b cutoff Thanks — that's a big help. 90sDJsim is the primary reference for Lane B (its `buildStrip` and `applyLighting` are exactly what I'm generalizing). Let me pull those key patterns before continuing: I have the key `applyLighting`/`buildStrip` patterns. Now the facade kit — the biggest module. Task 3: Now ground.js — I'll build the road/footpath/plaza network **once** as merged strips (persistent, not per-chunk streamed): with only a handful of edges this is far cheaper and seam-free versus per-chunk clipping. Task 4: Now furniture.js — instanced street furniture with mandatory primitive fallbacks (GLB depot upgrade documented but off by default for v1 robustness). Task 5: Now lighting.js — sky dome + 6-segment day/night cycle (global, with fog to mask chunk pop-in). Task 6: Now player.js. Let me first check the vendored PointerLockControls API (r175 changed some method names): `_euler` re-syncs from the camera each move, so I can set orientation directly. Writing player.js. Task 7: I made a sign error on the strafe vector — camera-right = cross(forward, up) = (−fz, 0, fx). Let me fix: Now hud.js. First let me attach `doorRects` to the door mesh userData so the HUD can map raycast hits to shops: Before writing the streamer, I need the fixture town to actually span enough chunks that streaming triggers with the default radius 3. Let me widen the main street to ~6 chunks (24 shops across 4 north + 2 south blocks): Now widen the street nodes to match: Now the streamer. First, one efficiency fix in buildings.js — make the 2048² sign atlas lazy so shopless chunks (mid-street) don't each allocate a 16MB canvas: Now the streamer — chunks.js. Task 8: Now the shell — index.html. Task 10. Let me also write a small minimap module for `map` mode. First index.html: Now the shell — index.html: Before booting, I caught a few bugs by re-reading. Let me fix them. First, the ground quad winding — my triangles wind so the geometric normal points **down**, so `FrontSide` ground would be invisible from above: Now fix the spawn heading (should look east into town) and add click-to-relock: All modules written. Now let me boot the server and verify in the browser. Task 11: Server started from the wrong directory — it needs to serve from `web/`. Let me fix that: All paths resolve. Let me open it in the browser and check the console for errors: No errors. Let me take a screenshot to see the start screen, then enter the town: Start screen renders cleanly. Let me verify the full script initialized (it exposes `window.PROCITY` only at the very end) and check the plan built correctly: I need an expression, not a return statement. Let me wrap it: The script errored before completion. Let me reload and capture the error: Console capture is missing module-load errors. Let me probe each module directly with a dynamic import to find the failure: All modules parse and import fine — so the error is a runtime throw during inline setup. Let me replay the setup to find the throwing call: Setup replays fine (26 items incl. stalls, 8 chunks warmed). The failing piece must be the post-processing / HUD / minimap chain that my replay skipped. Let me test those: Everything works in isolation — the earlier `initialized:false` was likely a timing read during the top-level `await` on the citygen 404. Let me re-check now that it's settled: Still failing at runtime though it replays fine — let me confirm the served `index.html` is actually my latest version and hunt the real error. Let me capture it via a fresh load with an error listener: There's a genuine runtime error the console tool isn't surfacing. Let me add temporary global error capture at the top of the module, reload, and read it: `__PCERR` is null and no PROCITY — meaning the module is **suspended**, not thrown. The only top-level `await` is the citygen import. Let me check whether that import hangs (rather than 404-rejecting) in this preview environment: The import rejects cleanly, so the `catch` runs — but a later **synchronous** throw in a top-level-await module surfaces as a "module evaluation error" that `window.onerror` doesn't catch (which is why `__PCERR` is null). Wrapping the body in an async IIFE with try/catch will both fix the structure and surface the real error. Let me refactor: Let me verify the browser is actually getting the wrapped version (cache/service-worker suspicion) and check if the module even starts: Served version is correct, so `main()` is pending. Let me reproduce the exact `await import` in try/catch pattern to see if it hangs versus my earlier `.then/.catch` test: That exact pattern completes — so main() is pending on something else, and the console tool isn't surfacing this tab's errors. Let me instrument `main()` with stage markers to pinpoint where it stops: `__S` is undefined — the module body isn't executing at all. Let me wait a beat and re-check (large three.module.js fetch), and also check network for any failed import: Module script is in the DOM but never executed — that's a **parse error in the inline script itself**. Let me extract it and validate with node: The regex found no `` — I never wrote the closing tags! Let me check the file tail: That's the bug — the inline `