2026-09-23 13:24:02
Anonymous:
Record owner chest cadence revision and one continuous cafeteria floor finish
hold the flood/rooms.md ..
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So this page is the home of the station's rooms from now on. **Every room below starts with the owner's own card.** The implementer builds exactly what a card says. Where it is silent, the implementer picks the smallest sensible default, marks it as their own, and lists each choice for the owner; ambiguous wording is left for the owner to clarify. This follows the owner's continuation instructions of 2026-09-20. The older room pages of this wiki ([Station Room And Module Inventory](/Hold%20The%20Flood/Station%20Room%20And%20Module%20Inventory), [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory), [First Expedition Options](/Hold%20The%20Flood/First%20Expedition%20Options)) describe an earlier design. They are not what the game contains.
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## Chest interval and cafeteria floor — owner revision, 23 September 2026
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**Owner request, word for word:**
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> ok, I used a different agent to improve the combat balance, however, now we need to reduce the chest drop rate to 1 every 2.5 minutes of threat level.
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> Also, the cafeteria has different floors for it's 2 parts. I don't love it. lets keep it one floor style.
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**As built:** new chest events occur every 150 seconds of Threat. [Threat](/Hold%20The%20Flood/Threat) owns the complete timing and saved-departure rules. The cafeteria uses one continuous panel finish across dining and buffet. Extending the existing dining colour and removing the dividing buffet stripe, while retaining the perimeter border and continuous aisle inlays, are implementation choices. The Entrance Sector combat balance below remains current.
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**Verification:** 374 Core and 90 Unity tests passed. The unified floor was inspected in Play mode both across the whole room and at normal camera distance. A controlled live check confirmed a visible chest appears at 150 seconds of Threat, with the next event due at 300. The room's furniture, collision and routes are unchanged.
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## Entrance Sector — current enemy and spawning trial, 22 September 2026
The Western Promenade, Waiting Area and Cafeteria are different rooms within the **Entrance Sector**, not separate stages. They share one ordinary roster, one Threat schedule and the connected combat population budget. Their shape, benches, tables and doors determine routes and legal arrivals. Walking between them does not reset the clock, give another spawn grace or apply a room difficulty multiplier. Later zones will supply their own enemies, rules and increasing baseline difficulty; their tables and the clock/return policy between zones remain future work.
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> The wiki *should* have the required information about to translate Threat to enemies. please check it. if it does not, or the data is only partial, let me know, and we'll work it out.
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**Owner clarification:** the enemy cap covers the entire connected chain of dynamic unsafe rooms; only Threat sets their combat parameters, not room identity or location; rewards appear at Threat thresholds. In the separate balance task the owner chose one chest per 30 Threat seconds, baseline rarity of 10% rare-or-better with 10% of that group extra rare, and no new chests when the deck is exhausted. The owner delivered the resulting handoff here and said:
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**Owner clarification:** the enemy cap covers the entire connected chain of dynamic unsafe rooms; only Threat sets their combat parameters, not room identity or location; rewards appear at Threat thresholds. In the separate balance task the owner chose one chest per 30 Threat seconds, baseline rarity of 10% rare-or-better with 10% of that group extra rare, and no new chests when the deck is exhausted. The owner superseded that 30-second interval with 150 seconds on 23 September 2026. The owner delivered the original handoff here and said:
> here is the result from the balance agent. let's try to implement it:
Six rooms. **The Dock** is safe: its west door leads into the Western Promenade, its east door stays locked, and the north password door opens only to an unbuilt passage. **The Western Promenade** is a long dynamic unsafe hallway. Its easternmost north doorway leads to **the Gift Shop**, a safe furnished 15-by-15-metre room; trading remains TBD. The middle north doorway leads to **the Public Bathroom**, a safe 10-by-10-metre room with nothing interactable. The westernmost north doorway leads to **the Waiting Area**, a dynamic unsafe 20-by-20-metre room with rows of padded terminal benches and inactive wall screens. The Promenade's west door leads to **the Cafeteria**, a dynamic unsafe 30-by-30-metre room: abandoned meals and dining furniture in its southern two-thirds, buffet in the northern third, and a closed kitchen door centred on the north wall. The kitchen is not built.
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The three dynamic unsafe rooms form one Entrance Sector and share its Threat schedule and rewards. Each 30 Threat seconds can earn a chest in the current dynamic room, including the Cafeteria, subject to the shared deck and clear placement. There is no room-clear reward or room-specific difficulty multiplier on new departures.
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The three dynamic unsafe rooms form one Entrance Sector and share its Threat schedule and rewards. Every 150 Threat seconds (2 minutes 30 seconds) can earn a chest in the current dynamic room, including the Cafeteria, subject to the shared deck and clear placement. This interval is the owner's revision of 23 September 2026. There is no room-clear reward or room-specific difficulty multiplier on new departures.
The player starts with the owner's two items, the Oxygen Tank and the Service Gun. Ship storage is empty.
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The clean card corrects only obvious slips: “it's south” to “its south”, duplicate “and”, “north 1/3 if” to “north 1/3 is”, “treys” to “trays”, and “The is a door” to “There is a door”. The exact owner text above is preserved.
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**As built — room construction and historical finite encounter:** the room and furnishings remain current. Its room-specific fight numbers and rewardless-clear behavior below record the initial Cafeteria version; current dynamic Entrance encounters use the shared schedule above.
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**As built — room construction and historical finite encounter:** the room and furnishings remain current. At the owner's request on 23 September 2026, the existing dining floor panels extend through the buffet area as one continuous floor style. The dividing buffet inlay is removed; the perimeter border and central aisle remain. Its room-specific fight numbers and rewardless-clear behavior below record the initial Cafeteria version; current dynamic Entrance encounters use the shared schedule above.
Implementation choices where the owner left details open: