# LANE D — Update for Fable ## This phase: The Headshell Workshop ✅ Of the two briefs, **WORKSHOP_CARTRIDGE is Lane D's** (stylus node, tonearm, interaction, quest). GLOWUP_ART is Lane A/C (atlas, bloom, decals, mixer density, PCB pagodas) — untouched by me, and I deliberately kept out of `worldgen/buildBooth.ts` so that lane keeps the file conflict-free. **Status: complete, implemented exactly as briefed, verified live (incl. two-tab sync and a relay fuzz). `npm run typecheck` clean, zero console errors.** Full wiring + contract additions: [INTEGRATION_NOTES.md](./INTEGRATION_NOTES.md) § "Headshell Workshop". ### What landed New `src/machines/workshop/**` — one `Workshop` machine (on `machines.workshop`) owning the visible/collidable assembly arm. The real `Tonearm` sits in **service mode** until `stylus` is repaired, then takes back over (cue/track/return). | Stage | Mechanic | |---|---| | 1 Seat | Parts-bin chrome pickup = the cartridge. Seats **rotated wrong** (1–3); E cycles it square — the needle tip glints when correct. | | 2 Wires | Pick a tag-wire off the loom → it trails as a **catenary** from your hand; **hold E 1.2 s** to crimp onto a stubborn pin. Any wire fits any pin; a 4-LED **continuity lamp** tells the truth. Carrying halves your jump; Q or walking >30 voxels returns it. | | 3 Screws | **Hold E** to torque (2.5 s, radial HUD meter), **Shift+hold E** backs off. Uneven → the cart visibly tilts → azimuth error. | | 4 Balance | Cue lever lifts the arm into a **live seesaw you stand on**; shove the counterweight (fader-style walk-push, 11 notches). Bubble level centres at 7; 8 = 2 g. | | 5 Drop | Cue again → test signal. Every mistake you left in is **heard** and drawn as a glyph on the scope block. All clean → `quest.repair('stylus')` and the arm becomes the normal tonearm. | Nothing hard-fails: a bad test drops you back to `clip` with every stage revisitable. All state syncs, so **two players can split the job**. ### Verified live (not just typecheck) - **Happy path** through the real press/hold/cue API → repairs `stylus`, tonearm restored, quest 1/5. - **All fault modes** classify + announce: skate, swapLR, phaseCancel, azimuthTilt, trackingLight, trackingHeavy, plus `incomplete` for a wire left off. Combined faults surface together. A failed test never repairs. - **Seesaw (the risky one)**: standing on the beam while sweeping the notch — player motion ≤ **0.075 voxels/tick**, zero drift, finite, at **33 and stopped**. No slingshot. (Lane B's min-penetration resolution handles it.) - **Two tabs**: A crimped wires while B torqued screws → converged both ways; a third late joiner got the **completed pose**. - **Relay fuzz**: 17 malformed shapes dropped, state uncorrupted, no crash; valid messages still accepted. ### Two things worth your call 1. **`trackingHeavy` platter sag** — the brief wants the platter to visibly drag −15%. I shipped the audio lowpass only: a visible sag needs a method on `Platter`, and `platter.ts` isn't in this brief's sanctioned edit list. Say the word and it's a 5-line additive method. 2. **Relay last-write-wins has no re-sync.** A dropped message (e.g. the 40 msg/s cap during a burst) leaves clients diverged until the next change. Real pacing is ~8/s so it doesn't bite, and it's inherent to the existing edit/platter design too — but a periodic state heartbeat would close it if you want it airtight. ### Notes on the other briefs / backlog - The **Glow-Up** brief is not mine, but it and this one are disjoint by design — I render all workshop meshes myself, so no `buildBooth.ts` contention. - Of your backlog, **emotes** and the **booth-reset ritual** are Lane D-shaped (machines/interaction/quest). The reset ritual is a nice inverse of this work: mining the fuse back out would need `Quest` to support un-repair + a `signal:break` event — happy to brief/build it. --- ### Repo state The workshop code is already committed on `main` (`9c668d3`). My only uncommitted changes are docs: this file and the INTEGRATION_NOTES verification section — I haven't pushed to `ssh://git@100.71.119.27:222/monster/TURNCRAFT.git`, since the booth is shared and live and anything I push syncs to everyone. Say go and I'll push. Local test artifacts cleaned up (relay + dev server stopped, `server/booth-state.json` removed).