Egg dossier (feeds Brief 4/P3): the crack, shell-half separation with yolk integrity, the float test as free information (so the rotten-egg fart beat is always YOUR fault, seed-varied so it lands every time), mayonnaise as a two-hand emulsion with the real rescue, the stick blender pulse doctrine + THE ZAP (300ms skeleton flash, once a day max, 'I saw your bones, love.'). Air fryer (P6): arrangement scored by Clark-Evans INVERTED (spacing with margins, contact shadows stay pale in the Field), the shake, and CookPrograms — convoluted multi-step recipe cards (180 for 5, turn, 190 for 15) with no auto-advance; several programs at once is the service clock in miniature. P12 THE CAREER: money via tips, the paper catalogue, equipment quality as tiers-modifying-existing-numbers (small board rolls dice onto the floor, copper bowl genuinely whips faster, heavy pan smooths the sear Field — noise and events, never flat score taxes), knife dulling + honing/whetstone, a three-branch skill tree where every node is a verb (stat-stick nodes banned), and rare primo offers the recipes notice. Hooks stubbed from P6 on so it bolts on without refactors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
367 lines
23 KiB
Markdown
367 lines
23 KiB
Markdown
# TOASTSIM — THE KITCHEN ATLAS (the mega plan: every medium, every tool, every dish)
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*This is MASTERPLAN.md's continuation — phases P6–P11, cut-ready for Opus.
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Read MASTERPLAN §1–§3 first (the design law and the bones are unchanged and
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non-negotiable), then Brief 3 §1–§2 (working agreements + traps). Each phase
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below gets its own OPUS-BUILD-BRIEF-N.md when its turn comes, re-planned
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against what the previous phase taught. Asset generation is unlimited and
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free on MODELBEAST — when in doubt, render it. Don't be shy.*
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## 0. The audit — what exists, what's missing (2026-07-18)
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**Mediums covered by P0–P5:** dry radiant (toaster), enclosed roast (oven),
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conductive + fat (the pan, P2), wet-gentle (poach, P3), air (whip, P3).
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**Mediums missing:** boil, steam, deep-fry, grill, directed flame (torch),
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smoke, cure/pickle (time itself as a medium), freeze/churn, microwave (as
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comedy), pressure (as risk).
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**Tools covered:** knife identities (dinner/bread/butter/Best Thing/soup
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spoon), juicers ×3, box grater, toaster, oven tray, tongs+basting spoon (P2).
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**Tools missing:** the knife SET as a system (chef's, paring, boning,
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cleaver, carving pair), mandoline, peeler, melon baller, torch, thermometer,
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pestle & mortar, piping bag, ladle, sieve, rolling pin, ricer, fish slice.
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**Technique classes missing:** spec cuts (brunoise/julienne/chiffonade/
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tourné), peeling, carving, tempering, emulsifying, seasoning-as-navigation.
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Six phases close those gaps. Order matters: WATER before the FRYER (the pot
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teaches wet heat cheap), the SPICE RACK before the BANQUET (alchemy is the
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depth multiplier), the KNIFE ROLL early (spec cuts feed every later dish).
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## 1. The three doctrines this atlas adds (design law amendments)
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1. **THE IRREVERSIBILITY DOCTRINE** (John's law: *you can always add more
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salt, you can't add less*). Seasoning is a ONE-WAY vector walk. Every
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pinch, splash, and spoonful moves the dish's point in flavor space and
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there is NO undo — only dilution (add volume: moves you on OTHER axes
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too) or acceptance. The TASTE verb (spoon, costs 3s of service time) is
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the only way to see your position. This single rule makes every shake of
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the jar a decision with weight. It is the alchemy John asked for: the
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cauldron never subtracts.
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2. **THE INFORMATION-TOOL DOCTRINE.** Some tools don't change the dish —
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they reveal it. The thermometer shows the interior ramp; the taste spoon
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shows flavor position; the flour-dust shows the rolled thickness. Info
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tools cost TIME, and time is the judge's oldest criterion — knowing vs
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guessing becomes the skill economy. Masters guess; cowards probe; the
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judge respects a confident blind serve that lands ("No thermometer. Bold.
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...Correct.").
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3. **THE SPEC DOCTRINE.** Every cutting/portioning task can carry a SPEC:
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a target size band + CV + optional clock. The same dice you know becomes
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brunoise-2mm-in-40s. Specs are data, not code — one `CutSpec` type feeds
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the prep bench, the drills mode, and every recipe forever.
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## 1.5 THE EGG DOSSIER (feeds Brief 4 / MASTERPLAN P3 — fold this in when cutting it)
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P3 (eggs & air) gains a whole act BEFORE the poach: getting into the egg.
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- **THE CRACK**: tap-strength gesture on the bowl rim — too soft = nothing,
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right = clean halves, too hard = shell shrapnel in the bowl (a judged
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fish-the-bits-out with the spoon, mess + time). One-handed crack is a
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skill-tree flex (P12).
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- **THE SEPARATION**: pass the yolk between shell halves over the bowl —
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a tilt-and-pour rhythm gesture; each pass drains white, each sloppy tilt
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risks the yolk BREAKING (yolk integrity = a wobble value; broken yolk in
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the whites = no meringue for you, start over or serve the crime).
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- **THE FLOAT TEST**: a glass of water on the bench, always available —
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fresh egg sinks flat, old egg stands up, ROTTEN egg floats. Free
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information tool (doctrine 2) — skipping it is gambling.
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- **THE ROTTEN EGG**: crack one unfloated and it's the game's best comedy
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beat — green puff, a long fart audio synth (Web Audio, hand-made, JOHN'S
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LAW: it must be funny every time, so seed-vary the pitch/length), the
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judge recoils on camera, bench mess spike. The float test exists so this
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is always YOUR fault. Eggs spawn with a freshness roll; the carton shows
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the date band (info, not certainty).
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- **MAYONNAISE — the emulsion**: yolk + mustard (M18's jars!), then oil in
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a THIN STREAM while whisking — pour rate vs whisk speed is a two-hand
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tension (pour gesture + the P3 whisk swirl). Too fast = it BREAKS (a
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visible split — grainy field); rescue = new yolk in a clean bowl and
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re-emulsify the broken batch into it (the game teaches the real fix).
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Judge criterion: THE EMULSION (gloss/stiffness band).
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- **THE STICK BLENDER (pulse doctrine)**: immersion blender for soups and
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rescue jobs — the skill is PULSING (tap-tap-tap) vs holding (comedy
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disaster: hold it and lift = the splatter paints the SCREEN — a mess
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decal on the camera itself, wiped with the cloth gesture). Pulse rhythm
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scored like stroke rhythm on the grater. And per John: water + a mains
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appliance = **THE ZAP** — a 300ms X-ray flash (skeleton silhouette +
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yellow outline, synth bzzt, no lasting harm, judge line: "I saw your
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bones, love."). Wet hands near the stick blender's socket triggers it;
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pure slapstick, fires at most once per day so it never stops landing.
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- Assets (P3 batch, seeds 340–369): egg carton (dated), glass of water,
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shell halves, mayo jar, whisk (if not yet), stick blender (hero prop),
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broken-vs-glossy mayo 2D reference pair, green stink puff sprite.
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## 2. P6 — WATER & OIL (the pot, the steamer, the fryer, THE AIR FRYER)
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The pot is the pan's sibling: a heat-under-vessel with a LIQUID field.
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- **`sim/pot.ts`**: water state (cold→simmer→rolling; bubble visual+audio
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cues, no meter — the P2 rule), salt-the-water tie-in (M16 dosing),
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contents cook on immersion clocks (pasta al dente window, egg 6/8/10min
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bands — the yolk is a radial doneness ramp, the poach field reused).
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- **Steam**: the basket over the pot — gentlest clock, vegetables keep
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colour (a `vibrancy` value that boiling murders and steaming keeps — the
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judge SEES grey broccoli).
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- **THE FRYER**: oil temp is the fear mechanic. Too cold = sog (the sog
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clock reused as GREASE), too hot = instant char + spit mess; the basket
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lift-and-drain gesture; the drain rack + paper as a station; double-fry
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for chips (the ticket teaches it: "twice, love. once for cooked, once
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for golden"). Water-drop-in-oil = the spit event (mess + a judged burn
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incident — the knuckle lesson's floor applies: careful play never burns).
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- **THE AIR FRYER — a minigame in itself (John's spec, verbatim honored)**:
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the basket is a small 2D tray and ARRANGEMENT is the skill — pieces need
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AIR GAPS under and around the wire rack. Scoring is Clark–Evans INVERTED:
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the same point-statistics that reward even topping spread here reward
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spacing-with-margins; pieces touching = a contact map, and contact area
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→ uneven cook (the browning Field literally masks where air can't reach
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— shadowed faces stay pale). Overfill = everything steams, nothing
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crisps ("that's not fried, that's WARM"). Mid-cycle SHAKE gesture
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redistributes (and its own mini-skill: too hard = pieces jump the rack).
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- **CONVOLUTED RECIPE CARDS — the multi-cycle timer doctrine**: air fryer
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recipes read like the real cursed things: "180° for 5, turn everything
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180°, then 190° for 15, rest 2". A `CookProgram` = ordered steps
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{temp, minutes, action-between}; the ticket shows the card and the
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PLAYER must execute the transitions — no auto-advance, no alarm unless
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they've bought the timer (P12 shop!). Demanding recipes run SEVERAL
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independent programs at once (air fryer + oven + pan, each on its own
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cycle) — this is the service-clock endgame in miniature, and it
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generalizes to every station that has a clock.
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- **Dishes unlocked**: pasta night (boil + pan sauce + emulsify with pasta
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water — the swirl), soft-boiled egg soldiers (toast reuse!), fish &
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chips (batter dip + fry + drain), steamed greens side, air-fryer wings
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(a 3-step CookProgram + the shake), air-fryer chips vs deep-fried chips
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(the ticket has OPINIONS about which you chose).
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- **Feel that must be right:** the fryer's menace. You should hover.
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- Assets (seeds 400–429): stockpot, pasta pot w/ strainer lid, steamer
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basket, chip basket, drain rack, oil jug, thermometer probe, egg timer
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(prop only — the REAL clock is the bubbles), chip cup, newspaper cone,
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air fryer (hero prop — drawer open/closed pair), wire rack, wings ×2.
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## 3. P7 — THE SPICE RACK (alchemy; the irreversibility doctrine lands)
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- **`sim/flavor.ts`**: 6-axis flavor space — salt / heat / acid / sweet /
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bitter / aroma. Every dish carries a position vector + a target REGION
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(per-recipe band, some axes "don't care"). Score = distance-in-band with
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named misses per axis ("acid's hiding, love", "that's not warm, that's
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ANGRY").
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- **Spices as data** (the rack grows across days): salt (M16 curve),
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pepper, chili (heat with a LAG — it blooms 8s after tasting, the trap),
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paprika, cumin, cinnamon, sugar, lemon (acid + brightness), vinegar,
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fresh herbs (aroma, DIE if added early to hot pans — timing matrix
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reused). Each spice = a dose curve + an axis vector + a timing profile.
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Adding a spice is `flavor.add(spice, mass)` — THERE IS NO SUBTRACT.
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- **The verbs**: pinch/shake (dose gestures, M16), TASTE (the info spoon,
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3s, shows your vector vs target as a wobbly radar blot — precision of
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the readout scales with a "palate" stat that grows with tasting? NO —
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YAGNI, flat readout, the wobble is enough), DILUTE (cream/stock/more
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base: scales all axes toward origin but raises volume — the only
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"eraser" and it costs balance elsewhere), GRIND (pestle & mortar — the
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reamer twist verbatim, whole spices > pre-ground bonus), BLOOM (drop in
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hot fat — pan tie-in, doubles aroma, burns in 6s), TOAST (dry pan on
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whole seeds — a browning Field on a spice bed, shake to even it).
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- **Recipes**: curry night is the capstone (bloom → base → build the
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vector axis by axis → taste → correct → the judge's palate names every
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axis). Chili con carne, cinnamon toast (day-3 callback with sugar dose!),
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lemon on the fish (P6 tie).
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- **Feel that must be right:** the fear before the second chili pinch.
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- Assets (seeds 430–469): spice rack shelf, 12 labelled jars (SAME seed
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±1 for family coherence), pestle & mortar, taste spoon, cream jug,
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stock pot, chili string, lemon ×2 (whole/half), herb bundle ×3.
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## 4. P8 — THE KNIFE ROLL (tool tiers, spec cuts, drills)
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- **THE KNIFE SET, finally**: chef's (the all-rounder), paring (small
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radius = tight curves, peels), boning (flex, fish/meat seams), cleaver
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(mass — crushes garlic flat with the SIDE, the bash gesture), carving
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pair (below), bread + Best Thing + butter (existing). Knives are the
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existing `ToolId` system scaled up: each has bite/wobble/slip numbers
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the cutting sim ALREADY consumes — a knife set is mostly DATA + meshes.
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The KNIFE ROLL UI replaces the drawer when tools exceed 8 (a canvas
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roll-out cloth — the drawer dwell-fish gesture reused on a new surface).
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- **Spec cuts** (`CutSpec`: { name, sizeMM: [min,max], cv, clockS? }):
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brunoise (2mm), fine dice (5), medium (12), julienne (2-pass strips —
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dice pattern with pass B skipped + length spec), chiffonade (STACK the
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basil leaves first — a mini stack gesture — then slice the roll),
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bâtonnet, tourné (the absurd seven-sided barrel — 7 curved paring
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strokes, the S-rank flex, judge line: "A tourné. In THIS kitchen.").
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- **The peeler**: inverse coverage — remove a skin Field without cutting
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flesh mass; potato, carrot, apple-in-one-ribbon (bonus).
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- **The mandoline**: brutal speed for slices-at-spec, and the knuckle
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danger at 10× (the guard exists — USING it is the skill; careless
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no-guard speed = the floor rule protects care, punishes greed).
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- **Melon baller**: sphere-scoop dose gesture — perfect spheres from
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watermelon/butter; the ballscape is Clark-Evans ON A PLATE (P4 tie).
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- **PREP DRILLS — the minigame mode John asked for**: a side menu off the
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title ("STAGE" — culinary school). Timed spec tickets: "brunoise this
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onion, 60 seconds, CV under 0.15". Score-attack, medal times, S-rank
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ghosts (your best run's cut timings replay as ghost seams). Drills are
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ONE scene reusing the whole prep bench + specs + clock — pure content.
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- **Feel that must be right:** the mandoline's hum of danger; a landed
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tourné.
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- Assets (seeds 470–519): knife roll cloth, 6 knives (same-seed family),
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carving fork, mandoline, peeler, melon baller, watermelon (whole/half),
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potato ×3, carrot, apple, medal set 2D (bronze/silver/gold/S).
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## 5. P9 — FIRE II: DIRECTED HEAT (the torch, the grill, the smoke)
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- **THE BLOWTORCH**: the crown gesture of this phase. A hand-held heat
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source you PAINT with — literally the spread gesture driving a browning
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Field, but the "knife" is a flame cone: distance = width + intensity,
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speed = dose. Hold too close/slow = scorch spot; sweep evenly = glass.
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The torch generalizes: brûlée tops, pepper skins (P1 callback — char
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then peel!), meringue tips, cheese melts.
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- **CRÈME BRÛLÉE — the elaborate dish that earns the tool**: custard base
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(P3 whisk + temper: add hot cream to yolks SLOWLY — a pour-rate gesture,
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too fast = scramble), bake in a water bath (P6 tie), chill (P10 tie or
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simple clock), sugar dose (even coverage — spread stats), TORCH IT, then
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**THE CRACK TEST**: the judge taps with the back of a spoon, on camera.
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Audio is the verdict — the clean *crack* vs a sad *tap*. Field stats →
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crack quality: mean in band + stdev low + no scorch = the sound of S.
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- **THE GRILL**: the browning Field with GRATE GEOMETRY — stripes! The
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90° rotate for crosshatch is a technique flex (the dice's second pass,
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as heat). Flare-ups when fat drips (mess → fire — dodge window).
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- **SMOKE** (long clock): the smoker box as a background station across a
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whole day; wood chip choice = an aroma axis vector (P7 tie).
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- **Feel that must be right:** the torch sweep, and the crack.
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- Assets (seeds 520–559): blowtorch (hero prop — chrome + red), ramekins
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×3, sugar shaker, grill grate, hibachi, smoker box, wood chip bags ×3,
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blowtorch flame 2D sprite frames, crosshatch reference 2D.
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## 6. P10 — COLD & TIME (the freezer, the cure, the long game)
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- **Cold as a medium**: freezer states on the temp clock run past fridge —
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granita (scrape-every-N-minutes across a service — a recurring
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interrupt the player must remember, no reminder UI), ice cream (the
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churn — a sustained stir gesture with a stiffening resistance curve,
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the whip's cousin), chilling sets (brûlée, panna cotta — the wobble
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test returns at the pass).
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- **CURE & PICKLE — time itself as an ingredient**: salt cure (M16 mass ×
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DAYS — start a gravlax on day N, it's ready day N+2; the save system
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already persists days), quick pickles (acid + sugar + time), preserved
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lemons (P7 tie). A CURING SHELF UI: jars with day counters — the first
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mechanic that makes the player think ACROSS days. The judge remembers:
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"You started this Tuesday. It shows. Good."
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- **Feel that must be right:** opening a jar you started three days ago.
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- Assets (seeds 560–589): chest freezer, granita tray + fork, churn
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bucket, preserving jars ×4 (empty/full family), gravlax slab, curing
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shelf, ice cream scoop, coupe glass.
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## 7. P11 — THE BANQUET (carving, the elaborate table, the symphony)
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- **CARVING — the two-handed gesture John called**: the carving FORK
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anchors (place + hold = a pin constraint on the roast; the off-hand's
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first real job) and the knife slices AGAINST the anchor — unanchored
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carving = the roast slides and tears (slip physics at roast scale).
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Carve at the PASS, plated per-slice, thickness spec + evenness across
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slices (CV across the whole bird/joint — the ultimate pieces test).
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- **The elaborate dishes** — each one a graduation exam using 4+ stations:
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the roast dinner (roast + carve + gravy [pan fond + flavor nav] + sides
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timed to land TOGETHER — the service clock's final form), the whole
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fish (fillet with the boning knife — seam-following, a guided cut
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along a curve spec — then pan + lemon + herbs), beef wellington if
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we're feeling insane (pastry = rolling pin + wrap + the interior ramp
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through THREE layers — pre-authorized to defer, it's the Everest),
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crème brûlée returns as a course, the banquet DAY: a 3-course ticket
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where the temp clocks, cure shelf, and every station play at once.
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- **Menu maturity**: multi-course tickets, course sequencing, the pass
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window (P5's bones, loaded). The judge brings TWO friends. S the
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banquet = the game's current ending (roll credits over the messy bench).
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- **Feel that must be right:** the fork anchoring — and the quiet at the
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pass when all three plates land hot at once.
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- Assets (seeds 590–629): roast chicken + carved family, roast joint,
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whole fish ×2, carving board with juice groove, gravy boat, dinner
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plates ×3, the pass window shelf, credits hero art 2D.
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## 7.5 P12 — THE CAREER (money, the skill tree, and gear that matters)
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The meta-layer John asked for. It ships LAST-ISH (needs P5 service for
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income and several phases of techniques to gate) but it's DESIGNED now so
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every phase hangs its hooks: techniques get `skillId`s, equipment gets
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quality tiers, ingredients get provenance. Everything is data on bones.
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- **MONEY**: tips scale with grade (S pays; a D pays in abuse). Costs are
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real but gentle — this is a kitchen, not a roguelike economy. Between
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days: **THE CATALOGUE** — a paper mail-order catalogue UI in the house
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voice (the ticket's cousin), dog-eared pages per category.
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- **EQUIPMENT QUALITY — tiers as data modifying numbers that already
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exist** (this is why it's cheap to build and deep to feel):
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- **Chopping boards** (John's call): size × quality. The starter board
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is SMALL — dice 16 pieces on it and the outer chunks roll OFF the
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edge (mess event, "the floor seasoning"); it also WOBBLES under
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sawing (adds wobble noise to every cut). The big maple board holds
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everything steady; the end-grain board also dulls knives slower.
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- **Bowls**: the cheap narrow bowl tips when you whisk hard (a
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spilled-mise event) and splatters at high speed; the wide steadied
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bowl just works; the COPPER bowl (real chemistry!) whips peaks
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measurably faster — the P3 whip constant reads bowl tier.
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- **Pans/pots**: thin pan = hot-spot noise in the sear Field (uneven
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by HARDWARE, not skill — buying the heavy pan literally smooths the
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Field); cheap pot boils over easier.
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- **Knife upkeep**: knives dull with cuts (bite decays); the HONING ROD
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is a rhythm mini-gesture before service; the WHETSTONE (skill-gated)
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restores fully with an angle-hold minigame. The Best Thing never
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dulls. Of course it doesn't.
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- Tier rule: cheap gear adds NOISE and EVENTS, never a flat score tax —
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the player feels the upgrade in their hands, not in a stat sheet.
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- **THE SKILL TREE**: skill points from S-ranks, drill medals (P8), and
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first-time dish completions. Nodes are TECHNIQUES the atlas already
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defines, gated not invented: one-hand crack, chiffonade, tourné,
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double-fry, bloom, crosshatch, fork-anchor carving, confident-blind
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(serve without info tools for a standing bonus), palate (taste reads
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slightly steadier). Three short branches — KNIFE / HEAT / PALATE — a
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page, not a constellation. No stat-stick nodes ("+5% score" is BANNED);
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every node is a new verb or a new floor.
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- **INGREDIENTS & PROVENANCE**: the brand system (WONDERSLICE vs
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Crustworthy) generalizes to everything — eggs by freshness date, brie
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by ripeness, and the RARE OFFERS: some mornings the catalogue's back
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page has one primo item, limited stock — "a good provolone, love.
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don't waste it" — which upgrades a recipe's ceiling (the good pasta
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NOTICES the good cheese: flavor vector + judge line acknowledge it).
|
||
Buying primo and then butchering the dish is the game's saddest
|
||
scorecard, and it should be.
|
||
- **Feel that must be right:** the first cut on the big maple board —
|
||
the silence of nothing rolling off the edge.
|
||
- Assets (seeds 630–679): boards ×3 tiers, bowls ×3 (incl. copper hero),
|
||
pans thin/heavy pair, honing rod, whetstone, catalogue cover + page
|
||
spreads 2D ×4, coin/till 2D, skill-page paper 2D ×3, provolone hero,
|
||
primo crate.
|
||
|
||
## 8. Execution rules (how Opus runs this atlas)
|
||
|
||
1. **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(+egg dossier) → P6 → P7 → P4 → P8 →
|
||
P9 → P5 → P10 → P12 → P11 — heat before water, alchemy before plating,
|
||
the career once there's income and techniques to gate, everything
|
||
before the banquet). P12's HOOKS (skillIds on techniques, quality
|
||
tiers on gear, provenance on ingredients) get stubbed as plain data
|
||
fields from P6 onward so the career layer bolts on without refactors.
|
||
2. **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.
|
||
3. **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.
|
||
4. **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.
|
||
5. **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.
|
||
6. **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.
|