Three new doctrines: IRREVERSIBILITY (seasoning is a one-way vector walk — taste to see, dilute to compromise, never subtract), INFORMATION TOOLS (thermometer/taste-spoon reveal instead of change; knowing costs time, the judge respects a confident blind serve), SPEC CUTS (brunoise/ julienne/chiffonade/tourne as data on the existing cutting sim). P6 water & oil (the fryer's menace), P7 the spice rack (curry capstone, chili's 8s lag trap, bloom/toast/grind), P8 the knife roll (knife SET as data, mandoline, melon baller, PREP DRILLS score-attack mode), P9 directed heat (the blowtorch paints a browning Field; creme brulee ends in the judge's spoon-tap CRACK test), P10 cold & time (cures that span real days, the churn, granita interrupts), P11 the banquet (fork-anchor carving, three plates landing hot at once, credits). Seeds 400-629 reserved per phase, same-seed families for prop sets. Kill list live: microwave is a cameo, wellington waits, sous vide is a joke prop. Everything rides the bones — new poetry on proven physics. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
16 KiB
TOASTSIM — THE KITCHEN ATLAS (the mega plan: every medium, every tool, every dish)
This is MASTERPLAN.md's continuation — phases P6–P11, cut-ready for Opus. Read MASTERPLAN §1–§3 first (the design law and the bones are unchanged and non-negotiable), then Brief 3 §1–§2 (working agreements + traps). Each phase below gets its own OPUS-BUILD-BRIEF-N.md when its turn comes, re-planned against what the previous phase taught. Asset generation is unlimited and free on MODELBEAST — when in doubt, render it. Don't be shy.
0. The audit — what exists, what's missing (2026-07-18)
Mediums covered by P0–P5: dry radiant (toaster), enclosed roast (oven), conductive + fat (the pan, P2), wet-gentle (poach, P3), air (whip, P3). Mediums missing: boil, steam, deep-fry, grill, directed flame (torch), smoke, cure/pickle (time itself as a medium), freeze/churn, microwave (as comedy), pressure (as risk). Tools covered: knife identities (dinner/bread/butter/Best Thing/soup spoon), juicers ×3, box grater, toaster, oven tray, tongs+basting spoon (P2). Tools missing: the knife SET as a system (chef's, paring, boning, cleaver, carving pair), mandoline, peeler, melon baller, torch, thermometer, pestle & mortar, piping bag, ladle, sieve, rolling pin, ricer, fish slice. Technique classes missing: spec cuts (brunoise/julienne/chiffonade/ tourné), peeling, carving, tempering, emulsifying, seasoning-as-navigation.
Six phases close those gaps. Order matters: WATER before the FRYER (the pot teaches wet heat cheap), the SPICE RACK before the BANQUET (alchemy is the depth multiplier), the KNIFE ROLL early (spec cuts feed every later dish).
1. The three doctrines this atlas adds (design law amendments)
- THE IRREVERSIBILITY DOCTRINE (John's law: you can always add more salt, you can't add less). Seasoning is a ONE-WAY vector walk. Every pinch, splash, and spoonful moves the dish's point in flavor space and there is NO undo — only dilution (add volume: moves you on OTHER axes too) or acceptance. The TASTE verb (spoon, costs 3s of service time) is the only way to see your position. This single rule makes every shake of the jar a decision with weight. It is the alchemy John asked for: the cauldron never subtracts.
- THE INFORMATION-TOOL DOCTRINE. Some tools don't change the dish — they reveal it. The thermometer shows the interior ramp; the taste spoon shows flavor position; the flour-dust shows the rolled thickness. Info tools cost TIME, and time is the judge's oldest criterion — knowing vs guessing becomes the skill economy. Masters guess; cowards probe; the judge respects a confident blind serve that lands ("No thermometer. Bold. ...Correct.").
- THE SPEC DOCTRINE. Every cutting/portioning task can carry a SPEC:
a target size band + CV + optional clock. The same dice you know becomes
brunoise-2mm-in-40s. Specs are data, not code — one
CutSpectype feeds the prep bench, the drills mode, and every recipe forever.
2. P6 — WATER & OIL (the pot, the steamer, the fryer)
The pot is the pan's sibling: a heat-under-vessel with a LIQUID field.
sim/pot.ts: water state (cold→simmer→rolling; bubble visual+audio cues, no meter — the P2 rule), salt-the-water tie-in (M16 dosing), contents cook on immersion clocks (pasta al dente window, egg 6/8/10min bands — the yolk is a radial doneness ramp, the poach field reused).- Steam: the basket over the pot — gentlest clock, vegetables keep
colour (a
vibrancyvalue that boiling murders and steaming keeps — the judge SEES grey broccoli). - THE FRYER: oil temp is the fear mechanic. Too cold = sog (the sog clock reused as GREASE), too hot = instant char + spit mess; the basket lift-and-drain gesture; the drain rack + paper as a station; double-fry for chips (the ticket teaches it: "twice, love. once for cooked, once for golden"). Water-drop-in-oil = the spit event (mess + a judged burn incident — the knuckle lesson's floor applies: careful play never burns).
- Dishes unlocked: pasta night (boil + pan sauce + emulsify with pasta water — the swirl), soft-boiled egg soldiers (toast reuse!), fish & chips (batter dip + fry + drain), steamed greens side.
- Feel that must be right: the fryer's menace. You should hover.
- Assets (seeds 400–429): stockpot, pasta pot w/ strainer lid, steamer basket, chip basket, drain rack, oil jug, thermometer probe, egg timer (prop only — the REAL clock is the bubbles), chip cup, newspaper cone.
3. P7 — THE SPICE RACK (alchemy; the irreversibility doctrine lands)
sim/flavor.ts: 6-axis flavor space — salt / heat / acid / sweet / bitter / aroma. Every dish carries a position vector + a target REGION (per-recipe band, some axes "don't care"). Score = distance-in-band with named misses per axis ("acid's hiding, love", "that's not warm, that's ANGRY").- Spices as data (the rack grows across days): salt (M16 curve),
pepper, chili (heat with a LAG — it blooms 8s after tasting, the trap),
paprika, cumin, cinnamon, sugar, lemon (acid + brightness), vinegar,
fresh herbs (aroma, DIE if added early to hot pans — timing matrix
reused). Each spice = a dose curve + an axis vector + a timing profile.
Adding a spice is
flavor.add(spice, mass)— THERE IS NO SUBTRACT. - The verbs: pinch/shake (dose gestures, M16), TASTE (the info spoon, 3s, shows your vector vs target as a wobbly radar blot — precision of the readout scales with a "palate" stat that grows with tasting? NO — YAGNI, flat readout, the wobble is enough), DILUTE (cream/stock/more base: scales all axes toward origin but raises volume — the only "eraser" and it costs balance elsewhere), GRIND (pestle & mortar — the reamer twist verbatim, whole spices > pre-ground bonus), BLOOM (drop in hot fat — pan tie-in, doubles aroma, burns in 6s), TOAST (dry pan on whole seeds — a browning Field on a spice bed, shake to even it).
- Recipes: curry night is the capstone (bloom → base → build the vector axis by axis → taste → correct → the judge's palate names every axis). Chili con carne, cinnamon toast (day-3 callback with sugar dose!), lemon on the fish (P6 tie).
- Feel that must be right: the fear before the second chili pinch.
- Assets (seeds 430–469): spice rack shelf, 12 labelled jars (SAME seed ±1 for family coherence), pestle & mortar, taste spoon, cream jug, stock pot, chili string, lemon ×2 (whole/half), herb bundle ×3.
4. P8 — THE KNIFE ROLL (tool tiers, spec cuts, drills)
- THE KNIFE SET, finally: chef's (the all-rounder), paring (small
radius = tight curves, peels), boning (flex, fish/meat seams), cleaver
(mass — crushes garlic flat with the SIDE, the bash gesture), carving
pair (below), bread + Best Thing + butter (existing). Knives are the
existing
ToolIdsystem scaled up: each has bite/wobble/slip numbers the cutting sim ALREADY consumes — a knife set is mostly DATA + meshes. The KNIFE ROLL UI replaces the drawer when tools exceed 8 (a canvas roll-out cloth — the drawer dwell-fish gesture reused on a new surface). - Spec cuts (
CutSpec: { name, sizeMM: [min,max], cv, clockS? }): brunoise (2mm), fine dice (5), medium (12), julienne (2-pass strips — dice pattern with pass B skipped + length spec), chiffonade (STACK the basil leaves first — a mini stack gesture — then slice the roll), bâtonnet, tourné (the absurd seven-sided barrel — 7 curved paring strokes, the S-rank flex, judge line: "A tourné. In THIS kitchen."). - The peeler: inverse coverage — remove a skin Field without cutting flesh mass; potato, carrot, apple-in-one-ribbon (bonus).
- The mandoline: brutal speed for slices-at-spec, and the knuckle danger at 10× (the guard exists — USING it is the skill; careless no-guard speed = the floor rule protects care, punishes greed).
- Melon baller: sphere-scoop dose gesture — perfect spheres from watermelon/butter; the ballscape is Clark-Evans ON A PLATE (P4 tie).
- PREP DRILLS — the minigame mode John asked for: a side menu off the title ("STAGE" — culinary school). Timed spec tickets: "brunoise this onion, 60 seconds, CV under 0.15". Score-attack, medal times, S-rank ghosts (your best run's cut timings replay as ghost seams). Drills are ONE scene reusing the whole prep bench + specs + clock — pure content.
- Feel that must be right: the mandoline's hum of danger; a landed tourné.
- Assets (seeds 470–519): knife roll cloth, 6 knives (same-seed family), carving fork, mandoline, peeler, melon baller, watermelon (whole/half), potato ×3, carrot, apple, medal set 2D (bronze/silver/gold/S).
5. P9 — FIRE II: DIRECTED HEAT (the torch, the grill, the smoke)
- THE BLOWTORCH: the crown gesture of this phase. A hand-held heat source you PAINT with — literally the spread gesture driving a browning Field, but the "knife" is a flame cone: distance = width + intensity, speed = dose. Hold too close/slow = scorch spot; sweep evenly = glass. The torch generalizes: brûlée tops, pepper skins (P1 callback — char then peel!), meringue tips, cheese melts.
- CRÈME BRÛLÉE — the elaborate dish that earns the tool: custard base (P3 whisk + temper: add hot cream to yolks SLOWLY — a pour-rate gesture, too fast = scramble), bake in a water bath (P6 tie), chill (P10 tie or simple clock), sugar dose (even coverage — spread stats), TORCH IT, then THE CRACK TEST: the judge taps with the back of a spoon, on camera. Audio is the verdict — the clean crack vs a sad tap. Field stats → crack quality: mean in band + stdev low + no scorch = the sound of S.
- THE GRILL: the browning Field with GRATE GEOMETRY — stripes! The 90° rotate for crosshatch is a technique flex (the dice's second pass, as heat). Flare-ups when fat drips (mess → fire — dodge window).
- SMOKE (long clock): the smoker box as a background station across a whole day; wood chip choice = an aroma axis vector (P7 tie).
- Feel that must be right: the torch sweep, and the crack.
- Assets (seeds 520–559): blowtorch (hero prop — chrome + red), ramekins ×3, sugar shaker, grill grate, hibachi, smoker box, wood chip bags ×3, blowtorch flame 2D sprite frames, crosshatch reference 2D.
6. P10 — COLD & TIME (the freezer, the cure, the long game)
- Cold as a medium: freezer states on the temp clock run past fridge — granita (scrape-every-N-minutes across a service — a recurring interrupt the player must remember, no reminder UI), ice cream (the churn — a sustained stir gesture with a stiffening resistance curve, the whip's cousin), chilling sets (brûlée, panna cotta — the wobble test returns at the pass).
- CURE & PICKLE — time itself as an ingredient: salt cure (M16 mass × DAYS — start a gravlax on day N, it's ready day N+2; the save system already persists days), quick pickles (acid + sugar + time), preserved lemons (P7 tie). A CURING SHELF UI: jars with day counters — the first mechanic that makes the player think ACROSS days. The judge remembers: "You started this Tuesday. It shows. Good."
- Feel that must be right: opening a jar you started three days ago.
- Assets (seeds 560–589): chest freezer, granita tray + fork, churn bucket, preserving jars ×4 (empty/full family), gravlax slab, curing shelf, ice cream scoop, coupe glass.
7. P11 — THE BANQUET (carving, the elaborate table, the symphony)
- CARVING — the two-handed gesture John called: the carving FORK anchors (place + hold = a pin constraint on the roast; the off-hand's first real job) and the knife slices AGAINST the anchor — unanchored carving = the roast slides and tears (slip physics at roast scale). Carve at the PASS, plated per-slice, thickness spec + evenness across slices (CV across the whole bird/joint — the ultimate pieces test).
- The elaborate dishes — each one a graduation exam using 4+ stations: the roast dinner (roast + carve + gravy [pan fond + flavor nav] + sides timed to land TOGETHER — the service clock's final form), the whole fish (fillet with the boning knife — seam-following, a guided cut along a curve spec — then pan + lemon + herbs), beef wellington if we're feeling insane (pastry = rolling pin + wrap + the interior ramp through THREE layers — pre-authorized to defer, it's the Everest), crème brûlée returns as a course, the banquet DAY: a 3-course ticket where the temp clocks, cure shelf, and every station play at once.
- Menu maturity: multi-course tickets, course sequencing, the pass window (P5's bones, loaded). The judge brings TWO friends. S the banquet = the game's current ending (roll credits over the messy bench).
- Feel that must be right: the fork anchoring — and the quiet at the pass when all three plates land hot at once.
- Assets (seeds 590–629): roast chicken + carved family, roast joint, whole fish ×2, carving board with juice groove, gravy boat, dinner plates ×3, the pass window shelf, credits hero art 2D.
8. Execution rules (how Opus runs this atlas)
- One phase = one brief. Cut OPUS-BUILD-BRIEF-N.md from this atlas when its turn comes (P6→Brief 4 is next after Brief 3 ships... unless P3 eggs comes first — MASTERPLAN P3–P5 still precede or interleave; the reviewer decides the order each time based on what the last phase taught. Suggested weave: P2 → P3 → P6 → P7 → P4 → P8 → P9 → P5 → P10 → P11 — heat before water, alchemy before plating, everything before the banquet).
- Every phase follows Brief 3 §1 working agreements (harness first, lanes, floors not lotteries, one pressure per day, STATUS discipline, deploy per stage) and §2 traps. New traps get APPENDED to the next brief — pay once.
- Fire the phase's asset batch before writing code. Seeds are reserved above per phase; same-seed families for prop sets that must read as siblings (knife set, spice jars, preserving jars). Anything that carries physics stays procedural — silhouettes are gameplay.
- Dishes are content, primitives are code. If a new dish needs no new primitive, it's a data PR (recipe + spec + lines + assets) — batch those freely between phases. If it needs two new primitives, split it.
- The drills mode (P8) and the curing shelf (P10) are the two pieces of NEW SURFACE (a menu mode; a cross-day UI) — everything else in this atlas is stations and data on existing surfaces. Guard that ratio: if a phase sprouts a third new surface, it's over-scoped — cut it.
- Kill list stays live: microwave (comedy cameo only — a prop that the judge refuses to acknowledge; pre-authorized to cut), pressure cooker (risk without readable skill — cut unless a clean gesture appears), sous vide (the bag is a joke prop in P10's freezer, nothing more), wellington (defer until P11 ships and begs for it).
9. The bet, one last time
Every phase in this atlas is the same bones wearing a new apron: the browning Field becomes the fryer's grease, the torch's glass, the grill's stripes; the dose curve becomes the spice rack; the reamer twist becomes the pestle; the wobble test becomes the crack of a brûlée. That's why this plan is buildable by agents in weeks instead of years — nothing here is new physics, it's new POETRY on proven physics. The kitchen grows, the judge's vocabulary grows with it, and the game stays ONE game — from a slice of toast to a three-course banquet with a blowtorch in your hand.