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>
293 lines
19 KiB
Markdown
293 lines
19 KiB
Markdown
# LANE-DATA — content, recipes, balance, and canon-keeping
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You are an Opus 4.8 executor on the DATA lane of FKTRY. Read `../MASTERPLAN.md` and
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`../CONTRACTS.md` first. Your bible is `../../docs/FKTRY_LORE.md` — you are its
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transcriber into machine-readable canon. When the codex and convenience disagree, the
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codex wins; when the codex is silent, invent IN ITS VOICE and note what you invented.
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**Mission:** every item, machine, recipe, tech, and commission as clean JSON, plus the
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validator that keeps five parallel lanes from drowning in dangling ids. Content should
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light up in-game with zero code changes from other lanes.
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**Owned paths:** `data/**` (the validator now lives at `data/validate.test.ts`;
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the old `src/sim/data-validate.test.ts` exception is closed — round 3 moves it).
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**Never touch:** contracts, main.ts, other lanes' code. Schema changes are CONTRACT
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REQUESTs.
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**Standing rules (all rounds):**
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- Ids: kebab-case matching codex names (`chroma-slurry`, `mosh-reactor`). `codex`
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field points at the lore doc section (`"3:melt"` = §3, MELT entry).
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- Balance philosophy: absurd flavor, honest math. Ratios should create real routing
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pressure (byproducts you must deal with, not vent). Steal shamelessly from the
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doc's real numbers (era efficiency multipliers, 4:2:0 = half the chroma, GOP
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cadences).
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- Never delete an id other lanes may reference mid-round — deprecate in NOTES first.
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---
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## CURRENT ORDERS — Round 3 (goal: heat that matters, deeper economy)
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Round 2 review: the bloom-concentrate grep-before-delete and the fault-injection
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discipline are exactly the standard. Both your cross-lane asks are RULED:
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**(1) Units: per-second.** `gen`/`draw` are per second, `stored` is
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bandwidth-seconds; SIM converts their integration this round — your `bufferCap: 240`
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= 8 seconds of a 30 deficit, as you intended. **(2) Cooling:** `coolPerTick?` granted
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in v3 (sim default 0.004); SIM wires it. Your SIM's-test-is-red flag was correct
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mid-round and self-resolved at HEAD (their landing fixed it) — the stash-and-rerun
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diagnostic was the right move. Ownership RULING: `data-validate.test.ts` moves to
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`data/validate.test.ts` (git mv, yours — vitest picks it up there; `src/sim/**`
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returns fully to SIM).
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1. **The validator move** above, first, so the tree is clean.
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2. **Heat retune, the headline**: today NOTHING can overheat — every `heatPerTick`
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you authored is below the 0.004 ambient cooling, so heat is decorative. With
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`coolPerTick` yours to set per machine: hit SIM's suggested feel — software
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decoder throttles after ~10s of continuous load, scrams ~13-15s, full duty cycle
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~25s; ASIC stays incapable of heat. Show the arithmetic in CANON-DELTA (per-tick
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vs per-second — mind the units ruling). Give the hex-splicer a lesser fever.
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Coordinate with SIM's reference-factory v3 via NOTES — your numbers decide
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whether their layout survives.
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3. **Buffer economy check** under the units ruling: is 240 (8s) still your intent
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now that it's true? One tank should cover one decoder scram — verify against your
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retuned cycle, adjust, show working.
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4. **ASIC COOLER spec'd** in CANON-DELTA (the codex names it, §2 "vented by ASIC
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coolers"): item/machine entry + intended adjacency mechanic, data authored but
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recipes gated behind a `broadcast`-era tech node — the MECHANIC stays deferred
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until SIM builds auras (M4); the data existing first is fine and the validator's
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FORWARD_CANON pattern covers it.
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5. **Reel + broadcast era tech nodes**: research costs in analog packs; unlocks
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field-loom/telecine recipe families you already authored.
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6. **Muxer + moov brain sub-lines** (§7): `stsz-ledger`, `stco-map`, `stts-metronome`,
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`stss-keyring` items + assembly recipes converging on a `moov-brain` →
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`mux-container` endgame recipe on the muxer. This is M4's rocket — data lands
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first, mechanics later. Muxer machine entry if you don't have one.
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**Definition of done:** validator green from its new home; a software decoder
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demonstrably overheats in SIM's tests using YOUR numbers (coordinate — their DoD
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depends on your retune); CANON-DELTA carries the arithmetic; FORWARD_CANON pruned of
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anything that gained a recipe.
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---
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## NOTES (append-only log, newest at bottom)
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```
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### Round N — YYYY-MM-DD — [your model]
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SHIPPED: / DECISIONS: / INVENTED: / BLOCKED/BROKEN: / CONTRACT REQUEST: / NEXT:
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```
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### Round 1 — 2026-07-17 — Opus 4.8
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SHIPPED:
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- Validator `src/sim/data-validate.test.ts`, 28 tests. Fault-injected a recipe with a
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dangling item + a machine that doesn't list it — both caught by id and named. It is
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not a test that only knows how to pass.
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- items 9 → 36, machines 7 → 21, recipes 4 → 35, tech 0 → 17, commissions 1 → 10.
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- Verified: `tsc` clean, `vitest run` 52/52 green (LANE-SCREEN's 24 included), and the
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live dev build boots with no console errors. All 21 machines appear in LANE-UI's
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build bar with zero code changes from them.
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DECISIONS:
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- **All four seed recipe ids kept alive** (`extract-mdat`, `demux-ore`, `quantize`,
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`mosh`) so nothing dangles for a lane mid-round. `mosh` keeps its id but is rewired
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to canon: `gop-crate 1 → melt 3 + anchor-slab 1`. The winched-out I-frame is
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recovered (§4 mosh reactor: "recoverable — sell it!"), so slabs circulate and delta
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wafers are what actually burns. Net economy: 6 wafers → 3 melt.
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- `quantize` left at the seed's exact ratio so the M1 chain stays easy to build.
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- **M1 chain is longer than the masterplan says — please rule on this.** My orders
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spell out `slab + wafers → gop-crate` and `gop-crate → mosh`, but MASTERPLAN M1
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describes extractor → belts → demuxer → quantizer → mosh → shipper (seven machines).
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Those can't both be true: reaching a crate needs dct-press (slab), p-caster (wafers)
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and gop-assembler in between. I followed the orders since they're the more specific
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and more recent instruction, and all three run fine as generic crafters. If M1 must
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stay at seven machines, say so and I'll add a shortcut `mosh-raw` recipe next round
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rather than weaken the canon path.
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- Machine params that the codex describes as dials (quantizer Q, subsampler grade taps,
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GOP cadence templates) are modelled as **separate recipes per setting**, not as a
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per-entity parameter. Cheapest thing that works against the current contract; if SIM
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ever wants a real dial, that's a contract change, not a data change.
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- Two absurd-but-honest ratios, as ordered: `assemble-gop-i-only` burns 8 premium slabs
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for 1 crate (I-only genuinely is the worst cadence — the joke balances itself, nobody
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sane builds it), and `pan-speckle` takes 40 HF DUST for 1 speckle (§3 says "panned
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like gold", so it's priced like gold panning). Both give hf-dust real sinks.
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INVENTED (codex is silent; written in its voice — kill any of these if you disagree):
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- `press-anchor-slab` on the DCT PRESS — the press run in reverse is an IDCT, i.e. a
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complete picture. Consistent with the field loom and telecine puller, which the codex
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explicitly runs backwards. This is where I-frames come from.
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- Items `color-plate` (the demosaicer's "full-color sheet", §4) and `v-hold-roll`
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(bottled from the §1 Broadcast Shelf v-hold faults, so the ANALOG PACK's "combing +
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v-hold roll + static" triptych maps to three real items).
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- Machines `artifact-bottler` (§2 calls the packs "a bottled artifact triptych" but
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names no bottling plant) and `lane-splitter` (contract has `kind: 'splitter'` and
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belts need routing; the codex only ever calls the DEMUXER "the first splitter").
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BLOCKED/BROKEN: nothing blocked. Known-incomplete, deliberately:
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- Bloom is one grade, not the graded 1-5 line §3 sells by intensity.
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- `container-pack` / `cinema-pack` / `mosquito-swarm` / `gibbs-wraith` exist as items
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with no recipe — forward canon, per orders. The validator's reachability test has an
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explicit FORWARD_CANON allowlist so these four can't hide a real dangling id; delete
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entries from it as recipes land.
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- `stream-hex-splicing` costs container-packs nothing currently produces. Intentional
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dead-end until the moov/container line exists (§6 heists).
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CONTRACT REQUEST: `MachineDef.heatPerTick?: number` — the SOFTWARE DECODER is
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`kind: 'power'`, and power machines carry no recipes, but `RecipeDef.heat` is the only
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heat hook in the contract. So the one machine the codex defines *by* its heat (§4:
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"decodes ANYTHING, at any temperature") has no way to declare it. It's shipped as a
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plain 45-gen power machine and is currently strictly better than the ASIC, which is
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backwards. Alternative if you prefer no contract churn: let power machines run a
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recipe with empty outputs — but I'd rather not put `outputs: {}` in the data, and my
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validator rejects it today.
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NEXT (Round 2 candidates, not self-assigned): bloom grades 1-5 as real items; the
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container line (moov shard / offset ribbon / sync key → CONTAINER PACK) which unblocks
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the hex splicer; mosquito traps so `vaporwave-sunset` becomes shippable; buffer-tank
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and muxer data; reel + broadcast era tech nodes.
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### Round 2 — 2026-07-17 — Opus 4.8
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SHIPPED: all 7 orders. `data/CANON-DELTA.md`; colour + flavor on all 21 machines;
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heat economy; `bufferCap`; commission queue with 3 standing orders; container line;
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bloom grades 1-5. items 36 → 44, machines 21, recipes 35 → 44, tech 17 → 19,
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commissions 10 → 14. Validator 28 → 36 tests.
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- Verified: my 36 pass; **every other lane's suite is green** (140/141 total — the one
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failure is SIM's, see BLOCKED). Live build: 21/21 machines art-directed with zero
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gaps, my hexes confirmed on the real DOM swatches (ASIC `rgb(185,190,196)`, software
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decoder `rgb(110,58,52)`), no console errors, fax opens on FIRST TASTE with DUST
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ALLOWANCE next in tray.
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- Fault-injected all six new checks (missing colour, absurd heatPerTick, buffer with no
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cap, non-buffer with a cap, wrong queue head, standing order wanting live mosquitoes)
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— all six failed by name, then restored. Same standard as round 1.
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DECISIONS:
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- **`bloom-concentrate` kept, not replaced.** It is now the raw ungraded draw-off that
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feeds grading. I was about to retire it for the grade-1..5 line until I grepped:
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LANE-SCREEN hardcodes it in `src/screen/corruptionMap.ts:54` and its test. Deleting it
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would have broken their suite mid-round. The standing rule earned its keep.
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- The round-1 recipe id `bloom-grade-3` survives but now produces the *item*
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`bloom-grade-3` — the id finally means what it says. The old recipe body moved to
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`tap-bloom`. Nothing outside `data/` referenced it (checked).
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- Container line routes demuxer → gop-assembler → bottler, deliberately **not** through
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the hex splicer, since §4 gates the splicer behind CONTAINER PACK research. Otherwise
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the tech tree eats its own tail.
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- Machine colours are all desaturated industrial per §8 ("ALL saturation belongs to
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media/artifacts"). The items carry the colour; the factory is grime. Two eras get a
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tint where the codex insists: field loom phosphor-green, telecine brass, ASIC
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stream-era white, software decoder hot-red.
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INVENTED: 3 items (`moov-shard`, `offset-ribbon`, `sync-key`), 6 recipes, 2 tech nodes,
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2 commissions. All logged with rationale in `data/CANON-DELTA.md` rather than here.
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BLOCKED/BROKEN:
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- **SIM's M1 chain test is red, and it is not mine.** `sim.test.ts:456` asserts
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`activeCommission === 'first-taste'` after 4000 ticks, but SIM's new queue advances on
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completion, so it reads `dust-allowance`. I confirmed this by stashing my entire round
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2 diff and re-running: identical failure. Their assertion needs updating to their own
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new behaviour — I didn't touch their file. My validator now pins `commissions[0]` as
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`first-taste` so the queue head stays load-bearing for them.
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- `npx tsc --noEmit` reports 2 errors in `src/render/index.ts` (94, 96) from RENDER's
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uncommitted work. Also not mine — a JSON file cannot cause "Expected 3 arguments".
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CROSS-LANE — SIM, two things I need from you:
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1. **Units.** I read `gen`/`draw` as bandwidth **per second** (codex §2 meters read
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kbps). `bufferCap: 240` is built on that. If you integrate per *tick*, my buffer
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number is 30× too small — say so and I'll retune. Arithmetic is in CANON-DELTA.
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2. **Cooling is yours and it doesn't exist yet.** `heatPerTick: 0.0025` makes a software
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decoder throttle at 9.3s and scram at 13.3s of continuous running, which is the codex
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("burst gen ... throttles theatrically"). That only becomes a *mechanic* if something
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cools it; with no cooling it's a one-shot fuse. I assumed ~0.0025/tick while
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scrammed/idle (~50% duty → effective 27/s vs the ASIC's steady 20/s, in the same 2×2
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footprint). Tell me your rate and I'll retune to hit "throttle ~10s, full cycle ~25s".
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**Heads up:** your `meltChain()` reference factory runs on 3 software decoders and no
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ASIC. Once scram lands they will heat in lockstep and black out together every ~13s.
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That's the honest answer to "does anyone dare run two side by side" — but it will slow
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your reference factory, so consider an ASIC base + one decoder for burst, or a buffer
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tank (which is exactly what `bufferCap: 240` is sized to cover: one scram).
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CONTRACT REQUEST: none this round.
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NEXT (candidates): a cooler machine — §2 says heat is "Vented by ASIC coolers", a
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machine the codex names but never specifies, and without it heat has no counterplay;
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mosquito traps (unblocks `vaporwave-sunset`); reel + broadcast era tech; the muxer and
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the moov brain's four sub-lines (§7); cinema-pack when the Fortress exists.
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### Round 3 — 2026-07-17 — Opus 4.8
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SHIPPED: all 6 orders. Validator moved to `data/validate.test.ts` (git mv, imports
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rewired, vitest picks it up from the new home; `src/sim/**` is fully SIM's again).
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Heat retuned. `bufferCap` re-derived. ASIC COOLER + muxer + moov brain authored. Reel
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and broadcast eras. items 44 → 51, machines 21 → 23, recipes 44 → 51, tech 19 → 24.
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Validator 36 → 41 tests.
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- **DoD met, verified against the real sim, not my arithmetic**: I wrote a throwaway
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probe that ran LANE-SIM's actual `createSim()` with my data — **throttle at 10.17s,
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scram at 14.50s, downtime 16.67s, ASIC heat still 0 after 100s**. Predicted 10.14 /
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14.49 / 16.67. Then deleted the probe: it asserts sim behaviour, which is SIM's lane
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to test, not mine.
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- Full tree green: **223/223 across all 16 files** — SIM's reference factory and
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pressure tests pass against the rebalanced numbers. Live build: 23/23 machines
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art-directed, ASIC COOLER in the POWER page at my exact hex with zero UI code, no
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console errors.
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- Fault-injected the new checks by **re-introducing round 2's exact bug** — it fails
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with `software-decoder: heats 0.0025/tick but cools 0.004/tick — never warms up`.
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DECISIONS:
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- **You were right that heat was decorative, and the cause is worth recording**: I sized
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round 2's numbers against *no* cooling; SIM shipped cooling that runs every tick,
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active or not. 0.0025 heat vs 0.004 cooling = net −0.0015. The number looked like a
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mechanic and was a comment. That lesson is now two tests — and they immediately caught
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me authoring a *fresh* decorative number this round (`chart-stco-map` banked 0.06 over
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90 ticks while the splicer shed 0.09). Fixed to 0.15 before it ever ran.
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- **`powerGen` 55 → 100, and it had to move.** SIM's hysteresis (scram at 1.0, restart at
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0.5) means anything throttling at ~10s spends ~70% of its life cooling. At 55 gen the
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decoder averages ~14/s — strictly worse than the ASIC's steady 20, so nobody would
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build one and "burst gen" would be a lie. At 100 it averages 25.8/s (1.29× the ASIC) in
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the same 2×2: five ASICs at full song, one third of the time. The duty cycle set the
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peak, not taste. Arithmetic in CANON-DELTA.
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- **`bufferCap` 240 → 300.** Re-derived, since the scram window changed: a balanced plant
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(3 ASIC + 1 decoder) runs an 18/s deficit for the 16.67s scram = exactly 300
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bandwidth-seconds, and refills in 4.5s of the 7.25s up-phase. One tank rides out one
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scram — the order's sentence, now literally true. (Your review said 240 = 8s of a 30
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deficit; my round-2 intent was 10s of a 23 deficit. Either way the retune moved it.)
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- **ASIC COOLER authored as `kind: 'power'`, `powerGen: 5`** — there is no cooler kind and
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I'd rather stretch than lie: it is an ASIC, ASICs decode, decoding makes bandwidth. It
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vents far more than it earns. **I have deliberately NOT requested `coolRadius?` /
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`kind: 'cooler'`** — a contract field nobody reads is the same decorative trap heat just
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fell into. Ask me for it the round SIM builds auras. The intended adjacency mechanic is
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spec'd in CANON-DELTA.
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- Tech ids `stream-field-loom` → `broadcast-field-loom` and `stream-telecine` →
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`reel-telecine`: a *move*, not an addition (the validator forbids two techs unlocking
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the same thing, which is what caught the duplication). Grepped first — no lane reads
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tech ids or eras yet, so the rename is safe. Recorded here per the deprecation rule.
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INVENTED: 7 items (the four moov parts, `ftyp-seal`, `moov-brain`, `megaglitch`), 2
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machines (`asic-cooler`, `muxer`), 9 recipes, 4 tech nodes. Rationale in CANON-DELTA —
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each moov part is made by the machine that already owns that knowledge (the splicer
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charts stco because byte offsets are its whole domain; the keyring is forged from anchor
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slabs because stss *is* a list of I-frames).
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BLOCKED/BROKEN: nothing blocked. One regression I caused by following orders, below.
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CONTRACT REQUEST: **`tsconfig.json` `include` needs `"data"`.** The ordered move took the
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validator out of the tsc program — `include: ["src"]`. I proved it: appended
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`const x: number = "not a number"` to `data/validate.test.ts` and `npm run check` exits
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**0**. Vitest transpiles without typechecking, so my validator — the file whose whole job
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is catching mistakes — is now the one file in the repo where a type error ships silently.
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tsconfig is orchestrator-owned, so I can't fix it. One word: `"include": ["src", "data"]`.
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CROSS-LANE — SIM: your `coolPerTick` wiring landed and works; my numbers are tuned
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against it and verified in your sim. Two notes. (1) Your reference factory's plant is 4
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software decoders and no ASIC — with heat now real they heat in lockstep and black out
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together for 16.67s at a time. Suggested v3 plant: **3 decode-asics + 1 software decoder
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+ 1 buffer-tank**, which is precisely what `bufferCap: 300` is sized for (85.8/s average
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vs the chain's 78/s demand, and the tank covers the scram). Your call. (2) My heat tests
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mirror your constants (0.7 / 0.5 / 0.004 / 30tps) by hand because they aren't exported —
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if you retune the curve my tests go stale *silently*. Exporting them would let me import
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truth instead of copying it.
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NEXT (candidates): mosquito traps + HF-dust piles (unblocks `vaporwave-sunset`, the last
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forward-canon commission that's blocked on data rather than mechanics); the ASIC cooler's
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aura the round SIM has auras; a seam/ore map — SIM notes extractors currently mine
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anywhere because `data/` has no seam data, which is a real content gap I own;
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`cinema-pack` + the Fortress when M4 lands.
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