Files
settled-reach/project.yaml
T
jpmschweitzerandClaude Fable 5 39f0fd8c51 fix(simulation): lake_margin_q normalizes per basin — full-range depth gradient (T-1188)
The PR #206 eyeball caught what every numeric gate passed: the depth
signal was visually flat on both test lakes (GJ1c lmq=0 across the whole
basin; GJ338Bd 0-13 of 100). Two compounding causes: a fixed absolute
ceiling (one body's p90 cell depth) compressing skewed depth
distributions into single digits, and heightmap-pitch depth variation
being sub-texel-tiny within most basins. lake_margin_q is now
depth / the basin's own maximum settled depth: HydrologyResult grows
basin_max_depth_scaled (computed in solve() from existing basin_cells
membership, broadcast per basin), threaded through
HydrologySample.basin_max_depth, normalized in lake_from_hydrology_at
with a degenerate-basin epsilon guard (a genuinely uniform pond shades
flat — honest, not forced). Lake EXISTENCE (filled > original) is
untouched — only tone changes. Measured at district spacing:
GJ1c min=0 p50=33 max=84; GJ338Bd min=8 p50=38 max=70 — full-range
shore-to-deep ramps on both. No perceptual curve added: the linear
per-basin ramp is already well-quartiled. project.yaml 0.4.1 -> 0.4.2
(0.4.1-tagged canvases carrying flat-lmq semantics reached real disk
caches during eyeball runs and must miss). Acceptance gates green;
zero golden churn (lake_margin_q not captured by either golden shape).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 14:23:11 +02:00

51 lines
2.2 KiB
YAML

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.
version: 0.4.2
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