2026-09-06 17:44:04
Anonymous:
Glossary: lead updates beacon, attraction, glow and colony entries to the Design Document (d828a4) baseline per PMR001 item 6; glow-limited pull recorded as the alternative; nothing else changed
hold the flood/glossary.md ..
@@ 52,7 52,7 @@
| Word | Plain meaning | Defined at |
|---|---|---|
| **District** | The one flooded area an expedition takes place in. Reused before and after discovery rather than regenerated. | World r6 |
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| **Colony** | The handful of people living on the one dock the pump keeps dry. Mechanically it is the dock and its pump. Salvage runs that pump; stop bringing salvage back and the dock floods. | Design r4; World r6 (Q13) |
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| **Colony** | The handful of people living on the one dock the pump keeps dry. Mechanically it is the dock and its pump. Salvage repairs and improves the colony; there is no per-expedition upkeep and nothing decays (Design Document d828a4, section 10). | Design Document d828a4; World r7 (Q13) |
| **Dock** | The rim entry and exit point, and a hard-stop shelter. There are two — the **causeway dock** (dry by default) and the **yard dock** (flooded until the colony's pump holds it dry instead). The pump can hold only one. | Design r4 §Topology |
| **Causeway** | The raised dry road from the dock into the district, signed as the evacuation route. Its beacon is at the interior end, lit by default. | Design r4; World r6 (Q9) |
| **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) |
@@ 60,7 60,7 @@
| **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) |
| **Hatch** | A door that opens only while its branch is powered. | World r6 (Q9) |
| **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 |
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| **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 pulls the Flood only within its glow. | Design r4; World r6 |
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| **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 |
@@ 94,11 94,10 @@
1. **Conduction** — current flows between touching conductors, and through water to everything the water connects; insulation stops it.
2. **Power** — a device works only while **energised**: a hatch, lamp or beacon on a live cable or channel, or a rack module linked to a charged battery.
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3. **Attraction** — the relay pulses at each dispatch from whichever fixed beacon is energised, and the surge enters by that beacon; after entry a surge moves toward the nearest lit beacon **within its sight**.
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3. **Attraction** — the relay pulses at each dispatch down the signal line the panel has selected, and the surge enters by that beacon; after entry a surge moves toward the nearest lit beacon **it can reach** (PM baseline, Design Document d828a4 section 4; the sight-limited version is the labelled alternative there).
4. **Charge** — a killed organism drops a small mote, a mass stunned in water sheds a large one; walking over one fills a battery.
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"**Energised**", "**lit**" and "**powered**" are the same state. A beacon's **glow** is the visible extent
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of its pull.
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"**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.