Files
settled-reach/project.yaml
T
jpmschweitzerandClaude Fable 5 346d87df7a chore(meta): docs/build sweep + tooling test gate (T-1069, T-1066)
- make test-tooling: planet-gen determinism guard + import_economics
  --dry-run, wired into pre-push on TOOLING_CHANGED; ruff widened to
  E4/E7/E9/F/W (90 safe auto-fixes applied; E402/E702/F841 ignored with
  documented counts)
- one-generator reality fixed in DEVOPS.md, asset-pipeline rule, CLAUDE.md
  (import_economics sole generator since #951/D-223); dead check-protocol
  target deleted; DEVOPS hook/config sections rewritten from the actual
  hook sources; team-patterns gate description updated (client+tooling)
- project.yaml: 0.2.0 → 0.4.0 per the 0.{phase}.{n} scheme, description
  refreshed from the v0.1 Sova narration to cascade reality
- stale comment sweep: voxel.rs stub claims (all 8 families implemented),
  cascade.rs TODO recited to T-1044, main.rs D-192 handshake claim,
  relationships.rs/chunk_streaming.rs version targets → phase language
- gitignore: client/settings.db* e2e-run artifacts

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 16:22:55 +02:00

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YAML

name: The Settled Reach
# Version scheme: 0.{phase}.{n} — phase = active Development Cascade phase (D-166).
# Phase 4 (deterministic world generation) is active.
version: 0.4.0
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