2026-09-09 10:51:40
Anonymous:
Author response to review 502 / PM 504: reserve level not route cost, observed commitment triggers, ship instrument and tether and capture-progress states added, At abort refuge vocabulary, worn instruments always live, per-item C/A costs, preview states spend without predicting propagation, Fork passes the board pulse, options-pause cost, scope split
hold the flood/player information and options.md ..
@@ 2,7 2,7 @@
**Status.** First-pass inventory of the main player cues, actions and refusals, a prose structure for the journal and manifest, and a proposed controls/options set. It is not screens, art, an implementation, a usability or conformance claim, a complete string/glyph/dialogue inventory, or an owner selection of any pending question. Every binding, default and number is a first-pass choice, not a balanced or validated one.
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Read live: Brief `4b0a3bcb…`, [Player Information](/Hold%20The%20Flood/Player%20Information) `34f8d4a0…` (accepted first-pass parent, not repeated here), [Survival and Loadout](/Hold%20The%20Flood/Survival%20And%20Loadout) `892afa4a…`, [Equipment Catalogue](/Hold%20The%20Flood/Equipment%20Catalogue) `737b3cfd…`, [Combat and Enemy Roster](/Hold%20The%20Flood/Combat%20And%20Enemy%20Roster) `f1fe0d9a…`, [Save and Content State](/Hold%20The%20Flood/Save%20And%20Content%20State) `438cdf35…`, [Station Room and Module Inventory](/Hold%20The%20Flood/Station%20Room%20And%20Module%20Inventory) `d4ef2497…`, [Home and Colony Loop](/Hold%20The%20Flood/Home%20And%20Colony%20Loop) `5bff3436…`, [Two Language Discovery Map](/Hold%20The%20Flood/Two%20Language%20Discovery%20Map) `df0f48f5…`, [Story and Ending Map](/Hold%20The%20Flood/Story%20And%20Ending%20Map) `03c9cb8e…`, [Cast and Short Rescue Map](/Hold%20The%20Flood/Cast%20And%20Short%20Rescue%20Map) `6456406b…`, [Equipment Acquisition and Rig Growth](/Hold%20The%20Flood/Equipment%20Acquisition%20And%20Rig%20Growth) `f5f6d768…`. [Encounter and Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory) `5c1a9ad6…` is used **conditionally** for hosted warning and withdrawal-reset needs; nothing here treats its placements as owner choice.
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Read live: Brief `4b0a3bcb…`, [Player Information](/Hold%20The%20Flood/Player%20Information) `34f8d4a0…` (accepted first-pass parent, not repeated here), [Survival and Loadout](/Hold%20The%20Flood/Survival%20And%20Loadout) `892afa4a…`, [Equipment Catalogue](/Hold%20The%20Flood/Equipment%20Catalogue) `737b3cfd…`, [Combat and Enemy Roster](/Hold%20The%20Flood/Combat%20And%20Enemy%20Roster) `f1fe0d9a…`, [Save and Content State](/Hold%20The%20Flood/Save%20And%20Content%20State) `438cdf35…`, [Station Room and Module Inventory](/Hold%20The%20Flood/Station%20Room%20And%20Module%20Inventory) `d4ef2497…`, [Home and Colony Loop](/Hold%20The%20Flood/Home%20And%20Colony%20Loop) `5bff3436…`, [Two Language Discovery Map](/Hold%20The%20Flood/Two%20Language%20Discovery%20Map) `df0f48f5…`, [Story and Ending Map](/Hold%20The%20Flood/Story%20And%20Ending%20Map) `03c9cb8e…`, [Cast and Short Rescue Map](/Hold%20The%20Flood/Cast%20And%20Short%20Rescue%20Map) `6456406b…`, [Equipment Acquisition and Rig Growth](/Hold%20The%20Flood/Equipment%20Acquisition%20And%20Rig%20Growth) `f5f6d768…`. [Encounter and Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory) `5c1a9ad6…` is preparation-closed and is used for hosted warning and withdrawal-reset needs; its counts and placements remain team proposals, not owner selections, and nothing here treats them as chosen.
**Four prohibitions this layer accepts.** No unseen knowledge is made current. No alien script is translated automatically. No loot is unloaded, sold or absorbed without an explicit player transition. No cost is hidden behind an affirmative colour: any commit that spends, consumes, hands over, installs or puts an object out of reach for this trip states that in words on the preview itself, at the same weight as the confirming control.
@@ 11,26 11,27 @@
Six bands, highest first. **Bands 1–4 may all be live at once and must never suppress, dim or overdraw one another**; they are separated by fixed position on the display, not by colour and not by taking turns.
1. **Body in jeopardy** — suit tank crossing the return margin; condition near death. Anchored, never suppressed by anything.
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2. **Commitment in jeopardy** — a staged action, oxygen coupling or survivor transfer about to be lost to displacement or an occupied control.
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2. **Commitment at an observed condition** — a staged action, oxygen coupling or survivor transfer that is live while one of three named facts is true: the astronaut is displaced out of reach of the control, a creature is within reach of that control, or the coupling has been broken. These are observations, not a forecast that failure is imminent.
3. **A locked threat with a direction** — a wind-up already committed at the astronaut: Boltspitter's final rail click, Clampcrawler's jaw-flash lock, Bellback's planted cone, a Caller's completing brace.
4. **What the player acts with** — ordinary readiness and its selected valid target; manual special availability and facing.
5. **Refusals** — shown at the moment of the attempt, never deferred and never silent.
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6. **Persistent facts** — carried/installed labels, join state, roster counts, evidence provenance. Available on inspection or in the journal, not continuously.
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6. **Persistent facts** — carried/installed labels, join state, roster counts, evidence provenance. Available on inspection or in the journal rather than continuously. **Bands 1 and 4 never fall into this band and are never suppressible by any option:** tank level, the reserve mark, condition and actuator readiness are always present.
**One cue in each band carries the direction marker.** When two band-3 threats are locked at once, both keep their own body cue, but only the nearer committed one takes the single peripheral direction marker; the other is still shown at its source. This is a deliberate choice against drawing two competing arrows, and it is the thing most likely to be wrong in play.
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**The clutter cut.** During world time the field display does **not** carry the rig diagram — ports, links and which branch is blocked. It keeps only per-actuator readiness and selected target, the manual special's facing, and storage saturation as a state change rather than a running meter. The full diagram is one input away in the paused journal. **Sacrificed:** seeing at a glance why a branch did nothing. **Kept:** everything needed to act, and the evidence needed to work it out afterwards.
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**The clutter cut.** During world time the field display does **not** carry the rig diagram — ports, links and the explanation of which branch a packet reached. **Every actuator's own readiness and selected target stay visible**, because readiness is band 4 and is never suppressed. Also kept: the manual special's facing, and storage saturation as a state change rather than a running meter. The full diagram is one input away in the paused journal. **Sacrificed:** the branch explanation — why a part that was ready still did nothing this wave. **Kept:** every individual part state needed to act, and the evidence to work the rest out afterwards.
## The main cue and action inventory
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Thirty-eight states in nine bands. "Non-colour" and "non-audio" name the form that must carry the same information when colour or sound is unavailable.
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Forty-one states in nine bands. "Non-colour" and "non-audio" name the form that must carry the same information when colour or sound is unavailable.
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### Body and supply — 5
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### Body and supply — 6
| State | Where sensed, provenance | Non-colour / non-audio form | Action, and the refusal |
|---|---|---|---|
| Suit tank level | Worn instrument, direct reading | Filled bar with numeric level and a marked notch at the return margin | None; it is a reading |
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| Return margin crossed | Worn instrument, computed from level only | Notch reached plus a persistent text state; no colour change alone | None forced; nothing auto-returns |
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| Reserve level reached | Worn instrument, from the level alone. **A fixed or player-set reserve mark, labelled as such — never a calculated cost of getting home** | Notch reached plus a persistent text state naming it a reserve; no colour change alone | None forced; nothing auto-returns. It cannot be shown as a route estimate |
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| Tether attached, with its radius | The Glass Siphon's own visible tether; ordinary drain is separately shown | Tether drawn to its source with its radius; the raised drain shown as a second, separately labelled rate | Break the tether by leaving the radius or ending it; breaking stops only the extra drain and refunds nothing |
| Selected canister and fill | Manifest and coupling control; four states — ordinary-full, prepared-full, partial, empty | Four distinct labelled fills, not one gradient; prepared-full marked as its own state | Couple/decouple; coupling is world time. Uncoupled while out of reach |
| Coupling transfer in progress | The act itself, in world time | Incremental progress with amount already moved | Cancel keeps what transferred; damage alone does not cancel |
| Condition and displacement | Direct, on being hit | Condition step plus a distinct displacement mark | None; displacement can lose an unfinished stage |
@@ 59,7 60,7 @@
| State | Where sensed, provenance | Non-colour / non-audio form | Action, and the refusal |
|---|---|---|---|
| Work stage and completed checkpoints | The mechanism, direct | Discrete completed marks, each one a separate mark | Continue, cancel, leave. Cancel loses only the unfinished stage |
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| Commit preview with its actual spend | Before any consuming commit | The spend written in words beside the control, same weight as the confirm | Confirm or decline. Protected objectives refuse selection outright |
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| Commit preview with its actual spend | Before any consuming commit | The spend written in words beside the control, same weight as the confirm | Confirm or decline. Protected objectives refuse selection outright. **It states the spend only** — it never predicts which downstream parts will accept, since that would evaluate an assembled rig |
| Interruption | Cancel, displacement out of reach, occupied control | Names which of the three occurred, and what was preserved | Re-approach; damage alone never cancels |
| Withdrawal boundary and reset | Crossing a named physical host face | The face itself is the boundary; re-entry begins from the shown neutral warning | Cross to reset a temporary phase; completed work is never reset |
@@ 71,7 72,7 @@
| Locked wind-up aimed at the astronaut | The creature's own visible tell | The tell itself plus a peripheral edge marker at its bearing | Break line, place the barrier, displace, accept the hit |
| Alarm source, Caller brace, answering entrance | Source lights/motion; the entrance itself | Source mark plus a bearing marker for the entrance that will answer | Stop the source or the brace; a completed call moves only existing adjacent groups |
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### Place and evidence — 5
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### Place and evidence — 7
| State | Where sensed, provenance | Non-colour / non-audio form | Action, and the refusal |
|---|---|---|---|
@@ 79,7 80,9 @@
| Reverse breadcrumb this life | Passages actually traversed | A back-trail to the last anchor, marked "traversed this life" | Follow it; it promises no present safety and no oxygen cost |
| Historical route or adjacency | An earlier life's record, dated by arrangement | Marked historical in words and drawn in a different line weight | Read and plan; it never re-labels itself current |
| Unknown route | Nothing | Nothing drawn; absence is the honest answer | Go and look |
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| Capture in progress | The framing act itself, in world time | The frame drawn plus discrete commit progress | Cancel yields no record; nothing is partially filed |
| Committed record and provenance | The capture; the record thereafter | Place, arrangement/life, source kind and factual limit on the record | Capture is world time and atomic — interrupted before commit yields nothing |
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| Instrument report: ship pressure bearing, receiver value | **Read at the ship's console aboard.** A reading taken this life stays current for this life, because the arrangement changes only at death; it is carried as a heading stamped with that life | A bearing arrow from the collar anchor with its stated limit in words, drawn unlike any route line; a receiver value as a labelled number | Act on it. It gives no distance, path or walkability, and it cannot tell a failing sensor from a quiet ward |
### Station joining — 5
@@ 95,9 98,9 @@
| State | Where sensed, provenance | Non-colour / non-audio form | Action, and the refusal |
|---|---|---|---|
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| Rescue state | The witnessed physical fact behind it | One of five words — waiting, prepared, in transfer, aborted, Sent — with that fact named | Prepare, signal, hold, abort. **Either party may abort, and the display names who did** |
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| Rescue state | The witnessed physical fact behind it | One of five words from the shared rescue contract — waiting, prepared, in transfer, **at abort refuge**, Sent — with that fact named | Prepare, signal, hold, abort. **Either party may abort, and the display names who did** |
| Confirmation provenance | Whether the astronaut saw it or the survivor reported it | Stated on the state itself; a survivor's flow confirmation stays theirs | None; it is never promoted to direct observation |
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| Unconfirmed outcome | Death during transfer | Last confirmed state kept, present location and outcome marked unconfirmed in words | Nothing asserted. Delivery, refuge, loss and safety are all withheld |
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| Unconfirmed outcome | Death during transfer | Last confirmed state kept, present location and outcome marked unconfirmed in words | Nothing asserted. Delivery, refuge, loss and safety are all withheld. **Conditional hook only:** if a later continuity rule defines a receipt or a current-room alignment on death, this row gains that reading with its provenance; none is adopted here |
| Home project state | The fixture aboard | Four labelled states: unavailable, setup incomplete, commissioned, person not participating now | Inspect, commission in world time, postpone. Postponing costs nothing |
| Participant readiness | The person's own visible signal | Their signal, plus a subtitle when it is speech | The astronaut acts after it; nothing begins on their behalf |
@@ 106,11 109,11 @@
| State | Where sensed, provenance | Non-colour / non-audio form | Action, and the refusal |
|---|---|---|---|
| Isolation coupling: live or isolated | The coupling's own tell, at the room | Tell present or dark, stated in words; historical story records stay dated and separate | Re-seat, leave, postpone — world-time work. No remote "safe" verdict appears |
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| Departure readiness, pending owner choice | Ship functions actually installed | A list of actual functions, not a progress bar | Inspect. If the departure package is adopted, undocking carries an explicit irreversible preview |
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| Departure readiness, pending owner choice | Ship functions actually installed | A list of actual functions, not a progress bar | Inspect. If the departure package is adopted, undocking carries an explicit preview of the **in-world** irreversibility — leaving the field ends revival and closes station exploration in this continuity. Whether the player may save or continue beforehand is a separate unanswered save-policy question, and the preview must not imply it is settled |
## The journal and the manifest, in prose
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**The pause.** Opening the journal freezes every world-time process — enemies, oxygen, readiness, projectiles, mechanisms, warnings and work stages — and completes none of them. Note editing is available there because it changes no world state. Capture, rig edits, oxygen transfer and any payload change stay in world time and cannot be finished from a paused page. **Whether any other screen pauses is a proposal here, not an owner requirement:** the proposed default is that the manifest pauses aboard and does not pause in the station, and that the options screen pauses everywhere. That default needs owner reaction.
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**The pause.** Opening the journal freezes every world-time process — enemies, oxygen, readiness, projectiles, mechanisms, warnings and work stages — and completes none of them. Note editing is available there because it changes no world state. Capture, rig edits, oxygen transfer and any payload change stay in world time and cannot be finished from a paused page. **Whether any other screen pauses is a proposal here, not an owner requirement:** the proposed default is that the manifest pauses aboard and does not pause in the station, and that the options screen pauses everywhere. **The options pause has a cost and is not free:** it is a second freeze the owner did not ask for, it can be opened mid-encounter to think, and a player who wants that respite has a legal route to it that the journal pause was already criticised for. It is proposed because changing a control while a creature closes is worse. That default needs owner reaction.
**Journal sections — five.** *Records* holds committed captures, each carrying its place, its arrangement and life, its source kind and its factual limit. *Comparison* pins records side by side for zoom and hand-highlighting; every link says player-linked, and an on-request lookalike suggestion is labelled software-generated. *Notes* is freeform, revision-preserving and never parsed, graded or scored. *Testimony* holds attributed statements with speaker, stated basis and what is that person's interpretation. *Places* lists rooms actually entered, and for each: what was completed there, what is installed there, which joins are known, and the routes recorded to and from it — every route stamped with its arrangement.
@@ 118,11 121,11 @@
**Navigation and the working flow.** One list, one detail, and every entry reachable from the place it concerns and back again. The flow is capture → note → comparison → revisit: the player commits a still in world time, annotates it in the pause, pins it against another record, and later returns and captures a **new** state beside the old one. A revisit never overwrites an earlier record; the earlier one becomes historical evidence rather than a corrected fact.
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**Live versus stored.** A live reading exists only while the astronaut is at that instrument or face. It is drawn in its own band, it never files itself into Records without a capture, and it disappears on walking away. A stored reading never renders in the live band. This is the one rule that keeps a historical route from being read as a current one.
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**Live versus stored.** Worn instruments — tank, condition, capacity, breadcrumb and any heading carried from the ship — are live wherever the astronaut is; this rule never silently switches one off. It constrains **fixed station instruments**: a face's test pulse, a gallery roster, a coupling tell. Such a live reading exists only while the astronaut is at that instrument or face. It is drawn in its own band, it never files itself into Records without a capture, and it disappears on walking away. A stored reading never renders in the live band. This is the one rule that keeps a historical route from being read as a current one.
**Provenance and the player's own hand.** Every item says which of four things it is — direct observation, the player's own record, attributed testimony, or an instrument/software report — and carries that source's known limit. The player's annotation is visibly theirs and is never mixed into the evidence it sits beside.
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**The manifest — four sections.** *Worn* sits outside both figures: tank, navigation, journal, cutter. *Active rig* charges one carrying unit and one rig space per part. *Inactive cargo* charges carrying capacity only. *Elsewhere* lists what is installed at a named place, dropped at a recorded place, or seated in a home project — **and shows no capacity at all, because it is not carried.** Each entry names what it is, where it came from, and what it costs of each figure. Used and free are shown for capacity and for area separately, never merged into one number.
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**The manifest — four sections.** *Worn* sits outside both figures: tank, navigation, journal, cutter. *Active rig* charges each part its own stated cost once — one carrying unit and one rig space for the opening parts, two and two for Arc Emitter, Salvage Cycler and Vector Nozzle. *Inactive cargo* charges carrying capacity only. *Elsewhere* lists what is installed at a named place, dropped at a recorded place, or seated in a home project — **and shows no capacity at all, because it is not carried.** Each entry names what it is, where it came from, and what it costs of each figure. Used and free are shown for capacity and for area separately, never merged into one number.
**Refusal and commit preview.** Capacity or area overflow refuses before commitment and leaves the object visibly where it was; nothing is ever silently dropped or absorbed. Unloading is always an explicit one-instance transition the player performs. A commit that consumes, hands over, installs or puts something out of reach names that consequence in words on the preview.
@@ 141,13 144,15 @@
| Flash, shake and effects intensity | Medium | The underlying state cues are unchanged at any setting | A damped build reads as less spectacular | **Yes** |
| Horde visual density damping | Off | Enemy count, behaviour and difficulty are untouched | Plausibly reduces the build payoff for players who need it | **Yes** |
| Persistent target marker vs on-inspection | Persistent | Which target the actuator selected stays answerable either way | Persistent markers add clutter in a crowd | No |
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| Field display density (the clutter cut) | Reduced | Bands 1–5 always present; the rig diagram lives in the pause | At reduced density a blocked branch is diagnosed after, not during | **Yes** |
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| Field display density (the clutter cut) | Reduced | Bands 1–5 always present, readiness included; only the branch explanation moves to the pause | At reduced density the reason a ready part did nothing is diagnosed after, not during | **Yes** |
## Four paper walkthroughs
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**1. The Fork, installed or carried, at the noisy stage.** At Cargo Turn the manifest shows 6 of 10 used and 4 rig spaces filled. Installing the Fork moves it to *Elsewhere*, freeing one carrying unit and powering both the rack and the patient-bay shutter; keeping it packed leaves the lane open. At the final fastener four things go live at once: the stage's completed marks, the Caller's brace, a Presser's locked strike, and the tank crossing its return notch. **The priority decision:** the return notch takes its anchored position and does not flash over anything; the locked strike takes the single direction marker because it alone has a bearing; the brace stays visible at its source without a second arrow. Nothing is suppressed and nothing is merged. With the display at reduced density the player cannot see that their Barrier branch is unready — that is the accepted cost, and the diagram is one pause away.
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**1. The Fork, installed or carried, at the noisy stage.** At Cargo Turn the manifest shows 6 of 10 used and 4 rig spaces filled. Installing the Fork moves it to *Elsewhere*, freeing one carrying unit; the board's own source supplies the power, and the Fork passes that one board pulse to both compatible outputs so the rack and the patient-bay shutter hold together. Keeping it packed leaves the lane open. At the final fastener four things go live at once: the stage's completed marks, the Caller's brace, a Presser's locked strike, and the tank crossing its return notch. **The priority decision:** the return notch takes its anchored position and does not flash over anything; the locked strike takes the single direction marker because it alone has a bearing; the brace stays visible at its source without a second arrow. Nothing is suppressed and nothing is merged. Barrier's own readiness is visible throughout, at reduced density as at full. What reduced density withholds is why a ready Barrier still did nothing on a given wave — the branch explanation — and that is one pause away. This four-cue case needs no new creature: the Caller and Pressers are the placement's existing population.
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**2. A spend, then a refusal downstream.** The player selects conductive scrap for the Cycler through Fork into Arc Emitter and Capacitor. The commit preview states in words: *this consumes the selected scrap permanently; currently accepting receivers: Capacitor. Arc Emitter is not ready.* The confirm control is not coloured to suggest approval. If the player proceeds, the scrap is spent and Capacitor takes the usable payload; the blocked branch buffers nothing. The refusal is legible as **the receiver refused**, not as salvage vanishing — because the preview named the receiver state before the spend, not after.
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**2. A spend, then a refusal downstream.** The player selects conductive scrap for the Cycler, which is linked through Fork to Arc Emitter and Capacitor. The commit preview states one thing in words: *this consumes the selected scrap permanently.* It does **not** say which branches will accept, because that would be predicting an assembled rig's outcome, which the parent forbids. What the player has instead is individually observed: Arc Emitter shows its own readiness on itself, Capacitor shows its own saturation, and the links were validated one at a time when drawn. Reading them is the player's work, and the reduced-density display keeps exactly those readings.
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The confirm control is not coloured to suggest approval. On confirmation the scrap is spent and each receiver checks locally as the wave arrives: Arc refuses because it is not ready, Capacitor accepts. **Acceptance and refusal are shown on resolution, at each part, not forecast beforehand** — and a later refusal rewinds nothing and refunds no consumed material. The failure is legible as *that receiver refused*, not as salvage vanishing, because the spend was named before commitment and the refusal is attributed to the part that made it.
**3. An old route, and a transformer that refuses.** After a death the arrangement advances. In *Places*, the route captured in the previous arrangement is drawn in historical weight and says so; the roster reports joined, discovered-unjoined and anonymous counts and names nothing. The player walks to a seam where two faces are now adjacent, and the latch preview draws two arrowheads meeting head to head: both are outputs. No pulse is spent and no existing join changes. Inspecting the reversible gallery shows its current mode and its two named sides as a **present** local reading, in the live band, which cannot be filed as evidence without a capture. The player may change the mode; walking joins are untouched, which the three separate readings state plainly.
**Counts after this revision.** 41 inventoried states in 9 bands (6 body/supply, 6 equipment/capacity/rig, 3 rewire/eligibility, 4 work/commitment/withdrawal, 3 threat, 7 place/evidence, 5 station joining, 5 people/home, 2 story/late); 5 journal sections; 4 manifest sections; 10 proposed options; 4 walkthroughs; 6 cue-priority bands. Three states were added — the tether and its radius, capture-in-progress, and the ship instrument report.
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**Checked.** Conservation: no cue implies one object in two places, and *Elsewhere* shows no capacity. Pause: nothing reachable in the journal completes a world-time process. Provenance: every state names its source and limit, and survivor confirmation is never promoted to direct observation. Actions: every row's action exists in a named source article rather than being invented here. Accessibility: every band 1–5 state has a stated non-colour and non-audio form.
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**Checked.** No cue is shaped like a conclusion: the reserve mark is a level, not a route cost, and band 2 fires on named observations rather than on a forecast. No preview evaluates an assembled rig; acceptance and refusal are shown at each part on resolution. Conservation: no cue implies one object in two places, *Elsewhere* shows no capacity, and each part is charged its own stated cost once. Pause: nothing reachable in the journal completes a world-time process. Provenance: every state names its source and limit, and survivor confirmation is never promoted to direct observation. Actions: every row's action exists in a named source article rather than being invented here. Accessibility: every band 1–5 state has a stated non-colour and non-audio form.
**Strongest case.** The player can act under pressure from bands 1–4 without opening anything, and can reconstruct *why* afterwards from provenance that was never merged away. **Its cost:** a busy display with a hand-authored priority ladder, and a real risk that four simultaneous cues is three too many.
@@ 165,4 170,4 @@
**Gaps, left open rather than invented.** Target override or reselection is unchosen. General menu pause is proposed only. Rescue-versus-shift ordering, survivor loss, save policy, the final joining mechanism and whole-station completion behaviour remain owner or design decisions; hosted warning and reset needs are used conditionally from a page still in disposition. Specific mapping deltas belong to the global-04 and placement alignments. A complete cast dialogue, glyph, string and full state-transition inventory is later work, not this article.
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**Scope note.** This delivers part of the presentation inventory already estimated at 35–59 role-hours in the parent; it is not a new envelope, and it must be deduplicated against survival cue work rather than added. No implementation, prototype, simulation, playtest, asset, framework or platform decision is proposed or performed here, and nothing above establishes that any of it is legible, usable or enjoyable.
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**Scope note — what this delivers and what remains.** This is the parent inventory's **first component**: the finite state list with provenance, non-colour and non-audio forms and refusals, plus the journal/manifest structure and the option set with defaults. It is **not** a new envelope and no hours are subtracted on the strength of it, because a first-pass list is not the exhaustive one the estimate covers. What remains inside that 35–59 role-hours: a cue-by-cue form specification for every authored creature, mechanism, face and fixture rather than the 41 representative states here; the per-screen structure below section level; option interactions with each other; and the failure-message wording. Those must be deduplicated against survival cue work rather than added to it. No implementation, prototype, simulation, playtest, asset, framework or platform decision is proposed or performed here, and nothing above establishes that any of it is legible, usable or enjoyable.