discipline); the fail-soft ladder
(proven pattern from `?noassets` day one).
### Retired-or-carried at the v5.0 close (ROUND27 ledger #6 — Lane A, line by line)
Verdicts against what shipped, not against the plan. Written in **wave 2**, so tier-2 items that F's reader
and kill-the-server gate will decide are **carried, not pre-retired** — the gate retires them, not this doc.
1. **CARRIED — and it is this round's defining gate, not a footnote.** The only risk here the epoch has not
yet measured. The reader (#2) and the kill-the-server gate (#3) don't exist as I write this; **nothing
retires this line except that gate going green** — boot server-up (live fields consumed), kill mid-session
(degrade to tier 1, zero console errors, frame-time measured across the failure), boot server-down (pure
tier 1). Until then the charter's offline law is a promise, and the whole point of #3 is that a promise
isn't a gate. *(If tier 2 proves bigger than one round, F holds and this line simply carries — four holds
have proven nobody forces an epoch close.)*
2. **RETIRED — the remedy the risk named is the remedy that shipped.** It predicted "pagination/crate
rotation rather than bigger atlases", and that is exactly what happened: the mecca case is served by the
**crate-rotation menu**, not by growing the sheet. Measured across all **15 keyed atlases**: max **2
atlases/shop** against C's hard cap of 2; the 14 mint shops sit at **16 items / 1 atlas / 1024²** and only
the one real POS shop earns 2048² (**120 items, 2 atlases, 1.2 MB**) under C §7.2's 60+ item rule. E's
validator enforces the ceilings from the committed files alone. Total: 344 items.
3. **RETIRED — the risk was designed out, not solved.** It assumed a **fuzzy-matching** problem ("names
drift, shops move") and demanded mismatches be counted. There is no matcher: identity is an **explicit
opaque key** (`godverseShopId`) that G emits, so there is nothing to mis-match. The predicted failure
couldn't occur in the predicted form — and the case that would have broken any name-matcher proves it:
**Monster Robot Party is in neither the census nor OSM**, so no matching strategy could ever have found
it; it is keyed by injection. Mis-stocking is fenced structurally instead: duplicate ids **error**,
uniqueness runs over defined ids, and the **orphaned-atlas gate** fails if a stocked shop isn't seated.
4. **SPLIT — the write half RETIRED by ruling, the read half CARRIED to F's #4.** *Write-back:* retired, and
retired properly — John's **A-then-B** ruling is recorded as **mechanism, not config**: `/reserve` and
`/buy` are **ABSENT, not stubbed**. Race conditions and reservation semantics cannot occur because the
verbs do not exist; "prove the absence" is a stronger guarantee than any sandbox flag, since a sandbox a
config typo can flip isn't a sandbox. *(Option B's reservation upgrade is chartered as v5.x, behind a
hold budget — it re-opens this line deliberately, when it is built.)* *Read (`gone`, real→game):* carried
— F's #4 asserts both directions this round.
5. **Unchanged, and extended by what the epoch settled:** static-atlas determinism proved in practice
(byte-identical re-bakes, including G's index-only sku re-emit that moved no `.webp` bytes); the
fail-soft ladder proved on every rung; and the **id-space fences** (`sku_`/`mint_`, plan-id vs
godverse-id) now have case law behind them rather than good intentions.
6. **NEW, CARRIED — the orphaned atlas.** The lift legitimately drops shops (overlap-resolve, counted since
R19); dropping one that carries a **committed atlas** means real stock keyed to a shop that isn't in the
town. Gated in `selfcheck` since R25 and **currently green** — and the gate armed itself this round
without anyone touching it: it SKIPped on `newtown_godverse` while no atlas keyed there, and **began
binding the moment G's mint atlases landed**. Live near-miss on the books: `redhill_godverse`'s lift drops
keyed shop **2286 "Empire Revival"**; G stocked its numeric neighbour **2287** instead. Carried because
the hazard grows with every shop stocked — **stocking 2286 would orphan it today.**
7. **NEW, CARRIED — "real" is one shop wide.** 14 of 15 keyed atlases are **mint**; exactly one is a POS
snapshot, because exactly one shop has a POS. That is honest and marked (`sourcing`), not a defect — but
the epoch's headline claim rests on **one** shop, and any future claim of scale needs either more POS
shops (v5.x: "if monsterrobot ever gets siblings") or continued care that `sourcing` stays legible to
humans, not just gates.

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# PROCITY v6 — THE LIVING STREET (epoch charter — DRAFT for John)
*Fable (m3), 2026-07-17. John's idea, from a browser walk down the strip: the crowd is
believable but narrow — one walk, one idle, one sit, everyone jaywalks, nobody owns the street.
Status: DRAFT — v5.0 (THE LIVE CRATE) is still closing; this charters the v6 conversation the
retro was already going to open. Applies to PROCITY first and 90sDJsim by depot (the Lane-G
two-studio pattern, proven).*
## The vision
The street stops being 24 clones who walk anywhere and becomes a town of *people*: personas
with their own gaits, errands and manners; footpaths used like footpaths; the odd car easing
down the main street; a busker outside the record shop doing a move John actually performed in
his actual shop. **Every asset generated, rigged, animated and shipped on our own machines —
zero cloud, zero subscriptions, everything owned.**
## The stack (measured today, not aspirational)
| piece | state | what it gives us |
|---|---|---|
| **mixamo-fetch** (tailnet source box) | **34 clips cached, only 3 wired** (walk/idle/sit) | the free stash, already in hand — lean, look-around, phone, talk, carry… |
| **MOCAPGOD** (ultra) | Lanes 0/A/B **DONE**: phone video → HSMR/SKEL → BVH, MPS-verified, ~1.6× realtime, mixamorig name-map shipped | film John → skeleton motion. Lanes C (retarget) + D (clip factory) remain |
| **MIRPAMO** (both Macs) | repo live: **a local offline Mixamo** — autorig (landmark → mixamorig fit → bone-heat weights) + retarget → `character@clip.glb` | new rigged BODIES from any mesh + clip retargeting, no Adobe |
| **MODELBEAST** (m3ultra :8777) | flux_local (Apache, free) · **hunyuan3d_mlx local** · trellis_mac · sf3d · mflux_image_edit · seedvr2 | concept art → 3D meshes → texture/outfit variants, $0 |
| **3GOD depot** | live, no-Draco law, two-studio consumption proven (Lane G) | one publish, every game (PROCITY · 90sDJsim · festifun) consumes |
| **PROCITY runtime** | ped fleet (19 rigged, `_canon` mixamorig), sit.glb clip pattern proven (R16), persona hooks half-exist (loiter/dance/bench/patronage) | the body the assets walk into |
| **A's street exports** | `roadWidth/vergeBand/poleOffset` per edge — **shipped R15, barely consumed** | the footpath law is one D constraint away, not a new system |
**MOCAPGOD Lane C and MIRPAMO's retarget are the same machinery** — an integration decision
for Fable-ultra before either builds it twice.
## THE SPIKES (do these FIRST — cheap, each kills the biggest unknown in one thread)
The pipeline test John asked for, as three end-to-end spikes. No epoch work until these run.
1. **SPIKE 1 — the free stash (motion, zero generation).** ~~Wire 2 of the 34 cached clips
(`lean`, `look-around`)~~ **AMENDED R28: `lean` does not exist in the stash** — E measured
the 34 instead of trusting the wishlist (the brief's premise was half wrong). `look.glb` is
shipped + depot-verified (R28); D's wiring closes in R29 wave 0. The lean moves to Spike
2's shot list — John films a wall-lean. *Proves:* the clip bank expands cheaply, and
wishlists are not inventories. Risk: ~zero (confirmed).
2. **SPIKE 2 — the full mocap loop (the one that matters).** John films ONE move on a phone —
**the crate-riffle, at Monster Robot** (the exact clip D's notes flagged "bespoke, won't be
on Mixamo" two epochs ago) → MOCAPGOD ingest → BVH → retarget (MOCAPGOD-C or MIRPAMO —
the integration call) → clip GLB → depot → **a ped riffles a crate on Musgrave Road,
in-game**. *Proves:* film-yourself-to-NPC works end to end. Needs: MOCAPGOD Lane C/D
sessions on ultra + John's test vids in the queue (it's empty — that's the ask).
3. **SPIKE 3 — a generated body (the stretch).** flux_local concept ("older shopper with
trolley, 90s AU high street") → hunyuan3d_mlx mesh → **MIRPAMO autorig** → walk retarget →
in-game past the no-giants gate. *Proves (or honestly fails):* autorig quality on generated
meshes — the least-proven link, which is exactly why it's a spike and not a plan line.
## The epoch tracks (after v5.0 tags + the retro + the spikes report)
1. **CLIPS** — wire the 34; fetch more free categories; the MOCAPGOD bespoke set (riffle,
till-operation, busker strum, lean-on-wall, trolley-push, phone-check). Licence rail: the
HSMR/SKEL NC-risk (MOCAPGOD Decision 1) means mocap-derived clips stay **in-house** until
reviewed — same discipline as the item photos, same flag line.
2. **PERSONAS (D)** — a seeded archetype layer per citizen: {body variant, clip set, speed
band, loiter/dance/bench biases, errand routes (pick a shop, walk there, dwell, move on —
patronage formalized into visible purpose)}. The persona is DATA riding the existing sim;
determinism per citizen id; identity signatures unchanged.
3. **STREET DISCIPLINE (D + B + A)** — the footpath law: peds walk the `vergeBand`, cross at
nodes (zebra-preferred on real roads — B's crossings already render); **occasional cars**:
seeded parked cars (instanced, furniture pattern) + 13 movers on the mains (the tram
pattern: deterministic path-followers, ~2 draws each, stated budgets). v0 non-interacting:
cars don't yield, peds don't jaywalk — both true by construction because each stays in its
band.
4. **BODIES (E + MIRPAMO)** — outfit/texture variety on the existing fleet first (
mflux_image_edit reskins — free variety, zero rig risk), MIRPAMO-autorigged newcomers
second, per Spike 3's verdict.
## Laws (inherited + this epoch's)
Everything behind **`?streetlife=1`** (cars possibly split as `?traffic=1` — F's call at
wiring), default-OFF until soaked, `?classic=1` byte-identical as ever · budgets stated per
system (cars and new rigs are draw/tri line items) · determinism from citySeed + citizen id ·
asset law (every new clip/body rides the manifest + depot + `?noassets` fail-soft) · licence
law (LICENSES.md per clip source: Mixamo royalty-free / MOCAPGOD in-house-NC-flagged /
generated CC0-equiv) · vacuous-gate law (a persona gate proves a persona DID something, not
that one exists) · measurement over brief.
## Sequencing (the honest order)
1. **Now:** v5.0 closes per ROUND27 — nothing here touches it.
2. **In parallel, zero collision (different repos):** MOCAPGOD Lanes C/D run on ultra ·
John drops 23 test vids in the MOCAPGOD queue · a MIRPAMO autorig smoke on one
hunyuan3d_mlx mesh.
3. **After the v5 retro:** the spikes run as v6 wave 1; this charter ratifies (or amends)
on their results; the tracks become rounds.
## John — the asks that unblock the spikes
1. **Film the test vids** (Spike 2 blocks on an empty MOCAPGOD queue): the capture protocol
is `docs/CAPTURE.md` in MOCAPGOD — the crate-riffle plus any two more moves you fancy.
2. **The MOCAPGOD C-vs-MIRPAMO integration call** is Fable-ultra's to make — nudge that
session when you're next on the M1.
3. Nothing else — the free stash (Spike 1) needs no new material at all.

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# PROCITY v7 — THE GAME (epoch charter — **RATIFIED by John, 2026-07-17**)
*(Ratified as drafted; the fantasy stands. R30 opens the epoch — v7.0-alpha wave 1.)*
*Fable (m3), 2026-07-17. From THE_FRONTIER's headline gap: the world is built, the game isn't.
v7 is the smallest set of systems that makes a stranger play twice. Design principle: every
system below rides machinery that ALREADY EXISTS — nothing here invents a new world layer.*
## The fantasy, one line
**You're a crate-digger in 90s Australia: build the collection, learn the prices, work the
towns — and be home in time for the gig.**
## The loop
Wake (save point) → plan the day (shops shut per their real hours; the gig starts at night —
the clock finally matters) → dig shops, spot the gems (priced below the guide), spend scarce
cash → sell the flips (keeper today; the auction tomorrow) → sleep = save, the day advances,
stock rotates → the collection grows → the wantlist points at another town → travel costs a
day. Repeat, richer and one gem wiser.
## The systems (each with its existing foundation)
1. **PERSISTENCE — the foundation stone.** Save = THE DELTA ONLY: cash, owned items, town, day
number, wantlist, stats. The world is never saved — it regenerates from seed (the
seeded-everything law finally pays its biggest dividend: saves are tiny and can't corrupt
the world). localStorage, schema-versioned, JSON export/import for moving machines.
*Foundation: item identity is already stable — parody items are seeded, real/mint carry
skus (the R25/R26 sku fences were built for exactly this, before we knew it).*
2. **THE COLLECTION.** Your crate, as a UI: cover, title, artist, price paid, where and what
day you found it. The trophy case of the whole game. (A walkable home-room shelf is v7.x —
UI first.) *Foundation: the atlas indexes already carry every field the card needs.*
3. **THE GUIDE + THE GEM (the thrill loop).** An in-game price guide — thriftgod's BIBLE
concept — gives a VALUE BAND per item (imperfect, like the real 90s guide books). Shops
price with seeded variance around it → a **gem** is an item priced under its band. Skill =
spotting them. *Foundation: mint() gem/price bands exist as data and drive nothing; real
items have real dealgod prices; the dig card already shows asking price.*
4. **SELLING — where cash comes back.** v7.0-alpha: sell to a keeper at the counter (below
guide, always — the no-money-pump law). v7.0: **GodBay** — list an item, a SEEDED offline
auction resolves NEXT DAY (the come-back-tomorrow hook; thriftgod's auction brain, G's
lane, offline tier first per the proven tier-ladder pattern — a live tier is v7.x and
rides the G3 rails).
5. **THE DAY.** Sleep advances the day; **stock rotates per (shop, day)** — seeded, so day 3
in Bendigo is the same for every player on that seed (parody/mint rotate; the real shop's
real stock stays real); gigs already run a 7-night week — `day % 7` plugs straight in;
hours already exist — now closing time costs you something. *Foundation: the segment spine,
`isOpen`, and `plan.gigs` are all sitting there waiting.*
6. **THE WANTLIST + TRAVEL.** Mark items/artists you're hunting; seeded rumors surface hints
("saw one in Castlemaine" — a keeper line, a gig-crowd mutter: D's citizens finally gossip
for a reason); **travel costs a day** → 23 towns become a strategy map instead of a
dropdown. *Foundation: the selector, the pack, the personas.*
7. **THE FIRST FIVE MINUTES.** You arrive with $50 and a want. Three toast-beats: dig, buy,
sell. A real splash. *(Smallest system, biggest stranger-facing payoff.)*
## The stages
- **v7.0-alpha — THE SAVE AND THE CRATE:** persistence + collection UI + sell-to-keeper +
sleep/day cycle + stock rotation. ONE town plays as a complete (small) game.
- **v7.0-beta — THE THRILL:** the guide bands + gem variance + wantlist + rumors + travel
costs a day. The 23 towns become the map.
- **v7.0 — THE AUCTION:** GodBay offline tier, onboarding, the tour ("day one to first gem"
as the money shot), docs freeze, tag.
## The laws (new ones this epoch earns)
1. **The delta law:** a save NEVER contains world state — only player deltas. A corrupted
save can cost you your stuff, never the town.
2. **The no-pump law:** every sell price < the buy-side guide band, structurally. The economy
gets a GATE (an agent plays N seeded days and asserts net-worth growth is bounded by finds,
not arbitrage loops).
3. **Game money is game money:** the write-back law extends — no bridge to real money, ever,
in either direction.
4. **Classic stays pure:** `?classic=1` boots the v2 town with NO game layer (no save, no
HUD additions) — the covenant is untouched. The game layer defaults ON for normal boots
(the v3.1 flip precedent) with `?game=0` as the opt-out.
5. **Rotation is seeded:** stock rotation draws from (citySeed, shopId, day) — deterministic,
gate-checkable, same for everyone on a seed.
## Lane map (first cut)
**F** the save core + gates (delta law, no-pump gate, save/load determinism) · **B** the UI
surfaces (collection, wantlist, day clock, splash — hud.js territory) · **C** the counter
sell interaction + dig-card guide hints (+ the home room, v7.x) · **A** the day/rotation
seeding contracts (new sub-streams, goldens untouched — rotation rides runtime, not plan
gen... A verifies that boundary) · **E** guide-band data baked into packs/atlases (mint
bands, real prices) · **D** rumor lines through keepers/citizens · **G** GodBay (the auction
brain, offline seeded tier) + real guide prices from dealgod.
## Risks (named now, v4-style)
1. **Economy balance** — pumps, dumps, degenerate flips. The no-pump gate is the fence; a
playtest-bot (an agent that greedily arbitrages for N days) is the adversarial verifier.
2. **Save schema drift** — versioned from day one, migration-or-reject, never silent.
3. **Item identity across re-emits** — a re-baked atlas must not orphan owned items (the sku
IS the identity; E's validator grows an owned-item stability check).
4. **Scope gravity** — the game wants everything (housing! romance! a phone!). The stage
gates are the fence: alpha ships ONE town playing well before beta touches 23.
5. **v6 collision — none by design:** v7-alpha is systems/UI (F/B/C-heavy); v6's spikes are
clips/ultra (E/D/G-heavy). They interleave; Fable sequences the rounds.
## Sequencing
v7.0-alpha can start **now** — it's unblocked (v6 waits on footage; the two don't collide).
Recommended: R30 = v7.0-alpha wave 1 (F save core + B collection UI + C sell counter contracts
first). John ratifies this charter (or amends the fantasy — it's your shop, your era, your
game) and says go.
## Risk verdicts at the close (R36, v7.0 — written by F per the single-lane-close ruling)
1. **Economy balance — RETIRED (structurally fenced).** The no-pump gate is STRICT since R30
(5 real UI round trips all strictly negative + C's broke-player negative control); R32 moved
the fence from the receipt to the band (`credited == min(bandLow1, ⌊bandLow/2⌋)`, the exact
formula, not an inequality); R34's GodBay holds EV ≈ 0.8×mid under the ONE-HAMMER law (item-
identity-seeded — a passed-in item re-lists to the same result forever, so there is no retry
farm), bounded above at 2×high×0.88. Both hand playtests confirmed the shape — Fable's wave-0
line: the game charged $12 tuition for ignoring its own advice. *Honest residue:* the named
adversarial verifier (a greedy N-day arbitrage bot) was never built as an agent — the
structural gates + two hand playtests stood in for it. It goes live again with G's live tier
(v7.x), where structure alone won't be enough.
2. **Save schema drift — RETIRED.** `procity-save/1` versioned from day one; corrupted/foreign
blobs loud-reject + stash raw + boot fresh (gated since R30). The schema widened three times
in-epoch (`pulls` R32 · `wants` R33 · `listings` R34), every field optional,
validated-exact-and-loud when present, absent-compatible — zero migrations, zero silent
rejections, alpha saves still load at the close.
3. **Item identity across re-emits — CARRIED (narrowed, never fired).** The sku IS the identity
(the R25/R26 fences); real-sourced pulls/listings key by `sku:<id>`, parody by seeded slot
identity. No atlas was re-emitted during v7, so the risk never had a chance to fire — and
E's validator still lacks the chartered owned-item stability check. Carried to whichever
round next re-bakes an atlas: that round must add the check BEFORE the re-emit.
4. **Scope gravity — RETIRED (the stage gates held).** Alpha shipped one town playing complete
(R3031), beta opened the 23 (R3233), v7.0 closed with the auction + onboarding (R3435).
Every mid-epoch want was FILED, not built: the §31.6 beta queue, then the v7.x queue
(⚖ discoverability · LIST confirm · the paper as artifact · keeper-rumor by hand · walkable
home room). No housing, no romance, no phone.
5. **v6 collision — RETIRED (none, by design).** The epochs interleaved without a merge
conflict or a contract collision. The one contact was the July-20 2 a.m. commits
(`046668e`/`b339402`: 4 Rokoko dance clips + 5 trellis DJ bodies, v6-flavoured assets landing
mid-v7 outside the round system) — swept into provenance/licence/depot by E (R36 w1) and
gated by F (R36 w2: figure-scale spawn proof, runtime bind census, classic zero-fetch for the
clips). One hold from that sweep rides the R36 record: the DJ bodies joined `?classic`'s
roster ungated — Fable to bless or bounce.

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@ -1,192 +0,0 @@
# PROCITY v8 — SOMEONE LIVES HERE (epoch charter — DRAFT, John's rulings recorded)
*Fable (m3), 2026-07-26. Built on [REVIEW_CITY_PATTERNS.md](REVIEW_CITY_PATTERNS.md) — a
16-agent top-down audit (5 lane cartographers · asset-capability probe · design research ·
4 design themes × adversarial verify · synthesis). That review is the evidence; this is the
plan. Read it first — it corrects three numbers this project had been repeating for epochs.*
## The vision
**v7 made the town a game. v8 makes it a place someone lives.** Not more systems — more
*inhabitation*: the sound of a life happening off-screen, twenty-three towns that finally look
like different towns, a magpie that won't let you walk past it in September, a back yard with
washing on the Hills Hoist, and a bloke actually standing at the pie cart that has been
sitting unmanned on the street for five epochs.
## JOHN'S RULINGS (2026-07-26, recorded verbatim in effect)
### RULING 1 — THE KERB: **FOOTPATH.**
*"footpath for sure."*
The 9 m band between kerb and shopfront is **footpath**, not road. Lane A's published corridor
law (`roadWidth` / `vergeBand` / `poleOffset`, `registry.js`) is hereby the single source of
truth, and Lane B's ground adopts it: extend the **existing merged `footGeos` class** inward
from `e.width/2` to `roadWidth(e)/2`. **+0 draws** (same merged mesh), ~2k tris, fill-rate
improves because 18 m of every main street stops being painted as road.
Consequences, binding:
- The 14 gig posters currently standing in the road land where A already thinks they are.
- `registry.js`'s own comment calls that band "verandah'd footpath" and `buildings.js` already
builds an awning over it on every shop lot — so this ruling makes the geometry agree with the
code's own documentation. **Grass verges survive on residential edges only**, where they are
period-correct.
- Special cases that must be handled or the ruling breaks: `arcade` (`roadWidth` 0 → zero-area
road quad + coincident kerbs) and `lane` (`vergeBand` = [2,2]).
- **The gate ships with a falsifiability control**: run the poster-clearance leg against
`?verge=0` and assert it **FAILS there** — the pre-change failure is already known and
counted at exactly 14. Keep `?verge=0` permanently as a gate flag; it costs nothing and it is
the best gate design in the review packet.
### RULING 2 — REAL TOWNS GET THE CONTENT: **FUND THE CIVIC FETCH.**
*"real towns where possible spread it out."*
The review's biggest strategic finding: **all 21 real towns are 100% `use:'shop'` lots with a
single district (`mainstreet`)** — no houses, no yards, no stalls, no market block. Every
residential/market/vendor idea was therefore synthetic-town-only. John has ruled that the
content goes to the **real** towns wherever possible, which means the fix is funded and moves
**into v8** rather than waiting for v9:
- **Lane A + Lane E: the third fetch class.** `build_towns.py` currently asks Overpass for
shops and roads. It gains a bounded third class — `landuse=residential`, `building=house`,
`leisure=park/pitch`, `amenity=marketplace/memorial/fuel/school/bus_stop/telephone/post_box`
— and `plan_osm.js` emits **more than one district** and **more than one lot `use`**.
- **The data is already half here**: the caches in-repo already contain, unused, 30,959
footway ways · 12,351 service ways · 6,421 crossings · 2,714 sidewalk tags · 13,199 oneway
tags. Some of the districting can be derived without any new fetch at all — A measures which
before E re-fetches.
- **Hazard, named now**: `build_towns.py` rewrites the *whole* cache and its own docstring
records the Newcastle incident (shops refetched, old roads silently reused). **46 pinned
goldens ride on byte-identity nobody has proven.** The re-fetch is therefore its own
carefully-gated round with per-town before/after diffs — not a step folded into a content
round.
- Standing Overpass authorisation applies (one bounded query per town, 4 s courtesy, ODbL
attribution into every cache and `SOURCES.md`).
### RULING 3 — ANIMALS: **answered by spike. Generate, don't download.**
*"idk about rigged animal models... they have different rigging too right? diff skeleton?"*
Full answer + intake checklist + vetted sources: **[ANIMALS_ANSWER.md](ANIMALS_ANSWER.md)**
(5-agent spike: foreign-skeleton loader proof · CC0 source vetting · tiering · adversarial
review · Fable's adjudication header, which corrects one over-claimed verdict).
**John's instinct was right and it stops mattering.** There is no `mixamorig` for quadrupeds;
every animal ships a bespoke skeleton. But retargeting only exists because our 24 human bodies
share 8 clips — an animal carrying *its own* baked clips needs none of it. **Proven, not
argued:** a 10-bone quadruped GLB (`leg_fl`, `tail_01`, Blender-style clip names) was authored
byte-by-byte, loaded through **our own vendored three.js and our own `loaders.js`**, and played
its own clips through a bare `AnimationMixer` — 27 assertions green, including *pixels changing
on a real `WebGLRenderer`* (1,804 lit px, 7041,015 changed between frames) and
`SkeletonUtils.clone` sharing geometry+material across N animals. Also proven in the mirror:
fed to the human stack, `buildFigure` would measure that dog's "feet-to-crown" at 0.36 m and
**scale it 4.9×** — silently. Hence the law: **animals get a sibling module
`web/js/citizens/animal_rig.js` importing nothing from `rigs.js`.** ~40 lines. The
classic-covenanted human fleet is never touched.
**The ruling is economic, not technical.** Measured on a real renderer: **1.00 draw per skinned
animal, 1:1, to N=80** — three.js cannot instance animated skinned meshes and our impostor bake
crops long low animals. Against that, **sixty birds on a wire cost ONE draw between them**
(one InstancedMesh, one 4-tri billboard, one 1024 WebP species atlas — every future bird
species then free). That asymmetry is the whole design:
- **Tier 0 — the heard animal. +0 draws, +0 tris. SHIPS.** A dog behind a paling fence, a
cockatoo at dusk, at a *seeded anchor* so it is the same dog on the same street every time.
~30 lines of numpy each in `gen_audio.py`. Highest charm-per-minute in the epoch; a town with
zero visible animals reads as a town with animals in it.
- **Tier 0a — the flock. +1 draw town-wide. SHIPS (wave 1).** Cockatoo, galah, corella,
lorikeet, perched magpie, ibis as cells in one atlas. Verified free when empty *to the
vendored line* (`three.module.js:2193-2199` returns before the GL call; `render.calls++` at
`:4094` lives downstream) — a bird-free town costs **exactly zero**, not "almost zero".
- **Tier 0b — near props. +1 draw per species. Wave 1.5, ONE species:** the ibis head-down in
a council bin.
- **Tier 1 — the magpie.** As already approved. **Binding correction carried:** territory must
scale with the road graph — 370 pole anchors on synthetic vs **10,014 poles / 13,730 tree
anchors across 2,593 edges on `bendigo_real`**; a capacity-4 magpie there is a swooping town
where you never meet the magpie.
- **Tier 2 — genuinely skinned: CUT this epoch**, and killed by our own spec rather than by
cost: the dog was anchored at `shopFront`*tied outside the shops* — and a tied dog never
trots, so the walk clip that is the tier's entire justification would never play. It returns
only with a path, footpath alignment, a collision story and a sim hook the design explicitly
disclaims.
**So: generate ours, don't go shopping.** Nothing on the animal list needs a download. The one
thing genuinely worth grabbing online is *not an animal* — Quaternius's **Universal Animation
Library** (CC0, 130+ clips, Mixamo-compatible) is fuel for the **human** fleet's thin 8-clip
bank; it touches classic-covenanted `rigs.js`, so it is its own round with its own gates and
must not be folded into animal work.
**Two corrections binding on v8 from this spike** (both adjudicated in the answer's header):
`classic_regression` has **no network assertion at all** and grows an allow-list (never a
deny-list); and `furniture.js`'s module-scope loader is a **trap for new assets**`fauna.js`
is dynamically imported behind its construction guard or carries a CLASSIC-derived module
guard stated in its header. *(The spike called the existing four furniture fetches a live
breach; they are not — git-verified as v2-era, `24cef5a`, tagged v2.0-alpha→v2.0, i.e. part of
the baseline the covenant preserves. The hazard is real; the breach is not.)*
## The shape
**WAVE 0 — THE FLOOR** *(one round, three lanes, all micro, must precede content)*
0.1 the kerb ruling landed as code + the `?verge=0` control · 0.2 repair `smoke_tram` (it
asserts one thing, prints a SKIP when absent, and **passes on the fenced path** — a live
vacuous-gate violation inside our own suite) · **0.3 SETTLE THE BUDGET OF RECORD — DONE (R37)**: the 280-vs-191 split was the CAMERA
BEARING (110 draws of spread; the audit took `DBG.teleport`'s default yaw 0 = the worst
bearing, the spike supplied a travel-facing yaw = mid-range — both correct, different
quantities). **PINNED: 292 draws / 124,793 tris**, worst-draw and worst-tri on DIFFERENT
frames, 8 draws of margin. Shared instance cap **256**, with ≤24 tris/instance and
proximity-first spending · 0.4 wire
`ctx.onChunkBuilt`/`onChunkDisposed` (producer and consumer both shipped since R3, never
connected) · **0.5 give `classic_regression` a network allow-list** (the four v2-era depot
GLBs + same-origin) — it currently makes no network assertion at all, which is why the R36
fetch-surface widening needed a brand-new smoke to catch it.
**WAVE 1 — INHABITATION** *(four parallel one-round items; no clips, no rigs, no mocap
footage — this epoch deliberately does not wait on John's camera)*
1.1 **the audio inhabitation layer** — the review's only unqualified SHIP: a dog going off
behind a paling fence, a mower two streets over, a radio through a window, sprinklers, a roller
door. Zero draws, zero tris, ~30 lines of numpy each. · 1.2 **the per-town character vector**
23 towns get a ground palette, ambience mix and sky bias; `ground.js` merges each surface class
into ONE town-wide mesh, so a palette swap is **+0 draws / +0 tris**. · 1.3 **the magpie**
one bird, six weeks, +1 draw. · 1.4 **backyard Australia** — Hills Hoists, paling fences,
aerials, tanks, built inside `buildings.js`'s existing `boxMats` instanced mesh (+0 draws for
the box props). *Per ruling 2, 1.4's reach now depends on the civic fetch — it ships on
synthetic immediately and extends to real towns as districts land.*
**WAVE 2 — THE STREET GETS A VERB** *(sequential, behind 2.0)*
2.0 the street interaction surface (a `KeyE` verb, an `interactRects` registry, hit priority,
a click fence) · 2.1 **the manned cart** — consumes the flagship dead seam (44 cart sites on
the golden seed, 511 across real towns; `furniture.js:252` already holds the shop record and
throws it away). **Blocker, not cosmetic**: the cheap `doorRect` ride would make every milk bar
and stall un-enterable from the front — the cart must raycast its own InstancedMesh. · 2.2 the
fauna substrate + field guide · 2.3 dogs, tier B first.
## Laws (inherited, plus this epoch's)
Everything standing. New for v8: **spend triangles, not draws** (the walked worst frame is
280/300; tris sit at 99124k of 200k — every proposal states its draw cost against 280, and a
town-wide `InstancedMesh` costing 1 draw beats a per-chunk type costing +1 × up to 31 live
chunks) · **one instance cap per shared layer, settled once, before three implementations
invent three** · **the depot is a read-only archive** (971 live assets, 53 recorded, known
trademarked items inside) — generate fresh, never pool from it · every new gate copies the
shape of 1.1's control: point one table entry at a non-existent key and assert the leg FAILS.
## The cut list stands
Recorded in the review, killed with measurements, not re-opened without new evidence: the
town-loop bus (its own gate refuted it — what survives is one file: let the *tram* run on
main+side edges, retiring the same dead seam for +0 draws) · the ute that sells · the charity
bin (its filter accepts nothing) · the dusk flush (the day is 240 seconds long) · the magpie
hat (no street verb exists) · the OSM level crossing (the rescoped synthetic version survives) ·
the mail run · parked cars this epoch (deferred, not rejected — and when they land, 45° angle
parking is a charter requirement).
## Standing — what still needs John
1. **The market plaza amendment**`ground.js` paints a 46×46 m plaza at the origin, on top of
the spine road, touching none of the 40 stall lots. Fixing it changes the covenanted town's
visual output. *Recommend: fix under the amendment law (the R27 precedent — the covenant is
anti-drift machinery, not a defect preservative), as its own small ruling.*
2. **hardyards provenance** — 39 GLBs that are exactly the vernacular kit's shopping list, with
provenance documented for one file. Only John knows where they came from. 🟠 until cleared.
3. **Where is MOCAPGOD?** The fleet docs say lanes 0/A/B are done; on m3ultra the directory is
0 bytes and not a git repo (it lives on gitea and, presumably, ultra). Not blocking — v8
needs no clips — but the fleet docs are wrong somewhere.
4. **The animal ruling**, once the spike reports.

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> **FABLE'S VERIFICATION (2026-07-26).** John's reframe, designed by a 3-take panel (take-the-map-
> away / go-up-and-out-the-back / the-unmarked-door), each adversarially judged, then synthesised.
> **I re-measured the two load-bearing claims myself before circulating this, and both hold exactly:**
>
> 1. **The street names.** Counted independently across every shipped cache: **19,132 road ways,
> 17,835 carrying a `name` — 93.2%**, matching the synthesis to the digit. And the drop is real:
> `plan_osm.js:363` builds each way as `rawWays.push({ kind: roadEdgeKind(rd.kind), pl })`
> it keeps the kind and the geometry and **discards `rd.name`**. Every real street in twenty-three
> Australian towns is sitting in this repo with its name on it, and the game has never said one
> out loud.
> 2. **The interior budget correction, which contradicts our own depth map and is the more urgent
> of the two.** `index.html:349` ships `useGLB: !NOASSETS`, so **the default boot is the GLB
> path**, and `C-progress.md:841` records that sweep at **GLB-on 344** against the ≤350 interior
> cap. **The interior margin is SIX draws, not 191.** The depth map's "draw budget is not the
> problem either" cited the GLB-*off* 168 and is wrong. This goes into the house record today
> regardless of what happens to the rest of this document — any interior work, in any epoch,
> is spending against six.
>
> **Scope honesty, stated up front:** enterable upper floors are an EPOCH, not a wave.
> `player.js:64` and `interior_mode.js:485` both write `y = EYE` unconditionally every frame on
> every path — there is no gravity, no floor query, no current-storey state, and no data structure
> anywhere carries a floor height. Anything containing "levels" or "stairs you walk up" is
> proposing a locomotion rewrite plus a new ground truth. Everything else John asked for is
> affordable now.
>
> Companion: [SALE_RED_TICKET_DAY.md](SALE_RED_TICKET_DAY.md) owns the ROUND and the LAWS (the
> Band Floor Law); this document owns the HUNT and the CITY.
# THE CITY IS THE GAME
### Synthesis — the v8 city-patterns review, three takes reconciled
**Fable → John.** Measurements in this document were re-run against the tree at `d59df8e`, seed 20261990, all 23 shipped caches + the synthetic. Where I contradict a judge or the depth map, I say so and show the number.
---
## 1. THE ANSWER
**Yes. And the reason it's the right move is that the city is already deeper than the game knows.**
Your reframe — *"you have to even know where to find the store first to get the sale item"* — asks for a city with places in it. PROCITY generates places. It has generated them since v2. Nothing reads them:
| Generated | Where | Consumed by |
|---|---|---|
| Six `DISTRICT_KINDS`, 7 districts on the synthetic (mainstreet 332 shops · backstreets 95 · market 41 · arcade 17 · warehouse 4 · residential 4) | `registry.js:8`, `plan.js:160-292` | grass verges + one plaza quad (`ground.js:58,165`), ambient anchors (`audio.js:170`). Nothing else. |
| A 42 m covered arcade, 17 shops, 2 blocks, a measured 4.99 m walkable lane, already awning-roofed by accident | `plan.js:270-283`, `buildings.js:634-647` | paved (`ground.js:140-147`). No props, no signage, no roof, no reverb. |
| Two 280 m service laneways behind the main-street blocks, 36 yard lots | `plan.js:328-339` | gum trees, magpie song. Zero shops. |
| `storeys` on **every** shop — 566 of 1,345 corpus shops are 23 storeys | `plan.js:89`, `plan_osm.js:275` | box height (`buildings.js:567`) and one ambient. **The facade stops at 3.0 m.** No upper window exists anywhere in the codebase. |
| `lot.frontEdge` — which street every shop is on | `plan.js:78` | one consumer, `gigs.js:82`. |
| **`roads[].name` on every shipped cache — 17,835 named ways of 19,132 (93.2%)** | the caches themselves | **nothing. `plan_osm.js:362-366` keeps `kind` and drops the name.** |
That last row is the finding of this review and I re-derived it independently: adelaide 1191/1099/319 distinct, bendigo 1552/1408/322, fitzroy 1571/1437/190, katoomba 484/457/166, castlemaine 397/370/141. **Every real street in twenty-three Australian towns is already sitting in the repo with its name on it, and the game has never once said one out loud.**
And it is recoverable without touching citygen. Plan nodes *are* snapped projected way points (`plan_osm.js:361-372`, `SNAP=3`), so plan edges lie **on** the named ways. Measured, all 23 caches, median distance from a plan-edge midpoint to its nearest named way:
> **0.03 m 0.90 m.** Worst town katoomba at 0.90 m. **97.8% of corpus shops (1,192 / 1,219) resolve to a street name.**
That is not an inference. I recovered the plan's internal shift by centroid-align + nearest-waypoint vote and re-measured; the numbers above are mine. There is a cleaner one-line upgrade — write `norm.shift = {shx, shz}` at `plan_osm.js:510`, which lands in the **caller-supplied `opts.report` sink, never on the plan object** — so it moves no golden and breaks no classic byte. Take the one line. But the design does not depend on it.
**So: the city is the game is cheap, because the city is already built and only the exploration layer is missing.** The expensive part is exactly one thing, and I'll name it now rather than bury it:
> **Vertical movement is fiction until someone rewrites locomotion in both modes.** `player.js:64` and `interior_mode.js:485` both write `y = EYE` unconditionally, every frame, on every path. There is no gravity, no floor query, no current-storey state, and no data structure anywhere carries a floor height. Any proposal containing "levels", "stairs" or "upper floors as places you enter" is proposing that rewrite plus a new ground truth. **And the interior draw margin is six, not one-nine-one**`C-progress.md:841` reads *"full drawSweep unchanged (GLB-off 168 · GLB-on 344, both pass)"*, and `index.html:349` ships `useGLB: !NOASSETS`, so the **default boot is the GLB path at 344/350.** The depth map's line *"DRAW BUDGET IS NOT THE PROBLEM EITHER"* cites the GLB-off sweep and is wrong. That correction goes into the house record today regardless of what happens to the rest of this.
Enterable upper floors are an epoch. They are not this epoch. Everything else you asked for is affordable now.
---
## 2. THE SHAPE — "KNOW YOUR TOWN"
One proposal, four layers, in dependency order. Layers 13 are information design and cost **zero draws**. Layer 4 is the only geometry and it rides meshes that already exist.
### Layer 1 — THE ADDRESS LAYER *(the vocabulary)*
A new pure module, `address.js`. No THREE, no fetch, no plan mutation.
```
createAddresses(plan, cache|null) → {
streetOf(edgeId) → "Templeton Street" | null
localityOf(shopId) → { street, district, block, side, label }
cohort(predicate) → shopId[] // the clue sizer — see Layer 3
}
```
- **23 cache towns:** street name, resolved by nearest named way to the edge midpoint (≤8 m tolerance).
- **Synthetic:** no roads cache and only 22 edges, so the label comes from `district.kind` + block — *"the market end"*, *"the arcade"*, *"the backstreets"*. Same field, different supplier, one consumer contract.
Consumers, all cheap: the HUD tooltip (`hud.js`, one template literal), the map's street labels, the notebook, the morning paper, keeper rumours.
**This is the prerequisite, not the bonus.** VERTICALITY's judge marked it as such and was right: without it, CLEARANCE collapses to one type-cell on 21 of 24 towns. UNMARKED needs it harder still — 7 of the synthetic's 12 hidden shops share a name with 110 others (`Rotation ×10`, `Quick Cash Pawn ×11`), so a ledger entry that says only a name points at ten buildings. **An address is the only way a shop with no sign can be written down at all.**
### Layer 2 — THE FOG *(the keystone)*
`minimap.js` draws only shops the player has walked past. Discovery is player state, saved.
Today `minimap.js:52-63` draws **every** lot in the plan, coloured by shop type, from the first frame, with no gating. One M keypress renders all 493 synthetic shops — all 77 record shops, all 92 op shops — before the player has walked a metre. Measured against what that is worth: passing every shopfront once costs **5,330 m on the synthetic, 9,622 m on fitzroy, 5,797 m on northbridge** — at WALK 4.6 m/s against `lighting.js:91`'s 240-second day, **4.8 / 8.7 / 5.3 game-days of walking.** The map hands over five to nine game-days of legwork for one keystroke, on all 24 towns, forever.
And the payoff is bigger than the cost saving. Replicating `minimap.js`'s own transform, a shop rectangle renders at:
| | bowral | castlemaine | katoomba | adelaide | fitzroy | synthetic |
|---|---|---|---|---|---|---|
| full-extent (today) | 0.8×1.1 px | 1.4×1.8 | 1.4×1.9 | 1.7×2.3 | 2.7×3.5 | 5.2×10.2 |
| framed to a 200 m known window | 29×39 px | 29×39 | 29×39 | 29×39 | 29×39 | 21×41 |
| **gain** | **35×** | **21×** | **21×** | **17×** | **11×** | 4× |
**The same line of code that hides what you don't know makes legible what you do.** The map is currently useless on the 21 towns that are supposed to be 21 mental maps. Fog fixes that as a side effect.
Cost: zero draws, zero triangles — the map is a 2D canvas overlay and `hud.js:361`'s counter (`renderer.info.render.calls`) never sees it. Zero new plan fields. Classic-gatable by construction: `createMinimap(plan)` at `index.html:204` becomes `createMinimap(plan, game ? knownProvider : null)`, and a null provider is today's exact behaviour — the same pattern `ground.js` already uses at `index.html:178-185`, so `minimap.js` needs no flag test at all.
**Two corrections to the depth map's own fog proposal:**
1. **Discovery is a proximity probe, not `chunks.onChunkBuilt`.** Real towns are all BIG_CITY (`index.html:151`) so R=2 — the outermost live chunk centre is 128 m out, its far corner 181 m. Chunk-built discovery would hand you shops three blocks away through a wall. Use a 25 m squared-distance probe over the live `doorRects` on the existing `frame % 6` cadence (`hud.js:337`). Same cost class, honest semantics.
2. **Key the fog by TOWN, not by `townKey`.** I verified: on all 23 cache towns, `shops[].id / lot / type / name` and every lot geometry are **byte-identical across seeds** — only `storeys` and `hours` re-jitter. So a re-seed is *the same Katoomba with different secrets*, and the map you learned should survive it. Keying by town also bounds the save by construction (≤ 25 registered keys, no LRU, no cap needed), which kills NOMAP's K5 and UNMARKED's cap problem in one move. The **synthetic is the exception** — its shop ids are seed-dependent (493 shops at 20261990, 479 at seed 7) — so it keys `default@<seed>`. One rule, one stated exception.
### Layer 3 — THE HUNT *(what the fog is for)*
A once-per-day sale, announced at dawn in the existing morning paper, addressed rather than pinned. Full round in §3.
The director's job is one thing: **size the clue.** It picks a target from the set of shops that some clue cell resolves to **≤4 doors within a ≤350 m span**, and emits the smallest cell that works. Measured share of a town's shops that are clueable under that rule:
| bendigo · braddon · darwin | launceston · castlemaine · marrickville · bowral | newtown · redhill · newcastle · northbridge | glebe · westend · hobart | adelaide · fitzroy · geelong · fremantle · katoomba | brunswick | **synthetic** |
|---|---|---|---|---|---|---|
| **100%** | 9093% | 8389% | 7778% | 6974% | 51% | **32%** |
Median real town: **~85% of shops are pointable-at in four doors or fewer.** Median best clue cell on a real town: **1 door.** On the synthetic: **9 doors, p90 20.** That difference is structural and I'll deal with it in §5 and §8.
### Layer 4 — THE UNMARKED *(the reward)*
Roughly 6% of a town's shops ship with **no sign** — 89 across the corpus, 12 on the synthetic, 212 per town by `clamp(round(shops×0.06), 2, 12)`. You find them by cue: a crate of records on the footpath, an A-frame, a roller door half up, a bloke in the doorway. They enter the notebook **by address**, because they have no name.
**The seam that makes this free: on a fogged map, an unmarked shop's absence is indistinguishable from an undiscovered shop's absence.** UNMARKED's own judge killed the map-omission idea because on the synthetic — the only town where the map is legible — omitting one lot from a terrace punches a **16.8 px hole, 6.5× the lot width**, and you can count the notches without walking. With Layer 2 in place there is nothing to count: every undiscovered lot is a hole. The fog doesn't just permit the hidden layer, it is the only thing that makes it honest.
The same seam retires VERTICALITY's KILL 2 (*"the minimap already hands over the clue"*) and NOMAP's Gate 1 problem. **Every one of the three takes has a kill that fog closes.** That is the argument for this shape over any of the three alone.
### Layer 5 — UPSTAIRS, VISIBLE ONLY *(the bridge to the next epoch)*
Give the 566 multi-storey shops a **first-floor window band**, drawn into the existing merged `windowGeos` mesh with the existing per-vertex `aHours` shader. **+0 draws, ~24 triangles per shop.** `makeInstanced` sizes to `list.length` with no cap (`buildings.js:749-753`); `windowGeos` merges to one mesh per chunk (`:800-806`). Today `buildings.js:581` caps the facade skin at `FACADE_H = 3.0` and puts both windows at y=1.55, so storeys 2 and 3 are a flat tinted box with a parapet — while `audio.js:190-193` already seeds a radio-through-a-window ambient onto every shop with `storeys ≥ 2`. **The game already sounds like someone lives above the shop and looks like nobody does.**
No stair. No enterable room. Nothing that touches the two Y-clamps. This is v8's own name — SOMEONE LIVES HERE — paid for at zero draws.
### The seams, stated
```
address ──(labels)──▶ hud tooltip · map · paper · keeper rumour · notebook
address ──(cohort sizer)──▶ director [the clue can't be written without it]
fog ──(known set)──▶ map draw filter + map framing + notebook
fog ──(structural)──▶ unmarked [no hole to count]
unmarked──(no name)──▶ address [the only identifier it has]
upstairs──(address)──▶ "above 42 Templeton St" [free, later]
```
One save field (`known`), one new pure module (`address.js`), one canvas rewrite (`minimap.js`), one template literal (`hud.js`).
---
## 3. THE ROUND
**Castlemaine. 22 shops. 8 shop-bearing streets. Day 14. You have $180 and a wantlist with three things on it.**
**The clock, from the code.** `lighting.js:91` `DAY_SECONDS = 240` over 6 segments = **40 real seconds per segment**. `lighting.js:22` `HOUR_NUM = [6.5, 9, 12.5, 15.5, 18.5, 22]`. Registry trade hours are 1018 (`registry.js:40`), so on 20 of 24 towns a record shop is open in **segments 3 and 4 only — 80 real seconds of trading.** That is the hard constraint every hunt design in this review either respected or died on.
**06:30 — DAWN, segment 1.** The paper lands. One line:
> **CLOSING DOWN — EVERYTHING HALF PRICE — THE RECORD SHOP ON TEMPLETON STREET**
Two terms: type + street. Measured on castlemaine, that cell holds **1 shop** (town median 2, town max 3). The clue is exact. The question is whether you know where Templeton Street is.
**06:3012:30 — segments 1 and 2, 80 real seconds, the doors are shut.** This is the hunt, and it is free time you already spend walking. At WALK 4.6 m/s that's **368 m; at RUN 8.8 it's 704 m.** Measured, distance from the town's shop-centroid to a given shop: on castlemaine 45% of shops are inside 368 m, 73% inside 704 m. Corpus range 1185% inside 368 m.
- **You've walked Templeton before.** It's on your fogged map, labelled. You go. 4090 seconds. You're standing outside at 11:50 with a segment in hand.
- **You haven't.** The map shows the streets you've learned and a name you've never seen. Three outs, in order of cost:
1. **Ask a keeper.** Any open shop, any keeper: *"Templeton? Off the north end of Barker, past the hall."* Free, rides the existing rumour seam, and it is the most SOMEONE-LIVES-HERE thing in the whole design.
2. **The paper's second line** — a landmark from the address layer's nearest named cross-street: *"opposite the Town Hall"*. Costs nothing; the director emits it only when the target street is undiscovered.
3. **Walk.** Every street you learn is banked forever, on every future visit, at every seed. The loss is a day, not a save.
- **You get it wrong.** The clue cell is ≤4 doors by gate, so worst case you check four shopfronts. Measured p90 spread inside a clue cohort: 0 m on eleven towns, 105466 m on nine, and the gate rejects anything over 350 m.
**12:30 — MIDDAY, segment 3. Doors open.** You're in. The sale stock is the shop's normal seeded rotation at half band. You dig — riffle, pull, read the sleeve, check it against THE BIBLE. Under band is a gem; that skill is unchanged and it is still the core.
**Scarcity is the stock, not a stopwatch.** `dig.js:417-421` reads `opts.gone` once and computes offers once, at card-open — so "half the good ones are already gone" works evaluated **when you walk in**, and does not work as a timer ticking while the card is open. Arrive in segment 3 with a full sale; arrive in segment 4 and a seeded fraction is gone. That is the whole pressure and it costs one union into an existing set (`interior_mode.js:187`).
**18:00 — the shop shuts.** If you never found it, you lost the day. Tomorrow's paper has a different sale, in a different part of town, and the streets you burned today are permanently on your map. **You did not lose a run. You bought a map with a day.**
**Total round: 240 real seconds. Clue resolves to ≤4 doors. 368704 m of pre-open walking. 80 seconds of trading. Win = you knew the town, or you learned it.**
**The two numbers that constrain everything above** — and that killed two of the three takes' round designs:
- NOMAP's director radius (`remaining_segments × 40 s × 4.6 m/s × 0.7`) leaves a median of **1 shop reachable on marrickville, 23 on braddon and redhill.** The radius narrows the pool below the clue's cohort before the clue speaks. Cut; announce at dawn instead, which is what §7 already did, and let the whole town be live.
- UNMARKED's BLIND DOCKET puts the target **2,217 m from the roster on hobart, 1,971 m on fremantle** — 3.1× the entire round's RUN budget in a straight line, on a mode with an 80-second window. Impossible on 7 towns, and on 9 more the "unnamed" shop is already printed in the paper. Cut entirely.
---
## 4. WHAT IT COSTS
### THE MINIMUM VERSION — one round, no geometry, proves the fun
| Lane | File | Change |
|---|---|---|
| **F** | `address.js` **(new)** | pure; edge→named-way resolution + shift recovery; synthetic district/block fallback; `cohort()` sizer. Zero fetch beyond the cache the shell already holds — needs one additive export, `getTownCache(key)`, because `index.html:130` hands the JSON to `registerTownCache` and drops its own reference. |
| **A** | `plan_osm.js:510` | **one line**: `norm.shift = { shx, shz }` into the caller-supplied `opts.report`. Not on the plan. No golden moves. Optional — the vote recovers it without this. |
| **B** | `minimap.js` | fog filter + known-extent framing + street labels + an **offscreen static cache** (today `drawStatic()` re-fills every lot every frame; adding up to 322 `fillText` calls per frame would turn a free overlay into a CPU text pass — invalidate on discovery change only). ~40 lines. |
| **B** | `hud.js` | tooltip prints `NAME — Templeton Street`. One template literal. Plus the 25 m discovery probe on the existing `frame % 6` cadence. |
| **B** | `buildings.js:453-478` | **the type label into the sign atlas.** The cell is 512×168; the name renders at ≤74 px centred at `py+84`, and `drawCrateMark` owns `py+128…py+152`. There is ~42 px of clear canvas in the **top** band (`py+13 … py+55`). Draw the registry `label` there at ~30 px. **+0 draws, +0 tris.** Without it, "the op shop on Barker Street" is unfalsifiable from the footpath: `drawSign` renders `shop.name` only, `opshop` and `stall` sign colours are byte-identical (`fixture_plan.js:29-37`), and only **518% of real-town shop names contain a type word** (median 13%). Every later clue term depends on this. |
| **F** | `save.js` | `known` optional block, town-keyed, exact-and-loud validator matching `save.js:72-99`, `.slice()` in `adopt()`. |
| **F** | the game layer | the dawn director + the paper line + the notebook DOM. |
**Zero new draws. Zero new triangles. Zero plan fields. No Lane C, D or E.** One round.
### Then, in order
| Round | What | Lanes | Why then |
|---|---|---|---|
| **+1** | The unmarked layer — UNMARKED §1§5 with all nine corrections (`TYPE_W.stall = 0`; hoist the atlas alloc to `ensureAtlas()``buildings.js:452-462` allocates lazily inside `drawSign`, so **49 chunks across the corpus** where every shop is hidden would hit `new THREE.CanvasTexture(null)`; crate to `d/2 + 2.4`, outboard of the awning post line at `d/2 + 2.0`; discovery hook **inside** the successful-entry branch, after `index.html:491` and `:503`, not on the `:489` dispatch) | B + F | Needs the address layer to have a name for the nameless, and the fog to hide the hole. |
| **+2** | The first-floor window band on 566 multi-storey shops | B | +0 draws, ~24 tris/shop. This is v8's own headline, paid. |
| **+3** | The arcade, treated as an arcade — district-keyed, **synthetic only** (roof lights, tiled floor, reverb, E's 5.86 m `longbench`) + a mouth so it stops being a graph orphan (measured: arcade edge 14's endpoints are degree 1 and 1; the announcement is 14.7 m of bare ground) | B + E | 17 shops, one town, but it is the **only** place on the synthetic where a type-plus-place clue resolves to a set you can scan: `record\|arcade` = 9 hosts, 32 m spread, 7 s end to end. |
| **+4… (a different epoch)** | Enterable upstairs | C + F + B | Priced in §5. |
---
## 5. THE HARD PROBLEMS, ANSWERED
### Replayability in a deterministic world
**The town is the constant; the contents are the variable.** Verified across katoomba, fitzroy and castlemaine: re-seeding a cache town leaves shop ids, lots, types and names **byte-identical** — only `storeys` and `hours` re-jitter (`plan_osm.js:274`, `seedFor(citySeed,'osmshop',id)`). And `save.js:172` already treats a town change as travel, so you keep cash and collection.
So `?seed=N` is *the same Katoomba, different secrets*: the same streets, the same shopfronts, a different unmarked set, a different sale roster, different upstairs. **Your map survives; your knowledge of what's behind the doors does not.** That is exactly the right split for a game about knowing your town, and it is why the fog keys by town.
Two honest limits. On small towns the hidden-set reshuffle is weak — 13 of 24 towns pick from N=2 with one dominant candidate, so a Jaccard-based "different secrets" gate goes red on bendigo, braddon, launceston, redhill and glebe. That gate must be size-aware or the reserved slot must take a seeded draw. And the synthetic re-rolls everything including shop ids, so it is a different town at every seed, not the same one.
### Findable vs frustrating
Answered by arithmetic, not by feel. **The director sizes the clue; the gate enforces the size.**
- Two terms (street + type) on a real town: **median cohort 14**, p90 218, **1989% uniquely identified**. Without the street term: median 349.
- Adding side-of-street: median 14, **2789% unique**, worst tails cut (katoomba 18→15, fitzroy 10→7, brunswick 12→9).
- **51100% of a real town's shops (median ~85%) are clueable at ≤4 doors within ≤350 m.**
The gate must assert the **search**, not the answer. VERTICALITY's G7 (*"the clue's candidate set has ≥2 members"*) is a floor on the wrong quantity and goes green on an 87-door clue — measured, `toy|mainstreet` on the synthetic sends you to 87 doors over a 770 m spread, 167 seconds of walking. Rewrite as a **ceiling on doors-the-clue-sends-you-to, in [1, 4], with span ≤350 m, over 200 seeded days × 24 towns.** As corrected it fails on today's data, which is the point.
The failure mode is then never *"I wandered for four minutes and lost."* It is *"I haven't learned that part of town yet"* — with three outs and a permanent gain either way.
### The interiors machinery's one-room assumption
**Don't touch it this epoch.** The minimum version's interior delta is exactly zero: a hidden shop, a sale shop and a normal shop all call the same `buildInterior(shop)`.
When it does come due, the price is known and it is not what the depth map said:
- **The blocker is not dispose**`ctx.disposeAll()` (`interiors.js:242-248`) tracks every geometry/material/texture regardless of sub-group, so N rooms through one Ctx dispose correctly today. `binUnderAim` and `stockInfo` both traverse, so a second room's crates are diggable for free.
- **The blocker is not draws — but the margin is six, not one-nine-one.** `C-progress.md:841`: GLB-off 168, **GLB-on 344**, both against ≤350. `index.html:349` ships `useGLB: !NOASSETS`. The 159 the depth map cites is the GLB-off sweep. **Correct the house record.**
- **The blocker is the grid.** `layout.js:337` makes ONE `makeGrid(W,D)`; `interior_mode.js:322-330` rejects any position with `|x| > W/2` or `|z| > D/2` **before consulting occupancy**. A fully built, fully lit second room outside that rectangle is unreachable.
- Full bill: one merged grid with a doorway cell the Manhattan carve at `layout.js:408` may not close · a second path guarantee (`:391-408` flood-fills one spawn to one counter) · per-room keeper resolution (`interior_mode.js:396` is `.find`, not `.filter`) · a second `exits[]` entry with `toStreet:false` **and an opener** — the contract is already honoured at `:335`, which makes it a vacuous-gate trap: ship the door without the opener and a naive "the room has 2 exits" gate passes while nothing on earth opens it · a shell variant, because `shell.js:113-114` calls `buildShopfront` unconditionally and would give a first-floor room ground-floor glazing, an EXIT plate, and a backdrop canvas painting a kerb at row 74 · plus, for anything called "stairs", the two Y-clamps and a floor-height ground truth no structure carries, and the seven module singletons `enter()`/`exit()` own.
**≈ one Lane C round + one Lane F round for a second room. An epoch for stairs.**
### The 8-draw margin
The pin is **292 draws at night, 282/283 at noon** (`F-progress.md:9,962`). Everything in layers 13 is DOM, 2D canvas, or data: **zero draws, and the count should be *identical*, not merely under budget.** Gate on `renderer.info.render.calls` matched exactly, **at night and at noon** — the window band is emissive at night and lands on the worst frame.
The standing refusal holds and should be written as law: **no new per-chunk mesh class, ever.** Measured live chunks: 25 live / 49 in the dispose window on every real town (all BIG_CITY, R=2); 23/42 on the synthetic. At 8 draws of margin, +1 draw × 49 chunks is not a cost, it is a breach. All depth geometry rides the existing merged lists — `boxMats`, `awnings`, `footGeos`, `windowGeos`, `doorGeos`, `signQuads` — the way the R38 yards change did. `makeInstanced` sizes to `list.length` with no cap; that mechanism is verified and it is what makes layers 4 and 5 free.
---
## 6. THE CUT LIST
| Cut | Measured reason |
|---|---|
| **CLEARANCE** (VERTICALITY R4) | The clue sends you to **18 doors at the median, 87 at the max** — the design counted correct answers, not searches, because the player can't see which hosts have an upstairs. And `minimap.js:52-58` already hands over the clue's three attributes. Re-found it or leave it out. |
| **THE BLIND DOCKET** (UNMARKED §6) | Blind shop to nearest roster shop: **2,217 m hobart, 1,971 m fremantle, 1,538 m newtown** against a 704 m RUN budget. Impossible on 7 towns. On 9 others the blind shop is already **inside** the named clique, so the paper names the shop it says has no name. |
| **The laneway leg** | **2 shops in the entire corpus front a `lane` edge** (both launceston), 0 on the synthetic. The synthetic's two laneways are graph orphans (endpoint degrees 1 and 1) and the east lane runs **under seven arcade lots** that overhang its carriageway by up to 1.63 m — `lotCollider` would eject the player from the lane. |
| **The merged-grid back room** (VERTICALITY R5) | Surplus depth behind a max-depth room: **p50 = 0.10 m**, p75 1.96, p90 3.22. Only **31 of 493 shops (6.3%)** clear 4 m. It is a lottery on the archetype roll, and it is the only piece that touches the path guarantee. |
| **Real-town arcade and lane flavour** | `'arcade'` on a real town is OSM `pedestrian\|footway\|path\|steps\|cycleway`**990 edges, 39,276 m of ordinary suburban footpath.** Roofing it roofs 39 km of pavement. Arcade treatment keys off `district.kind`, synthetic only. Make it a code rule. |
| **District-keyed skins on real towns** | `plan_osm.js:305` is one unconditional `addDistrict('mainstreet')`. All 24 caches: 1 district, all lots `use:'shop'`. Code rule, not a caveat. |
| **The facade-skin clue term** | 47 files in `web/assets/gen/`, no colour or material name anywhere in the codebase, and skins are shared across types (`facade-corrugated` in pawn/stall/band_room). Leaks type without adding information. |
| **Physical corner street signs** | +1 draw × up to 49 live chunks against 8 of margin. Already refused; endorsed. |
| **Map omission for unmarked shops** | Punches a hole up to **16.8 px wide — 6.5× a lot width** — in a contiguous terrace on the synthetic, the one town where the map is legible and the default and classic boot. Fog handles it structurally; omission does not. |
| **The segments-remaining director radius** | Median shops reachable from a random shopfront: **marrickville 1, braddon 2, redhill 3.** Narrows the pool below the clue before the clue speaks. |
| **The window card as a *cue*** | 28 px in a 168 px cell on a 0.25 m quad = **0.042 m of letter, legible to ~3.8 m** — inside the free 6 m tooltip at `hud.js:302`. Demote to dressing. One ranged cue exists: the crate. |
---
## 7. WHERE IT SITS
**This is v9 — THE CITY IS THE GAME — with a one-round probe landing inside v8.**
Three reasons.
1. **v8 is texture; this is mechanic.** Ambient audio, per-town character, the magpie, backyards — every v8 item makes the city *feel* more like a place. This makes it *function* as one. Folding a new win condition into an epoch about atmosphere leaves the epoch un-nameable, and PROCITY names its epochs for a reason.
2. **The probe belongs in v8 because it decides whether v9 exists.** Fog + the address layer + the type label is one round, zero draws, zero geometry, and it is falsifiable on its own: does a fogged, street-named town make you want to walk it? If the answer is no, v9 doesn't happen and we spent one round. If the answer is yes, v9 has a proven core before anyone models a polygon. **Never build the geometry first.**
3. **v8's own headline is already the bridge.** SOMEONE LIVES HERE is answered — literally, on 566 buildings, at +0 draws — by the first-floor window band. `audio.js:190-193` has been asserting that upper floors are inhabited since it shipped. Land the band in v8 and the epoch keeps its name. Then v9 makes the city knowable. Then, if it earns it, a later epoch makes those upper floors enterable, and by then the window is already there to walk up to.
**v8 wave 2:** the address layer · the fog · the type label · the first-floor window band.
**v9 — THE CITY IS THE GAME:** the notebook · the unmarked · the sale director · the arcade.
---
## 8. WHAT NEEDS JOHN
Six taste calls. Nobody else can make them.
**1. Does the default boot become a real town?**
This is the big one. The synthetic is 493 shops on **22 streets**, with 304 distinct names and a 17-way collision (`The Toy Nook` ×17, `Marbles & Kites` ×14, `The Book Cellar` ×12). Measured: **32% of its shops are clueable at ≤4 doors, against 51100% (median ~85%) on the real towns.** Its best clue cell is a median of 9 doors. It is a magnificent strip and it is not a town you can learn. A bare `index.html` boots it today; `?classic=1` freezes it byte-identical forever regardless, so the covenant is not at risk. But if the win condition is knowing your town, the town the game opens on should be one that can be known. *(A smaller version of the same call: let the synthetic's hunt be district-scale — "somewhere in the backstreets" — an honest browse rather than a broken precision hunt.)*
**2. How harsh is the fog?**
Three settings, in ascending mercy: **(a)** shops you've walked within 25 m of · **(b)** shops you've actually entered · **(c)** *streets* you've walked, with every shop on a walked street revealed. (c) is the most map-like and the most forgiving — you learn a town in streets, not in shopfronts — and it makes the address layer the unit of knowledge, which is tidy. (b) is brutal and would take a very long time to fill in. My instinct is (c); it's your call.
**3. Does the clue name the type or the shop?**
*"the record shop on Templeton Street"* teaches you the city. *"Rotation, somewhere up Templeton"* teaches you the shops. Type-clues make the town the thing you learn; name-clues make the roster the thing you learn. They are different games and the arithmetic supports either.
**4. Does an unmarked shop ever get a name?**
Or does it stay, forever, *"the one with the crate out front, Lyttleton Street"* — a place you know by where it is and not by what it's called. The second is better writing and it is also the harder sell to a player who wants a list.
**5. Is being late a discount or a loss?**
Arrive in segment 4 and the good ones are gone (`gone` grows with arrival time, seeded) — or the sale is simply over and the door is locked. The first is a difficulty curve; the second is a deadline. The code supports both at the same cost.
**6. Do keepers give directions?**
It is the anti-frustration valve, it costs almost nothing, it rides the existing rumour seam — and it is the single most *someone lives here* thing in this entire document. It is also the moment the city stops being an opponent and becomes a place with people in it who are on your side. That's a tonal decision, not an engineering one.
---
### Two things for the house record, regardless of what you decide
1. **The interior draw margin is six, not one-nine-one.** `C-progress.md:841` — GLB-off 168, GLB-on **344**, budget ≤350, and `index.html:349` makes GLB-on the default boot. The depth map's "draw budget is not the problem" line is measured off the wrong sweep and has to come out before it authorises a room somebody can't afford.
2. **Street names are already in the repo.** 17,835 named ways of 19,132, 93.2%, on 23 towns, recoverable to a median of 0.030.90 m with no citygen change and no golden move. Whatever the shape ends up being, that data should stop being dropped on the floor.

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@ -1,31 +0,0 @@
# Lane B — Round 39, THE FOG (item 39.2)
Taken in a fresh context on port-isolated **no-store** servers (`:8591` treatment, `:8592` =
`git archive HEAD`), assets/vendor symlinked so the other lanes' mid-round waves are identical on
both sides. Every number behind these pictures is in `docs/LANES/LANE_B_NOTES.md` §39.
| file | what it shows |
|---|---|
| `fog-00-head.png` | **HEAD, synthetic** — all 493 shops handed over on the first M press, 26,506 shop-colour px |
| `fog-01-before.png` | **R39, fresh boot** — 0 shops known, the 240 m frame, a 25 m scale bar |
| `fog-02-after.png` | **R39, after 900 m** — 113 shops, 7 segments, A's district labels (*"the south end of the main street"*) |
| `fog-00-head-katoomba_real.png` | **HEAD, katoomba** — 993 edges of grey spaghetti; at 1.42×1.89 px the 72 shops rasterise to **zero** pixels of their own colour |
| `fog-01-before-katoomba_real.png` | **R39, fresh boot** — the 240 m frame, a shop lot at 29.4×39.2 px |
| `fog-02-after-katoomba_real.png` | **R39, after 900 m** — 34 shops on **Katoomba Street**, with **Edwards Street** running off it (Lane A's address layer) |
| `map-classic.png` | `?classic=1` — the pre-R39 map, hash-identical to HEAD's |
| `sign-*-BEFORE.png` | the default boot's spawn **as shipped since R32**: synthetic — a footpath facing a plaza with not one shopfront in frame; katoomba — **standing in a paddock facing the blank back wall of a building**. 3 shops within 25 m, **0 of them in front of you**, 0 discovered |
| `sign-*-AFTER.png` | the same code with the front normal corrected (`+sin`): **on the footpath under the awnings, signage down the strip**, 4 shops within 25 m, **4 in front**, 4 discovered |
| `magpie-AFTER-glb-zoom.png` | Lane E's 894-tri GLB **in the engine**, perched on the lamp arm, `asset:'glb'` — pied, legged, unmistakable. **755 px of true white** in the crop |
| `magpie-BEFORE-primitive-zoom.png` / `magpie-AFTER-primitive-zoom.png` | the procedural fallback (`?noassets=1`) before and after the re-placed white: pale area **213 → 427 px**, but true white **33 → 28** — the underside gets no sun, so the fix reads grey. The measured ceiling on a primitives-only fallback, and the reason the GLB is the answer |
| `magpie-AFTER-glb-swoop.png` | the swoop, **head-on** — proof the `rotateY(π)` is right in flight, not just on the perch |
| `magpie-AFTER-glb-flank.png` | the honest in-situ frame (70° FOV, 14 m): the bird is a speck. E's A/B sheet owns the size question; the `-zoom` frames are 12° FOV **inspection** shots |
*(All three magpie arms measured `+1 draw` with the bird on screen and `+0` with it off, same page, same
frame: GLB +894 tris, primitive +182, and the placement fix is +0 tris in-engine.)*
The `sign-*` pair is **booted code on both sides** — two port-isolated no-store servers, `:8702`
serving the fog commit (old sign) and `:8701` the fix. Nothing is monkey-patched.
Katoomba's BEFORE is the R31 playtest's own complaint, verbatim — *"faced dirt and building-backs"*
which R32 was written to fix and, because of the sign, never did.

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