Fresh-eyes review outcomes as two parallel-safe Opus briefs: - WORKSHOP_CARTRIDGE.md: the stylus node becomes a five-stage cartridge assembly - seat/rotate the cart, crimp four color-coded wires onto stubborn pins (catenary carry, continuity lamp), torque screws evenly (tilt = azimuth error), balance the counterweight while RIDING the seesawing tonearm, then a needle-drop test where every mistake is audible + drawn on a diegetic scope. Multiplayer-shared state. - GLOWUP_ART.md: atlas v2 (32px, tile variants), selective LED bloom, screen-print decals + party flyers, mixer-face density, PCB pagodas. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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BRIEF — The Headshell Workshop
Expands the stylus quest node from a 30-second fetch into the game's
centerpiece: a full cartridge assembly — four stubborn wires, alignment,
screws, and balancing a tonearm you're standing on.
For one Opus 4.8 session. Read docs/CONTRACTS.md, docs/DESIGN.md,
docs/INTEGRATION_NOTES.md and skim src/machines/tonearm.ts,
src/machines/faders.ts (the push-sled mechanic you'll reuse),
src/interact/interaction.ts, src/audio/AudioEngine.ts, src/ui/Hud.ts,
src/net/NetClient.ts, server/relay.mjs before writing code.
You own: new src/machines/workshop/**, plus surgical edits to
src/machines/tonearm.ts, src/interact/interaction.ts,
src/audio/AudioEngine.ts (additive methods only), src/ui/Hud.ts
(additive), src/worldgen/buildBooth.ts (workbench dressing only),
src/net/NetClient.ts + server/relay.mjs (one new message type),
src/core/events.ts (adding workshop:* events is sanctioned — keep them
additive), src/main.ts (wiring). Do not restructure existing systems.
Why this design
Real headshell assembly is: 4 colored tag-wires onto tiny cartridge pins, cartridge aligned square in the shell, two screws tightened evenly, then counterweight balancing for tracking force. It's fiddly for full-size humans. At 7 mm tall it's civil engineering — and every real-world failure mode has an audible consequence, which is this game's language: sound is the win state.
Design laws:
- Nothing hard-fails. Every mistake is visible/audible and reversible.
- Diegetic feedback. A continuity lamp, a bubble level, and a scope block tell you what's wrong — no tutorial text walls.
- Every stage is multiplayer-shared — two players can split the work.
The five stages
State machine WorkshopState (authoritative shape, also what syncs):
interface WorkshopState {
cartSeated: boolean;
cartRotation: 0 | 1 | 2 | 3; // quarter turns; 0 = correct (stylus forward)
wires: (0 | 1 | 2 | 3 | null)[]; // wire i (R,W,G,B) -> pin index or unattached
screws: [number, number]; // 0..1 torque each
weightNotch: number; // 0..10 along the arm; 7 = zero-balance, 8 = 2g target
tested: boolean; // last needle-drop was clean
}
Stage 1 — Seat the cartridge
- The existing parts-bin chrome pickup becomes the cartridge (rename in help text; same block item 11, same carry flow).
- At the tonearm pedestal (Deck A), the arm rests in a service clip:
add a
rest_clipvisual on the pedestal and a new Tonearm state'service'— arm parked low over the pedestal, headshell at player-reachable height (~Y_PLINTH_TOP + 3), colliders inert. usewith the cartridge on the headshell (existing route ininteraction.ts) now seats instead of instantly repairing: consume the item, spawn the cartridge body visual (a chunky box ~4×2.5×3 with a cantilever + needle tip) in a random wrong rotation (1–3).- E on the seated cartridge cycles rotation 90°. Correct orientation: needle tip glints (small emissive flash) + a soft click. Wrong is allowed — it just can't pass the needle-drop test.
Stage 2 — The four wires (the iconic bit)
- A wire loom stands on the pedestal (new worldgen dressing: a small spool rack). Four tag-wires hang from it: red, white, green, blue.
- The cartridge back is a wall with four pin posts, color-capped: R+ red, L+ white, R− green, L− blue — but shuffled physically (pin positions are fixed per world; color caps tell you the truth).
- Mechanic: E on a wire end → you're carrying the wire; a rendered catenary line (THREE.Line, ~12 segments, sag by distance) trails from the loom to your hand. Walk to a pin, hold E 1.2 s to crimp it on — the hold has a wiggle animation (the pin is stubborn). E on an attached wire pulls it off again. Any wire can go on any pin.
- Continuity lamp: a 4-LED strip block on the loom rack; LED i lights green when wire i is on its correct pin. (Solvable by sight.)
- Carrying a wire caps jump velocity at half (the wire tugs) — release to climb. Dropping (walking > 30 voxels away or pressing Q) returns the wire to the loom.
Stage 3 — Screws
- Two screw posts sit beside the shell slots. Hold E on a screw to torque it: a radial HUD meter (new Hud element, bottom-center) fills 0→1 over ~2.5 s. Shift+hold E backs it off.
- Balance rule: if
|screws[0] − screws[1]| > 0.4while either is > 0.3, the cartridge visibly tilts toward the tighter side + a creak SFX. Finishing tilted (both ≥ 0.9 while tilted) = azimuth error (test consequence below). Even torquing squares it up with a satisfying CLUNK.
Stage 4 — Balance the arm (the showstopper)
- E on the cue lever releases the arm from the service clip → it becomes a
live seesaw: tilt angle driven by
weightNotchvs the (now cartridge-laden) head mass. Tail-heavy → arm tips back; nose-heavy → needle dives. - The counterweight is a push-sled (reuse the Fader mechanic on a rail
along the arm tube, 11 notches): walk into it to shove it. The arm is a
kinematic collider chain that tilts in real time under your feet —
the player typically stands ON the arm while doing this. Physics: update
the arm segment colliders' transforms per tick from tilt; Lane B's
min-penetration cylinder/aabb resolution handles the ride (see
INTEGRATION_NOTES.mdphysics section — verify no slingshot on tilt). - Bubble level: a block on the pedestal with an emissive dot that
drifts left/right of center with tilt; centered = zero balance
(
weightNotch === 7). One more notch (8) = correct 2 g tracking force (detent click + the dot settles into a marked ring). 9–10 = too heavy. ≤6 = too light.
Stage 5 — Drop the needle (the test)
- E on the cue lever again: arm swings over the (must-be-spinning) record
and drops. A test signal plays — implement
AudioEngine.playTestSignal(errors: TestErrors): a bare kick+bass loop routed through an error chain:swapLR(R/W wires crossed with G/B partners): hard pan flip — ping-pong the kick L/R so it's obvious.phaseCancel(a +/− pair swapped): invert one channel + collapse to mono momentarily — thin, hollow, "wrong" sound.azimuthTilt(screws uneven): one channel −12 dB + light distortion (waveshaper).trackingLight(notch ≤ 6): stutter — gate the signal 80 ms on/off randomly + arm visibly bounces.trackingHeavy(notch ≥ 9): lowpass 1.2 kHz + platter rpm sag −15% (temporarily scale the platter's target omega).- Rotation wrong: needle skates — arm slides straight to the spindle with a zip SFX, test aborts.
- The scope block near the pedestal (canvas-textured face, ~6×4)
draws the verdict: clean sine when perfect; recognizable glyphs per
error (mirrored trace = swap, thin double line = phase, sagging line =
heavy…). Also emit
workshop:testwith the error list so the HUD subtitle names the problem ("LEFT AND RIGHT ARE SWAPPED"). - All clean →
quest.repair('stylus')(existing event does the rest: stem unlock, LED trace), plus a confetti burst of tiny screws (reuseBurst), and the workshop machines lock into their final pose. The arm then behaves exactly as the pre-existing tonearm (cue/track/return).
Multiplayer
- One new message both ways:
{ t: 'workshop', s: WorkshopState }— last-write-wins, relayed and stored on the server besideplatters(validate: shape, enums, numbers in range). Late joiners get it inhello.state. NetClient: send on any local state change (reuse theapplyingRemoteguard pattern); apply remote by callingworkshop.setState(s)which diffs and animates.- If
repaired.stylusis already true on join, the workshop spawns in its completed pose (cart seated, wires on, weight at 8).
Quest gating changes
- The
stylusnode's help text changes (Menu HELP_HTML): "…find the cartridge in the parts bin, then assemble it at the Deck A workbench — wires, screws, balance. The lamp, the bubble and the scope will tell you what's wrong." - Power-switch gating (
canPowerOn) is unchanged —stylusjust takes honest work now.
Acceptance (verify each in a live browser, and two-tab the sync)
- Full assembly happy-path completes and repairs
stylus; ~5 min first time, all stages revisitable - Each of the 6 error modes is audible AND readable on the scope, and fixable without restarting
- Standing on the arm while pushing the counterweight: the seesaw tilts under you with no physics explosions (test at 33 AND stopped)
- Wire carry: catenary renders, jump-cap applies, Q/distance returns it
- Two tabs: one attaches wires while the other torques screws; states converge; joiner sees mid-assembly state correctly
- Completed-workshop pose on join when stylus already repaired
npm run typecheckclean; zero console errors in a full session; relay validates the new message (fuzz: bad shapes dropped)- Update
docs/INTEGRATION_NOTES.mdwith a short section + any contract additions listed
Out of scope
Deck B's arm (stays pre-assembled), anti-skate dial (stretch note only), mobile input, any rework of existing quest nodes.