Art glow-up: all 23 hardware sprites regenerated on CF flux-1-schnell

1024px, heavily detailed component prompts (greebles, braided cables,
status LEDs, dust and scratches, neon rim light on dark charcoal) with
a shared style tail for consistency, cut with MB bg_remove_local and
autocropped. Manifest in tools/sprites.tsv, pipeline in tools/cf_cut.py.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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type-two 2026-08-01 21:29:44 +10:00
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@ -15,6 +15,19 @@ Date.now/Math.random inside sim).
JS-driven playtesting. Keep it working — automation depends on it.
- All balance tunables live in `src/sim/balance.ts`. Tune there, nowhere else.
## Art pipeline (CF flux + MODELBEAST)
- **Hardware sprites (current set): Cloudflare flux-1-schnell** — free ~10k/day
credits. `FLUX_ENV=~/Documents/fluxgod/.env FLUX_W=1024 FLUX_H=1024 node
~/Documents/90sDJsim/tools/flux.mjs tools/sprites.tsv <outdir>` (prompts live
in tools/sprites.tsv — keep the shared style tail for consistency), then
`python3 tools/cf_cut.py <outdir>` (MB bg-removal + autocrop into
public/assets/gen). CF occasionally drops a job — re-run flux.mjs (it skips
existing) and re-cut the stragglers.
- **Deploy gotcha (learned the hard way): ALL runtime asset URLs must be
RELATIVE** (`assets/...`, never `/assets/...`) — the game serves from
/games/gigaslop/ on monsterrobot.games. Verify live with a SCREENSHOT of the
canvas, not just asset 200s.
## Art pipeline (MODELBEAST)
- `python3 tools/mb_gen.py [--only room|objects|slop]` regenerates art on the
farm (queue http://100.89.131.57:8777, token from ~/Documents/backnforth/.env).

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