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

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# 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.