Round 5 (MEGA) per lanes/LANE-SIM.md.
- THE RELIC: one optical fossil per world, position a pure function of the
seed, 18-28 tiles out, never on a seam, never under the demo. excavate
within a tile uncovers it; it stays found through save/load forever.
Folds into DATA's relicReserve when the seam map supplies one
- wildlife v1: piles grow from dust a machine is BACKED UP on, not dust
merely present -- belt your dust away and nothing ever hatches. First
cut grew from raw held and the tidy factory still bred 56 swarms; the
asymmetry is the whole mechanic. Swarms drift to production machinery
and slow it; traps are recognised by recipe shape (no inputs, cans a
swarm) so DATA's real trap needs no code. SWARM_MAX caps a plague at 8
-- a permanently jammed machine bred 29 in one demo run
- seams: extractors idle with 'no seam' off-ore. Consumes DATA's real
seams.json shape, defensively -- GameData.seams still needs wiring
- research takes time: RESEARCH_TICKS_PER_PACK, stepped whole packs; two
labs measurably halve the wait (200 ticks vs 260)
- grantResearch: idempotent, save/load safe, verified through the live bus
- reference v5: a second works on the eastern seam that researches a tech
at tick 1235. Separate from the melt line by choice -- the western
floorplan has no columns left and threading three ingredients through it
would make the melt regression hostage to the science
Melt still first at 1247, still shipping at 20k, zero brownout ticks,
179/179 placements legal, zero extractors off-seam once seams are wired.
99 sim tests, 446 across the repo. 63x realtime at 3,500 entities.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>