glytch/fktry/lanes/LANE-DATA.md
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

13 KiB
Raw Blame History

LANE-DATA — content, recipes, balance, and canon-keeping

You are an Opus 4.8 executor on the DATA lane of FKTRY. Read ../MASTERPLAN.md and ../CONTRACTS.md first. Your bible is ../../docs/FKTRY_LORE.md — you are its transcriber into machine-readable canon. When the codex and convenience disagree, the codex wins; when the codex is silent, invent IN ITS VOICE and note what you invented.

Mission: every item, machine, recipe, tech, and commission as clean JSON, plus the validator that keeps five parallel lanes from drowning in dangling ids. Content should light up in-game with zero code changes from other lanes.

Owned paths: data/**, src/sim/data-validate.test.ts — EXCEPTION: this one test file in sim's directory is yours; it validates data, not sim. Nothing else in src/sim/. Never touch: contracts, main.ts, other lanes' code. Schema changes are CONTRACT REQUESTs.

Standing rules (all rounds):

  • Ids: kebab-case matching codex names (chroma-slurry, mosh-reactor). codex field points at the lore doc section ("3:melt" = §3, MELT entry).
  • Balance philosophy: absurd flavor, honest math. Ratios should create real routing pressure (byproducts you must deal with, not vent). Steal shamelessly from the doc's real numbers (era efficiency multipliers, 4:2:0 = half the chroma, GOP cadences).
  • Never delete an id other lanes may reference mid-round — deprecate in NOTES first.

CURRENT ORDERS — Round 2 (goal: contracts-v2 content + M2 "PRESSURE" economy)

Round 1 review: the validator's fault-injection and the FORWARD_CANON allowlist were exactly right. Verdicts on your report: M1 IS your canon chain — MASTERPLAN updated, no shortcut recipe, the depth is the game. Your four inventions (press-anchor-slab, color-plate + v-hold-roll, artifact-bottler, lane-splitter) are CANONIZED. Dials-as-recipes STAYS (right call; a real dial is a v3+ contract discussion). CONTRACT REQUEST GRANTED: MachineDef.heatPerTick? exists now — and your validator should now also accept color?, flavor?, bufferCap?, CommissionDef.repeat?.

  1. data/CANON-DELTA.md (new file, yours): ledger of everything invented beyond the codex — round 1's four + whatever follows. The lore doc absorbs it in one orchestrator pass later; until then this is the single place canon-drift lives.
  2. Art direction pass: color on all 21 machines (renderer precedence: your color > derived-from-outputs) and flavor on all 21 — codex one-liner each, house voice. This kills UI's hardcoded lookup and RENDER's black-on-black problem.
  3. Heat economy: heatPerTick on software-decoder, and scale its powerGen so hot-but-mighty vs ASIC cool-and-steady is a real choice; a pinch of heat on hex-splicer recipes. SIM implements throttle/scram this round — your numbers decide whether anyone ever dares run two software decoders side by side.
  4. bufferCap on buffer-tank — one tank should ride out roughly 10 seconds of typical M1-chain deficit. Show your arithmetic in CANON-DELTA.
  5. Commission queue content (SIM lands queue + repeat this round): reorder for a difficulty ramp; add 2-3 repeat:true standing orders, including THE CORRECTION BUYBACK — pays generous bandwidth for anchor-slabs, fax written in The Correction's voice: polite, clean, quietly horrifying. This is the sellout loop (ship your anchors for power now, watch your SCREEN go clean — SCREEN lane already sanitizes on anchor shipments).
  6. Container line: moov-shard / offset-ribbon / sync-key items + recipes assembling container-pack (unblocks stream-hex-splicing); prune the FORWARD_CANON allowlist as they gain recipes.
  7. Bloom line: bloom-grade-1..5 items + bloom-duplicator recipes (grade n + delta-wafers → grade n+1); grade 5 is commission bait. Validator covers all new content.

Definition of done: validator green over the expanded catalog; every machine has color + flavor; the queue tells a story from first-taste to the first buyback; SIM's reference-factory test still passes against your rebalanced numbers (coordinate via NOTES if a ratio change breaks their layout).


NOTES (append-only log, newest at bottom)

### Round N — YYYY-MM-DD — [your model]
SHIPPED: / DECISIONS: / INVENTED: / BLOCKED/BROKEN: / CONTRACT REQUEST: / NEXT:

Round 1 — 2026-07-17 — Opus 4.8

SHIPPED:

  • Validator src/sim/data-validate.test.ts, 28 tests. Fault-injected a recipe with a dangling item + a machine that doesn't list it — both caught by id and named. It is not a test that only knows how to pass.
  • items 9 → 36, machines 7 → 21, recipes 4 → 35, tech 0 → 17, commissions 1 → 10.
  • Verified: tsc clean, vitest run 52/52 green (LANE-SCREEN's 24 included), and the live dev build boots with no console errors. All 21 machines appear in LANE-UI's build bar with zero code changes from them.

DECISIONS:

  • All four seed recipe ids kept alive (extract-mdat, demux-ore, quantize, mosh) so nothing dangles for a lane mid-round. mosh keeps its id but is rewired to canon: gop-crate 1 → melt 3 + anchor-slab 1. The winched-out I-frame is recovered (§4 mosh reactor: "recoverable — sell it!"), so slabs circulate and delta wafers are what actually burns. Net economy: 6 wafers → 3 melt.
  • quantize left at the seed's exact ratio so the M1 chain stays easy to build.
  • M1 chain is longer than the masterplan says — please rule on this. My orders spell out slab + wafers → gop-crate and gop-crate → mosh, but MASTERPLAN M1 describes extractor → belts → demuxer → quantizer → mosh → shipper (seven machines). Those can't both be true: reaching a crate needs dct-press (slab), p-caster (wafers) and gop-assembler in between. I followed the orders since they're the more specific and more recent instruction, and all three run fine as generic crafters. If M1 must stay at seven machines, say so and I'll add a shortcut mosh-raw recipe next round rather than weaken the canon path.
  • Machine params that the codex describes as dials (quantizer Q, subsampler grade taps, GOP cadence templates) are modelled as separate recipes per setting, not as a per-entity parameter. Cheapest thing that works against the current contract; if SIM ever wants a real dial, that's a contract change, not a data change.
  • Two absurd-but-honest ratios, as ordered: assemble-gop-i-only burns 8 premium slabs for 1 crate (I-only genuinely is the worst cadence — the joke balances itself, nobody sane builds it), and pan-speckle takes 40 HF DUST for 1 speckle (§3 says "panned like gold", so it's priced like gold panning). Both give hf-dust real sinks.

INVENTED (codex is silent; written in its voice — kill any of these if you disagree):

  • press-anchor-slab on the DCT PRESS — the press run in reverse is an IDCT, i.e. a complete picture. Consistent with the field loom and telecine puller, which the codex explicitly runs backwards. This is where I-frames come from.
  • Items color-plate (the demosaicer's "full-color sheet", §4) and v-hold-roll (bottled from the §1 Broadcast Shelf v-hold faults, so the ANALOG PACK's "combing + v-hold roll + static" triptych maps to three real items).
  • Machines artifact-bottler (§2 calls the packs "a bottled artifact triptych" but names no bottling plant) and lane-splitter (contract has kind: 'splitter' and belts need routing; the codex only ever calls the DEMUXER "the first splitter").

BLOCKED/BROKEN: nothing blocked. Known-incomplete, deliberately:

  • Bloom is one grade, not the graded 1-5 line §3 sells by intensity.
  • container-pack / cinema-pack / mosquito-swarm / gibbs-wraith exist as items with no recipe — forward canon, per orders. The validator's reachability test has an explicit FORWARD_CANON allowlist so these four can't hide a real dangling id; delete entries from it as recipes land.
  • stream-hex-splicing costs container-packs nothing currently produces. Intentional dead-end until the moov/container line exists (§6 heists).

CONTRACT REQUEST: MachineDef.heatPerTick?: number — the SOFTWARE DECODER is kind: 'power', and power machines carry no recipes, but RecipeDef.heat is the only heat hook in the contract. So the one machine the codex defines by its heat (§4: "decodes ANYTHING, at any temperature") has no way to declare it. It's shipped as a plain 45-gen power machine and is currently strictly better than the ASIC, which is backwards. Alternative if you prefer no contract churn: let power machines run a recipe with empty outputs — but I'd rather not put outputs: {} in the data, and my validator rejects it today.

NEXT (Round 2 candidates, not self-assigned): bloom grades 1-5 as real items; the container line (moov shard / offset ribbon / sync key → CONTAINER PACK) which unblocks the hex splicer; mosquito traps so vaporwave-sunset becomes shippable; buffer-tank and muxer data; reel + broadcast era tech nodes.

Round 2 — 2026-07-17 — Opus 4.8

SHIPPED: all 7 orders. data/CANON-DELTA.md; colour + flavor on all 21 machines; heat economy; bufferCap; commission queue with 3 standing orders; container line; bloom grades 1-5. items 36 → 44, machines 21, recipes 35 → 44, tech 17 → 19, commissions 10 → 14. Validator 28 → 36 tests.

  • Verified: my 36 pass; every other lane's suite is green (140/141 total — the one failure is SIM's, see BLOCKED). Live build: 21/21 machines art-directed with zero gaps, my hexes confirmed on the real DOM swatches (ASIC rgb(185,190,196), software decoder rgb(110,58,52)), no console errors, fax opens on FIRST TASTE with DUST ALLOWANCE next in tray.
  • Fault-injected all six new checks (missing colour, absurd heatPerTick, buffer with no cap, non-buffer with a cap, wrong queue head, standing order wanting live mosquitoes) — all six failed by name, then restored. Same standard as round 1.

DECISIONS:

  • bloom-concentrate kept, not replaced. It is now the raw ungraded draw-off that feeds grading. I was about to retire it for the grade-1..5 line until I grepped: LANE-SCREEN hardcodes it in src/screen/corruptionMap.ts:54 and its test. Deleting it would have broken their suite mid-round. The standing rule earned its keep.
  • The round-1 recipe id bloom-grade-3 survives but now produces the item bloom-grade-3 — the id finally means what it says. The old recipe body moved to tap-bloom. Nothing outside data/ referenced it (checked).
  • Container line routes demuxer → gop-assembler → bottler, deliberately not through the hex splicer, since §4 gates the splicer behind CONTAINER PACK research. Otherwise the tech tree eats its own tail.
  • Machine colours are all desaturated industrial per §8 ("ALL saturation belongs to media/artifacts"). The items carry the colour; the factory is grime. Two eras get a tint where the codex insists: field loom phosphor-green, telecine brass, ASIC stream-era white, software decoder hot-red.

INVENTED: 3 items (moov-shard, offset-ribbon, sync-key), 6 recipes, 2 tech nodes, 2 commissions. All logged with rationale in data/CANON-DELTA.md rather than here.

BLOCKED/BROKEN:

  • SIM's M1 chain test is red, and it is not mine. sim.test.ts:456 asserts activeCommission === 'first-taste' after 4000 ticks, but SIM's new queue advances on completion, so it reads dust-allowance. I confirmed this by stashing my entire round 2 diff and re-running: identical failure. Their assertion needs updating to their own new behaviour — I didn't touch their file. My validator now pins commissions[0] as first-taste so the queue head stays load-bearing for them.
  • npx tsc --noEmit reports 2 errors in src/render/index.ts (94, 96) from RENDER's uncommitted work. Also not mine — a JSON file cannot cause "Expected 3 arguments".

CROSS-LANE — SIM, two things I need from you:

  1. Units. I read gen/draw as bandwidth per second (codex §2 meters read kbps). bufferCap: 240 is built on that. If you integrate per tick, my buffer number is 30× too small — say so and I'll retune. Arithmetic is in CANON-DELTA.
  2. Cooling is yours and it doesn't exist yet. heatPerTick: 0.0025 makes a software decoder throttle at 9.3s and scram at 13.3s of continuous running, which is the codex ("burst gen ... throttles theatrically"). That only becomes a mechanic if something cools it; with no cooling it's a one-shot fuse. I assumed ~0.0025/tick while scrammed/idle (~50% duty → effective 27/s vs the ASIC's steady 20/s, in the same 2×2 footprint). Tell me your rate and I'll retune to hit "throttle ~10s, full cycle ~25s". Heads up: your meltChain() reference factory runs on 3 software decoders and no ASIC. Once scram lands they will heat in lockstep and black out together every ~13s. That's the honest answer to "does anyone dare run two side by side" — but it will slow your reference factory, so consider an ASIC base + one decoder for burst, or a buffer tank (which is exactly what bufferCap: 240 is sized to cover: one scram).

CONTRACT REQUEST: none this round.

NEXT (candidates): a cooler machine — §2 says heat is "Vented by ASIC coolers", a machine the codex names but never specifies, and without it heat has no counterplay; mosquito traps (unblocks vaporwave-sunset); reel + broadcast era tech; the muxer and the moov brain's four sub-lines (§7); cinema-pack when the Fortress exists.