Files
deepgrain-foundry/docs/agent-log.md
T
44r0n7andClaude Opus 5.5 f678165e1b Physics test pass for sand, molten metal and gases; stuck gas finishes, steam is not deleted (t21)
- New test/t_physics.js: heaps, sorting, sinking, world edges; molten copper levelling, setting,
  quenching, slag over copper, cavity filling; smoke, steam, fire, sealed pockets, the top row.
- Gas in a sealed pocket kept its area asleep and never faded or condensed: gas() keeps its area
  awake while it lasts.
- A rain drop or blown grain landing on steam deleted the steam's water: it goes to the clouds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 21:55:04 -04:00

52 KiB
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Agent log

What agents have done, newest first. Add an entry for every piece of work: the date, which note or request it was for, what changed, the files touched, the tests run, and anything left open or not verified. Keep each entry short; the git history has the details.

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.