2026-09-10 13:52:24
Anonymous:
Integrate reviewed horde-scale builds and expedition comparison
hold the flood/mechanical interfaces and opening quantities.md ..
@@ 146,6 146,8 @@
### Rebound Disc and Fragment Wake
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**Opening-rig interlock.** Rebound Disc supplies a visible reservation interlock when Projector shares the opening 6 P supply with Manual→Barrier. A launch and Barrier action may overlap only when their complete demand and existing disc reservations fit. At the same instant a valid manual Barrier request is checked first; automatic Projector then waits if the remaining supply cannot admit its complete launch. A Barrier requested during an already committed launch refuses if its 2 P will not fit, without spending readiness or heat. The preview includes this actual mutual gate, so it never admits the 7 P launch-plus-Barrier state. With two old reservations, Sensor 1 + Projector 2 + those 2 uses 5 P; after dispatch, three reservations + Sensor 1 + Barrier 2 uses 6 P. These are distinct states, not a promise of unrestricted simultaneous firing. The interlock needs no extra part or player control.
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The temporary **Rebound Disc** turns each accepted ordinary Projector shot into one physical disc. It keeps the committed initial direction and never homes. Before commitment, a stationary hard face is a **bank face** only when the shown incoming path also has a clear shown outgoing reflection and a rebound remains; the journal/world preview draws both segments. The same structure still blocks travel through itself. A soft/irregular face, a hard face with no clear outgoing segment, or the next hard face after the rebound allowance is spent shows a terminal fan marker instead. Bodies are contacts, never bank faces, and the current roster supplies no universal projectile absorber.
One ordinary disc may travel at most **24 metres**, exist for at most **3.75 seconds**, rebound from at most **six** bank faces and contact at most **18 unique bodies**. On one straight segment it may pass through at most three bodies; after the third it may still reach a bank face, but meeting a fourth body terminates that segment and disc. One body can be contacted only once by that disc. The disc reaches a **normal terminal** when it exhausts total body contacts, meets a fourth body on one segment, reaches travel or time, meets a non-bank face, or reaches the next face after its sixth rebound.
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Manual Trigger→Vector Nozzle remains a separate faced positioning special. It can overlap the automatic or manual disc only when the visible supply and local heat accept the actual combination. Foundry Drop invents no steering: the player earns the line by moving and by shoving eligible bodies or loose cover before the disc commits. Static bank and terminal lines are previewable; moving bodies and loose cover can still make a committed route shorter without refund.
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**Flight slots.** Rebound Disc admits at most three ordinary parent sequences at once, including a parent whose disc has ended but whose fragments remain. A new automatic disc waits for a slot as well as power, heat and readiness. Foundry Drop admits at most one master parent sequence, also through its last fragment; an existing master makes another master command refuse before spending. The parent's reservation and slot end together after its final descendant. The 3.75/5-second disc lifetimes are not permission to release either while a fragment remains.
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### Inward Draft and Furnace Burst
The 8 C / 8 A **Gravity Furnace** uses Stride Switch (1), Vector Nozzle (2), Threat Sensor (1), Pulse Projector (1), Impact Dynamo (1), Capacitor (1) and Thermal Lens (1). Before temporary growth, deliberate grounded movement triggers the ordinary outward Nozzle pulse while Sensor→Projector fires separately and eligible impacts fill Capacitor. The exact same physical parts remain throughout the ladder.