Round 6 (M3's enemy — THE CORRECTION walks).
- Parity mites (contracts v8): spawn from the world rim as tier-2 corruption
crosses thresholds, patrol to the nearest tier-2 belt item, dwell, and repair
it out of existence (emitting 'repaired'), then return to the rim sated. Never
touch tier-0/1 cargo. Deterministic, save/load carried (no format bump).
- The firewall counter, detected by recipe shape (empty inputs, cans a mite) —
the same pattern as the mosquito trap, so DATA's real firewall (landed
mid-round) lights up with zero code. The repair dwell is the window a firewall
needs to intercept a correction before it lands.
- Reference factory v6 auto-places DATA's firewall on the melt uplink approach,
belted to a shipper so it never clogs; melt regression + zero-brownout intact.
- 11 new mite tests; 113 sim tests, 481 repo tests green; tsc clean. Verified in
the browser: melt tick 1247 identical to Node, firewall canning live.
- Reshaped reference.test's demuxer assertion to sample a window (the ~18%
transient press back-pressure is pre-existing; a single-tick check was a
coin-flip). See LANE-SIM NOTES.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
ASSETS: 10 GLBs generated end-to-end on the local farm (flux_local concept ->
sf3d image-to-GLB on the m3ultra, ~2min/asset, zero cloud spend) and installed
into public/assets/models/: mosh-reactor, quantizer, seam-extractor, muxer,
archaeology-lab, software-decoder, decode-asic, mosquito-trap, chroma-keyer,
artifact-bottler. Hot-swap verified in showroom + demo world. Known gap, ordered:
GLBs carry no emissive accent so they read dark at game zoom - RENDER round 6.
Contracts v8: WildlifeState/'wildlife' event gain 'parity-mite'; new 'repaired'
SimEvent (a mite corrected your work); speaker adapter gains listStations()
passthrough (MHz) for dial tick marks. ui/voice.ts widened for the new kind
(placeholder copy; UI owns the real lines).
Round 6 orders in all lane docs - THE CORRECTION walks: parity mites (SIM),
GLB legibility pass (RENDER), mite surfacing + dial ticks + credits (UI),
repair stamps + sterile creep on the sky (SCREEN), firewall machine + numbers
decoy drift fix + accents for the GLB'd ten (DATA).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The relic works end to end (seed-derived, honours DATA's relicReserve,
digs up, persists). Wildlife's design point holds: sink your dust and
nothing hatches. Reference v5 researches a tech at tick 1235 with melt
and the zero-brownout regression untouched.
For the orchestrator:
- ONE contract change needed: GameData.seams + main.ts importing
data/seams.json. DATA shipped the file mid-round with a good schema
(and reserved a relic corner for me), but nothing reaches sim.init, so
seams are inert in the running game. I mirrored their shape as
SeamDef/SeamMap, exported, ready to lift
- still no trap machine in data, so swarms can't be cleared in the real
game. Suggested machine + recipe in NOTES; the sim spots traps by recipe
shape so it needs no code
- swarms slow crafting but NOT powerGen -- my call, flag it if wrong
- save format v3 -> v4 (wildlife, relics, lab timers)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Research provable end-to-end on DATA's real tree (realtech.test.ts), not
just a fixture. Cooler aura ~triples a hot generator's run. Constants
exported. Reference factory ships slabs.
For the orchestrator:
- the demo needs one line from you: the reference build uses two gated ids
so it is a post-research save now. Dispatched cold it comes up 100 draw
vs 80 gen and browns out -- I watched it. referenceFactoryTech(data)
names the techs; testkit.grantResearch() opens them. Proposing a dev-only
{kind:'grantResearch'} command instead of importing test helpers
- DATA fixed the tech bootstrap mid-round and was right to: it was circular
and 0 of 24 techs were affordable at start
- asic-cooler still has no coolRadius, so its aura is inert in the game
- cooling cap 0.05/tick is my call; reasoning in NOTES
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Confirms the units conversion (bufferCap 240 = 8.0s of cover at a 30/s
deficit) and reports scram survival: first scram t434, restart t934,
~718-tick duty cycle, ZERO brownout ticks across 20k, melt rate unchanged.
For the orchestrator:
- heat semantics need a one-line ruling. heatPerTick is GROSS in my model
(net = heatPerTick - coolPerTick). DATA's committed 0.0025 against the
0.004 default nets negative -- the decoder could never scram. Their
in-flight 0.0033/0.001 works, so we agree by luck of timing.
- the codex's literal bloom loop is not expressible with per-grade recipes
- asic-cooler does nothing without a spatial heat mechanic
- my sim code landed inside 45003db [ui] REMOVE mode: the shared tree has
one git index and an add-everything commit in another session swept it.
Not a UI ownership violation. Suggest a no-`git add -A` rule.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Boots createSim() + createUI() on the real data/*.json, builds
referenceFactory(), and pumps ticks through the same update(snap, events) path
main.ts uses — then reads the actual DOM. No mocks.
Confirms what the round asked to see with eyes but the harness wouldn't allow:
heat climbing to THROTTLING and then SCRAM on a software decoder (inspected via
the real pickTile -> entityAt -> open click path), the unit still reading SCRAM
while it cools back below 1.0, SANITISING on real anchor-slab shipments,
NEXT IN TRAY matching SIM's real queue, a real standing order reaching the head
and stamping the fax, and remove mode demolishing a real entity.
Why headless: the browser pane backgrounds the tab, which pauses rAF, so the
live page advances ~10 ticks per screenshot — SCRAM needs ~435 ticks of
continuous generation, and parallel lanes' HMR reloads wiped the world every
minute or so. Same code, deterministic, milliseconds, and it stays a regression
test.
The reference factory never ships anchor slabs — it recycles them into the
i-only assembler by design — so the SANITISING case demolishes that assembler
and drops an uplink on it, which is what a player would do.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reference factory holds: melt at tick 1247, still shipping at 20,000,
demuxer never jams. Heat curve and scram/throttle decisions documented.
Main thing for the orchestrator: data/ has none of the v2 fields, so heat
and buffer tanks are implemented and tested but inert in the real game --
the software decoder cannot overheat until DATA gives it a heatPerTick.
Suggested starting values included. One contract request: coolPerTick.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reports the M1 melt chain working (tick 1149) and two things the
orchestrator needs to decide: the DoD chain no longer exists after
LANE-DATA's codex landed (mosh now eats gop-crate, melt is 8 machines
deep), and the M1 factory deadlocks at ~tick 1200 on byproduct surplus
with no legal overflow. Proposes splitters as the fix.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>