299 lines
19 KiB
Markdown
299 lines
19 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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## 2026-10-23: world sounds are heard around the bot, not the view (Claude Code)
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Note: "the sound effect is still heard when the player's zoom level is farther out… sounds
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shouldnt be heard based on the viewport, but rather in a radius from the player."
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- `src/ui/audio.js` `sfxPlace`: gain from the distance to the bot's centre (full within 24
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grains, silent at 96), pan from the horizontal offset; zoom no longer matters.
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- `test/play.py`: the audio checks use points relative to the bot; a new check zooms out to 2
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and plays a visible sizzle 200 grains away: silent (it played before). `play.py` and all 11
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headless suites pass. `docs/DESIGN.md`.
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- Open: nothing.
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## 2026-10-23: F on an ingot mold does nothing and says nothing (Claude Code)
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Note: "now that ingot molds empty themselves, F still makes a message…"
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- `src/sim/actions.js` `interactAt` passes ingot molds by, so F reaches anything else nearby;
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`src/ui/actions.js` shows no "Nothing to use there." when the cursor is on an ingot mold.
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- Tests: `t_molds` (F on an ingot mold in every state returns nothing, changes nothing, no
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sound) and `play.py` (F over an ingot mold leaves no status and no toast). All 11 headless
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suites and `play.py` pass.
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- Open: nothing.
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## 2026-10-23: pixel-art silo for the pixel look (Claude Code, with Codex)
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Note: "the silo art looks the same for both pixelated graphiocs and smooth."
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- `src/render/machines.js`: `drawSilo` is the smooth (illustrated) version as before; in the
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pixel look `drawSiloPixel` draws it grain by grain: a drum shaded by column with rib rows and
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ladder rungs, a cone to the slide gate, legs, the roof hatch with its lid, and the sight glass
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filling in the contents colour. Codex's first version read poorly (dark side columns made
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the drum look narrow); Claude redrew the grain layout.
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- `tools/scenes/silo.js` (run after `clear-sky.js`): three silos, empty, half sand, nearly full
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copper ore with the gate open. Shots `shots/silo-*.png` at zoom 6 and 12; smooth shots match
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the before shots pixel for pixel. `docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
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- Tests: all 11 headless suites and `play.py` (129) pass. `t_smooth.py`'s half-resolution check
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failed twice on the slow fallback at load ~5 (known flaky; it passed in the previous task).
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- Open: nothing.
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## 2026-10-23: world sounds are local (Claude Code, with Codex)
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Note: "there is a sound effect that seems to happen randomly but constantly… maybe the sound
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effects are not local?" The owner then confirmed a new world is quiet.
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- Measured headlessly over 5 game minutes: a fresh world emits no sounds; a lava and water
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contact 720+ grains from the bot emitted 2,889 sizzles (about 580 a minute), and `events.js`
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played every one at full volume. The sizzle (`heat.js` boiling and quenching) is the only sim
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sound with a position.
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- `src/ui/audio.js`: `sfxPlace(x, y)` gives gain (1 in view, 0 one view width beyond it) and
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pan; `playSfx(name, arg, x, y)` skips silent ones before the rate limit and plays the rest
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through a gain and stereo panner (`AU.bus`). `src/ui/events.js` passes positions.
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`docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
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- `test/play.py`: far off-screen is silent, on screen plays, just off-screen is quieter and
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panned. All 11 headless suites, `play.py` and `t_smooth.py` pass.
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- Checked afterwards with the owner's exported world (seed 622525): over one minute, 48 sizzles
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and no other sounds, all from water boiling on naturally hot deep rock (a pool on 580°C basalt
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and drips in a shaft and a cave, about 500 grains below the bot). Nothing built there. With
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the fix every one of them is silent from the surface.
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## 2026-10-23: fewer, smaller messages (Claude Code, with Codex)
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Note: "lets change the engot mold and other status messages. they are way too large and just too
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many messages…". The owner chose molds, machine warnings and shorter status lines.
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- `src/render/overlays.js`: every mold always shows a small percentage (`moldLabel`), gold
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`100% · F` for a set bit or tank, red when spoiled or when an ingot mold is blocked
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(`mo.blocked`, set in `ejectIngot`, not saved). Details are in the hover panel (`info.js`),
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which also carries the furnace-loading advice that F messages used to append.
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- `src/ui/events.js`: no cards or toasts for bars dropping, blocked molds or set castings (the
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sounds stay). Fan heat is a red ! marker on the fan (`mm.hot`, hover shows °C); melted tubes
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and machines destroyed by heat get a short red floating label (`warn` event, coloured
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`spawnFloater`) instead of a toast.
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- Status lines shortened to one sentence across `src/sim` (molds, actions, blocks, blueprints,
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drill, items, machines, tools, undo, vacuum) and `src/ui` (actions, selection).
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- Tests: `play.py` records every status line and checks none is over 90 characters (longest
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now 55); mold label and no-toast checks. `t_molds` (message lengths, `mo.blocked`), `t_build`
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(hot fan: `mm.hot`, no toast), `t_world`. All 11 headless suites and `play.py` pass.
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- Shots: `shots/messages-pixel.png`, `shots/messages-smooth.png` (filling, blocked, set bit,
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hot fan).
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- Open: the first-ever bar drop no longer shows an explaining card; the notebook still explains.
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## 2026-10-23: ingot molds need no F; removing a mold returns its metal (Claude Code, with Codex)
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Note: "now that the ingot molds drop the ingots, what is the purpose of F…". The owner chose no F
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on ingot molds.
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- `src/sim/molds.js` `ejectIngot`: when nothing over or in the mold is molten, junk and mixed
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metal (as scrap) and plugs over the trough or frozen in the grate are written as loose grains
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into the 4 rows under the mold; what doesn't fit waits. Slag and ash are thrown away. After a
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drop or a clean-out the grate above is raked. Bars and the short stub work as before.
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- `collectMold` on an ingot mold only says "Ingot molds empty themselves." Bit and tank molds
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keep F. `removeMold` (every kind) gives the set metal to the bag: whole bars as bars, the rest
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as scrap; molten metal is left alone.
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- Text: `troughState` flaws, `info.js`, `overlays.js` (no "· F" on ingots), `pieces.js`,
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`progress.js`, `notebook.js`, `docs/systems/stone-and-liquids.md`, `docs/DESIGN.md`.
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- Tests: `t_molds` 60 checks (F does nothing on ingots; plate, slag and rake cases now
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automatic; junk out, mixed metal out as scrap, junk waits when blocked and while molten;
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removal returns bars and scrap, leaves molten metal). `furnace_play.js` adapted. All 11
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headless suites and `play.py` (122) pass.
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- Open: undoing a mold removal brings the mold back empty (its metal stays in the bag).
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## 2026-10-23: compact build card top-left (Claude Code, with Codex)
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Note: "build tool has no info box like the other tools." The owner chose a compact card.
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- `src/ui/selection.js`: the build tool has a card again: Q, piece name, cost (red if short), E;
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variant chips, Replace · G and ghosts waiting; one how-to line; the status line. No long
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description; that stays in the hover popup.
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- `src/ui/build-menu.js`: the `.bb-status` row is gone (its contents are on the card); the
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variant chips are shared through `buildVariantChips(P)`. `src/styles/style.css`,
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`docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
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- `test/play.py`: the card is visible while building with name and cost and without the
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description; status and Replace · G are read from the card; no `.bb-status` (122 checks pass).
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All 11 headless suites pass; `t_smooth.py`'s half-resolution check is still flaky under load.
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- Shots: `shots/build-card-*` (belt and wall, both looks, 1280×800 and 900×700) look right.
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- Open: at 900px wide the bottom-left hover panel still sits partly under the build bar.
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## 2026-10-23: Replace is held G, not Ctrl (Claude Code, with Codex)
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Note: "i see the issue was ctrl+w closing the tab… it happens for the bookmark hotkey too. maybe
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change the replace key?" The owner chose holding G.
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- `src/ui/input.js`: `GAME.ctrl` became `GAME.replace`, set while G is held. Ctrl no longer
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does anything on its own, so WASD works while replacing. Ctrl+S, Ctrl+Z, Ctrl+wheel and the
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leave-page prompt are unchanged.
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- Flag users and text: `previews.js`, `actions.js` ("Hold G to replace it."), `build-menu.js`
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(Replace · G chip, key hints), `loop.js`, `state.js`, `notebook.js` controls, `docs/DESIGN.md`.
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- `test/play.py`: the replace checks hold G; a new check flies right with D while G is held
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(121 checks pass). All 11 headless suites pass. `t_smooth.py`'s half-resolution check failed
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on the slow fallback again (known, flaky under load).
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- Open: nothing.
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## 2026-10-23: Ctrl+W no longer closes the game without asking (Claude Code)
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Note: "crash: hoplding crtl and pressing W crashes the whole browser."
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- Cause: Ctrl+W is the browser's close-tab shortcut (the whole window if it is the last tab);
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holding Ctrl for replace while pressing W to fly hits it. Chrome and Brave reserve it, so the
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page never sees the key and cannot cancel it.
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- `src/ui/input.js`: a `beforeunload` handler makes the browser ask before leaving while
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`GAME.running`. The `visibilitychange` autosave no longer depends on the audio context
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existing (it used to return early before any sound had played).
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- `test/play.py`: 2 checks (leaving asks while a world is open, not on the title screen); 120
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checks pass. All 11 headless suites pass; `t_smooth.py` passed on its rerun (the known flaky
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half-resolution check failed once at load ~5).
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- Open: the real Ctrl+W prompt can only be seen in a headed browser; the owner checks it.
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## 2026-10-23: build menu hover popup, top-left card hidden while building (Claude Code, with Codex)
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Notes: "mouse hover reviels a new info popup…" and "dont need the short description in the build
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menu…". The owner chose to hide the top-left card entirely while building.
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- `src/ui/build-menu.js`: `#bb-pop` above the hovered tile (icon, name, cost, size, power, full
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description, how to place, filter help, build keys), clamped to the window; on a gamepad it
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shows for the selected tile. The `.bb-tip` row became `.bb-status`: variant (material,
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direction, filter) chips, Replace · Ctrl, ghosts waiting, and status messages. The bar now
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updates its parts separately so hovering doesn't rebuild the tiles.
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- `src/ui/selection.js`: `#selcard` is hidden for the build tool unless copying, cutting or
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pasting; the build branch moved to the bar. `src/styles/style.css`: popup and status styles;
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on narrow screens the bottom-right panel moves up while building.
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- `src/ui/notebook.js`, `docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
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- Tests: `play.py` 118 checks (popup on hover, switching tiles, hidden on leave, gamepad,
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no `.bb-tip`, card hidden while building and back for tools 1 and 2, status in the bar; the
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Ctrl replace check now reads the bar). All 11 headless suites pass. `t_smooth.py`'s
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half-resolution check is still flaky under load (~4.8): 1 pass in 3 runs, as before.
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- Screenshots in `shots/` (build-popup-*) at 1280×800 and 900×700 in both looks.
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- Open: at 900px wide the bottom-left hover-info panel sits partly under the build bar.
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## 2026-10-23: a backed-up heap on a belt no longer shears (Claude Code, with Codex)
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Note: "belts with a big pile on top only move the grains on the top of the stack…". The owner's
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setup: a belt ending in a screw tube going up; material mixed into the bottom layers never moved.
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- Cause: `carryColumn` (`src/sim/conveyors.js`) skipped a blocked grain and carried on up the
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column, so with the front backed up the top slid over a stuck bottom. Reproduced headlessly
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first: over 4,000 ticks, 8,815 shear steps at the tube (1,415 against a wall) and only 57 of
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192 bottom sand grains left the belt.
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- Fix: on a belt, the walk stops at the first blocked powder grain, so the load above stands
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still. On a filter the walk goes on only so chosen materials can still drop through; nothing
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above a blocked grain is carried. After: no shear, 119 of 192 sand grains out through the tube.
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- `test/t_conveyors.js`: 3 new checks (no shear into an up tube, none against a wall, bottom
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layer leaves through the tube). `tools/scenes/belt-heap.js` sets up the owner's case for
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`tools/shot.py`; shots at 30 and 900 ticks look right. `docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
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- Tests: all 11 headless suites and `play.py` (109) pass. `t_smooth.py` failed its
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half-resolution check once at load 6.5 and passed on the rerun.
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- Open: `t_smooth.py`'s half-resolution check is flaky on a busy machine (the game drops to
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pixel when frames are slow). It is worth making that test immune to the slow fallback.
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## 2026-10-23: ingots drop out of the bottom of the mold (Claude Code, with Codex)
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Note: "copper bars go into the furnace. also they shouldnt require the player to press F…".
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The owner confirmed the first part was a bug: the knock-out threw bars up into the furnace.
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- `src/sim/molds.js`: `ejectIngot` runs from `checkMolds` (every 15 ticks). Bars spawn directly
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under the mold, only where `entFreeAt` says there is room; the rest wait in the trough. Metal
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is taken from the top so the short stub stays on the floor. `ingot_drop` and `ingot_blocked`
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events (blocked is said once per spell via `mo.blockedSaid`, not saved). F on a ready ingot
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never launches bars upward; F on an empty, short or spoiled mold still cleans and rakes.
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- `src/ui/events.js`: first drop gets a card, later drops a toast; blocked gets a toast. Ingots
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no longer emit `cast_ready`.
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- Text: `pieces.js`, `progress.js`, `notebook.js`, `info.js`, `docs/DESIGN.md` (with the
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decision), `docs/systems/stone-and-liquids.md`, `docs/PROJECT_MAP.md`.
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- Tests: `t_molds` (38 checks: downward drops, stub kept, top-up, blocked and warned once,
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partial drops, full entity pool, slag), `t_basics`, `t_stone`, `furnace_play.js` and
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`play.py` section 6 changed to the new behaviour. All 11 headless suites, `play.py` (109) and
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`t_smooth.py` (8) pass. A shot of a mold with a belt one block below shows the bars riding off.
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- Open: a belt touching the mold's underside counts as blocked; bars need one open block. The
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owner may want a belt directly under the mold to work.
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## 2026-10-23: Shift+Q/E build tabs, G pick key removed (Claude Code, with Codex)
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Notes: "add shift + q/e to move tabs" and "having the "g pick" there is confusing".
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- `src/ui/build-menu.js`: `selectBuildCat(c)` (shared with tab clicks) and `cycleBuildCat(d)`;
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the menu hint now reads Q/E cycle · Shift+Q/E tab.
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- `src/ui/input.js`: Shift+Q/E switch tabs with the build tool; G is unbound.
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- Text: build card (`selection.js`), notebook controls (`notebook.js`), `actions.js` comment,
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`docs/DESIGN.md`, `docs/PROJECT_MAP.md` (regenerated, `--check` passes).
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- `test/play.py`: checks for Shift+Q/E, wrapping, the remembered piece per tab, plain Q/E,
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and that G no longer calls pick while middle mouse still does (109 checks).
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- Tests: all 11 headless suites and `play.py` pass; a `tools/shot.py` shot of the Moving tab
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shows the new hint. `t_smooth.py` passes, but its "half-resolution smooth still draws" check
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failed on several runs with the 'slow' pixel fallback while the machine was busy (load ~14).
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The previous commit fails the same way under the same load, so this change didn't cause it.
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- Open: that check is timing-sensitive on a loaded machine; rerun it when the machine is idle.
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## 2026-10-23: browser tests run locally (Claude Code, with Codex)
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Request: get the browser tests, Playwright and Chromium working on the owner's Arch machine
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(Python 3.14 refuses a system-wide pip install).
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- Playwright 1.64.1 and its Chromium 156 (revision 1248) are in an in-repo `.venv/` made with uv.
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- Added `tools/use_venv.py` and called it before Playwright imports in `tools/shot.py`,
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`tools/perf.py`, `tools/playthrough.py`, `test/play.py` and `test/t_smooth.py`.
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The `sys.prefix` guard prevents an exec loop if the venv lacks Playwright.
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- Updated `requirements.txt`, `.gitignore`, `README.md`, `AGENTS.md`, `docs/TESTING.md`
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and `docs/PROJECT_MAP.md` for Playwright 1.64.1 and venv setup.
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- Checks: regenerated the project map and ran `tools/map.py --check`.
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- Tests run with plain `python3`: `test/run_all.py --browser` all passed (11 headless suites,
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`play.py` 101 checks, `t_smooth.py` 8 checks) on the newer Chromium; `tools/shot.py` shots
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of the stone-uses scene look right in both looks. With `.venv` moved away, `play.py` exits
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with the setup message instead of a traceback.
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- Open: nothing.
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## 2026-10-23: export from claude.ai to a local repository (Claude, in claude.ai)
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Request: split the source into small files, deduplicate and tidy a little, test fully, and
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write the notes, docs and agent instructions for local development.
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- **Source split.**
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- `core.js` (3,688 lines), `main.js` (2,012) and `render.js` (938) became 52 files in
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`src/sim/`, `src/render/` and `src/ui/`, each with a header line. The build order lives in
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`src/manifest.json`.
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- Checked that the joined code was identical to before, apart from comments and blank lines.
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- Every headless suite gave the same output, line for line, before and after.
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- Screenshots of two scenes, in both looks, were pixel-identical before and after
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(`tools/shot.py --freeze`).
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- **Tidying, behaviour unchanged.**
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- One scan loop in `simMove` instead of two mirrored copies.
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- A `drawHazardRims` helper replaced 3 copies.
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- The belt and filter shader code shares `beltLineSD`, `bandRidge` and `bandColor`.
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- Removed unused `refundCost`, `wakeArea`, `brushFor`, and the `PARTS` / `PART_BY_ID` aliases.
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- The suites share `suite()` (check / done) from the harness, and failures now set the exit
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code.
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- **Tests.**
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- Six broken old scripts were deleted; they used functions removed long ago.
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- Experiments and reports moved to `tools/experiments/`.
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- `t_v2` / `t_v4` / `t_v9` were renamed `t_basics` / `t_world` / `t_conveyors`.
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- Added `test/run_all.py`.
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- **Tools.**
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- `tools/shot.py`: repeatable screenshots of a scene set up in JavaScript.
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- `tools/where.py`: maps built-page line numbers back to source files.
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- `tools/map.py`: the project map's index.
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- `tools/scenes/`: example scenes.
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- The game skips cursor previews when `GAME.hidePreviews` is set, for clean screenshots.
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- **World files outside claude.ai.**
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- Pause → Export world file only worked inside claude.ai, through its downloads hook.
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- It now falls back to an ordinary browser download (`exportWorld` in `src/ui/saves.js`).
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- `test/play.py` checks that an exported file downloads and imports back on the title screen
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as the same world.
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- **Build.** `build.py` writes `dist/index.html` (a full page), `dist/deepgrain-foundry.html`
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(the same without the document wrapper, as the claude.ai artifact used) and
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`dist/bundle-lines.json`.
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- **Docs.** `AGENTS.md`, `CLAUDE.md`, `README.md`, `NOTES.md`, `docs/PROJECT_MAP.md`,
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`docs/DESIGN.md`, `docs/TESTING.md`, `docs/systems/*`, `docs/history/requests.md`.
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- **Tests run.** All 11 headless suites pass, as do `test/play.py` (101 checks) and
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`test/t_smooth.py` (8 checks).
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- **Open.**
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- The owner reports that big piles on belts still only move at the top (NOTES.md); not yet
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reproduced.
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- The game's last claude.ai artifact was version 24.
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