The Global/Region rungs sampled the heightmap ocean mask raw while every finer rung samples it at the coast-warped position — a structurally different coastline at the orbital-to-district seam. Audited on all 267 real body heightmaps at region spacing, coastal band only: 5.01% land/ocean classification disagreement (2,911 of 58,073 cells), mean displacement ~6.0 km, max ~18.9 km. Fork taken: APPLY the warp — derive_orbital_at_metres now runs invent_primitives' steps 1-3 (driver climate -> coast character -> coast_warp_px) before sampling, still skipping detail-scatter (its octave ceiling, 32.8 km, is below region spacing; the WARP's octaves reach 262 km, which is why skipping it was wrong). Cost measured: ~784 ns/cell added (~15 ms on an Earth-class Global canvas; low hundreds of ms parallel at the 8.3M-cell ceiling). The ignored audit test preserves the pre-fix baseline for the record. Golden re-pinned — region rows only, district/quarter byte-identical. project.yaml 0.4.2 -> 0.4.3: orbital canvas bytes changed, client disk caches must miss. Awaiting Araminta's review-seat sign-off per ticket. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
55 lines
2.5 KiB
YAML
55 lines
2.5 KiB
YAML
name: The Settled Reach
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# Version scheme: 0.{phase}.{n} — phase = active Development Cascade phase (D-166).
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# Phase 4 (deterministic world generation) is active.
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# 0.4.1-tagged step canvases carried lake_margin_q's flat absolute-ceiling
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# semantics (pre-per-basin-normalization) and were written to real disk
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# caches during T-1188 eyeball runs — 0.4.2 forces those entries to miss.
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# 0.4.2-tagged Global/Region-rung step canvases sampled the coastline
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# position raw (no coast_warp_px) — T-1160 applies the warp at orbital
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# sampling, changing orbital-rung canvas bytes (elev_q/temperature_dc/
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# moisture_q shift near coasts) — 0.4.3 forces those cached entries to miss.
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version: 0.4.3
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repository: settled-reach
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description: >
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Top-down life-sim set in an original science fiction universe. Asymmetric
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information and occlusion-based perception from a single-character
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perspective, with a Rimworld-style storyteller. Systems interactions like
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The Sims, combat and visuals like single-character Rimworld, world
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generation inheriting from Dwarf Fortress and NMS, economy inspired by
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X4/EVE. Every system is interactable but ignorable — the world is alive
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for any given run.
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setting: >
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The Settled Reach — a network of star systems connected by Founder Gates.
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Neural lattice technology enables soft immortality, forking, and
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re-embodiment.
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development: >
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Built outside-in along the six-phase Development Cascade (D-166): wiki
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content and star map, economics layer, planetary maps and atlas,
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deterministic world generation (active), player control and in-world
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rendering, room-level detail.
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architecture:
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client: Godot 4 (GDScript)
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server: Rust with bevy_ecs (simulation server)
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transport: subprocess/IPC via TCP with MessagePack serialization
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protocol: length-prefixed MessagePack frames (4-byte big-endian)
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determinism: ChaCha20 seeded RNG, deterministic tick processing
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simulation:
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tick_rate: 10 ticks per game-minute
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time_model: 4 day phases (Morning, Afternoon, Evening, Night)
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grid: dual-scale (0.5m simulation tiles, 1m visual tiles)
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visibility: symmetric shadowcasting + forward/peripheral/blind vision cone
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knowledge: per-entity knowledge graphs with confidence decay
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content:
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format: YAML with JSON Schema validation
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structure: campaigns/systems/stations/districts hierarchy
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npcs: 10-axis model (7 essential + 3 supporting) with CombatCapability
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dialogue: tagged line pools with 4-layer relational filtering
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population: 30% flat / 50% mundane triangles / 20% intrigue-entangled
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