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>
420 lines
27 KiB
Markdown
420 lines
27 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 5 (MEGA) — supersedes the earlier round-5 text
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Review verdict you're executing: the onboarding cliff. The fax IS the tutorial —
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you write the ladder. Plus the radio's entire broadcast schedule and the ground
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truth for the floor.
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### PART A — carried from round 5
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1. **Constants**: import from `src/sim/constants.ts`, retire hand-copies.
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2. **Wildlife data**: MOSQUITO TRAP machine (§5: bug-zapper shaped like a
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high-contrast edge target) + catch recipe (canned `mosquito-swarm`), pile/hatch
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tuning if SIM makes it data-driven, `vaporwave-sunset` unblocked, FORWARD_CANON
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pruned, fax celebrates in voice.
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3. **Cooler numbers final** under the additive ruling; duty table in CANON-DELTA.
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### PART B — the ladder, the ground, the broadcast schedule (new)
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4. **THE COMMISSION LADDER — the game's real tutorial.** Rewrite the opening queue
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as an escalating teaching ladder, one mechanic per rung, all in voice:
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- Rung 1: ~20 MDAT-ORE, raw ("Do not wash it. Do not ask why.") — teaches
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extractor→belt→uplink. MUST be completable inside 3 minutes with 4 machine
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types; prove it with a sim probe test like your tick-0 melt guard.
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- Rung 2: LUMA BARS (teaches demuxer + byproduct pain — the slurry has to go
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somewhere and the fax does not care).
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- Rung 3: HF DUST (teaches the quantizer + that waste is product — DUST
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ALLOWANCE fits here).
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- Rung 4: one MELT, fresh (first-taste, reward bumped — it's a graduation now).
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- Thereafter: your existing escalation. Ladder intent documented in CANON-DELTA.
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5. **`data/seams.json` FINAL** (SIM consumes this round): seam regions per stratum
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era with richness; the reference factory's ground coordinated with SIM; include
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2-3 `hidden: true` bonus seams — the numbers station reads their coordinates.
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6. **`data/stations.json`**: the broadcast schedule — station ids, band, frequency,
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name, format tag, flavor line, and the copy pools: THE STANDARD's propaganda
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chyron lines (polite, clean, horrifying — this is The Correction with a
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transmitter; 20+ lines so it doesn't loop fast), NUMBERS digit-group config
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(incl. the hidden-seam pointers), DEAD AIR's one ghost line. Schema agreed with
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SCREEN in NOTES.
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7. **Relic canon**: CANON-DELTA the optical-fossil mechanics reading (§1 fossils
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"sing when excavated" → the severed audio bus) + one mid-ladder fax margin that
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*hints* without pointing ("someone has drawn a sine wave in the corner of this
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fax. it is not our department.").
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8. **Validator**: seams/stations schemas, ladder invariants (rung-1 buildability at
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tick 0), relic never on a seam (cross-check vs SIM's placement rule).
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**Definition of done:** cold-start rung 1 provably completable fast; every station
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has enough copy to broadcast for 10 minutes without repeating; seams validated
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against both SIM's consumption and RENDER's rendering; CANON-DELTA tells the whole
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story of the round.
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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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POST-PUSH ADDENDUM (same round, after LANE-UI landed `src/ui/live.test.ts`):
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- **My retune fixed two of UI's tests.** Their HUD tests "shows heat climbing, then
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THROTTLING, then SCRAM" and "keeps reading SCRAM from the latch while the unit cools"
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both FAIL against round-2 data and PASS against round 3 — they could never have passed
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while heat was decorative. Measured by restoring the old JSON and re-running.
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- **UI: your remaining failure is not data.** `ships, tickers up, and raises the
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SANITISING chip on real anchor-slab shipments` fails identically before *and* after my
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retune (`expected -1 to be greater than 0` — no anchor slab ever reaches an uplink).
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Worth checking whether the reference factory routes recovered slabs back into the GOP
|
||
assembler rather than to an uplink: `mosh` hands its winched-out slab straight back, and
|
||
`assemble-gop` consumes one per crate, so a closed loop will happily circulate every
|
||
slab forever and ship none. That's a layout question, not a recipe one — the ratio is
|
||
1 slab in, 1 slab out, by design (§4: "recoverable — sell it!").
|
||
|
||
- **PROCESS — the shared git index bit us again, in reverse.** Last round my `git add`
|
||
swept up UI's staged deletion. This round LANE-SCREEN's commit `4803b6a` swept up *my*
|
||
staged `git mv` of the validator, so the ordered file move is recorded under
|
||
`[screen] signal strain` instead of `[data]`. Already pushed and shared by five
|
||
sessions, so I left history alone — the tree is correct, only the attribution is wrong;
|
||
a force-push to fix a commit message would be far more damaging than the wart.
|
||
**Five sessions share one index: `git add <paths>` does not isolate a lane.** Suggest a
|
||
standing rule — every lane runs `git diff --cached --name-only` before every commit and
|
||
unstages anything outside its owned paths.
|
||
|
||
### Round 4 — 2026-07-17 — Opus 4.8
|
||
|
||
SHIPPED: all 5 orders. §10 transcribed (9 items, 5 machines, 11 recipes, 5 era-gated tech
|
||
nodes, 2 commissions). Research economy: the ARCHAEOLOGY LAB + a full tech-cost audit.
|
||
ASIC cooler activated. Accents filled. items 51 → 60, machines 23 → 29, recipes 51 → 62,
|
||
commissions 14 → 16, tech 24 → 23 (six deleted, five added). Validator 41 → 49 tests.
|
||
- Verified: tsc clean (and `data/` is now genuinely typechecked — thank you), my 49 green,
|
||
live build boots with no console errors, all 29 machines art-directed with zero gaps,
|
||
UI grew a RESEARCH page and a third REFINE page off my data with no code from them.
|
||
- Fault-injected every new check, including re-gating the mosh reactor: fails instantly on
|
||
`MELT is craftable at tick 0 — the opening commission must be possible`.
|
||
|
||
**THE HEADLINE — the v4 gating rule made the whole game unplayable, and I'd authored it.**
|
||
The rule ("any id in a TechDef.unlocks is locked until that tech completes") turned three
|
||
rounds of my tech authoring from decoration into a lock on everything. Measured:
|
||
|
||
```
|
||
TICK 0: melt producible? FALSE <- first-taste, the opening commission, impossible
|
||
every science pack? FALSE
|
||
RESEARCH CLOSURE: 0 of 24 techs reachable
|
||
```
|
||
|
||
`disc-artifact-bottling` cost 10 analog packs and unlocked the only machine that can bottle
|
||
an analog pack. The M1 melt chain itself was gated. The game opened on an unbuildable
|
||
factory, an unfillable commission, and no way to research out of it. **This is the same
|
||
class of bug as round 2's decorative heat: a number/structure that was fine until another
|
||
lane made it load-bearing.** Fixed to a shape, not a patch — two rules, both now tests:
|
||
1. the M1 melt chain is starting equipment; 2. one pack (SPATIAL) is craftable at tick 0.
|
||
Result: **23/23 reachable**, order tells a story, only the four forward-canon items remain
|
||
unreachable. Arithmetic + the worked cost path in CANON-DELTA.
|
||
|
||
DECISIONS:
|
||
- **SPATIAL PACK is the bootstrap science** — bricks + halos + slurry all fall out of the
|
||
quantizer the player already owns for the melt chain. Your first research is a study of
|
||
your own damage, which is the most in-voice thing in the tree, and it needs no machine
|
||
the M1 chain didn't already require (bar the bottler). 10 packs/min on one quantizer;
|
||
the first four nodes cost 0.5–1.5 min each. Affordable off a first-taste-era factory, as
|
||
ordered, with the working shown.
|
||
- **Six disc nodes deleted, not repurposed** (`disc-artifact-bottling`,
|
||
`-chroma-subsampling`, `-macroblock-quarrying`, `-ringing-skim`, `-subsampling-420`,
|
||
`-mosh-reactor`) — their content became starting equipment, so a repurposed node would
|
||
have been a fake. Grepped first: no lane references specific tech ids. Per the
|
||
deprecation rule, logged here and in CANON-DELTA.
|
||
- **The cooler's spec'd 0.02 was catastrophic once real** — the decoder banks 0.0033, so a
|
||
0.02 aura is net −0.0167: it never heats, and a 2×2 cooler makes a 2×2 decoder a
|
||
permanent free 100/s. Retuned to 0.0018, which is sane under **both** readings of the
|
||
contract's ambiguous "this machine's coolPerTick *also* applies" (additive → 85% duty,
|
||
72/s avg; replacing → 55%, 46/s). I deliberately picked a number that survives either,
|
||
because SIM hasn't built it yet and I won't rest the design on my guess of a sentence.
|
||
Pairing is 9.64/s per tile vs 5.00 for ASICs — the best power in the game, paid for with
|
||
a tech, two machines and the floor space to keep them adjacent.
|
||
- §10 judgement calls (footage = anchor slab; the matte bath's chemical = static canister,
|
||
which §3 already calls "brine for preserving other artifacts"; ghost feather made only by
|
||
the neural keyer so the earlier machines exist to ruin it) — all argued in CANON-DELTA
|
||
the way you asked, from what the thing already is rather than convenience.
|
||
- NEURAL KEYER `powerDraw: 240` — §10's "24 VRAM ... dwarfs everything else"; that's 12
|
||
ASICs, against an entire M1 chain that draws 96. "You don't unlock the neural keyer; you
|
||
unlock the power plant it demands" is now literally true.
|
||
|
||
BLOCKED/BROKEN — **I broke two of SIM's tests, deliberately, and their guard caught it:**
|
||
- `research.test.ts:247` does `expect(gated.has('mosh-reactor')).toBe(true) // guards the
|
||
premise below`. I ungated the mosh reactor, because gating it makes first-taste
|
||
impossible. **Their premise guard did exactly its job** — it failed loudly instead of
|
||
silently testing nothing. The fix is one word in their file (not mine to touch): swap
|
||
`mosh-reactor` for any still-gated machine. Drop-in list: mv-extractor,
|
||
bloom-duplicator, field-loom, telecine-puller, hex-splicer, software-decoder,
|
||
asic-cooler, matte-bath, optical-printer, chroma-keyer, roto-bench, neural-keyer, muxer.
|
||
`demuxer` remains a valid "free" example.
|
||
- The other 8 failures in `research.test.ts` / `live.test.ts` are **not mine** — they fail
|
||
identically against HEAD's round-3 data (measured by restoring the old JSON and
|
||
re-running; failure sets diffed).
|
||
|
||
CROSS-LANE — SIM, the reference factory now can't power itself:
|
||
- It places **4 software decoders**, which my tree gates behind `stream-software-decoding`
|
||
(rounds 3 and 4 both). With your gating live, they can't be placed at tick 0, so the M1
|
||
demo has no power and the HUD's heat tests have no decoder to watch. That's the cause of
|
||
several of those 8.
|
||
- **The starter plant is ASICs**: net demand 78/s ÷ 20 = **4 decode-asics minimum** (5 for
|
||
headroom). Ungated, boring, correct — the software decoder is a mid-game *upgrade*, which
|
||
is the progression the tech tree is for. My round-3 suggestion (3 ASIC + 1 decoder + tank)
|
||
is still the right *post-research* demo, and the decoder+cooler pairing is the M2 showpiece.
|
||
- Tell me if you'd rather software-decoder be starting equipment and I'll ungate it — but
|
||
at 25.8/s average vs the ASIC's 20 it would make the ASIC pointless from tick 0.
|
||
|
||
CONTRACT REQUEST: none. (Still not requesting `kind: 'cooler'` — `kind: 'power'` +
|
||
`coolRadius` covers it, and the aura isn't built yet.)
|
||
|
||
STILL OPEN: **SIM hasn't exported the tuning constants yet** (I checked — `grep 'export
|
||
const' src/sim/*.ts` finds only `geom.ts`). My heat tests still hand-mirror 0.7 / 0.5 /
|
||
0.004 / 30tps and still go stale silently if you retune. I'll retire the copies the round
|
||
the export lands.
|
||
|
||
NEXT (candidates): SPILL FOG + EDGE BOIL (§10 hazards — need a mechanic, so data waits on
|
||
SIM); mosquito traps; a seam/ore map (extractors still mine anywhere — the content gap I
|
||
own); `cinema-pack` + the Fortress; `corridorkey-mrp-mlx` is a real MODELBEAST artifact
|
||
factory for the whole §10 asset set (§10's production note) — worth a work order.
|