2026-09-17 11:53:34
Anonymous:
Detector range 15 metres; adjacency has a range, default 1, some items 2 (owner, 2026-09-17)
hold the flood/the pack.md ..
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# Hold The Flood — The Pack
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*Owner decisions, 2026-09-17: (1) the inventory is a Backpack Hero style grid with shaped items; (2) the pack can be opened whenever no enemy is around, and it opens when a new item is gained; (3) the bag should have plenty of ways to grow; (4) keep it simple: every item is written like the owner's example card below. Everything else on this page is a proposal. Where this page and older wiki text disagree, this page wins. Nothing here is built yet.*
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*Owner decisions, 2026-09-17: (1) the inventory is a Backpack Hero style grid with shaped items; (2) the pack can be opened whenever no enemy is around, and it opens when a new item is gained; (3) the bag should have plenty of ways to grow; (4) keep it simple: every item is written like the owner's example card below; (5) the detector's range is 15 metres; (6) adjacency has a range, 1 by default, and some items have range 2. Everything else on this page is a proposal. Where this page and older wiki text disagree, this page wins. Nothing here is built yet.*
## The owner's example, which is the template for every item
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> **Simple FoF detector:** 1x1 object. Self-activates 1 per second. When active: if an enemy unit exists within 500, all adjacent items get activated. Cooldown: 1 second.
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> **Simple FoF detector:** 1x1 object. Self-activates 1 per second. When active: if an enemy unit exists within 15 metres, all adjacent items get activated. Cooldown: 1 second.
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Every item in the game is described the same way, in one line: **size · how it gets activated · what it does when active · cooldown.**
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*The owner first wrote the range as 500, then set it to 15 in the game's own unit, metres.*
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Every item in the game is described the same way, in one line: **size · how it gets activated · what it does when active · cooldown.** An item that acts on its neighbours has an adjacency range of 1 unless its card says otherwise.
## How it works
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2. **Every square works.** There is no separate "switched on" area and no limit on how many items run at once, other than the room in the bag.
3. **An item gets activated in one of three ways:** by itself on a timer, by a neighbour, or by the player's button.
4. **When an item is activated it does its one thing,** then cools down. An item that is cooling down ignores being activated. That is the whole system.
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5. **Adjacent means sharing an edge.** Corners do not count.
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5. **Adjacency has a range** *(decided)*. The default is 1: only squares that share an edge with the item count, so corners do not. Some items have range 2, which reaches one step further and so goes around the corner: it catches the diagonal squares and the square beyond a neighbour. Range counts steps from square to square, whatever lies in between. For a 1x1 item X:
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```
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. . 2 . .
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. 2 1 2 . 1 = reached at range 1
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2 1 X 1 2 2 = also reached at range 2
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. 2 1 2 .
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. . 2 . .
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```
6. **Where you put things is the only wiring.** A detector next to a gun makes an automatic gun. The same detector next to a shield makes an automatic shield. Next to both, it drives both.
7. **The floor strip.** Beside the grid is a strip showing whatever lies within reach. Drag out to put something down, drag in to pick it up. If a find does not fit, you rearrange, leave something on the floor, or leave the find. Nothing is ever discarded for you.
8. **When the pack opens** *(decided)*: whenever no enemy is around, and by itself when a new item is gained. The world is paused while it is open. Aboard the ship it is always available.
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Only the first card is the owner's. The rest are my conversions of the existing parts, to be corrected.
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- **Simple FoF detector** *(owner's card)*: 1x1. Self-activates 1 per second. When active: if an enemy unit exists within 500, all adjacent items get activated. Cooldown 1 second.
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- **Simple FoF detector** *(owner's card)*: 1x1. Self-activates 1 per second. When active: if an enemy unit exists within 15 metres, all adjacent items get activated. Cooldown 1 second. Adjacency range 1.
- **Pulse Projector:** 1x2. Activated by a neighbour. When active: fires one shot at the nearest enemy it can see. Cooldown 0.6 seconds.
- **Trigger button:** 1x1. Activated by the player's button, click or Space. When active: all adjacent items get activated. Cooldown 0.2 seconds.
- **Barrier Plate:** 1x2. Activated by a neighbour. When active: raises a shield in the direction the astronaut faces for 1.2 seconds. Cooldown 1.5 seconds.
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## Open questions for the owner
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1. **What is 500 measured in?** The game as built measures in metres; a room is about 14 metres across and the current gun reaches 12. My placeholder for 500 is 12 metres.
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2. **Do corners count as adjacent?** I assumed no.
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3. **Is a four by four starting bag right?**
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4. **Which ways to grow do you want,** and should the player choose where each new piece attaches?
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1. **Is a four by four starting bag right?**
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2. **Which ways to grow do you want,** and should the player choose where each new piece attaches?
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3. **Which items should have adjacency range 2?** None of the cards above has it yet.