Commit Graph

39 Commits

Author SHA1 Message Date
type-two
be52b4075b [data] round 6 CANON-DELTA + NOTES
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 18:37:43 +10:00
type-two
32ff942fd5 [screen] round 6: repairs ease the ledger + green-tick placards; hospital-white mite sterility creep
- repaired events decrement the ledger by one unit of the item (theft, not
  boredom-decay) and stamp a small perfect green-tick placard — The Correction
  signs its work; kept distinct from the crooked chip-coloured shipment stamp
- parity-mite activity grows a hospital-white sterile patch via growthMask
  (its 3rd/4th customer): desaturate + lift to clinical white + faint tile grid,
  the inverse of corruption and meant to feel worse
- DEV hook: .mite() .repair() plus .frame()/.canvas() pixel-verification drivers
- +3 repair-semantics tests (screen suite 33); order-3 STANDARD lines are DATA's
  copy, my chyron wraps them (verified live, no clipping)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 18:34:32 +10:00
type-two
eafd31f263 [ui] round 6: mite surfacing, dial tick marks, and a credits footer
- The Correction gets a voice: parity-mite arrival/swat copy, repaired-event
  toasts ("IT LEFT A RECEIPT."), a CORRECTED ticker in the top strip, and a
  per-unit FIREWALL LOG in the inspector. All clinical white-green (codex §8),
  hidden until the first edit so the enemy is never signposted early.
- Tuner dial draws anonymous station ticks from the speaker adapter's
  listStations() (MHz, empty pre-gesture) — landmarks that mark THAT, not WHAT.
- ABOUT/CREDITS footer on the tech panel: repo, codex, and a standing
  synthetic-voice disclosure slot for the voice-cloning plan.
- 213 UI tests (was 194): new corrections.ts + mite.test.ts, extended tuner
  and techpanel suites.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 18:30:31 +10:00
type-two
d313f2a163 [orchestrator] MODELBEAST first drop: 10 machines + contracts v8 + round 6 orders
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>
2026-07-20 18:00:31 +10:00
type-two
0cc80d3c82 [ui] round 5 notes
All nine orders shipped. The tab-click report was a real bug (scrollbar eating
half of every tab hitbox) and is fixed; RENDER's demolition tint is verified
with a screenshot, closing the item owed since round 3.

The honest parts: DATA's commission queue head-of-line blocks the whole game,
RENDER doesn't read the inspect selection yet, and the radio drives a stand-in
until SCREEN publishes its control. One proposal (audio on the bus), no
contract requests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-18 14:12:42 +10:00
type-two
c441ec3a53 [render] round 5 NOTES
The colorspace finding written up with measurements; the relic's two-zoom
contrast numbers; the 63.7s frame-delta bug.

Includes the B8 picking investigation: 27.6% of the viewport cannot be clicked,
and #screen — a purely decorative overlay in index.html — accounts for 6.9% of
it because it takes pointer events while #ui correctly does not. That is the
review's "unclickable machines". One-line fix, but index.html is not my file.

Two contract requests (a renderer inspect channel, the #screen fix) and a
renewed proposal for a worktree per lane: other lanes saving files triggered a
Vite reload every 5-15s and wiped probes mid-measurement, so this round had to
be verified against an isolated snapshot.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-18 14:09:20 +10:00
LANE-SIM
e9661dd772 [sim] round 5 NOTES
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>
2026-07-18 14:07:22 +10:00
type-two
70130c9e71 [screen] round 5 notes: both organs, and what I could not verify
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-18 13:51:24 +10:00
type-two
f2da81a9cf [data] the ladder, the ground, and the broadcast schedule
Round 5 (MEGA), all eight orders.

THE COMMISSION LADDER — the fax is the tutorial. The queue used to open on
one MELT, i.e. "build eight machines correctly, in order, with no feedback
until the last one works". Now four rungs teach one mechanic each and never
say so: 20 raw ore (extractor->belt->uplink) -> 15 luma (the demuxer, and the
slurry is your problem) -> 18 hf-dust (waste is inventory) -> 1 melt
(graduation; first-taste keeps its id, reward 50->80). Measured against SIM's
real sim: rung 1 clears at tick 650 = 21.7s with 4 machine types, against a
3-minute budget.

data/seams.json — seam regions per stratum, richness, and a seam-free
relicReserve in the SE so SIM's seed-derived optical fossil always has
somewhere legal to land. stream-crust-west covers all three reference-factory
extractors, pinned by a test.

data/stations.json — the whole dial: FKTRY FM, THE STANDARD (30 lines of
Correction propaganda, 10 minutes before a repeat), NUMBERS, DEAD AIR. The
numbers station is a real treasure map: each 5-figure group is
[x+32][y+32][richness*9] and three of them are the hidden seams. The validator
recomputes them from seams.json, so the map cannot drift, and no decoy is
allowed to decode onto real treasure.

Also:
- mosquito trap: input-free recipe, the shape LANE-SIM detects traps by (my
  first pass took ingredients, which would have silently made it an ordinary
  crafter). Unblocks vaporwave-sunset after four rounds; FORWARD_CANON pruned.
- cooler final 0.0018 -> 0.001: the additive ruling made two coolers immortal.
  Now 1 doubles output, 2 nearly eliminates downtime, 3 is an absurd shrine.
- SIM's tuning constants imported; the hand-copies are retired.
- the optical fossil canon: §1's fossils "sing when excavated", so the world is
  silent until you dig up the severed audio bus. One margin hint, mid-ladder.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-18 13:47:08 +10:00
type-two
8dd4616580 [orchestrator] MEGA round 5: the paint and the pipe
Supersedes unexecuted round-5 orders. Folds in the live first-eyes review findings
(silence, void floor, onboarding cliff, quiet payoffs) + John's hidden-radio idea.

Contracts v6: AudioFX (THE SPEAKER - all Web Audio synthesis, no asset files),
RelicState + excavate + relicFound (the optical-fossil hidden pipe: find it and the
game grows a tuner - FKTRY FM, Correction propaganda subtitled by THE SCREEN's
chyron, a shortwave numbers station reading hidden-seam coordinates, dead air).
main.ts wires audio + first-gesture unlock; src/audio stub awaits LANE-SCREEN.

Lane orders: SIM = wildlife + seams-become-real + the relic + research time;
RENDER = the floor (seam glints, strata whispers), relic shimmer (no signposting),
juice, break-room cabinet -> match.html; UI = mercy toast, tuner dock, SCREEN
click-to-enlarge, camera hints; SCREEN = era feed + THE SPEAKER (3 audio layers,
4 stations, spectral verification); DATA = the commission-ladder tutorial,
stations.json broadcast schedule, seams.json final.

Ship gate: after review, redeploy partly.party/glytch.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 12:56:09 +10:00
type-two
557c78b208 [orchestrator] round 4 review + contracts v5 + round 5 orders
Review: 5/5 pass, 318/318, tsc clean. Verified live: STANDARDS COMMITTEE renders all
eras with ratified nodes, fuel gauge + ON RESERVE state, composite seam in the tree.
Fixed the demo brownout (mine): __fktryDemo now grants referenceFactoryTech() via
testkit before dispatching (swaps to the grantResearch command when SIM lands it).

Contracts v5: grantResearch command (sandbox is a feature), SelectionState inspect
mode (RENDER's placed-and-selected auras), wildlife (WildlifeState + event),
coolRadius clarified ADDITIVE capped at HEAT_COOL_MAX. main.ts: typed selection
store (inspect-capable), sentinel string no longer sent, narrowing fixed in UI's
faithful-copy harness (my breakage, my fix).

Rulings: research-time approved; pack abandonment kept as design; DATA's ungating +
starter-plant arithmetic ratified; SCREEN era-feed + jammed-rot approved; UI tab
strip approved. MASTERPLAN: bare-stash ban, stale-numbers process note.

Round 5 = M2 closes: wildlife (dust piles, mosquito swarms, traps), research takes
time, era-aging sky, seam map groundwork, inspect-mode handshake.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 21:31:57 +10:00
LANE-SIM
3e45ee2652 [sim] round 4 NOTES
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>
2026-07-17 20:20:47 +10:00
type-two
edca93f298 [ui] round 4 notes
All five orders shipped. The honest parts: SIM's research gating breaks SIM's
own reference factory at HEAD (GEN 80 vs DRAW 100, permanent brownout), nothing
in the game can make a science pack so research can't be performed by playing,
and the order's numbers went stale mid-round for the third round running.
No contract requests; one proposal (grantResearch, so tests stop coupling to
the save schema).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 20:13:50 +10:00
type-two
c97dd80a9b [render] round 4 NOTES
Verification numbers; the lock-rule divergence with UI (they were right, I was
wrong — the scrammed lesson misapplied); the showroom overflow postmortem; one
contract request (an inspected-entity channel for placed-and-selected auras).

Notes that round 3's MODELBEAST manifest is stale — ?showroom is the live one.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 20:12:04 +10:00
type-two
dbb3615a64 [data] the composite seam + a tech tree that can actually be bought
Round 4 orders, all five.

The headline is a bug I authored: the v4 gating rule (any id in a
TechDef.unlocks is locked until that tech completes) turned three rounds of
tech authoring into a total bootstrap deadlock. Measured: melt not producible
at tick 0 (first-taste impossible), 0 of 24 techs reachable — every pack chain
gated behind packs you cannot make. disc-artifact-bottling cost 10 analog packs
and unlocked the only machine that bottles analog packs.

Fixed as a shape, not a patch, and both rules are now tests:
- the M1 melt chain is starting equipment (so first-taste is possible, and
  RENDER's era derivation correctly reads it as starting equipment)
- one pack is craftable at tick 0 — SPATIAL, made from the quantizer's own
  sins, so your first research is a study of your own damage
23/23 nodes now reachable; six emptied disc nodes deleted (no lane references
tech ids).

Also:
- §10 THE COMPOSITE SEAM transcribed: alpha/hard-matte/blue-hole/fringe-lace/
  green-spill/mixed-pixel/roto-chatter/ghost-feather/sodium-light (forward
  canon), matte bath, optical printer, chroma keyer, roto bench, neural keyer
  (powerDraw 240 — the codex's "appetite that dwarfs everything").
- ARCHAEOLOGY LAB canonized (kind: lab), ungated — a lab behind research is a
  lab you can never build.
- ASIC cooler live: the round-3 spec of 0.02 would have meant "never heats,
  free 100/s". Retuned to 0.0018, sane under both readings of the contract.
- accents where output-derivation can't work; CODEX_REF regex widened for §10.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 20:04:00 +10:00
type-two
180747ce28 [screen] round 4 notes
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 20:01:38 +10:00
type-two
83e3ad2107 [orchestrator] round 3 review + contracts v4 + composite seam codex + round 4 orders
Review: 5/5 lanes pass, 238/238, tsc clean. Verified live: scram duty-cycling with
tanks covering (zero brownout), shipment stamps, strain fever 0.824. Found 1 real bug
in review: UI BROWNOUT banner fires on covered deficit (topstrip.ts:66) - ordered.

Contracts v4: research (lab kind, setResearch, ResearchState, researched event),
SelectionState protocol (kills __remove sentinel, main.ts owns remove dispatch),
accent?, coolRadius? (spatial cooling), bandwidth.capacity?, save/load hardened,
heat ruled GROSS (net = heat - cool). tsconfig now typechecks data/ (DATA's proof).
Orchestrator patched lab entries into exhaustive kind maps (my breakage, my fix).

Rulings: pathspec-commit rule after 3 shared-index collisions (worktrees = named
escalation); bloom escalator reading accepted; UI ?uidemo + SCREEN boredom approved.

Codex: docs/FKTRY_LORE.md grew §10 THE COMPOSITE SEAM - keying/transparency artifact
family from the Corridor Crew compositing history + our corridorkey-mrp-mlx (which
doubles as a PYXLFK ground-truth artifact factory). DATA transcribes it round 4.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 19:43:48 +10:00
type-two
7eda076fda [render] round 3 NOTES: provenance + shared-index proposal
Records that my ten round-3 src/render files reached main inside d1c3f2b
"[sim] round 3 NOTES": the five lanes share one working tree AND one git index,
so SIM committing with -a swept up my staged files. Not a SIM ownership
violation — that commit's render diff is mine. Already pushed and four sessions
are live on this history, so it stays as-is.

Proposal: a git worktree per lane (one index each, one shared repo) would end
this class of accident. Staging discipline can't — the loser is whoever happens
to have files staged, not whoever was careless.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 18:42:15 +10:00
type-two
82d9ab2b01 [render] round 3 NOTES + MODELBEAST work order
Verification numbers, the prod-leak postmortem, and the showroom's contents as
a 23-row asset manifest (asset key / era / footprint) — every row a live
hot-swap target. One contract request (setGhostMode), filed jointly with UI.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 18:36:06 +10:00
LANE-SIM
d1c3f2b09d [sim] round 3 NOTES
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>
2026-07-17 18:35:47 +10:00
type-two
34e8b39fed [ui] round 3 notes
Shipped 1-4, skipped the tech panel (tech.json is still []). The honest parts:
the reference factory can't ship anchor slabs so the SANITISING premise didn't
hold; live pressure verification is impractical in the browser pane (paused rAF
+ HMR churn) so it's headless against the real sim; and I nearly reported
commissionQueue as unpublished before a probe caught SIM landing it mid-round.
Two contract requests (setGhostMode to kill the __remove magic string,
MachineDef.accent) and a ?uidemo proposal.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 18:34:40 +10:00
type-two
9f3a254d85 [ui] live harness: the HUD against the real sim and reference factory
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>
2026-07-17 18:34:40 +10:00
type-two
673a06dab8 [data] round 3 notes addendum: retune fixed two UI heat tests
Measured after LANE-UI landed live.test.ts: their THROTTLING/SCRAM HUD tests
fail on round-2 data and pass on round 3 (heat was decorative before). Their
remaining anchor-slab failure is independent of data — fails identically
either side of the retune; likely the reference layout circulating recovered
slabs back into the assembler instead of an uplink.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 18:26:21 +10:00
type-two
4cccd22ca4 [data] heat that fires, the muxer, reel + broadcast eras
Round 3 orders, all six. The validator move landed in 4803b6a (swept into
LANE-SCREEN's commit by the shared index); this is the rest.

- heat retune: round 2's numbers were below the sim's always-on cooling, so
  nothing could ever warm up. Decoder now 100 gen at 0.0033 heat / 0.001 cool
  -> throttles 10.2s, scrams 14.5s, 23.9s cycle, 25.8/s average (1.29x the
  ASIC). Verified against LANE-SIM's real sim, not just arithmetic.
- powerGen had to move: the scram/restart hysteresis forces ~30% duty, so at
  55 gen the decoder averaged worse than a steady ASIC and nobody would build
  one.
- two new tests refuse decorative heat (per-tick and per-craft). They caught a
  fresh instance of the same bug in chart-stco-map before it shipped.
- bufferCap 240 -> 300: one tank now covers exactly one decoder scram.
- ASIC COOLER spec'd (aura deferred to M4, no contract field requested yet);
  THE MUXER + moov brain sub-lines; reel + broadcast era tech.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 18:24:38 +10:00
type-two
3707afa3a0 [screen] round 3 notes
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 18:20:50 +10:00
type-two
08761e8eeb [orchestrator] round 2 review + contracts v3 + round 3 orders
Review: 5/5 lanes pass. 160/160 tests, tsc clean, M1 COMPLETE — verified live:
reference factory ships melt, commission queue advances with standing orders,
SCREEN's new artifact passes respond item-specifically (block 0.46 from bricks).

Contracts v3 (granted): EntityState.scrammed, SimSnapshot.commissionQueue,
MachineDef.coolPerTick, setRecipeAt command, Sim.save/load, ScreenFX.frame(t, snap),
BeltItem.id hardened required, MachineDef.color re-ruled as chassis/body.
main.ts: passes snapshot to screen.frame; dev __fktryDemo() builds reference factory.
happy-dom ACTUALLY installed this time (round-2 grant never landed; UI caught it).

Rulings: bandwidth units are per-second (SIM converts); heat retune ordered (nothing
can currently overheat - heatPerTick < ambient cooling); validator test moves to
data/; RENDER's color deviation approved as the ruling; scram wipe 3 frames; REMOVE
button approved. Round 3 orders in all lane docs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 18:05:53 +10:00
type-two
dc1591d0e6 [render] scram latches with hysteresis, mirroring sim (fixes a ~4s visual lie)
SIM landed heat this round, so I read their implementation: `scrammed` lives
on their internal Ent, never on EntityState; they deliberately clear `jammed`
on scram ("reported by its own event, not as a flow jam"); and Renderer only
ever receives snapshots, never events. So the latched-off state is not
snapshot-visible at all.

A plain `heat >= 1` test (what I shipped earlier today) therefore un-scrams the
moment a machine starts cooling. With HEAT_RESTART=0.5 and dissipation
0.004/tick, the sim holds it dead for ~125 ticks (~4s) while heat falls 1.0 ->
0.5 — the renderer showed it alive, glowing and animating, that whole window.

Now latches at 1.0 and releases below SCRAM_RELEASE=0.5, mirroring them.
Verified: 1.0 dead -> 0.7 STAYS dead -> 0.3 releases and recovers.

This duplicates SIM's constant, which is the wrong place for it to live —
EntityState.scrammed is filed as a contract request with the evidence.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 17:47:15 +10:00
type-two
30deed10dc [render] round 2 NOTES
Verification numbers, the MachineDef.color conflict written up in full, and
3 contract requests (settle color's meaning, EntityState.scrammed, BeltItem.side).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 17:36:09 +10:00
LANE-SIM
dfd1860d09 [sim] round 2 NOTES
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>
2026-07-17 17:28:42 +10:00
type-two
90703c4bcd [ui] round 2 notes
Shipped/verified list, and the honest parts: happy-dom was granted but never
installed; STANDING ORDER and SANITISING are built but unreachable until the
sim advances commissions and a chain gets fed; NEXT IN TRAY infers the queue.
Three requests (commission queue on snapshot, sim commission rotation,
happy-dom) and a remove-button proposal.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 17:27:58 +10:00
type-two
34e2bb3fcf [screen] round 2 notes + snapshot-access contract request
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 17:22:32 +10:00
type-two
3e70482447 [data] art direction, heat economy, container + bloom lines
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>
2026-07-17 17:20:36 +10:00
type-two
86d765f90b [orchestrator] round 1 review + contracts v2 + round 2 orders
Review: all 5 lanes pass — 70/70 tests, tsc clean, ownership audit clean,
integration verified live (sim -> events -> UI ticker + SCREEN corruption).

Contracts v2 (granted from lane requests): UIBus.pickTile (wired), BeltItem.id?,
MachineDef.{color,flavor,heatPerTick,bufferCap}?, CommissionDef.repeat?,
SimEvent 'scram'. main.ts: non-left pointerdown no longer places. happy-dom added.

Rulings: canon melt chain IS M1 (masterplan updated); rank-routing stays, splitters
next; anchor-slab sanitizing -> Correction buyback fiction; build-bar paging approved;
per-lane dev ports 8151-8155. Round 2 orders written in all lane docs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 16:42:58 +10:00
type-two
5ee0fb9e78 [render] round 1 NOTES
Decisions, verification evidence, honest limitations, and 3 contract
requests (BeltItem stable id, optional MachineDef.color, main.ts placing
on any pointer button).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:31:10 +10:00
LANE-SIM
3a42ab2d9e [sim] round 1 NOTES
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>
2026-07-17 16:25:22 +10:00
type-two
e1206fea78 [ui] round 1 notes
Shipped/verified list, and the honest parts: click-to-inspect is blocked
on reaching renderer.pickTile, 12 of 21 machines have no hotkey, and the
lane has no DOM test env. Four contract requests (pickTile, MachineDef
.color, MachineDef.flavor, jsdom) and a build-bar paging proposal.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:16:02 +10:00
type-two
5a85360ef9 [screen] round 1 notes
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:11:35 +10:00
type-two
f015a66283 [data] full codex catalog + data validator
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>
2026-07-17 16:04:27 +10:00
type-two
1a769e6cbd Baseline: GLYTCH prototype, FKTRY lore codex, scaffold + 5-lane orchestration docs
- index.html: WIMVEE GLYTCH match-the-glitch prototype (playable)
- docs/FKTRY_LORE.md: world bible / MODELBEAST asset codex
- fktry/: vite+three+TS scaffold, contracts, main loop, seed data
- fktry/MASTERPLAN.md + CONTRACTS.md + lanes/LANE-{SIM,RENDER,UI,SCREEN,DATA}.md:
  round protocol and Round 1 orders for parallel Opus 4.8 executors

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 15:51:12 +10:00