Commit 333235

2026-09-06 18:07:06 Anonymous: Glossary: correct to Design Document r3, which reverted r2's renames (thinning back to press, proximity radius back to pursuit range), split gate from hatch onto the new junction platform, renamed power/signal line to signal/power cable, and withdrew ledge. Adds a renamed-or-withdrawn table so a reader holding r1 or r2 can still map the words, and one note for the lead: a term renamed and reverted inside ten minutes with no note either time is expensive for anyone reading a fixed revision.
hold the flood/glossary.md ..
@@ 58,8 58,8 @@
| **Counterplay** | What an opponent — here the Flood or the district — can do against a loadout, and what the player can do back. | Design r5 |
| **XP** | Experience points: the survivorlike habit of growing stronger per kill. **This design gives none** — growth comes from the world instead. | Design r5 |
| **Knowledge gate / stat gate** | A knowledge gate is passed by understanding something; a stat gate is passed by having a number high enough. This design uses only the first. | Design Document, App. A |
- | **Thinning** | The slow drift of a gathered crowd outward along its branch during a quiet interval. *Design Document r1 called this **press**.* | Design Document, App. A |
- | **Proximity radius** | The distance within which organisms leave a crowd to chase you. *Design Document r1 called this **pursuit range**.* | Design Document, App. A |
+ | **Press** | The slow outward creep of a gathered crowd's edge along its branch during a quiet interval. | Design Document r3, App. A |
+ | **Pursuit range** | The distance within which organisms leave a crowd to chase you. | Design Document r3, App. A |
## The district
@@ 72,15 72,15 @@
| **Culvert** | The drain tunnel under the causeway. Walkable, and dry on its own — **no bundle has to be spent running a pump to keep it dry**. Has cart wear and a refuge sign turned toward the yard. | Design r4; World r6 (Q9) |
| **Yard / pump hall** | The salvage yard and pump hall beside a shallow channel. The yard beacon stands at the pump hall and is dark by default; the hall's hatch is on the same circuit. | Design r4 §Topology |
| **Sluice** | The low gate at the district's low end where water — and the Flood — come in when nothing calls them elsewhere. No beacon; opens onto the interior route. | Design r4; World r6 (Q9) |
- | **Gate / hatch** | Each branch's one powered door: the **gate** into the interior at the causeway's far end, the **hatch** into the pump hall. Open only while their branch is lit. | Design Document, App. A |
- | **Ledge** | A raised dry shelter — one mid-causeway, one on the yard bank beside the channel. | Design Document, App. A |
+ | **Hatch** | The pump hall's powered door. Open while the yard is lit, with a hand crank inside for when it is not. | Design Document r3, App. A |
+ | **Junction platform / gate / pool / valve** | The raised shelter where the branches meet; the **gate** into the interior on its own circuit, which the panel never reaches; the **pool** beside it; and the **valve** that joins the yard channel to the pool. | Design Document r3, App. A |
| **Intake** | A place a surge can enter: the causeway's far end, the yard channel beside the pump hall, or the sluice. Which one is used is decided by the panel alone. | Design r4; World r6 |
| **Beacon** | A lamp on the district's circuit, one at the far end of each branch. **Steady = its branch is powered. Pulsing = a dispatch is firing. Dark = unpowered.** A lit beacon draws the Flood that is already inside the district. Whether that pull is limited to a visible glow is an open decision: the Design Document (d828a4, section 4) uses PM's baseline, in which a surge follows the nearest lit beacon it can reach, and presents the glow-limited version as the alternative. | Design Document d828a4 |
| **Panel** | A three-position switch at the causeway head, sending the district's one live circuit to the causeway, to the yard, or to nowhere ("off"). Needs no item, slot or resource. Resets to causeway each expedition. | Design r4; World r6 |
| **Deposit** | A marked pile of salvage in the district. | Design r4 |
| **Tally board** | The previous crew's board, in the pump hall. Part of the motive, not a mechanic. | Design r4 |
| **Valve / pump** | District machinery: a valve joins channels and so extends where current reaches; a pump drains one and cuts it. | Design r4 |
- | **Power line / signal line** | The two lines the panel switches: power lights and opens things, signal carries the dispatch pulse. | Design Document, App. A |
+ | **Signal cable / power cable** | The thin and thick cables that leave each panel position side by side; the relay's pulse is seen travelling the thin one. | Design Document r3, App. A |
| **Field pump** | A pump fuelled by one bundle that drains one channel, for one expedition only. | Design Document, App. A |
## Gear and the rack
@@ 101,7 101,7 @@
| **Loadout** | The modules you are carrying and how they are arranged in the rack. **Earlier revisions, and the Brief, Team and Tasks pages, call this a "build".** The design pages renamed it because the Hub's development gate uses "build" to mean a compiled executable. | Design r4 (see Q3) |
| **Health** | A short bar. Contact with organisms, and standing in energised water without insulation, remove it. It does not regenerate in the district; extraction restores it; a kit restores it once. | Design r4 §Combat and health |
| **Notebook** | Opening it pauses everything and shows only what you have already seen. Rule **S1**. | Design r4 |
- | **Shelter** | A raised place, including a dry dock, that enemies neither enter nor spawn in — a hard stop. You can repack and watch there, but the surge clock keeps running. Rule **S2**. | Design r4 |
+ | **Shelter** | A dry dock or the junction platform; enemies neither enter nor spawn there. You can repack and watch, but the surge clock keeps running. Rule **S2**. | Design Document r3, App. A |
| **Workshop / forecast relay** | The colony's two additive repairs: a workshop gives one extra starting module choice; a forecast relay makes the first intake known before departure. Each costs a full return's salvage. | Design r4 |
| **Siphon** | A module that consumes one touching bundle for three units of charge, once — for a player who needs power and has only salvage. | Design Document §5 |
| **Arc** | An optional one-slot module that, while linked to a charged battery, makes the cutter's hits conduct from organism to organism through a dense crowd, draining the battery over about twenty seconds. | Design Document §5 |
@@ 120,6 120,26 @@
"**Energised**", "**lit**" and "**powered**" are the same state. Under the baseline a lit beacon's pull has no fixed radius; under the alternative its **glow** would be the visible extent of it.
+ ## Renamed or withdrawn — so an earlier revision still reads
+
+ The Design Document's vocabulary changed in each of its first three revisions, sometimes back again. Every
+ entry above is cited to the revision it currently comes from. This table is only so that a reader holding
+ r1 or r2 — or any page that quoted them — can still find the thing.
+
+ | Was | Is now | Note |
+ |---|---|---|
+ | **press** (r1) → *thinning* (r2) → **press** (r3) | **Press** | Renamed and reverted within ten minutes |
+ | **pursuit range** (r1) → *proximity radius* (r2) → **pursuit range** (r3) | **Pursuit range** | Same |
+ | **power line / signal line** (r1–r2) | **Signal cable / power cable** | Renamed r3 |
+ | **gate / hatch** as one branch-door pair (r2) | **Hatch** and **gate** separately | r3 puts the gate on the junction platform, on a circuit the panel never reaches |
+ | **ledge** (r2): a raised dry shelter, one mid-causeway, one on the yard bank | — **withdrawn** | r3 drops the term; the **junction platform** is the mid-district shelter |
+
+ **For the lead designer:** this is not a complaint about revising — it is fast, and the churn is the cost
+ of moving fast. But a term renamed and reverted inside ten minutes, with no note either time, is
+ expensive for anyone reading a revision that is not the newest, and the design document is the artefact
+ most likely to be read at a fixed revision. One line in the revision header saying which words changed
+ would remove the whole problem.
+
## Words once missing, now defined
The five words this page listed as undefined on 2026-09-06 have all been defined since, each by the role
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