1335 lines
91 KiB
Markdown
1335 lines
91 KiB
Markdown
# Agent log
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What agents have done, newest first. Add an entry for every piece of work: the date, which
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note or request it was for, what changed, the files touched, the tests run, and anything left
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open or not verified. Keep each entry short; the git history has the details.
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## 2026-10-27: t66 dev console (Claude Code + Codex)
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- Backtick opens a dev console in any build. The first time in a world it warns that the save
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will be marked; accepting saves `dev: true` and a `devLog` (last 200 commands) in the world,
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and the worlds list shows a "Dev console" badge. Commands: help, money, debt, give (display or
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internal name, past the bag limit), bit, bag, unlock, tp (cursor or x y), free on|off, speed,
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pause, step, weather clear|rain. Command logic is sim-side (`devCommand` in
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`src/sim/devconsole.js`); the panel is `src/ui/devconsole.js`.
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- Not built: `time` (no clean way to set the time of day) and undo (commands are logged instead).
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Free building also skips `payCost`, so ghosts built later are free too; removing a piece built
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for free still refunds its normal cost.
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- Also fixed a flaky build-card check: the wall-material chip markup (`data-wall-picker=""`)
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made the selection card rebuild its button every refresh.
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- Files: `src/sim/devconsole.js`, `src/ui/devconsole.js`, `src/styles/devconsole.css`,
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`src/shell.html`, `src/manifest.json`, `src/sim/items.js`, `src/sim/save.js`, `src/sim/world.js`,
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`src/ui/input.js`, `src/ui/loop.js`, `src/ui/saves.js`, `src/ui/session.js`,
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`src/ui/selection.js`, `src/ui/notebook.js`, `src/ui/build-menu.js`, tests
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`t_dev_console.js`, `t_dev_console.py`, `test/run_all.py`, `docs/PROJECT_MAP.md`.
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- Tests: `python3 test/run_all.py --browser` all passed. Built in a parallel worktree; Codex
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hit its usage limit near the end and Claude finished it (the payCost fix).
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## 2026-10-27: t67 belt drop drawn as two capped ends (Claude Code)
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- A flat belt feeding an uphill belt's low end on the same row (and two uphill slopes side by
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side) stays joined, but grains really drop about 3 grains onto the face there, so it now
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draws as two capped ends instead of the bridge phase 2b drew (it overlapped and stepped
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badly). `beltDrop` in `src/render/slope-belts.js` decides it for `slopeBeltConnections` and
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`flatBeltCaps`; the shader and `world.js` packing went back to their pre-2b versions.
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- Tests: `t_joins.js` and `t_smooth.py` drop checks updated; the existing sand test confirms
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the same-row feed carries sand up. `python3 test/run_all.py --browser` all passed.
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## 2026-10-27: t67 phase 2b, joins follow the travel direction (Claude Code + Codex)
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- The owner tested phase 2: horizontal → uphill and vertical-up → diagonal didn't join like the
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rest. New rule (DESIGN.md): a piece's outlet points at its block plus its travel vector, and
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the next piece joins when it sits there travelling the same general way. Belts bend it where
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grains can't follow: an uphill belt's top feeds a flat belt on the same row, and a flat belt
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one block below an uphill low end still joins.
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- `src/sim/joins.js` reworked around inlets and outlets; screw drawing, belt drawing, screw
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grain flow and bars follow it. Straight-screw mouths no longer reach a diagonal across a
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corner; straight-to-straight transfers (lift side-feeding) unchanged.
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- Files: `src/sim/joins.js`, `src/sim/conveyors.js`, `src/sim/items.js`,
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`src/render/diagonal-screws.js`, `src/render/slope-belts.js`, `src/render/slope-belt-shader.js`,
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`src/render/world.js`, `src/ui/previews.js`, `tools/scenes/joins.js`, tests `t_joins.js`,
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`t_diag_screws.js`, `t_slope_belt_art.js`, `t_smooth.py`, `docs/PROJECT_MAP.md`.
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- Tests: `python3 test/run_all.py --browser` all passed.
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- Open: Codex hit its usage limit before finishing; the belt drop drawing was finished in the
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next entry. Not playtested.
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## 2026-10-27: t67 phase 2, screw conveyors follow the join rule (Claude Code + Codex)
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- Screw drawing, grain flow and bars now all go through `endJoin`. New joins: a horizontal in
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E at a diagonal's low end, and a vertical in E at either end; both draw an elbow that bends
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inside the straight piece's end block. Same-row high-end elbows are unchanged.
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- No longer joined (moves nothing): a same-row horizontal at a low end, a vertical directly
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above or below a diagonal's last block, and any other side contact. Joined belts and filters
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take discharge on their carrying face at either end. A horizontal screw feeding the side of a
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vertical lift still works (`straightScrewNext` keeps straight-to-straight transfers).
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- The opposite-direction check is one helper, `screwAccepts`.
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- Files: `src/render/diagonal-screws.js`, `src/render/smooth-shaders.js`, `src/render/world.js`,
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`src/ui/previews.js`, `src/sim/conveyors.js`, `src/sim/machine-tick.js`, `src/sim/items.js`,
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`src/sim/cells.js`, `tools/scenes/joins.js` (replaces `t62-joins.js`), `test/t_diag_screws.js`,
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`test/t_smooth.py`, `docs/PROJECT_MAP.md`.
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- Tests: `python3 test/run_all.py --browser` all passed; determinism diff changed only screw
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checks. Screenshots: `shots/joins-*.png`.
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- Open: inside the new elbows the flight stripes of both pieces overlap, which looks a little
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busy in the smooth look. Layouts built on the removed joins need moving.
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## 2026-10-27: t63 vacuum picks up grains in mid-air (Claude Code + Codex)
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- `toolVacuum` now takes flyers (grains a screw launches or that were blown out) inside its
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brush and reach before loose cells, with the same pick filter, flask rule, bag-full stop and
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48-grain budget. `vacuumTargetAt` also considers them. Rain is skipped: it belongs to the
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clouds, and taking it would make water.
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- Files: `src/sim/vacuum.js`, `test/t_basics.js`. Built on a separate worktree branch in
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parallel with t67 and fast-forwarded.
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- Tests: `python3 test/run_all.py --browser` all passed; new checks only in the determinism diff.
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## 2026-10-27: t67 phase 1, shared join module (Claude Code + Codex)
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- Owner decision (DESIGN.md, replaces the t62 same-row rule): one join rule for every transport
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piece. New DOM-free `src/sim/joins.js`: `pieceEnds`, `endJoin`, `pieceJoins`; rule tables are
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compiled once and joins must be mutual. Belt drawing now uses it: `slopeBeltConnections`,
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`flatBeltCaps` (now also for ghosts), and the pixel filter frame (`beltLike(b, end)`). Sloped
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belt drag previews now pass a planned map.
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- Deliberate drawing changes where the old belt rules disagreed: flat belt caps no longer
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treat any same-row diagonal screw as joined, and filter frames open only at a real join.
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- Files: `src/sim/joins.js`, `src/manifest.json`, `src/render/slope-belts.js`,
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`src/render/setup.js`, `src/render/world.js`, `src/ui/previews.js`, `test/t_joins.js`,
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`test/t_slope_belt_art.js`, `docs/PROJECT_MAP.md`, `docs/DESIGN.md`.
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- Tests: `python3 test/run_all.py --browser` all passed; t_joins checks 4,232 placements,
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symmetry, planned maps, and that belt sand flow agrees with the rule. Sim output unchanged.
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- Open: screws still use their old rules until phase 2.
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## 2026-10-27: t62 corner placements stay separate (Claude Code + Codex)
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- Owner tried the corner join and found the jog odd; decision (recorded in DESIGN.md): only
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same-row joins connect. Removed join kinds 5/6 and `straightScrewNext`; `diagonalScrewNext`
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and `entDiagonalScrewTick` now continue across a corner only into a diagonal running the same
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way, so a corner straight piece no longer receives grains or bars. Kept the shared geometry
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file and the smooth-look elbow seam fix.
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- Files: `src/render/diagonal-screws.js`, `src/render/smooth-shaders.js`, `src/sim/conveyors.js`,
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`src/sim/items.js`, `src/sim/machine-tick.js`, `test/t_diag_screws.js`, `test/t_smooth.py`,
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`tools/scenes/t62-joins.js`, `docs/PROJECT_MAP.md`, `docs/DESIGN.md`.
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- Tests: `python3 test/run_all.py --browser` all passed; determinism diff changed only the
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replaced corner checks.
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## 2026-10-27: t62 screw conveyor joins (Claude Code + Codex)
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- Straight screws touching a diagonal's end only at the corner now join, in both looks and in
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ghosts/previews, and grains and bars cross the joint. Same-row joins were already elbows.
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Also removed the seam across the top of connected elbows in the smooth look.
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- Files: new `src/render/diagonal-screws.js` (join and casing geometry moved out of
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`src/render/world.js`), `src/render/smooth-shaders.js`, `src/ui/previews.js`,
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`src/sim/conveyors.js` (`straightScrewNext`), `src/sim/machine-tick.js`, `src/sim/items.js`,
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`src/manifest.json`, `docs/PROJECT_MAP.md`, `tools/scenes/t62-joins.js`, tests
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`test/t_diag_screws.js`, `test/t_smooth.py`.
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- Tests: `python3 test/run_all.py --browser` all passed; determinism diff showed only timing
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lines and the new checks.
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- Open: the corner join doesn't check that the straight piece ends there, so a straight run
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passing over the diagonal's corner also draws a jog. Not playtested by hand.
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## 2026-10-27: t66 dev console in every build (Claude Code)
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- Owner decision: the console ships in production too, with a warning when it's turned on that
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the save gets marked (and future achievements won't unlock). Recorded in `docs/DESIGN.md`;
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t66 gained subtasks for the warning, the save mark, and game speed and fun controls. No code
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changed.
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## 2026-10-27: t66 dev console added to Todo (Claude Code)
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- Owner request: a dev console to add money, items and upgrades quickly for testing. Subtasks
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cover how it opens (and hiding it from real players), money and debt, bag items, bit and bag
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tiers, other shortcuts, and marking changed worlds. No code changed.
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## 2026-10-27: Save compatibility rule dropped from AGENTS.md (Claude Code)
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- Owner: old saves don't matter; only they play, for testing, and can start a new game.
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`AGENTS.md` still said to keep saves loading (never renumber ids, add migrations), which
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contradicted the DESIGN decision "No backward compatibility for now". It now matches. The t65
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subtask no longer asks for saves to load. `AGENTS.md` is local (gitignored). No code changed.
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## 2026-10-27: t65 Rust conversion added to Todo (Claude Code)
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- Owner request: a task to convert the game to Rust for performance, after the base game is more
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playable (sooner if performance becomes a problem). Subtasks: settle the scope (whole game or the
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hot sim code; WebAssembly or native), profile for a baseline, keep tests and saves working. No
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code changed.
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## 2026-10-27: Shift-drag draws a line for transport pieces (Claude Code)
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- Owner request: Shift shouldn't fill a rectangle for belts, conveyors and similar. New
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`lineOnly(code)` in `src/sim/pieces.js` (belts, filters, screw conveyors, shafts, pipe pieces);
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`primaryRelease` (`src/ui/actions.js`) and the drag preview (`src/ui/previews.js`) ignore Shift
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for them, and `pieceCode` (`src/ui/selection.js`) no longer flattens a diagonal belt drag on
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Shift. Build-menu "How to place" and the notebook say so; the notebook's stale "cleats up or
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down" line now says uphill only.
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- Tests: play.py checks a Shift-drag with a belt lays a 3-piece sloped line. Full
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`run_all --browser` passes.
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## 2026-10-27: t61 sticky materials slide freely on built surfaces (Claude Code)
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- The owner's video showed clay lumps creeping down a sloped wall; removing a piece was
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unrelated. Cause: STICK gates every diagonal step, so cohesive materials crawl on 45°. In
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`powder()` (`src/sim/cells.js`) a grain resting on a built solid (not F_NAT) now always tries
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the diagonal; the random draw is unchanged, so generated worlds are identical.
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- Measured: a clay grain down a 20-piece built slope took 77 ticks, same as sand (before: never
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arrived in 2000 ticks). Heaps on a built floor and on natural ground are unchanged.
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- Test: `t_slopes.js` clay vs sand transit. `python3 test/run_all.py --browser`: ALL PASSED.
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## 2026-10-27: Unremovable one-cell belt left after cutting slopes (Claude Code)
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- The owner's exported save had a lone belt cell no block owned, so nothing could build there or
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remove it. It was a sloped belt's seal: a seal may sit in a cell its neighbour leaves open (a
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slope's open corner, or under a grate, screw or screen), but removal only let it go when the
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neighbour was a sloped wall. Now `blockOwnsCell` decides (`src/sim/blocks.js`), and loading a
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world clears belt and screen cells no block or seal owns (`clearStraySeals`, `save.js`).
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- Found with a fuzz of random slope/belt/filter/wall/grate builds removed in random orders and by
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cut (0 strays in 4000 runs after the fix). The owner's save loads clean and the spot is
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buildable. Tests in `t_slope_belts.js` fail on the old code. `run_all --browser`: ALL PASSED.
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## 2026-10-27: t42 feedback: downhill belts drop the sidewall too; new tasks (Claude Code)
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- Downhill sloped belts now draw as plain belts: no far wall and no ribs, placed or as ghosts or
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drag previews (`slopeWallAt`, ghost drawing in `render/world.js`, `previewBlock` now gets the
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belt direction from `previews.js` and `preview-selection.js`). `slopeUphill` takes the
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direction bits instead of a block.
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- Test: `t_slope_belt_art.js` checks a downhill run draws no wall or ribs. Drag preview checked
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headlessly with a counting canvas (downhill draws the band only); placed belts and ghosts
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checked in screenshots. `python3 test/run_all.py --browser`: ALL PASSED. Rebuilt dist.
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- Filed t59 (world longevity audit), t60 (renewable resources, discussion), t61 (sloped walls
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sticky after removing a piece mid-flow: not reproduced headless, see its report), t62 (screw
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conveyor horizontal/diagonal joins), t63 (vacuum falling grains).
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## 2026-10-26: t42 feedback: uphill stall at a seam, no cleats downhill, slope pick (Claude Code)
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- The owner's long uphill run stalled with a few grains, with a flashing seam between pieces 9
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and 10. Cause: each block kept its own cleat phase, so a piece added to a running belt was out
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of step; at the seam a rib started one or two cells behind another and pushed its pocket into
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that rib's back, stalling the run for good. Every block of a run now takes the phase of the
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run's lower-left block (`slopeCleatsTick`, memoised `slopeRunKey`).
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- Owner decision: downhill belts have no cleats. They carry like a flat belt (`carryColumn`) and
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draw only the sidewall; ribs, friction drag and pushes are uphill only (`slopeUphill`).
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`pushRow`'s downhill levelling is gone. Downhill now 90 grains/s (was 38).
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- Middle click on a sloped belt's band, where it is drawn into the empty block below, now picks
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the belt (`pickUnderCursor` falls back to `slopeBeltAt`).
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- Tests: `t_slope_belts.js` adds pieces added 3/7/11/13 ticks later (13 stalled before) and the
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band pick (fails without the fix); downhill floor back to 60; cleat checks uphill only.
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`t_slope_belt_art.js` draws ribs on uphill runs. `python3 test/run_all.py --browser`: ALL
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PASSED. Screenshots of an up-and-down run in both looks opened. Rebuilt dist.
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## 2026-10-26: t42 feedback: cleats that really hold and push their load (Claude Code)
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- The owner saw ribs pass through heavy loads and the load climb as before. Rewrote the slope
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physics in `src/sim/slope-conveyors.js`: no column carry on slopes; each step every rib moves
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one face cell and pushes the rows of grains in its way (`pushRow`, front first, never between
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two rib cells or into a machine); a contact-layer friction drag that gravity beats on 45°;
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a boot-section scoop at the foot of uphill runs; a run stalls (all its moves undone) if a rib
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can't push; grains under a newly placed rib are lifted out. Ribs stop short of built cells.
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Slopes now step before flat belts (`machine-tick.js`), so a feeding belt finds the room.
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- Drawing: ribs drawn by the smooth wall shader at the simulation phase (rubber bars with a
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light cap); pixel ribs lighter with a cap; far wall a little lighter (`render/world.js`,
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`slope-belt-shader.js`, `slope-belts.js`).
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- Rates: uphill 78.7 (suite) to 86 grains/s (heavy probe), downhill 38, flat 90. Perf: 576
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loaded slopes 1.03 ms/tick; 50 slopes in a generated world 2.19 vs 1.83 ms/tick without.
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- Tests: `t_slope_belts.js` adds "no grain ever inside a rib under heavy feed", "a grain on the
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bare face slides back to a rib, then rides up with it"; downhill rate floor lowered to 30.
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`python3 test/run_all.py --browser`: ALL PASSED. Open: downhill rate; t58 (low-end joins).
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## 2026-10-26: t42/t43 drawing and performance follow-up (Codex)
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- Filled the far sidewall down to the belt, behind grains, with two-tone pixel corrugation
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and a continuous smooth 45-degree band. Rubber ribs use the physics mask in all eight
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phases. Fixed smooth wall seams; matched ghosts, cursor previews and menu icons.
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Smooth screens retain tinted mesh, now between solid rails without the pixel overlay;
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loaded-only shake and transport are unchanged.
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- Empty cleats only wake nearby load; per-chunk flags bypass mask reads for distant powder.
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Empty eight-block slope: 3 -> 0 moving areas after 120 ticks. Uphill sand/gravel/copper ore
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71.3 grains/s, coal 71.2; exact sorting retained. Isolated 1f8a89d -> current, median five
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generated falling-world samples: no slopes 2.006 -> 2.063 ms/tick; 50 slopes 1.952 -> 2.076.
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Powder probe with cached zero flag: 45.02 -> 50.56 ms (2.14M calls); residual 12 percent
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microbenchmark overhead, about 3 percent in the generated no-slope world. Existing loaded
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576-block stress: 0.515 -> 1.064 ms/tick. slope-cost.js records the reproducible methodology;
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raw results /tmp/t42-perf-{pre,after}-isolated.txt. Pre-t42 loaded slopes use old grip physics.
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- Files: sim cells/slope-conveyors/world; render slope-belts/slope-belt-shader/world;
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UI previews/build-menu; t_slope_belt_art.js, t_smooth.py, slope-cost.js; PROJECT_MAP,
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DESIGN and t42/t43 reports. Reused enterFree for the ordinary entry rules.
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- Final python3 test/run_all.py --browser: ALL PASSED (26 headless suites, 360 play,
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16 smooth checks; art suite 57). Before/after suite outputs differ only by five new
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checks (/tmp/t42-output.diff). Opened shots/t{42,43}-follow-{belt,screen}-{pixel,smooth}-z{4,8}.png;
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rechecked smooth belt after fixing seams; opened t42-follow-ghosts-{pixel,smooth}-z8.png
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with both updated menu icons visible. Added sleep, border/load wake, wall geometry,
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grain colour and smooth grain-class checks. Rebuilt dist, regenerated map; both tasks Review.
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Owner playtest and hardware GPU appearance remain unverified. No commit.
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## 2026-10-26: t42: sidewall belts with moving cleats (Codex)
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- Continued the uncommitted prototype. `sim/slope-conveyors.js` supplies moving barrier
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lines (8 face cells apart, 6 grains tall), finite periodic pocket capacity and saved phase.
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Removed slope grip; natural powder movement runs between steps and surplus rolls back.
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Fixed the shared slope-to-screw mouth boundary so grains cannot fall under its casing.
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Pixel/smooth drawing uses the actual mask, continuous dark far walls, matching previews/icons.
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- Files: manifest; sim cells/conveyors/slope-conveyors/machine-tick/items/pieces/blocks/world/save;
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render slope-belts/slope-belt-shader/world; UI actions/selection/selection-pickers/previews/
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build-menu/notebook; slope test suites and play.py; slope-flow/slope-cost experiments,
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slope-conveyors scene, PROJECT_MAP, DESIGN and t42/t43. Removed both requested scratch files.
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- Reproducible `node tools/experiments/slope-flow.js`: sand, gravel, copper ore 71.3 and
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coal 71.2 grains/s uphill, each 90.0 flat; 20-second window after 220 warm-up ticks.
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Measured settled pile angles 33.7 degrees for all four. Final HEAD -> current stress measurement: 0.486 -> 1.038 ms/tick for 576 loaded
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slope blocks (1024x512); no-slope powder microbenchmark, 2.14M calls: 45.07 -> 65.55 ms.
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Median of five samples after warm-up; scripts use DG_HARNESS for the HEAD snapshot in
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/tmp/t42-baseline. Barriers skip mask reads when none exist, but still have a CPU cost.
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- Opened shots/t42-belt-{pixel,smooth}-z{4,8}.png. Headless checks pass, including pocket
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overflow, collision masks, unstamped bare-face sliding, joins, screw mouths, water, bars,
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save phase, all eight drawing phases and unchanged seed hashes 777/77/4242.
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Full python3 test/run_all.py --browser: ALL PASSED (26 headless suites, 360 play
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checks, 15 smooth checks). Rebuilt dist and regenerated PROJECT_MAP. Both tasks moved to
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Review. The owner still decides whether the lower rate feels
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right. Pocket movement is a discrete envelope, not a calculation of individual forces.
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No commit.
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## 2026-10-26: t43: inclined vibrating screens (Codex)
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- Diagonal filters always run downhill through all placement/settings/undo/paste paths;
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R leaves a picked slope unchanged. The picker shows fixed downhill travel rather than two
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misleading direction buttons. Flat filters retain their original carry. Slope grains get
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gravity plus one mesh-contact nudge every 4 ticks (15 steps/s); unselected bars use the
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same cadence. No whole-column carry or between-step grip on slopes.
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- Pixel and smooth mesh frames shake a little while loaded, with stable idle drawing.
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Updated ghosts, icons, build text, notebook and the relevant sim/UI/render files listed
|
||
in t42 above. Added real browser drag/R/picker checks and art shake checks.
|
||
- Both shapes and both sorting modes deliver the complete 64 sand + 64 gravel mix exactly.
|
||
Generous-feed discharge is 60.0 grains/s down-left and 59.3 down-right; rest passes through.
|
||
Opened shots/t43-screen-{pixel,smooth}-z{4,8}.png. Headless and smooth suites pass; the
|
||
first browser run found a hover fixture above the mesh and a later timeout. Corrected the
|
||
coordinate and reset picked slope state between fixtures. All new browser checks pass.
|
||
A subsequent run caught an existing 200 ms silo HUD timing race; wait for the expected
|
||
HUD text before the same assertion. Final full browser run: ALL PASSED, 360 play
|
||
checks plus 15 smooth checks; all 26 headless suites pass. t43 moved to Review.
|
||
No uphill-save migration. No commit; owner playtest remains.
|
||
|
||
## 2026-10-26: t44: rename screw tubes to screw conveyors (Codex)
|
||
|
||
- Player text uses Screw conveyor; code uses screw/SCREW, including the piece id, part
|
||
constants, direction tables, transport helpers, shader variable, build icons and settings
|
||
access. Numeric ids and save/blueprint versions unchanged; no aliases or migrations added.
|
||
- Updated affected files across src/sim, src/render, src/ui, test and tools, plus README,
|
||
AGENTS and current DESIGN/TESTING/system docs. Regenerated PROJECT_MAP and built dist.
|
||
Renamed test/t_diag_tubes.js to test/t_diag_screws.js with git mv; no scene filename needed
|
||
renaming. Past log entries, docs/history and task title/Context preserved.
|
||
- All 26 suite outputs saved in /tmp/t44-before and /tmp/t44-after. Raw diff:
|
||
/tmp/t44-output.diff; name/timing-normalized diff: /tmp/t44-output-normalized.diff (empty).
|
||
No numeric output differences except ms timings; numeric literals unchanged in all 39
|
||
edited JavaScript/Python files. Only tube matches in scoped source/docs are the physical
|
||
casing description in pieces.js and casing/flight rendering comment in world.js.
|
||
- python3 test/run_all.py --browser: ALL PASSED (26 headless suites, 352 play checks,
|
||
15 smooth checks). Focused menu, tooltip, hover, notebook, screw blueprint-code round-trip
|
||
and both starter blueprint-code checks pass in pixel and smooth; no page errors.
|
||
Opened shots/t44-{menu,hover,notebook}-{pixel,smooth}.png and the play diagonal screenshot.
|
||
Temporary UI fixture initially lacked SX/SY; corrected to match shot.py before these checks.
|
||
- Task t44 moved to Review. Owner playtest remains. No commit.
|
||
|
||
## 2026-10-26: t38: show silo contents at the cursor and in a wide window (Codex)
|
||
|
||
- `src/ui/info.js`: contents were confined to the bottom info plate (hidden below 720 px),
|
||
omitted from cursor labels, and cone gaps lacked mach ownership. Hover now resolves the
|
||
full 12x24 outline and shows contents beside the cursor; physical footprints stay unchanged.
|
||
- `src/render/machines.js`: shared framed three-grain window in both looks, fixed pixel grain
|
||
noise, visible near-empty row, lifted dark fuel colours, and stencils fitted beside the glass.
|
||
`tools/scenes/silo.js` adds snow and one grain of coal. All 31 accepted powders checked.
|
||
- `test/t_silo_contents.js`: 5 checks confirm snow intake, identity, water accounting, warm
|
||
storage and release. `test/play.py` checks hover/label at five outline points empty/filled,
|
||
narrow HUD, fill pixels at zooms 2-12 and stable drawing for all powders in both looks.
|
||
- Opened and inspected `shots/t38-silos-{pixel,smooth}-z{2,4,8}.png`. Updated t38 and DESIGN;
|
||
regenerated PROJECT_MAP. Final `python3 test/run_all.py --browser`: ALL PASSED (26 headless
|
||
suites, 352 play checks, 15 smooth checks). Task moved to Review; owner playtest remains.
|
||
|
||
## 2026-10-26: t41: distant resonance-drill aim is normal (Codex)
|
||
|
||
- `src/ui/preview-drill.js`, `previews.js`: keep tuned fan and light crosshair, add a solid far
|
||
edge in pulse colour, remove the drill-only red reach circle. `info.js` omits drill distance
|
||
warnings; other tools retain their warning, including beside silo contents.
|
||
- `src/sim/drill.js`: removed only the distance status; too-hard/cannot-be-drilled wording and
|
||
`toolDig` are unchanged. Notebook drill text remains accurate; gamepad code untouched.
|
||
- `test/t_drill.js`: new distance regression failed before fix, now passes; two former warning
|
||
expectations updated intentionally. `test/play.py`: held mouse aim makes no toast/warning,
|
||
hard granite still toasts, no red reach circle, gamepad aim stays within reach.
|
||
- Opened and inspected `shots/t41-drill-beyond-reach.png`. Focused browser checks pass.
|
||
Initial full browser run exposed test timing/paused-input fixture mistakes, corrected without
|
||
changing gameplay. Final `python3 test/run_all.py --browser`: ALL PASSED (26 headless
|
||
suites, 352 play checks, 15 smooth checks). Updated t41 and DESIGN; moved to Review. No commit.
|
||
|
||
## 2026-10-26: t39: seal touching square-block corners (Codex)
|
||
|
||
- `cells.js`: six inline checks reject diagonal moves between two PH_SOLID neighbours, with
|
||
no new random calls. `worldgen.js` saves/disables/restores CORNER_SEAL alongside LSTEP/LFILM
|
||
while settling. No material ids, save fields or piece geometry changed.
|
||
- Reproduced two further leaks: free flyers (`vacuum.js`) and diagonal tube mouths pulling sand
|
||
between external walls (`conveyors.js`); blocked those steps only. Horizontal liquid scans
|
||
already check each intervening cell; vacuum collection removes grains into the bag. Bars
|
||
resolve ordinary movement by axis. Screw lane transport remains explicit and unchanged.
|
||
- `test/t_corner_seal.js`: 23 checks, including both staircase orientations for sand/water/steam,
|
||
all four diagonal intakes, a flyer, world hashes/flag restoration, and an open pile that remains
|
||
57x17 with identical material layout and random state when sealing is disabled.
|
||
- All 25 headless suites pass. Before/after outputs: `t_slopes` square-funnel outflow 379 -> 339
|
||
(more sand retained on steps); `t_drill` ore outside the wall 56 -> 55 (solid corners hold ore);
|
||
`t_world` awake chunks after 900 gameplay ticks following reload 148 -> 149 (different settling
|
||
after corner blocking). Disabling the checks restores drill/world baseline output exactly.
|
||
Other existing output is identical except timings. Evidence: /tmp/t39-before, /tmp/t39-after.
|
||
- Full mat/temp/flags hashes match original code for seeds 777/77/4242 at 512x384 and 2048x1024,
|
||
plus 424242 at 1024x640 (/tmp/t39-world-hashes-{before,after}.txt).
|
||
- Factory benchmark at 1024x640: idle 0.69 -> 0.68 ms/tick; 1/4/8 modules
|
||
2.05/2.36/2.65 -> 2.13/2.44/2.70 ms/tick. Timing is indicative: settling changes, and this
|
||
fixture reported zero machine-moved grains, so it does not prove loaded transport performance.
|
||
- Rebuilt dist and regenerated PROJECT_MAP. Inspected `shots/t39-corners.png` in pixel look:
|
||
sand rests along the upper steps and pours through the central outlet.
|
||
- Final `python3 test/run_all.py --browser`: ALL PASSED (25 headless suites, 323 play checks,
|
||
15 smooth checks). Updated t39 subtasks/report for Review and recorded the design decision.
|
||
No commit made; owner playtest remains.
|
||
|
||
## 2026-10-25: t40 art pass: sloped belts and filters drawn as one belt (Claude Code, Codex)
|
||
|
||
- Sloped runs draw as the flat belt (rollers, studs) or filter (tinted mesh) band turned to 45°,
|
||
continuous, with elbows into flat belts, filters and tubes and rounded free ends, in both looks
|
||
(`src/render/slope-belts.js`, new `slope-belt-shader.js`, `world.js`, `smooth-shaders.js`);
|
||
ghosts and icons match. Drawing only.
|
||
- `test/t_slope_belt_art.js`; `run_all.py --browser` ALL PASSED.
|
||
|
||
## 2026-10-25: t40: sloped belts and filters (Claude Code, Codex)
|
||
|
||
- Block codes 19-22 (`BP_BELT_UP/DOWN`, `BP_FILTER_UP/DOWN`, `src/sim/pieces.js`): slope-shaped
|
||
belts and filters whose 45° face runs, laid by a diagonal Belt or Filter drag. `conveyorStep`,
|
||
`holdSlopeColumn` and a shared front-first order for belts and filters in `src/sim/conveyors.js`;
|
||
bars in `items.js`; saves, blueprints, undo, hover, previews; `src/render/slope-belts.js`.
|
||
- 90 grains/s flat, up and down for belts and filters; a sloped filter sorted 64/64 with no loss.
|
||
Seeds 777, 77 and 4242 generate identically.
|
||
- `test/t_slope_belts.js` (32 checks); `run_all.py --browser` ALL PASSED. Art pass follows.
|
||
|
||
## 2026-10-25: t35 follow-up: diagonal tube elbows (Claude Code, Codex)
|
||
|
||
- Diagonal tubes are as thick as straight ones, and an end block joining a straight tube, belt or
|
||
filter draws an elbow at its centre, so the pipes meet centred and edge to edge; free ends get a
|
||
collar; ghosts match (`src/render/world.js`, `smooth-shaders.js`, `src/ui/previews.js`,
|
||
`preview-selection.js`). Scene `tools/scenes/t35-joins.js`.
|
||
- `test/t_diag_tubes.js`; `run_all.py --browser` ALL PASSED.
|
||
|
||
## 2026-10-25: t35/t36 follow-ups: wall drags make slopes, diagonal tube art (Claude Code, Codex)
|
||
|
||
- Wall piece: a diagonal drag lays slopes (`pieceCode`/`turnSlope` in `src/ui/selection.js`), T flips
|
||
a drag or cycles square and four corners for one block; the Sloped wall piece is gone from the
|
||
menu, slope codes map to the wall piece (`src/sim/pieces.js`); old slope saves load
|
||
(`test/fixtures/slopes-v2.json.gz`).
|
||
- Diagonal tubes draw as one continuous 45° pipe in both looks, overhanging empty cells at joints
|
||
(`src/render/world.js`, `smooth-shaders.js`). Drag ghosts lost the long side arrow; each ghost
|
||
block keeps its own chevron (`src/ui/previews.js`). The owner found the diagonal still meets
|
||
straight tubes off-centre; an elbow fix follows.
|
||
- `test/t_slopes.js`, `t_diag_tubes.js`, `play.py`; `run_all.py --browser` ALL PASSED.
|
||
|
||
## 2026-10-25: t37 follow-up: grains on built things cast no shadows (Claude Code, Codex)
|
||
|
||
- The owner saw a flickering shadow under a grinder fed by a stream: grains resting on its
|
||
housing for a moment shaded. `looseForLight` (`src/render/light.js`) now treats a loose stack
|
||
that rests on any `builtForLight` cell, or ends in air or gas, as see-through. Stacks on natural
|
||
ground or deeper than 12 cells still shade.
|
||
- `test/t_light.js` (a grinder stream checked for 180 ticks in both lighting modes);
|
||
`run_all.py --browser` ALL PASSED.
|
||
|
||
## 2026-10-25: t37 follow-up: falling grains cast no shadows (Claude Code, Codex)
|
||
|
||
- The owner saw a single falling grain darken a column of sky. `onBeltForLight` became
|
||
`looseForLight` (`src/render/light.js`): a loose stack that ends in air or gas within 12 cells
|
||
(falling) is see-through, as are belt and filter loads; stacks resting on any solid or a tube
|
||
part still shade.
|
||
- `test/t_light.js`; `run_all.py --browser` ALL PASSED.
|
||
|
||
## 2026-10-25: t37 follow-up: belt loads cast no shadows (Claude Code, Codex)
|
||
|
||
- The owner saw grains riding a belt overhead still shading the ground. `onBeltForLight(i)` in
|
||
`src/render/light.js` walks down through up to 12 loose cells to a belt or filter; such cells
|
||
are skipped by the light roof and pass light like air. `builtForLight` is unchanged, so the t33
|
||
loose-grain shading still applies to belt loads. Heaps on rock, silos and wall floors still shade.
|
||
- `test/t_light.js` (56 checks); `run_all.py --browser` ALL PASSED.
|
||
|
||
## 2026-10-25: t35: diagonal screw tubes (Claude Code, Codex)
|
||
|
||
- Parts `P_TUR`..`P_TUL` (11-14), `TUBE_PARTS`, and an `IS_TUBE` table replacing every
|
||
`P_TU..P_TR` range check (`src/sim/material-tables.js` and its users); tube variants 4-7;
|
||
diagonal drags for tubes; grains in `src/sim/conveyors.js`/`cells.js`, bars in `items.js`;
|
||
both looks, previews, hover, copy/paste, undo, blueprints, saves.
|
||
- `test/t_diag_tubes.js` (85 checks): 120 grains/s straight, up and down over ten blocks; joins,
|
||
no spills, water passes, bars both ways, controls, persistence. Existing suites unchanged and
|
||
passing; seeds unchanged. `run_all.py --browser` ALL PASSED. Screenshots
|
||
`shots/t35-diagonal-*.png`, scene `tools/scenes/t35-diagonal.js`.
|
||
|
||
## 2026-10-25: t36: sloped walls and diagonal wall lines (Claude Code, Codex)
|
||
|
||
- `BP_SLOPE_BL`..`BP_SLOPE_TR` (15-18) in `src/sim/pieces.js` (`isSlope`, `isWall`, `slopeCell`,
|
||
`slopeCode`); `src/sim/blocks.js`: half cost and refund, `slopeSeal` corner cell and
|
||
`slopeSealOwner`, `diagonalDrag` and `blockLine(.., diagonal)`. Build menu, T key
|
||
(`turnSlope`), previews, copy/paste, undo, blueprints, hover, both looks.
|
||
- `test/t_slopes.js`: funnel 400/400 sand (square steps 379/400), water 400/400, no leaks in all
|
||
four orientations from both sides, bars slide, every wall material; play.py menu and diagonal
|
||
drag. Seeds unchanged. `run_all.py --browser` ALL PASSED. Screenshots
|
||
`shots/t36-funnel-*.png`, scene `tools/scenes/t36-funnel.js`.
|
||
|
||
## 2026-10-25: t33: loose grains and solid ground look different (Claude Code, Codex)
|
||
|
||
- Smooth look (`src/render/smooth-shaders.js`): natural ground gets a soft seam where it meets
|
||
loose grains as well as air; packed grains keep the pebble shading and are slightly lighter.
|
||
Pixel look and thermal lens (`drawWorld()` in `src/render/world.js`): loose grains a touch
|
||
lighter and speckled, solid cells touching loose grains darker.
|
||
- Smooth frame 1.08 -> 1.10 ms. `t_smooth.py` checks the seam and the lighter grains;
|
||
`tools/scenes/t33-ground.js` for screenshots (`shots/t33/`).
|
||
- play.py: 'F on an automatic ingot mold stays quiet' counted toasts on screen, and failed
|
||
now and then when an older toast expired or a new one arrived in the same 150 ms; it now
|
||
records the toasts the key press makes (none). `run_all.py --browser` ALL PASSED apart from
|
||
that check, which passes in the new form.
|
||
|
||
## 2026-10-25: t37: buildings cast no shadows (Claude Code, Codex)
|
||
|
||
- `computeLight()` (`src/render/light.js`): a per-view-column light roof that skips player-built
|
||
cells (`builtForLight`: unnatural solids, block, machine or part cells), and built cells pass
|
||
light like air. `drawWorld()` stops marking built cells as shading terrain for the smooth look.
|
||
The simulation's `roofY` is untouched (built roofs still condense steam).
|
||
- `test/t_light.js`; screenshots `shots/t37-before-*.png`, `shots/t37-after-*.png`.
|
||
`run_all.py --browser` ALL PASSED.
|
||
|
||
## 2026-10-25: t34: the nozzle blows no further than it sucks (Claude Code, Codex)
|
||
|
||
- `toolBlow()` (`src/sim/vacuum.js`) aims at the capped point from `nozzle()` when the cursor is
|
||
out of reach (thrown bars already did); `drawPreviews()` draws the blow brush there, in the blow
|
||
colour rather than the out-of-reach red.
|
||
- `test/t_nozzle.js`: aiming at 3x and 5x the reach lands sand within reach + 16 grains (brush and
|
||
settling, measured 15); inside reach it still lands around the cursor. play.py: the preview
|
||
sits at the capped point. `run_all.py --browser` ALL PASSED. Screenshot
|
||
`shots/t34-blow-out-of-reach.png`.
|
||
|
||
## 2026-10-25: t21: a loaded world starts around the player first (Claude Code, Codex)
|
||
|
||
- Owner: "lets speed up the first load speed. load in areas around the player first".
|
||
- `src/sim/save.js`: `deserializeWorld` no longer wakes every area; `startLoadWake()` keeps the
|
||
load-time heat scan's result per area, wakes those within 150 grains of the bot, and queues the
|
||
rest by distance; `loadWakeTick()` (from `simTick`) wakes 12 a tick and, every 8 ticks, any still
|
||
waiting within 150 grains of the bot. The queue is not saved.
|
||
- Huge world, ms/tick before -> after: ticks 0-600 average 15.2 -> 5.5, max 79.7 -> 16.2, 95th
|
||
percentile 21.0 -> 11.0; ticks 600-1800 average 7.3 -> 10.0 (the same work, later). Every area
|
||
has started by tick 1024 (17 s).
|
||
- `test/t_load.js` (19 checks). `run_all.py --browser` ALL PASSED.
|
||
|
||
## 2026-10-24: t21 phase 4: duplicates merged, largest files split (Claude Code, Codex)
|
||
|
||
- Merged seven real duplicates: wall refunds (`removeWallCell`, walls and molds), tube edges and
|
||
lanes (`entTubeEdge`, `entTubeLane`), pipe text, piece dimensions, font lookup, reach circles,
|
||
surface averaging (`meanSurface`). Look-alikes left alone: data tables, sprite rows, GLSL, and
|
||
the hot movement and heat code.
|
||
- Split by topic: `ui/previews.js` -> `preview-drill.js`, `preview-selection.js`;
|
||
`render/smooth.js` -> `smooth-shaders.js`; `ui/notebook.js` -> `notebook-market.js`,
|
||
`notebook-blueprints.js`; `sim/materials.js` -> `material-tables.js`; `sim/worldgen.js` ->
|
||
`worldgen-helpers.js`; `ui/selection.js` -> `selection-pickers.js`, `selection-panels.js`.
|
||
`render/world.js` left whole (one large function).
|
||
- Every suite's output identical apart from timings; seeds generate the same worlds.
|
||
`run_all.py --browser` ALL PASSED.
|
||
|
||
## 2026-10-24: t21 phase 3: speed-ups that change nothing (Claude Code, Codex)
|
||
|
||
- Profiled a Huge world (6144x2048) headless and in the browser. After a load every area is
|
||
awake: 8-15 ms/tick for the first 600 ticks, settling to about 0.7 ms/tick after 3 minutes. In
|
||
the browser, drawing is cheap; the full roof scan every 20 ticks was the largest single item.
|
||
- Kept: `updateDirtyRoof()` (`src/sim/ledger.js`) rescans only area columns marked by
|
||
`wakeXY`/`wakeHeatXY`/`simMove`/`heatChunk` (`roofDirty`); `updateRoof()` is still the full scan
|
||
for setup code. Quiet Huge world 4.60 -> 1.88 ms per scan, digging 4.67 -> 3.48.
|
||
`heatChunk` skips `react()` for solids and powders below their first reaction threshold
|
||
(`REACT_MIN`). Huge, ms/tick: digging 2.54 -> 2.34, quiet 1.39 -> 1.18.
|
||
- Reverted (no consistent gain): inlining `condPair`, one shared part rule for `enter`/`passable`.
|
||
- `test/t_sim_optimizations.js`: the dirty roof matches a full scan; `heatChunk` matches the
|
||
reference loop in `test/fixtures/heat-chunk.js` byte for byte, random state included (catches a
|
||
reaction added to `react()` but not to `REACT_MIN`).
|
||
- Every suite's output identical before and after apart from timings; seeds 777 and 4242
|
||
generate the same worlds. `run_all.py --browser` ALL PASSED.
|
||
|
||
## 2026-10-24: t21: piles near the bot sort quickly (Claude Code, Codex)
|
||
|
||
- Owner: "a pile should sort when the player is nearby. the sorting shouldnt take long anyway."
|
||
- `src/sim/cells.js`: `SORTP` 0.003 -> 0.06, `SORTP_FUEL` 0.003 for sinking through burning fuel
|
||
(at 0.06 dirt sank through a buried burning wood pile and `t_world`'s charcoal check failed);
|
||
`wakeBotPowder()` every 8 ticks from `simTick` wakes areas with loose grains (`powderArea`
|
||
hint, kept by `simMove`) within 100 grains of the bot. `worldSteps` settles at 0.003: seeds
|
||
unchanged.
|
||
- Cost on a Medium dig site: 0.108 -> 0.134 ms/tick. `t_physics` sorting checks: near the bot ore
|
||
sorts in 432 ticks then sleeps; far away it stays; sand on dirt never sorts.
|
||
- Tests: `run_all.py --browser` ALL PASSED.
|
||
|
||
## 2026-10-24: t21 phase 2: physics test pass for sand, molten metal and gases (Claude Code, Codex)
|
||
|
||
- `test/t_physics.js` (41 checks): heaps, digging under a heap, ore sorting through ash, sand
|
||
sinking in a pond, world edges; molten copper levelling (slower than water), setting, sinking in
|
||
a pond, slag over copper, filling a cavity; smoke rising and fading (longer under a roof), steam
|
||
condensing, fire going out, gas in sealed pockets, gas leaving at the top row. Every scenario
|
||
checks that its areas go back to sleep.
|
||
- Found and fixed: gas stuck in a pocket never finished fading or condensing because its area
|
||
slept (`gas()` keeps its area awake: steady cost 1.34 -> 1.37 ms/tick); a rain drop or blown
|
||
grain landing on steam deleted that steam's water (`landFlyer`/`depositNear` in
|
||
`src/sim/vacuum.js` now send it to the clouds).
|
||
- Found, owner decided: a resting pile never sorts. To follow: piles near the bot keep sorting,
|
||
and sorting gets quick.
|
||
- Tests: `run_all.py --browser` ALL PASSED; seeds 777 and 77 generate the same worlds.
|
||
|
||
## 2026-10-24: t21 phase 1: water test pass, faster pouring, rain spreads (Claude Code, Codex)
|
||
|
||
- `test/t_water.js` (20 checks): conservation, levelling and sleep, pools pouring off ledges,
|
||
world edges and corners, pumps, freezing and thawing, boiling and condensing, a pool draining
|
||
into a hot shaft.
|
||
- `liquid()`/`move()` in `src/sim/cells.js`: multi-cell steps (`LSTEP`, scaled by `FLUID`),
|
||
a longer reach for top-layer grains (`LFILM`), and waking the row ahead only when a top-layer
|
||
grain steps sideways (waking on every liquid move kept 207 of 2048 areas busy after a reload).
|
||
`worldSteps` settles with both at 1: seeds 777, 77 and 4242 hash the same as before.
|
||
- Found: cooled steam drifting under a roof could stay steam for ever, because its heat area
|
||
slept. `gas()` now keeps the heat pass on it.
|
||
- `weatherTick()`: raining clouds drift at half pace; rain falls over the band and one either
|
||
side. `t_weather`: 'close to where it gathered' now samples drops in the air (landed water
|
||
spreads); a new wind check.
|
||
- Test fixes, not weakening: `t_conveyors` pit check counts steam on its way up (the water total
|
||
was exact); `t_molds` burning-bed check seeds `RS` (its result hung on earlier tests' draws:
|
||
0.28-1.04 depending on the sequence, identical on the old and new code).
|
||
- Steady cost after a reload (2048x1024): 1.26 -> 1.24 ms/tick. Tests: `run_all.py --browser`
|
||
ALL PASSED. Screenshots `shots/t21-pour-120.png`, `shots/t21-pour-900.png`.
|
||
|
||
## 2026-10-24: t1: bars stack neatly, Rack blocks store them (Claude Code, Codex)
|
||
|
||
- `232f5af`: `entTick` snap-and-tip (`entSupportCount`, `src/sim/items.js`);
|
||
`test/t_bar_stacking.js` (12 bars fill a pit's bottom six rows; fails on the old code).
|
||
- Rack blocks: `src/sim/racks.js` (`rackState` per block, FIFO runs, `rackIntake` from `entTick`,
|
||
`rackTick` release, `rackRefill`), `BP_RACK`/`RACKB`, F toggle in `interactAt`, removal returns
|
||
bars with `giveOrDrop`, saved in meta `racks` and validated on load, shelves overlay, hover,
|
||
Machines tab, notebook. `test/t_racks.js` (29 checks), play.py menu check.
|
||
- Tests: `run_all.py --browser` ALL PASSED. Screenshot `shots/t1-racks.png`.
|
||
|
||
## 2026-10-24: Backlog combined and rewritten (Claude Code)
|
||
|
||
- On the owner's request: t12 (exotic ores) and t31 (choosing claims) merged into t13, now
|
||
"Distinct worlds: generation options, planet presets, exotic ores and a choice of claims";
|
||
t24 (water fixes) merged into t21, now "Code health: refactor, speed up and test the physics".
|
||
t2 and t14 rewritten with subtasks. t12, t24 and t31 archived (`tasks/archive/`), not deleted.
|
||
|
||
## 2026-10-24: t32: minimap and full map (Claude Code, Codex)
|
||
|
||
- `src/ui/map.js`: colour cache (`resetMap`, `mapArea`, `updateMap` from the frame loop),
|
||
minimap (`#minimap` in `#hud .br`, `SET.minimap`, `SET.minimapZoom`), full map modal `m-map`
|
||
(`openMap`, `zoomMap`, drag pan). `input.js`: M map, Shift+M mute. `#cards` moved to `.bc`.
|
||
- Frame time on Medium: 2.18 ms with the minimap off, 2.29 ms on.
|
||
- Tests: play.py map checks (buttons, zoom setting, cache updates after digging, fog black, M/Esc,
|
||
Shift+M, cards in .bc, setting hides it, frame time). `run_all.py --browser` ALL PASSED.
|
||
Screenshots `shots/t32-hud.png`, `shots/t32-map.png`, `shots/t32-map-fog.png`.
|
||
|
||
## 2026-10-24: New worlds get camp names too (Claude Code, Codex)
|
||
|
||
- The new-world dialog prefills `claimName(seed, existing names)` instead of "World N", and
|
||
follows seed edits until the player types their own name; a blank name falls back to it too
|
||
(`src/ui/loop.js`, `session.js`). play.py checks updated. All tests pass.
|
||
|
||
## 2026-10-24: t30: progress while generating, loading and saving (Claude Code, Codex)
|
||
|
||
- `worldgen.js`: `worldSteps` generator yields `[fraction, label]`; `generateWorld` (sync, tests)
|
||
and `generateWorldAsync` (yields every 30 ms) run it. Small and Medium mat/temp/flags hashes
|
||
match the old generator exactly.
|
||
- `session.js` `showLoading(on, p, label, title)` with `#loadstep`; `GAME.loading` stops the
|
||
frame loop's sim and drawing while worlds swap. `loadSavedWorld` for Continue and the world
|
||
list; `worldNewest`/`unpackBuffers`/`startFromSave` report progress; travel and new claims too.
|
||
`#saving` chip after 150 ms of saving.
|
||
- Tests: t_world progress labels and identical worlds; play.py overlay, responsiveness during
|
||
async generation, Continue labels, saving chip. All pass except t_smooth half-resolution
|
||
(fails under load, as before). Screenshots `shots/t30-loading.png`, `shots/t30-saving.png`.
|
||
|
||
## 2026-10-24: t3 follow-up: claim names; t30 added (Claude Code, Codex)
|
||
|
||
- New claims get a camp name from their seed ("Cinder Gulch"; `claimName` in `src/ui/claims.js`,
|
||
skipping names already in the world list) instead of "Claim N". The Claims tab shows "Claim N"
|
||
beside the name and has a Rename button on every row (reuses `renameWorld`).
|
||
- Owner's request added to Todo as t30: progress meters while generating, loading and saving.
|
||
- Tests: play.py claims checks extended; t_smooth half-resolution still fails under load.
|
||
|
||
## 2026-10-24: t3 fix: deep ore burned and melted after a reload (Claude Code)
|
||
|
||
- Owner: a Huge world ran at about 10 fps after travelling between claims, even after a refresh.
|
||
Cause: reloading wakes every area, and t3's deep coal (ignites at 430°C, natural rock reaches
|
||
that at about 70% depth) and gold next to the magma burned and melted forever: about 2,100 of
|
||
12,288 areas stayed busy, 65 ms per tick. A fresh world hid it because nothing deep was awake.
|
||
- `worldgen.js`: an ore is not placed where `AMB[y]` is within 120°C of its ignition or 200°C of
|
||
its melting point; a cooler coal band in stone and granite at 45%+ depth replaces most of the
|
||
lost coal. Huge after a reload: 335 areas awake, about 5 ms per tick; Medium 104 (126 before
|
||
t3). Medium seed 424242 ore is now about 4.2x the original (coal 3.2x, gold 2.8x).
|
||
- `test/t_world.js`: no ore in too-hot rock; a reloaded world settles with no fires and under
|
||
10% of areas moving; ore balance ranges updated. Existing saves made with the bug keep it.
|
||
|
||
## 2026-10-24: t3: a world that lasts (Claude Code, Codex)
|
||
|
||
- `26d17c2` deeper is richer (`worldgen.js` ore thresholds drop with depth below fy 0.25).
|
||
Medium seed 424242 ore grains before -> after: coal 33,493 -> 170,437; copper 26,508 ->
|
||
127,298; iron 77,679 -> 361,683; zinc 11,797 -> 53,527; tin 7,723 -> 38,551; silver 3,638 ->
|
||
12,166; gold 1,681 -> 5,858; total 162,519 -> 769,520 (4.73x). Shallow ore unchanged. Codex's
|
||
first try stretched noise by depth (streaks) and gave gold 26x; redone.
|
||
- `4a88254` waste rock: `REFINE` granite/basalt about 2x; granite and basalt bulk orders; prices.
|
||
- `56c93ae` Huge 6144x2048 and gzip-packed save buffers (`packBuffers`/`unpackBuffers`, old raw
|
||
saves still load). Medium 29.0 MB -> 0.44 MB, Huge 92.8 MB -> 1.36 MB; Huge generation 5.9 s,
|
||
save 0.5 s, 0.39 ms per idle tick.
|
||
- New claims: `src/ui/claims.js` (career record `career:<id>` in IndexedDB, applied over each
|
||
loaded claim; `openNewClaim`, `travel`, Claims tab), `session.js` `setupNewWorld`, `saves.js`.
|
||
I switched claims.js to the repo's single quotes. Screenshot `shots/t3-claims.png`.
|
||
- Tests: play.py 268 checks and all headless suites pass. t_smooth's half-resolution check
|
||
fails under load on this machine; the build before t3 failed it 3 of 3 times under the same
|
||
load, so it isn't caused by this work.
|
||
|
||
## 2026-10-24: t4 follow-ups and t28 Brick press (Claude Code, Codex)
|
||
|
||
- `9739ca0`: Refiner and Stone cutter code removed; `save.js` skips unknown machine types on load
|
||
and refunds a refiner ($120) or cutter ($90). Their old t_pipes/t_stone checks now use blocks.
|
||
- `f5e5591`: `drawProcBlocks` (`render/machines.js`) draws Grinder wheels and the Saw blade over a
|
||
plain housing texture; turns while busy, no `rnd()`.
|
||
- `08d2d65`: `PLANK` item; the Saw cuts `LWOOD` too (`SAW_CUTS`, per-material `cut` counts).
|
||
"Stone brick" is "Stone block" in player text. Saw text explains the pile-up under it.
|
||
- t28: `BP_PRESS`/`PRESSB`, `GREENB` and `BARBR` items, `FIRETO` (items.js fires a hot green
|
||
brick into a Brick). Machines tab, hover, notebook, milestone hint.
|
||
- Tests: `run_all.py --browser` passed after each commit (t_smooth's flake rerun alone).
|
||
Screenshots `shots/t4-wheels{,-smooth}.png`, `shots/t28-press.png`.
|
||
|
||
## 2026-10-24: t4: Grinder and Saw hopper blocks (Claude Code, Codex)
|
||
|
||
- New block pieces `grinder`/`saw` (`BP_GRIND`/`BP_SAW`, materials `GRINDER`/`SAWB`, NMAT 97).
|
||
`procBlocksTick` (`src/sim/processors.js`) works the row above each stack top and passes the
|
||
result down the stack (`procFeed`), reusing `REFINE` and `CUT_PER_BRICK`; per-block state in
|
||
`procState`, rebuilt on place/remove/load. Refiner and Stone cutter are `hidden`; their ticks are
|
||
unchanged. Texture in `render/world.js`, hover text in `info.js`, Machines tab, notebook.
|
||
- Codex hit its output limit before finishing the tests; I fixed the test setup (a leftover brick
|
||
blocked the outlet), kept the old machine icons, stopped "blocked" flickering on idle ticks,
|
||
and added the play.py Machines-tab and drag-a-row checks.
|
||
- Tests: t_stone all pass, play.py 243 pass; t_smooth's half-resolution check fails inside
|
||
run_all at load ~9 and passes alone (known flake). Screenshots `shots/t4-hoppers{,-smooth}.png`.
|
||
|
||
## 2026-10-24: t25: air streaks for the Pneumatic nozzle (Claude Code, Codex)
|
||
|
||
- `drawAirStreaks` in `src/ui/previews.js`: 12 teal streaks spiral into the ring while sucking, 10
|
||
amber streaks run from the nozzle to the cursor in a cone while blowing. `performance.now()`
|
||
only, no `rnd()`; skipped with particles off or in fog. `test/play.py`: drawing both doesn't
|
||
change the sim RNG. Also commits the `docs/PROJECT_MAP.md` refresh missed in t27/t26.
|
||
- Tests: `run_all.py --browser` passed (play.py 240; t_smooth's half-resolution flake at load 9
|
||
passed on rerun). Screenshots `shots/t25-{suck,blow}.png`.
|
||
|
||
## 2026-10-24: t26: the Vacuum is renamed the Pneumatic nozzle (Claude Code, Codex)
|
||
|
||
- `TOOLS[1].name`, a title row in the tool card ("Pneumatic nozzle" plus a `width N` chip, moved
|
||
from the sub line), and player text in `session.js`, `selection.js`, `notebook.js` and
|
||
`progress.js`. Ids, function names and comments still say vacuum.
|
||
- Tests: `run_all.py --browser` all passed (play.py 239). Screenshots `shots/t26-card{,-900}.png`.
|
||
|
||
## 2026-10-24: t27: tool messages as toasts (Claude Code, Codex)
|
||
|
||
- `setStatus` still records `GAME.status` and now also shows a toast (`err` or `info` class), unless
|
||
told to stay quiet (the "New drill bit/bag" F messages, which have their own card). `toast`
|
||
restarts the timer of a showing toast with the same text instead of adding another, so per-tick
|
||
messages make one toast. The card's status line and its CSS are gone; `doInteract` no longer
|
||
toasts twice. Files: `src/ui/{state,selection,actions}.js`, `style.css`, `test/play.py`.
|
||
- Tests: `run_all.py --browser` all passed (play.py 237). Screenshot `shots/t27-toasts.png`.
|
||
|
||
## 2026-10-24: t20 follow-up: bag hint and Clear stay visible (Claude Code)
|
||
|
||
- The hint and Clear were inside the scrolling `#baglist`, so a long Ctrl list scrolled them away.
|
||
They now render into a new `#bagfoot` under the list (`src/shell.html`, `renderBag`); Clear is a
|
||
full-width, highlighted "Clear selection" button (`style.css`).
|
||
- `test/play.py`: a long Ctrl list scrolls while the hint and a full-width Clear stay visible.
|
||
Screenshots `shots/t20c-ctrl{,-900}.png`. Tests: `run_all.py --browser` all passed (play.py 232).
|
||
|
||
## 2026-10-24: t20 follow-ups: deselect when blown out, Ctrl + wheel, Ctrl+click (Claude Code)
|
||
|
||
- Blowing the last of a selected material removes it from the selection (`toolTick`); materials
|
||
selected before you have any stay. Window `wheel` listener: Ctrl + wheel never zooms the page
|
||
and scrolls the scrollable panel under the mouse (the Ctrl bag list). Bag clicks add when
|
||
`GAME.ctrl` is set even if the click has no `ctrlKey` (owner had to hold Ctrl+Shift; not
|
||
reproduced in headless Chromium, which passes ctrlKey).
|
||
- Files: `src/ui/{actions,input,selection,notebook}.js`, `test/play.py` (229 checks).
|
||
- Tests: `run_all.py --browser` all passed.
|
||
|
||
## 2026-10-24: t20 follow-up: one selection, full list while Ctrl is held (Claude Code, Codex)
|
||
|
||
- `GAME.blow` is now the selection for picking up and blowing out (`vacFilter` -2 = the selection).
|
||
`blowList()` returns only selected materials in the bag; no pruning, no auto-select. `GAME.ctrl`
|
||
(input.js) makes `renderBag` add a "Not in bag" section of every `seen` material the vacuum can
|
||
take; selected but empty materials always show there. Clear button, click-the-only-row, gamepad B.
|
||
- Files: `src/ui/{actions,selection,hud,input,state,gamepad,previews,notebook,session}.js`,
|
||
`src/sim/{vacuum,progress}.js`, `src/styles/style.css`, `test/play.py`, `test/t_basics.js`.
|
||
- Tests: `run_all.py --browser` passed (play.py 226) except `t_smooth` half-resolution at load 8.4,
|
||
which passed on rerun. Screenshots `shots/t20b-{noctrl,ctrl,ctrl-900}.png`.
|
||
|
||
## 2026-10-24: t20: pick up what you click, blow out what's in hand (Claude Code, Codex)
|
||
|
||
- After discussing options with the owner: one Vacuum, a drag locks onto the material it starts on
|
||
(Shift: everything), and `GAME.blow` is "the hand" (click/Q/E, Ctrl+click mix). Empty materials
|
||
leave the hand; an empty hand blows nothing; a pickup fills an empty hand. Removed `GAME.collect`,
|
||
R marks, Ctrl+right-click, `openVacuumMenu`, `ensureBlow` and the `.vpick` styles.
|
||
- Files: `src/ui/{actions,selection,hud,state,previews,build-menu,info,notebook,session}.js`,
|
||
`src/sim/{vacuum,progress}.js` (`toolVacuum` returns the first material picked up),
|
||
`src/styles/style.css`, `test/play.py`, `test/t_basics.js`.
|
||
- Tests: `run_all.py --browser` all passed (play.py 214 checks). Screenshots `shots/t20-*.png`
|
||
(empty hand, one item, mix, 900px).
|
||
|
||
## 2026-10-24: t17 follow-up: no jagged rim, unexplored is black (Claude Code)
|
||
|
||
- The owner still saw a jagged grey edge. Causes found by sampling pixels: the fade went to 0
|
||
(black) while unexplored was drawn (12, 10, 10), leaving a dark stepped rim; the ±40 noise lit
|
||
the faintest cells; rays that reached rock already dim dropped to 0 in 2–3 grains.
|
||
- `src/render/world.js`: unexplored and off-map are pure black (`OUT`, smooth-look buffers);
|
||
partial fog eases into black along a smoothstep, with noise scaled by s·(1−s). `src/sim/fog.js`:
|
||
sight into rock fades over 8 grains as a fraction of its brightness.
|
||
- `test/play.py`: the three unexplored-colour checks expect black (owner's decision).
|
||
`docs/systems/fog.md` updated. Screenshots `shots/fog-dig-black-{pixel,smooth,nolight}.png`.
|
||
- Tests: `run_all.py --browser` passed except `t_smooth` once at load 7 (passed on rerun).
|
||
|
||
## 2026-10-24: t17 follow-up: softer fog edges (Claude Code, Codex)
|
||
|
||
- The owner found the edges sharp and stepped. `src/sim/fog.js`: sense ring 24 grains with a
|
||
12-grain fade (`FOG_SENSE_FADE`), rays fade 8 grains into rock and over the last 16 of range,
|
||
surface fade 16, `fogRevealAround` gets a 6-grain soft edge. `src/render/world.js`: partly seen
|
||
grains get ±40 of per-grain noise (`noiseB`), so edges look grainy, not stepped.
|
||
- `test/t_fog.js`: a point in the fade band is between 0 and 128. `docs/systems/fog.md` updated.
|
||
Screenshots `shots/fog-edge-{before,after}{,-nolight}.png` compared.
|
||
- Tests: all pass except `t_smooth` half-resolution, which failed 1 of 3 runs with the change and
|
||
passed 2 of 2 without, at load 6–12; that check runs with fog off, so the drawing change does
|
||
not run there. Fog drawing 0.43 → 0.45 ms.
|
||
|
||
## 2026-10-24: t17 Fog of war reveals the ground around the bot (Claude Code, Codex)
|
||
|
||
- `src/sim/fog.js`: `FOG_SENSE = 20`; `fogLook` also reveals every fog cell within 20 grains,
|
||
through rock (full to 16, fading to 20). Claude rewrote Codex's per-grain `Math.hypot` loop to
|
||
work per fog cell. `fogLook` cost: 0.042 → 0.043 ms (every 4 ticks).
|
||
- `test/t_fog.js`: rock 12 grains away is seen, near the edge partly, 25 away still hidden.
|
||
- `docs/systems/fog.md`, DESIGN.md decision. Also: `.kandown/kandown_work.md` rule to write
|
||
tasks from chat in our own words (no owner labels, dates or quotes); t16/t19 descriptions
|
||
rewritten that way; `docs/kandown.md` notes that web-board descriptions were lost.
|
||
- Tests: `run_all.py --browser` all pass (220 `play.py` checks). `t_smooth` half-resolution failed
|
||
on two runs while the machine was loaded (load 6–10) and passed on the final run; timing
|
||
`fogLook` showed the change is not the cause. Screenshot `shots/fog-sense.png` checked.
|
||
|
||
## 2026-10-24: t19 Vacuum blow all visual (Claude Code, Codex)
|
||
|
||
- The owner's description was lost in kandown; chosen in chat: bag rows light up and the card
|
||
shows it while Shift is held. t18 was deleted at the owner's request (to decide later: what
|
||
blow does when the chosen material runs out).
|
||
- `hud.js` `blowingAll()` (Shift held and not flying, or blowing everything); `selection.js` card
|
||
("Everything · mix of N", no swatches so it stays one line) and bag `.on` rows; `previews.js`
|
||
cursor swatches.
|
||
- `test/play.py`: Shift preview on and off, flying doesn't preview (the bot is put back after,
|
||
or a later gamepad dig check fails). Tests: `run_all.py --browser` all pass (220 `play.py`
|
||
checks).
|
||
|
||
## 2026-10-24: t16 follow-up: Shift blows all, Ctrl+click in the bag, compact menu (Claude Code)
|
||
|
||
- The owner's subtask "shift to blow all" and two chat requests. Codex was out of credits, so
|
||
Claude made the edits.
|
||
- `input.js`/`actions.js`: `secondaryPress(shift)` sets `GAME.blowAll`; `hud.js` `blowAllList()`
|
||
(loose bag materials, no bars); `previews.js` shows it. `selection.js`: Ctrl+click a bag name
|
||
toggles blow, Ctrl+right-click toggles pick-up; the vacuum menu is one `.vrow` per material
|
||
(CSS in `style.css`). Text in the card, bag hint and `notebook.js`.
|
||
- `test/play.py`: Shift blow-all (replaces the old "Shift still blows only coal" check, per the
|
||
owner's change), Ctrl+click and Ctrl+right-click, plain right click does nothing, one line per
|
||
menu row at 1280 and 900.
|
||
- Tests: `run_all.py --browser` all pass (215 `play.py` checks). Screenshots checked.
|
||
|
||
## 2026-10-24: t16 Vacuum tool rework, again (Claude Code, Codex)
|
||
|
||
- The owner: too many modes; chose an F menu with two pick-up states.
|
||
- `src/ui/selection.js`: `openVacuumMenu()` (a tile per material with ⬇ Pick up / ⬆ Blow, plus
|
||
Pick up everything and Blow one at a time); `GAME.pickMode`, `setPickMode`, `cyclePickMode`,
|
||
`GAME.vacLocked` and the 'first' locking removed. Bag rows lose ⬇/⬆ buttons (a ⬇ tag shows
|
||
marks). `actions.js`: pick-up is everything unless marked; F with the vacuum opens the menu
|
||
when nothing in reach can be used. Card chips open the menu (`build-menu.js`). T and gamepad B
|
||
no longer change vacuum modes. Text in `notebook.js`, `progress.js`, `session.js` (Welcome),
|
||
`previews.js`; CSS `.vpick`.
|
||
- `test/play.py`: mode checks replaced (no marks takes everything, marks, Shift, menu toggles,
|
||
F order, card chip, no bag buttons, menu screenshots at 1280 and 900); `test/t_basics.js` name.
|
||
- Tests: `run_all.py --browser` all pass (208 `play.py` checks). Codex ran out of credits before
|
||
its final test run; Claude fixed one check (it mutated a mold's kind) and the suction line.
|
||
|
||
## 2026-10-24: t6 Rework the vacuum/blower tool, with t15 (Claude Code, Codex)
|
||
|
||
- The owner folded t15 (a material menu for the vacuum) into t6's chosen design.
|
||
- `src/ui/state.js`, `hud.js`, `actions.js`, `selection.js`: `GAME.pickMode` ('first', 'marked',
|
||
'all', saved in localStorage) and `GAME.blow` (a set) replace `dropMat`, `blowMix`,
|
||
`matChosen` and the Ticked mix. Pick-up marks stay in `GAME.collect` (same storage key).
|
||
- Bag rows with the vacuum: ⬇ pick-up toggle, name (blow only this), ⬆ blow toggle. Tool card:
|
||
a pick-up mode chip (T or click cycles) and the blow choice (Q/E). Gamepad button 1 cycles the
|
||
mode when nothing else uses it. Text updated in `info.js`, `notebook.js`, `progress.js` (the
|
||
copper hint), `src/sim/vacuum.js` (a status line), `docs/DESIGN.md`.
|
||
- `test/play.py`: modes, automatic switching, independent marks, mixes, persistence, toggles only
|
||
with the vacuum; `test/t_basics.js`: the new status. Screenshots checked at 1280 and 900.
|
||
- Tests: `run_all.py --browser` all pass (214 `play.py` checks).
|
||
|
||
## 2026-10-24: decisions for t1, t4, t6 (Claude Code)
|
||
|
||
- Options given in chat; the owner chose: t1 neat bar piles plus a Bar rack; t4 Grinder and Saw
|
||
blocks replace the Refiner and Stone cutter (old ones keep working); t6 the bag as the vacuum's
|
||
control panel with separate pick-up and blow marks. Recorded in `docs/DESIGN.md` and as
|
||
subtasks on each task. Nothing built yet.
|
||
|
||
## 2026-10-24: t8 Fog of war for unexplored areas (Claude Code, Codex)
|
||
|
||
- Decided with the owner: revealed by line of sight; unseen is black with a soft edge.
|
||
- New `src/sim/fog.js` (2×2-grain cells, 0-255, only ever rises): `fogInit` (sky and surface
|
||
seen), `fogLook` (256 rays, 48 grains, through air, gas and liquid, 4 grains into rock), called
|
||
every 4 ticks from `simTick`. Never read by the simulation.
|
||
- `src/sim/save.js`: fog saved; saves without it rebuild it (surface, 12 grains around built
|
||
things, the bot's view). `src/sim/world.js`, `worldgen.js`: allocate and initialize.
|
||
- `src/render/world.js`: grains scaled by a bilinear fog value; fully unseen grains drawn like
|
||
out-of-world grains; no glow from fog; thermal lens fogged too. `overlays.js`: rain and
|
||
particles hidden in fog. `src/ui/info.js`: "Unexplored". Setting `fog` (Game tab).
|
||
- Browser tests and tools turn fog off (`play.py`, `t_smooth.py`, `shot.py`, `perf.py`,
|
||
`playthrough.py`) except the fog checks. New `test/t_fog.js`; `docs/systems/fog.md`.
|
||
- Tests: all 12 headless suites, `play.py` (185 checks), `t_smooth` pass. Screenshots checked in
|
||
both looks. `tools/perf.py`: drawWorld 0.34 → 0.43 ms with fog on (no change with light off).
|
||
|
||
## 2026-10-24: t5 Material selection menu (Claude Code, Codex)
|
||
|
||
- Decided with the owner: F opens it for walls and molds, R keeps cycling.
|
||
- `src/ui/selection.js`: `openWallPicker` (a dialog of every wall material: what you have, the
|
||
cost for this piece, the heat it stands; owned first, unaffordable dimmed; glass says whether
|
||
it is from shards or bars); `pieceCostNow(P, m)` takes a material.
|
||
- `src/ui/actions.js`: F with a wall or mold piece opens it. `src/ui/build-menu.js`: the material
|
||
chip reads "· R · F" and opens it on click; placement help mentions F. `src/ui/notebook.js`:
|
||
Controls and Blueprints text. `src/styles/style.css`: `.wpick`.
|
||
- `test/play.py`: F and the chip open it, Brick picks RBRICK, R still cycles, molds have their own
|
||
menu and cost, it fits at 1280×800 and 900×700 (screenshots checked).
|
||
- Tests: `run_all.py --browser` pass, apart from the `t_smooth` half-resolution flake.
|
||
|
||
## 2026-10-24: t10 World name box for a new world (Claude Code, Codex)
|
||
|
||
- `src/shell.html`, `src/styles/style.css`: a Name box across the top of the New world panel.
|
||
- `src/ui/loop.js`: opening the panel fills it with the next `World N` and selects it; Enter in
|
||
Name or Seed generates. `src/ui/session.js`: `startNewWorld(seed, w, h, name)`.
|
||
- `src/ui/saves.js`: `cleanWorldName` (trim, 40 characters, else a fallback), shared with
|
||
`renameWorld`.
|
||
- `test/play.py`: a typed name reaches the Worlds list and the pause menu; the default and an
|
||
all-spaces name both give `World N`. Screenshot `shots/play/new-world.png` checked.
|
||
- Tests: `run_all.py --browser` all pass.
|
||
|
||
## 2026-10-24: t7 Option to turn off smooth pan following the mouse (Claude Code, Codex)
|
||
|
||
- New setting `cameraLead` (Display: "Camera looks toward the pointer", on by default):
|
||
`src/ui/state.js`, `src/ui/settings.js`; `src/ui/loop.js` gives the camera no look-ahead when
|
||
it is off (mouse and gamepad).
|
||
- `test/play.py`: the toggle saves; with it off the camera stays on the bot with the mouse in a
|
||
corner; with it on the camera moves toward the corner.
|
||
- Tests: headless suites and `play.py` pass; `t_smooth` half-resolution flake as before.
|
||
|
||
## 2026-10-24: t9 Script to run the local server for testing (Claude Code, Codex)
|
||
|
||
- New `tools/serve.py`: builds, serves `dist/` on 127.0.0.1 (port 8000, or the next free one up
|
||
to 8010), sends `Cache-Control: no-store`, and rebuilds when `src/` or `build.py` changes; a
|
||
failed build is printed and the old page keeps being served.
|
||
- `README.md`, `AGENTS.md`, `build.py` docstring, `docs/PROJECT_MAP.md`: point at it.
|
||
- Checked by hand: page served with no-store; touching a source file rebuilt it; with the owner's
|
||
old server on 8000 it moved to 8001; Ctrl+C stops it. Headless suites and map check pass.
|
||
|
||
## 2026-10-24: t11 Welcome and first milestone shown again on an older world (Claude Code, Codex)
|
||
|
||
- Cause: nothing cleared the discovery cards (`#cards`) when a world was entered, so a new
|
||
world's Welcome and milestone cards stayed up after loading an older world.
|
||
- `src/ui/session.js`: `enterGame` clears the cards, floaters, particles and the status line;
|
||
a new world still shows its Welcome card afterwards.
|
||
- `test/play.py`: a new world shows Welcome; loading a world from the list shows no cards.
|
||
- Tests: `run_all.py --browser` passes (153 `play.py` checks). `t_smooth`'s half-resolution
|
||
check flaked (passed and failed on reruns, with and without this change; the machine was busy).
|
||
|
||
## 2026-10-24: the to-do list moved from NOTES.md to a kandown board (Claude Code)
|
||
|
||
Request: initialize kandown (https://kandown.dev, 0.52.0) for the project, move all the notes
|
||
into it, and document how it works.
|
||
|
||
- Practised first in a scratch folder: `init --no-open` starts no daemon and makes no sample tasks
|
||
when `tasks/` exists; `create` prints only the id and names the file `<id>_<slug>.md`; a
|
||
multi-line `report: |` block is read (checked in kandown's parser) and `doctor` accepts it;
|
||
`list --json` doesn't include `report`; project instructions in `.kandown/kandown_work.md`
|
||
appear in `kandown work` (~1,100 tokens).
|
||
- A mistake on the way: `kandown init --help` ran `init` in the vault (it ignores `--help`) and
|
||
started a daemon there. Stopped it, and removed the vault's earlier kandown test files as the
|
||
owner asked. `docs/kandown.md` warns about it.
|
||
- `kandown init --no-open` in the repo. `.kandown/kandown.json`: default columns, Review's
|
||
instructions say only the owner moves work to Done, tags and priority shown. `.gitignore`:
|
||
`.kandown/kandown.html` (6.5 MB, regenerated).
|
||
- 14 notes became tasks t1-t14 (Todo: 6 tasks; Backlog: 5 tagged `discussion`, 3 tagged
|
||
`idea`), each with the owner's note word for word under `## Context` (checked by script: 14 of
|
||
14). `kandown doctor` is clean.
|
||
- `.kandown/kandown_work.md` holds the board rules (from AGENTS.md's old NOTES section);
|
||
`docs/kandown.md` explains how kandown works here. `AGENTS.md` (session start, a new "Working
|
||
from the task board" section linking both), `CLAUDE.md`, `README.md`, `docs/PROJECT_MAP.md`,
|
||
`docs/DESIGN.md` (decision). `NOTES.md` removed.
|
||
- `kandown list` and `kandown doctor` checked inside Codex's sandbox: they work.
|
||
- Open: the web board (`kandown`) wasn't opened here; the owner uses it.
|
||
|
||
## 2026-10-24: several worlds, with a Worlds list (Claude Code, with Codex)
|
||
|
||
Note: "support multiple saves". The owner chose a world list.
|
||
|
||
- `src/ui/saves.js`: each world has an id and its own `<id>:main` / `<id>:auto` saves, plus an
|
||
index record `worlds` (name, seed, size, created, saved, playtime). A save writes the world
|
||
and its index entry in one transaction. `GAME.worldId` is the open world.
|
||
- Migration: an old single `main` / `auto` save is copied to "World 1", every byte compared,
|
||
and only then are the old keys deleted (in the same transaction that writes the index). If
|
||
anything fails the old save is kept and a toast says so.
|
||
- Title screen: Continue loads the most recently saved world; a Worlds button opens a list
|
||
with Load, Rename (trimmed, at most 40 characters, escaped when shown) and Delete (with a
|
||
confirmation). New and imported worlds get new ids. Settings' "Delete saves" became "Delete
|
||
all worlds" with a confirmation. `shell.html`, `session.js`, `loop.js`, `settings.js`,
|
||
`state.js`, `style.css`, `docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
|
||
- `test/play.py` (149 checks): migration of an old save, two worlds listed, load switches,
|
||
rename survives a reload, HTML in a name shows as text, long names cut to 40, delete and
|
||
cancel, Continue picks the newest, import adds a world. All 11 headless suites pass;
|
||
`t_smooth.py` passed in Codex's run and failed its known flaky check in mine.
|
||
- Shots: `shots/worlds-{pixel,smooth}.png` and `-900` versions.
|
||
- Not committed: a line in `AGENTS.md` about running `kandown work` appeared in the working
|
||
tree during this task; it was not part of the task and is left for the owner.
|
||
- Open: nothing.
|
||
|
||
## 2026-10-24: screw tubes carry bars (Claude Code, with Codex)
|
||
|
||
Note: "how do you transport bars? belts work but tubes do not, should they?" The owner chose
|
||
tubes over a separate bar lift.
|
||
|
||
- `src/sim/items.js`: a bar whose eight cells are all tube cells is in the tube (derived from
|
||
its position, so saves need nothing new). On the tube beat it steps along the tube, snaps
|
||
into the next block's lane at corners, and leaves a mouth with a launch like grains. A bar
|
||
pushed by a belt into a tube's side or back, falling into a down tube or sitting on an up
|
||
tube's intake enters when the aligned cells are free. Grains and bars wait for each other.
|
||
Gas and liquid don't block a bar (Claude added this after review: smoke near furnaces stalled
|
||
bars in Codex's version).
|
||
- Text: `pieces.js` tube description, `notebook.js`, `docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
|
||
- Tests: `t_conveyors` (55 checks): belt into a lift and out the top, right tube, up-to-right
|
||
and right-to-down corners, blocked mouth waits without overlap, grains and a bar share a
|
||
lift with sand conserved, save mid-tube, smoke and steam in the tube, melting in a tube,
|
||
bars still ride and stop on belts and rest on top of sideways tubes. All 11 headless suites
|
||
and `play.py` (131) pass; `t_smooth.py`'s half-resolution check failed on the slow fallback
|
||
(known flaky).
|
||
- Shots: `tools/scenes/bar-lift.js`, `shots/bar-lift-{300,900}.png`: mold, belt, lift, corner,
|
||
belt; the bars arrive at the top.
|
||
- Open: nothing.
|
||
|
||
## 2026-10-23: screw tubes use all their lanes (Claude Code, with Codex)
|
||
|
||
Note: "maybe the belts can move faster/carry more than the tubes… the tubes only carry one line of
|
||
materials on either side." The owner chose to fill every lane; belt speed is unchanged.
|
||
|
||
- Measured first (`test/t_conveyors.js`, a belt with a sand heap into the side of a 6-block up
|
||
tube, 3,000 ticks): 1,459 grains out, lanes `[2940, 0, 0, 10]`; the edge lane was full (one
|
||
lane carries at most ~1,500). Spreading only at intake changed little (1,486): belts push
|
||
straight into the edge lane without going through `tubeIntake`.
|
||
- `src/sim/machine-tick.js`: on each tube beat a grain in a vertical tube may step sideways
|
||
within its block to a lane with clearly fewer grains ahead (a strict gap stops shuffling).
|
||
`src/sim/conveyors.js`: `tubeSpread`, shared by side intake (far lanes first) and corners.
|
||
- After: 2,071 out (92% of the 2,243 the same belt delivers to an open drop), lanes
|
||
`[1937, 1116, 486, 872]`, sand conserved. Checks: all four lanes, conservation, at least 90%
|
||
of the belt's delivery, a side-fed sideways tube fills more than one row. All 11 headless
|
||
suites and `play.py` pass. `docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
|
||
- Found on the way: Codex's sandbox (`workspace-write`) blocks network sockets, and headless
|
||
Chrome crashes at startup without one (SIGTRAP core dumps in pairs). Codex runs now pass
|
||
`-c sandbox_workspace_write.network_access=true`.
|
||
- Open: nothing.
|
||
|
||
## 2026-10-23: the build card describes the build tool, not the piece (Claude Code)
|
||
|
||
Note: "instead of the current info box for the build tool showing the current building selected,
|
||
it should just show a description about the build tool in general." The owner kept the R/F chips.
|
||
|
||
- `src/ui/selection.js`: the build card reads "Build", then the R/F chips, Replace · G and
|
||
ghosts, a line on placing, the build keys and the status line. No piece name or cost.
|
||
- `test/play.py`: the card shows "Build" and the placing text, not the piece's name, cost or
|
||
description; the other card checks are unchanged. `play.py` and all 11 headless suites pass.
|
||
- Shots: `shots/build-card-general-{pixel,smooth}.png`. `docs/DESIGN.md`.
|
||
- Open: nothing.
|
||
|
||
## 2026-10-23: world sounds are heard around the bot, not the view (Claude Code)
|
||
|
||
Note: "the sound effect is still heard when the player's zoom level is farther out… sounds
|
||
shouldnt be heard based on the viewport, but rather in a radius from the player."
|
||
|
||
- `src/ui/audio.js` `sfxPlace`: gain from the distance to the bot's centre (full within 24
|
||
grains, silent at 96), pan from the horizontal offset; zoom no longer matters.
|
||
- `test/play.py`: the audio checks use points relative to the bot; a new check zooms out to 2
|
||
and plays a visible sizzle 200 grains away: silent (it played before). `play.py` and all 11
|
||
headless suites pass. `docs/DESIGN.md`.
|
||
- Open: nothing.
|
||
|
||
## 2026-10-23: F on an ingot mold does nothing and says nothing (Claude Code)
|
||
|
||
Note: "now that ingot molds empty themselves, F still makes a message…"
|
||
|
||
- `src/sim/actions.js` `interactAt` passes ingot molds by, so F reaches anything else nearby;
|
||
`src/ui/actions.js` shows no "Nothing to use there." when the cursor is on an ingot mold.
|
||
- Tests: `t_molds` (F on an ingot mold in every state returns nothing, changes nothing, no
|
||
sound) and `play.py` (F over an ingot mold leaves no status and no toast). All 11 headless
|
||
suites and `play.py` pass.
|
||
- Open: nothing.
|
||
|
||
## 2026-10-23: pixel-art silo for the pixel look (Claude Code, with Codex)
|
||
|
||
Note: "the silo art looks the same for both pixelated graphiocs and smooth."
|
||
|
||
- `src/render/machines.js`: `drawSilo` is the smooth (illustrated) version as before; in the
|
||
pixel look `drawSiloPixel` draws it grain by grain: a drum shaded by column with rib rows and
|
||
ladder rungs, a cone to the slide gate, legs, the roof hatch with its lid, and the sight glass
|
||
filling in the contents colour. Codex's first version read poorly (dark side columns made
|
||
the drum look narrow); Claude redrew the grain layout.
|
||
- `tools/scenes/silo.js` (run after `clear-sky.js`): three silos, empty, half sand, nearly full
|
||
copper ore with the gate open. Shots `shots/silo-*.png` at zoom 6 and 12; smooth shots match
|
||
the before shots pixel for pixel. `docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
|
||
- Tests: all 11 headless suites and `play.py` (129) pass. `t_smooth.py`'s half-resolution check
|
||
failed twice on the slow fallback at load ~5 (known flaky; it passed in the previous task).
|
||
- Open: nothing.
|
||
|
||
## 2026-10-23: world sounds are local (Claude Code, with Codex)
|
||
|
||
Note: "there is a sound effect that seems to happen randomly but constantly… maybe the sound
|
||
effects are not local?" The owner then confirmed a new world is quiet.
|
||
|
||
- Measured headlessly over 5 game minutes: a fresh world emits no sounds; a lava and water
|
||
contact 720+ grains from the bot emitted 2,889 sizzles (about 580 a minute), and `events.js`
|
||
played every one at full volume. The sizzle (`heat.js` boiling and quenching) is the only sim
|
||
sound with a position.
|
||
- `src/ui/audio.js`: `sfxPlace(x, y)` gives gain (1 in view, 0 one view width beyond it) and
|
||
pan; `playSfx(name, arg, x, y)` skips silent ones before the rate limit and plays the rest
|
||
through a gain and stereo panner (`AU.bus`). `src/ui/events.js` passes positions.
|
||
`docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
|
||
- `test/play.py`: far off-screen is silent, on screen plays, just off-screen is quieter and
|
||
panned. All 11 headless suites, `play.py` and `t_smooth.py` pass.
|
||
- Checked afterwards with the owner's exported world (seed 622525): over one minute, 48 sizzles
|
||
and no other sounds, all from water boiling on naturally hot deep rock (a pool on 580°C basalt
|
||
and drips in a shaft and a cave, about 500 grains below the bot). Nothing built there. With
|
||
the fix every one of them is silent from the surface.
|
||
|
||
## 2026-10-23: fewer, smaller messages (Claude Code, with Codex)
|
||
|
||
Note: "lets change the engot mold and other status messages. they are way too large and just too
|
||
many messages…". The owner chose molds, machine warnings and shorter status lines.
|
||
|
||
- `src/render/overlays.js`: every mold always shows a small percentage (`moldLabel`), gold
|
||
`100% · F` for a set bit or tank, red when spoiled or when an ingot mold is blocked
|
||
(`mo.blocked`, set in `ejectIngot`, not saved). Details are in the hover panel (`info.js`),
|
||
which also carries the furnace-loading advice that F messages used to append.
|
||
- `src/ui/events.js`: no cards or toasts for bars dropping, blocked molds or set castings (the
|
||
sounds stay). Fan heat is a red ! marker on the fan (`mm.hot`, hover shows °C); melted tubes
|
||
and machines destroyed by heat get a short red floating label (`warn` event, coloured
|
||
`spawnFloater`) instead of a toast.
|
||
- Status lines shortened to one sentence across `src/sim` (molds, actions, blocks, blueprints,
|
||
drill, items, machines, tools, undo, vacuum) and `src/ui` (actions, selection).
|
||
- Tests: `play.py` records every status line and checks none is over 90 characters (longest
|
||
now 55); mold label and no-toast checks. `t_molds` (message lengths, `mo.blocked`), `t_build`
|
||
(hot fan: `mm.hot`, no toast), `t_world`. All 11 headless suites and `play.py` pass.
|
||
- Shots: `shots/messages-pixel.png`, `shots/messages-smooth.png` (filling, blocked, set bit,
|
||
hot fan).
|
||
- Open: the first-ever bar drop no longer shows an explaining card; the notebook still explains.
|
||
|
||
## 2026-10-23: ingot molds need no F; removing a mold returns its metal (Claude Code, with Codex)
|
||
|
||
Note: "now that the ingot molds drop the ingots, what is the purpose of F…". The owner chose no F
|
||
on ingot molds.
|
||
|
||
- `src/sim/molds.js` `ejectIngot`: when nothing over or in the mold is molten, junk and mixed
|
||
metal (as scrap) and plugs over the trough or frozen in the grate are written as loose grains
|
||
into the 4 rows under the mold; what doesn't fit waits. Slag and ash are thrown away. After a
|
||
drop or a clean-out the grate above is raked. Bars and the short stub work as before.
|
||
- `collectMold` on an ingot mold only says "Ingot molds empty themselves." Bit and tank molds
|
||
keep F. `removeMold` (every kind) gives the set metal to the bag: whole bars as bars, the rest
|
||
as scrap; molten metal is left alone.
|
||
- Text: `troughState` flaws, `info.js`, `overlays.js` (no "· F" on ingots), `pieces.js`,
|
||
`progress.js`, `notebook.js`, `docs/systems/stone-and-liquids.md`, `docs/DESIGN.md`.
|
||
- Tests: `t_molds` 60 checks (F does nothing on ingots; plate, slag and rake cases now
|
||
automatic; junk out, mixed metal out as scrap, junk waits when blocked and while molten;
|
||
removal returns bars and scrap, leaves molten metal). `furnace_play.js` adapted. All 11
|
||
headless suites and `play.py` (122) pass.
|
||
- Open: undoing a mold removal brings the mold back empty (its metal stays in the bag).
|
||
|
||
## 2026-10-23: compact build card top-left (Claude Code, with Codex)
|
||
|
||
Note: "build tool has no info box like the other tools." The owner chose a compact card.
|
||
|
||
- `src/ui/selection.js`: the build tool has a card again: Q, piece name, cost (red if short), E;
|
||
variant chips, Replace · G and ghosts waiting; one how-to line; the status line. No long
|
||
description; that stays in the hover popup.
|
||
- `src/ui/build-menu.js`: the `.bb-status` row is gone (its contents are on the card); the
|
||
variant chips are shared through `buildVariantChips(P)`. `src/styles/style.css`,
|
||
`docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
|
||
- `test/play.py`: the card is visible while building with name and cost and without the
|
||
description; status and Replace · G are read from the card; no `.bb-status` (122 checks pass).
|
||
All 11 headless suites pass; `t_smooth.py`'s half-resolution check is still flaky under load.
|
||
- Shots: `shots/build-card-*` (belt and wall, both looks, 1280×800 and 900×700) look right.
|
||
- Open: at 900px wide the bottom-left hover panel still sits partly under the build bar.
|
||
|
||
## 2026-10-23: Replace is held G, not Ctrl (Claude Code, with Codex)
|
||
|
||
Note: "i see the issue was ctrl+w closing the tab… it happens for the bookmark hotkey too. maybe
|
||
change the replace key?" The owner chose holding G.
|
||
|
||
- `src/ui/input.js`: `GAME.ctrl` became `GAME.replace`, set while G is held. Ctrl no longer
|
||
does anything on its own, so WASD works while replacing. Ctrl+S, Ctrl+Z, Ctrl+wheel and the
|
||
leave-page prompt are unchanged.
|
||
- Flag users and text: `previews.js`, `actions.js` ("Hold G to replace it."), `build-menu.js`
|
||
(Replace · G chip, key hints), `loop.js`, `state.js`, `notebook.js` controls, `docs/DESIGN.md`.
|
||
- `test/play.py`: the replace checks hold G; a new check flies right with D while G is held
|
||
(121 checks pass). All 11 headless suites pass. `t_smooth.py`'s half-resolution check failed
|
||
on the slow fallback again (known, flaky under load).
|
||
- Open: nothing.
|
||
|
||
## 2026-10-23: Ctrl+W no longer closes the game without asking (Claude Code)
|
||
|
||
Note: "crash: hoplding crtl and pressing W crashes the whole browser."
|
||
|
||
- Cause: Ctrl+W is the browser's close-tab shortcut (the whole window if it is the last tab);
|
||
holding Ctrl for replace while pressing W to fly hits it. Chrome and Brave reserve it, so the
|
||
page never sees the key and cannot cancel it.
|
||
- `src/ui/input.js`: a `beforeunload` handler makes the browser ask before leaving while
|
||
`GAME.running`. The `visibilitychange` autosave no longer depends on the audio context
|
||
existing (it used to return early before any sound had played).
|
||
- `test/play.py`: 2 checks (leaving asks while a world is open, not on the title screen); 120
|
||
checks pass. All 11 headless suites pass; `t_smooth.py` passed on its rerun (the known flaky
|
||
half-resolution check failed once at load ~5).
|
||
- Open: the real Ctrl+W prompt can only be seen in a headed browser; the owner checks it.
|
||
|
||
## 2026-10-23: build menu hover popup, top-left card hidden while building (Claude Code, with Codex)
|
||
|
||
Notes: "mouse hover reviels a new info popup…" and "dont need the short description in the build
|
||
menu…". The owner chose to hide the top-left card entirely while building.
|
||
|
||
- `src/ui/build-menu.js`: `#bb-pop` above the hovered tile (icon, name, cost, size, power, full
|
||
description, how to place, filter help, build keys), clamped to the window; on a gamepad it
|
||
shows for the selected tile. The `.bb-tip` row became `.bb-status`: variant (material,
|
||
direction, filter) chips, Replace · Ctrl, ghosts waiting, and status messages. The bar now
|
||
updates its parts separately so hovering doesn't rebuild the tiles.
|
||
- `src/ui/selection.js`: `#selcard` is hidden for the build tool unless copying, cutting or
|
||
pasting; the build branch moved to the bar. `src/styles/style.css`: popup and status styles;
|
||
on narrow screens the bottom-right panel moves up while building.
|
||
- `src/ui/notebook.js`, `docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
|
||
- Tests: `play.py` 118 checks (popup on hover, switching tiles, hidden on leave, gamepad,
|
||
no `.bb-tip`, card hidden while building and back for tools 1 and 2, status in the bar; the
|
||
Ctrl replace check now reads the bar). All 11 headless suites pass. `t_smooth.py`'s
|
||
half-resolution check is still flaky under load (~4.8): 1 pass in 3 runs, as before.
|
||
- Screenshots in `shots/` (build-popup-*) at 1280×800 and 900×700 in both looks.
|
||
- Open: at 900px wide the bottom-left hover-info panel sits partly under the build bar.
|
||
|
||
## 2026-10-23: a backed-up heap on a belt no longer shears (Claude Code, with Codex)
|
||
|
||
Note: "belts with a big pile on top only move the grains on the top of the stack…". The owner's
|
||
setup: a belt ending in a screw tube going up; material mixed into the bottom layers never moved.
|
||
|
||
- Cause: `carryColumn` (`src/sim/conveyors.js`) skipped a blocked grain and carried on up the
|
||
column, so with the front backed up the top slid over a stuck bottom. Reproduced headlessly
|
||
first: over 4,000 ticks, 8,815 shear steps at the tube (1,415 against a wall) and only 57 of
|
||
192 bottom sand grains left the belt.
|
||
- Fix: on a belt, the walk stops at the first blocked powder grain, so the load above stands
|
||
still. On a filter the walk goes on only so chosen materials can still drop through; nothing
|
||
above a blocked grain is carried. After: no shear, 119 of 192 sand grains out through the tube.
|
||
- `test/t_conveyors.js`: 3 new checks (no shear into an up tube, none against a wall, bottom
|
||
layer leaves through the tube). `tools/scenes/belt-heap.js` sets up the owner's case for
|
||
`tools/shot.py`; shots at 30 and 900 ticks look right. `docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
|
||
- Tests: all 11 headless suites and `play.py` (109) pass. `t_smooth.py` failed its
|
||
half-resolution check once at load 6.5 and passed on the rerun.
|
||
- Open: `t_smooth.py`'s half-resolution check is flaky on a busy machine (the game drops to
|
||
pixel when frames are slow). It is worth making that test immune to the slow fallback.
|
||
|
||
## 2026-10-23: ingots drop out of the bottom of the mold (Claude Code, with Codex)
|
||
|
||
Note: "copper bars go into the furnace. also they shouldnt require the player to press F…".
|
||
The owner confirmed the first part was a bug: the knock-out threw bars up into the furnace.
|
||
|
||
- `src/sim/molds.js`: `ejectIngot` runs from `checkMolds` (every 15 ticks). Bars spawn directly
|
||
under the mold, only where `entFreeAt` says there is room; the rest wait in the trough. Metal
|
||
is taken from the top so the short stub stays on the floor. `ingot_drop` and `ingot_blocked`
|
||
events (blocked is said once per spell via `mo.blockedSaid`, not saved). F on a ready ingot
|
||
never launches bars upward; F on an empty, short or spoiled mold still cleans and rakes.
|
||
- `src/ui/events.js`: first drop gets a card, later drops a toast; blocked gets a toast. Ingots
|
||
no longer emit `cast_ready`.
|
||
- Text: `pieces.js`, `progress.js`, `notebook.js`, `info.js`, `docs/DESIGN.md` (with the
|
||
decision), `docs/systems/stone-and-liquids.md`, `docs/PROJECT_MAP.md`.
|
||
- Tests: `t_molds` (38 checks: downward drops, stub kept, top-up, blocked and warned once,
|
||
partial drops, full entity pool, slag), `t_basics`, `t_stone`, `furnace_play.js` and
|
||
`play.py` section 6 changed to the new behaviour. All 11 headless suites, `play.py` (109) and
|
||
`t_smooth.py` (8) pass. A shot of a mold with a belt one block below shows the bars riding off.
|
||
- Open: a belt touching the mold's underside counts as blocked; bars need one open block. The
|
||
owner may want a belt directly under the mold to work.
|
||
|
||
## 2026-10-23: Shift+Q/E build tabs, G pick key removed (Claude Code, with Codex)
|
||
|
||
Notes: "add shift + q/e to move tabs" and "having the "g pick" there is confusing".
|
||
|
||
- `src/ui/build-menu.js`: `selectBuildCat(c)` (shared with tab clicks) and `cycleBuildCat(d)`;
|
||
the menu hint now reads Q/E cycle · Shift+Q/E tab.
|
||
- `src/ui/input.js`: Shift+Q/E switch tabs with the build tool; G is unbound.
|
||
- Text: build card (`selection.js`), notebook controls (`notebook.js`), `actions.js` comment,
|
||
`docs/DESIGN.md`, `docs/PROJECT_MAP.md` (regenerated, `--check` passes).
|
||
- `test/play.py`: checks for Shift+Q/E, wrapping, the remembered piece per tab, plain Q/E,
|
||
and that G no longer calls pick while middle mouse still does (109 checks).
|
||
- Tests: all 11 headless suites and `play.py` pass; a `tools/shot.py` shot of the Moving tab
|
||
shows the new hint. `t_smooth.py` passes, but its "half-resolution smooth still draws" check
|
||
failed on several runs with the 'slow' pixel fallback while the machine was busy (load ~14).
|
||
The previous commit fails the same way under the same load, so this change didn't cause it.
|
||
- Open: that check is timing-sensitive on a loaded machine; rerun it when the machine is idle.
|
||
|
||
## 2026-10-23: browser tests run locally (Claude Code, with Codex)
|
||
|
||
Request: get the browser tests, Playwright and Chromium working on the owner's Arch machine
|
||
(Python 3.14 refuses a system-wide pip install).
|
||
|
||
- Playwright 1.64.1 and its Chromium 156 (revision 1248) are in an in-repo `.venv/` made with uv.
|
||
|
||
- Added `tools/use_venv.py` and called it before Playwright imports in `tools/shot.py`,
|
||
`tools/perf.py`, `tools/playthrough.py`, `test/play.py` and `test/t_smooth.py`.
|
||
The `sys.prefix` guard prevents an exec loop if the venv lacks Playwright.
|
||
- Updated `requirements.txt`, `.gitignore`, `README.md`, `AGENTS.md`, `docs/TESTING.md`
|
||
and `docs/PROJECT_MAP.md` for Playwright 1.64.1 and venv setup.
|
||
- Checks: regenerated the project map and ran `tools/map.py --check`.
|
||
- Tests run with plain `python3`: `test/run_all.py --browser` all passed (11 headless suites,
|
||
`play.py` 101 checks, `t_smooth.py` 8 checks) on the newer Chromium; `tools/shot.py` shots
|
||
of the stone-uses scene look right in both looks. With `.venv` moved away, `play.py` exits
|
||
with the setup message instead of a traceback.
|
||
- Open: nothing.
|
||
|
||
## 2026-10-23: export from claude.ai to a local repository (Claude, in claude.ai)
|
||
|
||
Request: split the source into small files, deduplicate and tidy a little, test fully, and
|
||
write the notes, docs and agent instructions for local development.
|
||
|
||
- **Source split.**
|
||
- `core.js` (3,688 lines), `main.js` (2,012) and `render.js` (938) became 52 files in
|
||
`src/sim/`, `src/render/` and `src/ui/`, each with a header line. The build order lives in
|
||
`src/manifest.json`.
|
||
- Checked that the joined code was identical to before, apart from comments and blank lines.
|
||
- Every headless suite gave the same output, line for line, before and after.
|
||
- Screenshots of two scenes, in both looks, were pixel-identical before and after
|
||
(`tools/shot.py --freeze`).
|
||
- **Tidying, behaviour unchanged.**
|
||
- One scan loop in `simMove` instead of two mirrored copies.
|
||
- A `drawHazardRims` helper replaced 3 copies.
|
||
- The belt and filter shader code shares `beltLineSD`, `bandRidge` and `bandColor`.
|
||
- Removed unused `refundCost`, `wakeArea`, `brushFor`, and the `PARTS` / `PART_BY_ID` aliases.
|
||
- The suites share `suite()` (check / done) from the harness, and failures now set the exit
|
||
code.
|
||
- **Tests.**
|
||
- Six broken old scripts were deleted; they used functions removed long ago.
|
||
- Experiments and reports moved to `tools/experiments/`.
|
||
- `t_v2` / `t_v4` / `t_v9` were renamed `t_basics` / `t_world` / `t_conveyors`.
|
||
- Added `test/run_all.py`.
|
||
- **Tools.**
|
||
- `tools/shot.py`: repeatable screenshots of a scene set up in JavaScript.
|
||
- `tools/where.py`: maps built-page line numbers back to source files.
|
||
- `tools/map.py`: the project map's index.
|
||
- `tools/scenes/`: example scenes.
|
||
- The game skips cursor previews when `GAME.hidePreviews` is set, for clean screenshots.
|
||
- **World files outside claude.ai.**
|
||
- Pause → Export world file only worked inside claude.ai, through its downloads hook.
|
||
- It now falls back to an ordinary browser download (`exportWorld` in `src/ui/saves.js`).
|
||
- `test/play.py` checks that an exported file downloads and imports back on the title screen
|
||
as the same world.
|
||
- **Build.** `build.py` writes `dist/index.html` (a full page), `dist/deepgrain-foundry.html`
|
||
(the same without the document wrapper, as the claude.ai artifact used) and
|
||
`dist/bundle-lines.json`.
|
||
- **Docs.** `AGENTS.md`, `CLAUDE.md`, `README.md`, `NOTES.md`, `docs/PROJECT_MAP.md`,
|
||
`docs/DESIGN.md`, `docs/TESTING.md`, `docs/systems/*`, `docs/history/requests.md`.
|
||
- **Tests run.** All 11 headless suites pass, as do `test/play.py` (101 checks) and
|
||
`test/t_smooth.py` (8 checks).
|
||
- **Open.**
|
||
- The owner reports that big piles on belts still only move at the top (NOTES.md); not yet
|
||
reproduced.
|
||
- The game's last claude.ai artifact was version 24.
|