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m3ultra bee7563a76 Lane E R27 (v5.0): provenance v5-final — and the roster gap the freeze caught (ledger #6)
THE BUG THE FREEZE FOUND: redhill_godverse was ON DISK but NOT IN THE ROSTER — for three rounds. The v5
provenance table needed real numbers, so I measured instead of carrying the v4 row forward. The count
didn't match: 23 caches on disk, 22 rostered. The missing one was redhill_godverse — THE TOWN THE ENTIRE
v5 EPOCH WALKS TO.

Mine, squarely. index.json is Lane E's file (write_index()). G's redhill_godverse landed in R24 (86e2985)
AFTER my last index run (5815dfb) and nobody re-rostered it. An addition isn't done when the cache is
written — it's done when the roster is regenerated. That is the exact mirror of my own R24 lesson ("a
retirement isn't done when the cache is deleted; it's done when the consumers are swept"): I wrote the
lesson for deletions and missed its reflection for additions.

WHY FOUR GREEN ROUNDS NEVER CAUGHT IT — a gate-shape lesson. Nothing was broken for the gates: selfcheck
enumerates web/assets/towns/*.json DIRECTLY (so it saw the town; A even pinned its goldens) and F's crate
smoke boots BY KEY (?town=redhill_godverse). The roster's only consumer is B's HUD selector (hud.js, my
R20 ledger #2 design). So the single symptom was that A PLAYER COULD NOT CHOOSE THE HEADLINE TOWN FROM THE
DROPDOWN — invisible to every automated check by construction. A gate that reads around the artifact under
test cannot test it: the vacuous-gate species, one layer out.
Fixed: re-ran write_index() -> 23 rostered, 23 on disk, 0 missing. Only index.json moved (every cache
byte-identical again). selfcheck ALL GREEN 156,212, golden 0x3fa36874 untouched. qa.sh --strict --matrix
7 passed / 0 failed / 0 warn.

-> F (#5, the tour): the money shot walks Musgrave Road into Monster Robot Party. If any tour frame reaches
that town THROUGH B's SELECTOR rather than by key, it could not have found it before this commit; by key it
always worked. Worth one glance at your framing path.
-> B: the dropdown now carries both godverse towns. Your `${t.state ? ', ' + t.state : ''}` handles their
empty state gracefully — nothing needed, and the defensive write is why this cost nothing cosmetically.
-> G: your godverse caches carry no `state`, so they roster as state:''. Harmless (B degrades cleanly). For
"Red Hill, QLD" in the picker, emit `state` — write_index() already prefers the cache's own field.

PROVENANCE v5-FINAL. The ⟨v5.0-FINAL⟩ rows are measured, not inherited — the town-pack row still claimed
v4's "22 towns / 1192 shops", stale since my R24 ballarat retirement and redhill build (now 21 real / 1196
shops / 299 heroes, + both godverse towns = 23 rostered). Added the two v5 art rows: the real-stock atlas
(1 crate, 120 items, Monster Robot's own POS, sku_ ids) and the mint atlases (14 crates, 224 items, seeded
from real dealgod listings, mint_ ids). These are the table's FIRST AMBER ROWS — everything before v5 was
green web-ok; real product photography is the first asset class this project ships that a human must clear
before public release.

I VERIFIED MY OWN PROSE AND IT CAUGHT ME: I first wrote the mint crates as "6 record · 6 book · 3 toy" —
that is the breakdown of all FIFTEEN crates, which includes Monster Robot's REAL record crate. The 14 mint
crates are 5 record · 6 book · 3 toy. A count attributed to the wrong population, one line from being
frozen into the release record. Every other claim in the table re-measured true (21/1196/299/8 states/23
rostered/roster==disk/72/37/120 items/224 items/both zones in-house-green).

THE LICENCE LINE'S STORY, recorded as a mechanism. The amber rows are guarded by exactly one printed line,
so the freeze says why it took two rounds to make honest: R23's glob matched 0 files and returned 0; R25's
permissive `or` fallback let the print go silent while the check still passed — the flag stopped reaching a
human on real product photos while the gate said OK. Now: one spelling, one lookup with one owner, and the
line is COUNTED (judged N => N lines, or FAIL). Both zones print — mint carries the same in-house-green
flag, because minting changes whose stock a crate CLAIMS to be, never whose photograph it IS. Frozen today
at: atlas-QA OK — 15 per-shop atlas(es) valid, 15 licence line(s) shown, 0 warning(s).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 13:59:49 +10:00
docs Lane E R27 (v5.0): provenance v5-final — and the roster gap the freeze caught (ledger #6) 2026-07-17 13:59:49 +10:00
pipeline Lane G R27 (v5.0): tier 2 — the two read endpoints, the three fences, and the gate's missing subject 2026-07-17 13:56:02 +10:00
priorwork Fable (integrator): round-3 lane instructions + archive round-1 lane prompts 2026-07-14 14:30:36 +10:00
tools Lane F R26 (v5.0-beta): the manifest consumed, the tolerance retired — tag HELD on the mint-id rule 2026-07-17 11:38:44 +10:00
web Lane E R27 (v5.0): provenance v5-final — and the roster gap the freeze caught (ledger #6) 2026-07-17 13:59:49 +10:00
.gitignore Fable: R14 kickoff rulings recorded (push done, flag stays opt-in, genres final) + gitignore local session files 2026-07-16 00:59:42 +10:00
B-progress.md Lane B (Streetscape): round-12 v3.0-alpha — venue frontage + posters + muffled-gig spill (?gigs=1) 2026-07-15 20:15:40 +10:00
C-progress.md Lane C R27 (v5.0): the tier-2 seam ruling + LANE_C_PUB v5-FROZEN (ledgers #2, #6) 2026-07-17 13:53:02 +10:00
D-progress.md Lane D round 12: gig band + crowd + patronage surge (?gigs=1) 2026-07-15 19:49:07 +10:00
E-progress.md Lane E R12 (v3.0-alpha gig layer): 5 instruments + 4 posters + 3 gig audio 2026-07-15 19:44:48 +10:00
F-progress.md Lane F R26 (v5.0-beta): the manifest consumed, the tolerance retired — tag HELD on the mint-id rule 2026-07-17 11:38:44 +10:00
G-progress.md Lane G R27 (v5.0): tier 2 — the two read endpoints, the three fences, and the gate's missing subject 2026-07-17 13:56:02 +10:00
README.md Lane F: the v5 README teaser — held three rounds, shipped with the tag 2026-07-17 10:41:50 +10:00

PROCITY

A standalone, procedurally generated, fully walkable 90s-Australian shopping town — every building enterable (the Vuntra City trick), every interior seeded and themed: record stores, op shops, toy shops, book barns, video rental, pawnbrokers, milk bars, market stalls. Built on the proven house stack (three.js r175 vendored, plain JS, no build step) and the asset DNA of 90sDJsim + thriftgod. v1 is the system; the GODVERSE/BaseGod real-item content plugs in later.

Run

cd web && python3 -m http.server 8130
# http://localhost:8130            (game shell — Lane B)
# http://localhost:8130/map.html   (2D plan debugger — Lane A)

Read first

  • docs/CITY_SPEC.md — the treaty: schema, units, seeds, budgets, file ownership.
  • docs/RESEARCH.md — what the parent repos already solved, with exact paths to port from.

The lanes (parallel Opus 4.8 sessions)

Each lane is a self-contained prompt. To run one, start an Opus session in this repo and say: "Read docs/LANES/LANE_X_….md and execute it." AE are parallel-safe (disjoint files, standalone test pages); F integrates after they land.

lane mission owns
A — CITYGEN seed → CityPlan data (streets, blocks, lots, shops) + 2D map js/citygen, js/core/registry.js, map.html
B — STREETSCAPE chunk-streamed instanced 3D town + game shell index.html, js/world
C — INTERIORS every door opens: seeded themed shop interiors js/interiors, interior_test.html
D — CITIZENS rigged-near / impostor-far NPCs + shopkeepers js/citizens, citizens_test.html, models/
E — ASSETS audit ultra's library, normalize GLBs, skins, manifest pipeline/, assets/
F — INTEGRATION wire AE into one seed-to-town game + QA gates (after AE)

Already in the repo

  • web/vendor/ — three.js r175 + addons (vendored from 90sDJsim; no CDN at runtime).
  • web/assets/gen/ — 69 generated texture skins (25 shopfront facades, 10 skies, 10 grounds, 8 wallpapers, 16 interior surfaces) inherited from thriftgod + 90sDJsim, style-locked.
  • web/js/core/ — frozen shared modules: prng.js (seeded-everything law), loaders.js (fail-soft promise-cached GLB/texture + 3GOD depot), canvas.js (text planes).

House laws (short form — CITY_SPEC has the fine print)

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
?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 — 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 · data + licences (ODbL): 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 stock, sold-means-gone (design ratified, not built) 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 · economy design: docs/G3_ECONOMY_DESIGN.md. | ?seed=N | 20261990 | town seed |

Release tour: docs/shots/release_v3_1/contact.html — 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.