name: The Settled Reach # Version scheme: 0.{phase}.{n} — phase = active Development Cascade phase (D-166). # Phase 4 (deterministic world generation) is active. # 0.4.1-tagged step canvases carried lake_margin_q's flat absolute-ceiling # semantics (pre-per-basin-normalization) and were written to real disk # caches during T-1188 eyeball runs — 0.4.2 forces those entries to miss. # 0.4.2-tagged Global/Region-rung step canvases sampled the coastline # position raw (no coast_warp_px) — T-1160 applies the warp at orbital # sampling, changing orbital-rung canvas bytes (elev_q/temperature_dc/ # moisture_q shift near coasts) — 0.4.3 forces those cached entries to miss. # 0.4.3-tagged canvases predate the D-255 extent inversion (a rung now fixes # the canvas EXTENT and the gridunit spacing falls out, rather than the # reverse). District/Quarter/Block/Chunk kept the same 960x540 cell counts # through that change, so their cache keys are byte-identical while a District # canvas now covers 3.6 km of ground instead of 1,966 km — a warm cache would # silently serve pre-inversion canvases. 0.4.4 forces those entries to miss. # 0.4.4-tagged GLOBAL canvases are all 2x1 — `serve_step_canvas_request` was # still zeroing Global's wire extent (a pre-extent-inversion sentinel), so # every Global request resolved to a two-cell canvas regardless of viewport. # Those entries were also cached under a key that ignored extent, so they # answered every later request forever. 0.4.5 forces them to miss. # 0.4.5-tagged canvases carry pre-T-1237 river courses: one course per D8 HOP # rather than one per river (build_paths walks whole headwater->mouth rivers # now). The hop-shaped entries survived that fix because it changed only server # and client code, never this version — so Ferrath Global replayed 375 fragments # with a 106 km longest run, all of them below D-261's read-as-a-line floor, and # drew NOTHING, while a cold cache on the same build produced 73 whole rivers # with a 1,644 km trunk and drew 18. Diagnosed as T-1239. 0.4.6 forces them to # miss. # # THE PATTERN, now four bumps deep: a change to how a canvas is GENERATED is # only half the change — the other half is this line. Nothing enforces the # pairing, so a canvas-generation commit that leaves this version alone ships a # silent regression that reproduces only on machines with a warm cache. The # capture harness no longer hides it (tests/run-visual isolates user:// per run, # T-1239), but a real player's cache is still governed by this number alone. version: 0.4.6 repository: settled-reach description: > Top-down life-sim set in an original science fiction universe. Asymmetric information and occlusion-based perception from a single-character perspective, with a Rimworld-style storyteller. Systems interactions like The Sims, combat and visuals like single-character Rimworld, world generation inheriting from Dwarf Fortress and NMS, economy inspired by X4/EVE. Every system is interactable but ignorable — the world is alive for any given run. setting: > The Settled Reach — a network of star systems connected by Founder Gates. Neural lattice technology enables soft immortality, forking, and re-embodiment. development: > Built outside-in along the six-phase Development Cascade (D-166): wiki content and star map, economics layer, planetary maps and atlas, deterministic world generation (active), player control and in-world rendering, room-level detail. architecture: client: Godot 4 (GDScript) server: Rust with bevy_ecs (simulation server) transport: subprocess/IPC via TCP with MessagePack serialization protocol: length-prefixed MessagePack frames (4-byte big-endian) determinism: ChaCha20 seeded RNG, deterministic tick processing simulation: tick_rate: 10 ticks per game-minute time_model: 4 day phases (Morning, Afternoon, Evening, Night) grid: dual-scale (0.5m simulation tiles, 1m visual tiles) visibility: symmetric shadowcasting + forward/peripheral/blind vision cone knowledge: per-entity knowledge graphs with confidence decay content: format: YAML with JSON Schema validation structure: campaigns/systems/stations/districts hierarchy npcs: 10-axis model (7 essential + 3 supporting) with CombatCapability dialogue: tagged line pools with 4-layer relational filtering population: 30% flat / 50% mundane triangles / 20% intrigue-entangled