A misplaced machine is finally undoable by mouse. The REMOVE button sits
with the tabs rather than on a page, because it's a mode, not a machine, and
it has to be reachable from any page. It stays armed between clicks —
demolition is usually plural — and clicking open ground does nothing, so a
stray click never reads as a broken tool. Toast: "UNIT RECLAIMED. THE FLOOR
REMEMBERS."
LANE-RENDER: the hover hook is the __remove ghost sentinel. The UI has no
Renderer reference and the only channel to the ghost is selectedBuild(),
which main.ts feeds to setGhost — so while remove is armed, bus._sel reads
{def: '__remove', dir: 0}. Key the demolition tint off that def id. It's safe
because sim's place handler ignores unknown defs, so main.ts's click-to-place
fires a place for __remove and nothing happens; the UI dispatches the real
remove itself. Exported as REMOVE_DEF and pinned by a test.
A magic string shared between two lanes via a NOTES file is not a design;
contract request filed for UIBus.setGhostMode.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Per the v3 units ruling, stored is bandwidth-seconds and draw-gen is bandwidth
per second, so stored/(draw-gen) is literally how long until the lights go out.
Tremor ramps over the last 8 seconds. That reads correct at every factory size
for free: 1000/s with 4000 banked feels exactly as doomed as 10/s with 40.
A factory in surplus is always calm, which is also what keeps the boot state
(gen=draw=stored=0) sterile by construction rather than by special case.
Fever averages only the machines that run hot, so one glowing decoder is not
drowned by a sea of cold belts.
Pure and snapshot-shaped so the sterile guarantee is a test, not a promise.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Round 2 per lanes/LANE-SIM.md.
- splitters: round-robin across outward-facing belts, blocked outputs
skipped not waited on; rank now traces THROUGH splitters and takes the
best outcome reachable across every terminal a lane reaches
- buffer tanks: charge on surplus, discharge to cover deficit, brownout
only once dry; bandwidth.stored is the pool
- heat v1: heatPerTick while active + RecipeDef.heat per craft, ambient
cooling, linear throttle 1.0@0.7 -> 0.5@1.0, scram at 1.0, restart
under 0.5, both edges emit 'scram'. Throttle applies to powerGen too,
so a hot decoder sags before it drops off the bus
- commission queue: data-order activation, repeat re-enters at the back
- jammed:'starved' (edge-triggered) and BeltItem.id (stable through belt
transfers and splitters alike)
15 new fixture tests for the M2 mechanics -- data/ carries none of the v2
fields yet, so heat and tanks are tested against a fixture this lane owns.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Round 2 orders, all seven.
- data/CANON-DELTA.md: ledger of every invention beyond the codex, with the
rationale and the arithmetic behind the numbers.
- colour + flavor on all 21 machines (kills UI's hardcoded lookup and RENDER's
black-on-black); desaturated industrial per style guide §8.
- heat: software decoder 45->55 gen at 0.0025/tick (throttles 9.3s, scrams
13.3s) so it's a burst generator, not a better ASIC; a pinch on the splicer.
- bufferCap 240 = 10s of the reference chain's one-decoder-down deficit.
- commission queue reordered into a ramp + 3 standing orders, incl. THE
CORRECTION BUYBACK (the sellout loop: anchors clean THE SCREEN).
- container line (moov-shard/offset-ribbon/sync-key) unblocks the hex splicer;
bloom grades 1-5. bloom-concentrate kept — LANE-SCREEN hardcodes it.
- validator 28 -> 36 tests, covering every v2 field; FORWARD_CANON pruned.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replaces the stub with the real sim per lanes/LANE-SIM.md round 1.
- grid + placement/remove/rotate/setRecipe, footprint rotation, bounds
- belts: 2 items/tile, 0.45 spacing enforced across the tile seam,
back-pressure, merges, belt<->machine handoff
- crafting: recipe buffers (2x in, stall at 4x out), edge-triggered jams
- bandwidth v1: gen vs draw, compression generates, brownout = gen/draw
scaling both craft progress and belt movement
- shipping + commission tracking
- output routing ranks belts by tracing the chain to its terminal machine,
so the demuxer's three outputs reach three different consumers without
splitters (see NOTES - biggest judgement call of the round)
18 tests. Measured 3,500 entities + 6,820 belt items at 0.42ms/tick (80x
realtime). Full M1 chain ships MELT at tick 1149 in both node and browser.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Transcribe the §2-§6 codex into machine-readable canon and add the validator
that keeps five parallel lanes from drowning in dangling ids.
- validator (28 tests): recipes point back at their machine, every item/tech/
commission reference resolves, ids unique + kebab-case, colors hex, footprints
>=1x1, plus a reachability pass proving MELT is craftable from raw ore.
- items 9->36, machines 7->21, recipes 4->35, tech 0->17, commissions 1->10.
- mosh rewired to canon (gop-crate -> melt + reclaimed anchor slab); all seed
recipe ids preserved so nothing dangles mid-round.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>