2026-09-15 11:57:16
Anonymous:
Align regular combat growth and renewed expeditions with owner decisions
hold the flood/save and content state.md ..
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Within one loaded continuity, the same completed act remains true after return, death, quit, load, or a later shift unless its owning rule says it is temporary. Under the single-line save policy, ordinary loading does not roll it back; the recovery fallback and the reloadable alternative are the exceptions. One item cannot exist in two places and spent oxygen or material cannot reappear within the loaded history. Everything in the astronaut's carried property at death returns aboard, including each active rig part and each inactive or loose cargo item once. Something dropped, consumed, handed over, or installed in a station/ship fixture or another location outside that carried set does not.
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Temporary combat upgrades and earned-but-unchosen offers end whenever the astronaut returns aboard, alive or revived. This reset changes expedition power, not physical property: carried parts and exact canister contents remain. Loading and quitting cause no return, death, shift, delivery, completed work, new upgrade or new knowledge.
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Temporary combat upgrades and earned-but-unchosen offers end whenever the astronaut returns aboard, alive or revived. This reset changes expedition power, not physical property: carried parts and exact canister contents remain. Every new expedition renews combat populations and growth opportunities while permanent changes remain. Expedition identity is separate from arrangement generation: a living return ends an expedition without shifting the rooms. Loading and quitting preserve the ongoing expedition; they cause no return, death, shift, replacement population, delivery, completed work, new upgrade or new knowledge.
The game must distinguish **world truth** from **astronaut knowledge**. A room may have a current neighbour the astronaut has not observed; that fact belongs to world state but cannot fill the journal. A recorded route may remain useful evidence while becoming historical after a death shift. A persistent join, opened door, installed part, or completed fastener remains a known fact without revealing any unobserved adjacency.
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| **Rig action state** | Each automatic source/actuator identity, selected target and readiness commit; current causal-sequence identity; remaining route, body, rebound, fragment and bloom allowances; exact local heat and recovery; possible overlapping power demand; each parent reservation and ordinary/master slot through its last fragment; bank/terminal state; armed-but-uncommitted manual intent and remaining hold time; the launch/Barrier interlock state; and every committed effect still in flight | One actuator's refusal does not change a sibling's readiness. Thunderhead, Foundry Drop and Furnace Burst charging/discharge modes, temporary Inward Draft behavior and burst ancestry are expedition state; automatic restoration creates no readiness, event or charge. Arc's physical effect is not a signal output. |
| **Evidence record** | One committed capture, note revision, testimony, or instrument report with provenance, room instance, arrangement/life, and factual limit | Record existence, player annotation, attributed interpretation, and present truth. A historical mark never becomes current automatically. |
| **Survivor** | One person, last confirmed transfer state and source, and—once resolved—their actual location/state | Waiting, Prepared, In transfer, At abort refuge, and Sent are not interchangeable. Sent commits only when this same survivor has completed arrival aboard and the required ship airlock is closed; confirmation provenance remains separate from world state. |
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| **Population/transient hazard state** | The current arrangement's physical source identities, committed arrivals, surviving creatures and exact hazard state needed to suspend the expedition | Living return and load create no replacement population. Current flow, temporary interruption and a completed physical seal are separate facts; earned world work follows its owning rule. |
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| **Reward-stage state** | One separate stage tied to a physical source and arrangement generation; whether it is uncommitted, unresolved or spent; its pending offer if any | A closure before commitment prevents the release and creates no offer. After commitment, clear or source seal resolves the stage even before its peak; bodies already beyond the closure remain in population state. Withdrawal/re-entry creates no stage, and living return preserves spent state but removes the offer/upgrade. |
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| **Population/transient hazard state** | Physical source identities, the current expedition's committed arrivals and surviving creatures, and exact hazard state needed to suspend that expedition | Each new expedition renews combat populations after living return or revival. Loading the ongoing expedition preserves its population. Current flow, temporary interruption and a permanent physical seal are separate facts; earned world work follows its owning rule. |
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| **Combat growth and milestone state** | Regular temporary growth earned in the current expedition, earned choices and their selection state, and major milestone progress; exact award conditions remain to be designed | Growth state is distinct from a source's release/clear/seal state and from permanent mechanism work. Return ends temporary power and pending offers; a new expedition supplies fresh growth opportunities. Loading the same expedition preserves its actual growth and milestone state without another award. [Combat Rules](/Hold%20The%20Flood/Combat%20Rules) owns the boundary; early-seal rewards remain open. |
Every transition names the identity it mutates, its precondition, the point at which it commits, and what an interruption preserves. A collectible changes from source to carried in one commit; it is never copied and then deleted later. Incremental oxygen transfer moves exact O between the same two object states, stops at suit 12 O or vessel 0 O, and leaves untransferred gas in place. Capacitor acceptance/release records exact U and whether the first receiver accepted. Ordinary chosen release commits 2 U; temporary Thunderhead, Foundry Drop and Furnace Burst commands commit a full 4 U only at their stated first-receiver acceptance boundary after preflight. Cancellation, refusal or expiry of an uncommitted manual-ready opportunity retains charge and commits no burst heat; acceptance reserves the complete stated action heat and operating demand. Later refusal cannot reverse either committed release.
## Save and resume policy
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**Recommended default: one authoritative continuity line with suspend-anywhere resume.** Durable commits are recorded after each completed atomic change, and quitting records a suspend point containing the current live state without advancing it. Loading resumes the newest verified point. A save records state; it is not a world action and cannot finish an action, consume time, trigger an alarm, return property, shift the station, resolve a reward stage or choose an upgrade. The journal pauses everything; whether any other menu pauses play is open.
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**Recommended default: one authoritative continuity line with suspend-anywhere resume.** Durable commits are recorded after each completed atomic change, and quitting records a suspend point containing the current live state without advancing it. Loading resumes the newest verified point. A save records state; it is not a world action and cannot finish an action, consume time, trigger an alarm, return property, shift the station, complete a horde milestone or choose an upgrade. The journal pauses everything; whether any other menu pauses play is open.
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An unfinished action remains unfinished at its recorded phase. Resume does not round it forward to a checkpoint or backward across a completed increment. Ordinary cancel, displacement, withdrawal, and death still apply their owning interruption rules. Quit does none of those things. Deliberate death is a gameplay choice and uses the same death transaction as any other death. Loading is not revival and creates no new arrangement.
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An unfinished action remains unfinished at its recorded phase. Resume does not round it forward to a checkpoint or backward across a completed increment. Ordinary cancel, displacement, withdrawal, and death still apply their owning interruption rules. Quit does none of those things. Deliberate death is a gameplay choice and uses the same death transaction as any other death. Loading is not revival or a new departure and creates neither a new arrangement nor a fresh expedition population.
The default offers no selectable earlier timeline. Its strength is one clear consequence chain: installed parts, consumed resources, discoveries, and shifts cannot be casually undone, and the state space for a long mystery is narrower. Its cost is less freedom to revisit an accidental choice and greater dependence on reliable recovery. If the newest record cannot be verified, the player may be offered the last verified compatible point with an explicit statement of what boundary would be rolled back; the game must never perform that rollback silently.
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## A living return aboard
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A voluntary return commits the exact carried manifest and object substates aboard without advancing the arrangement generation. The current arrangement keeps its room identities, persistent joins and mechanism checkpoints, actual population, committed arrivals, source state and, under the stage-only reward model, unresolved or spent stage state. Defeated creatures do not reappear merely because the astronaut returned.
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A voluntary return commits the exact carried manifest and object substates aboard without advancing the arrangement generation. The current arrangement keeps its room identities, persistent joins and permanent mechanism/checkpoint states, including permanent source seals. The expedition ends; combat areas refill and growth opportunities renew for the next expedition. Population renewal must respect those permanent changes, rather than reopening a completed seal or undoing work. Its detailed placement and timing remain to be specified under [Combat Rules](/Hold%20The%20Flood/Combat%20Rules).
At the aboard boundary, remove every temporary combat upgrade, earned-but-unchosen offer and temporary routing/mode state, including Thunderhead, Foundry Drop and Furnace Burst charging/discharge arrangements and Inward Draft behavior. This grants no new readiness and does not alter physical parts, dropped or installed objects, exact canister O, evidence or knowledge. Store exact Capacitor U until the retained-charge decision is made; do not silently keep or clear it. Ship-side refill, repacking and a later departure are separate actions.
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1. **Seal the death instant.** Commit gas actually transferred or breathed, material already consumed, completed pickups/drops/installs and completed work checkpoints. Mark the current incomplete stage interrupted; do not complete it.
2. **Partition property once and apply the aboard reset.** Snapshot the astronaut-carried membership by object identity: every active rig part plus every inactive/loose cargo item, each once. Move those same instances aboard, preserving rig-versus-cargo substate and each canister's exact O. Leave station/ship-fixture installations, deposits, handovers, world-source objects, and consumed resources outside the return set in their actual states. Remove temporary combat upgrades, pending offers and temporary routing/mode state at this return boundary. For example, an active Sensor and Projector, an inactive loose Fork, and a carried partial canister return once each; a different Fork in a station fixture and scrap already consumed by a Cycler do not. Restore ordinary condition for the next expedition under the current rule; ship-side refilling remains separate. Preserve the sealed exact pre-death Capacitor U until the retained-charge decision is made; do not silently keep or clear it in the playable aboard result. The playable astronaut body has one location: aboard. The sealed membership cannot change during the rest of the transaction, and the player receives no control aboard until the final step.
3. **Resolve the survivor branch before geometry moves.** A person already Sent remains aboard; Waiting and Prepared people do not depart. If death occurs during transfer, the safeguard in [Death Shift and Rescue Continuity](/Hold%20The%20Flood/Death%20Shift%20And%20Rescue%20Continuity), pending owner decision, resolves it here, before the shift: an eligible survivor runs the retreat line already armed at Prepared, inside a limited window in which creatures and hazards cannot act on or block them, needing no new astronaut action or resource, and the world state **at abort refuge, alive, unsent** commits. A person inside an **unclosed** ship airlock is not Sent; they cycle stationward on their own reserved margin and do not close the airlock themselves to finish the delivery. If the safeguard is not selected, this step records the last confirmed state with the outcome unresolved. Either way the astronaut's knowledge is unchanged: no result is transmitted aboard, so persistence stores world outcome and unconfirmed knowledge separately.
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4. **Shift exactly once.** Advance the arrangement generation once. Preserve selected joins and their bound groups, stable room identities, completed mechanism/checkpoint states, and objects attached to their room/fixture identities. Recompute only the unbound arrangement under the shift rules. The new arrangement may select a different population and begins its own source/stage state; the previous arrangement's records remain history. Each physical seal keeps the persistence rule named by its owning mechanism. A new reward opportunity cannot silently undo persistent work. Do not use a rescue or installed object as an unchosen joining exception.
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4. **Shift exactly once.** Advance the arrangement generation once. Preserve selected joins and their bound groups, stable room identities, completed mechanism/checkpoint states, and objects attached to their room/fixture identities. Recompute only the unbound arrangement under the shift rules. The next expedition renews combat populations and growth opportunities, as it does after a living return; death additionally changes the unbound arrangement. The previous expedition and arrangement records remain history. Each physical seal keeps the persistence rule named by its owning mechanism. A new reward opportunity cannot silently undo persistent work. Do not use a rescue or installed object as an unchosen joining exception.
5. **Reclassify knowledge.** Retain records and notes. Mark prior-life route and adjacency claims historical; keep completed work and join facts known. Reveal only what can currently be sensed from the ship/airlock or another valid instrument.
6. **Commit the aboard result.** The next resumable gameplay state is aboard with the returned manifest and one new arrangement. A later refill, repack, or departure is not part of death itself.
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A later authoring tool must represent these facts without prescribing a storage technology:
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- Stable, never-reused identities for definitions, placed rooms, faces, joins, mechanisms/checkpoints, objects, evidence, survivors, physical crowd sources, reward stages, objectives/scenes, and arrangement generations. References name an identity, not a display name or current coordinate.
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- Stable, never-reused identities for definitions, placed rooms, faces, joins, mechanisms/checkpoints, objects, evidence, survivors, physical crowd sources and releases, expeditions and their growth/milestone state, objectives/scenes, and arrangement generations. References name an identity, not a display name or current coordinate.
- For every action, an explicit precondition, commit boundary, interruption result, persistence class, and owning article/rule. Temporary state must name its reset boundary; persistent state must name any deliberate reversal.
- Placement constraints for required entrances, compatible faces, control access from the necessary sides, safe recovery from reversible mistakes, mechanism clearance, short-rescue geometry, and objects attached to stable room/fixture identities.
- Explicit allowed destinations for each object and survivor transition. Collection, installation, consumption, deposit, handover, and return must conserve one instance. Critical controls cannot be authored only on a side made unreachable by their own persistent state.
- Exact mechanical amounts and local commits from [Mechanical Interfaces And Opening Quantities](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities): suit/canister O, Capacitor U, Fork output order/allocation result, each actuator's source/target/readiness commitment, causal-sequence identity and remaining route/body/rebound/fragment/bloom allowances, exact local heat and recovery, visible concurrent power state, launch/Barrier interlock, parent reservations and ordinary/master slots through final fragments, bank/terminal state, armed manual intent and remaining hold time, in-flight effects, Thunderhead/Foundry/Furnace modes, Inward Draft behavior and burst ancestry, collar buffer/latch/clear, bench secure/clamp/fill, R26 selector/detent/power and R33 fixed A→R/current power.
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- Under the stage-only reward model: physical source/stage identity, uncommitted/unresolved/spent state, committed arrivals, break or seal resolution, pending offer and aboard expiry.
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- Keep physical source/release identity, committed arrivals and clear/seal state separate from regular combat-growth and major-milestone state. Both belong to the current expedition where temporary; permanent seals retain their owning persistence rule. Exact growth/award conditions are still open. Pending offers and temporary power expire aboard; loading preserves an ongoing expedition without renewing them.
- Separate author facts from discoverable facts and player records. A condition may test real state, but its presentation may expose only authorized observation, testimony, or instrument output.
- Content version and compatibility requirements. Removed or changed content needs a compatibility/migration decision later. An unknown identity, invalid reference, impossible placement, or contradictory lifecycle must produce an inspectable authoring/load error; it must not silently substitute a similarly named room, drop an item, reset a checkpoint, or invent a survivor result.
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Before content is admitted, a paper/static check must find no duplicate object location, rolled-back completed work, repeated death shift, orphaned persistent join, unreachable required recovery control, current label on historical geography, survivor state stronger than its confirmation, fresh reward from load/return, or temporary upgrade surviving an aboard boundary.
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Before content is admitted, a paper/static check must find no duplicate object location, rolled-back completed work, repeated death shift, orphaned persistent join, unreachable required recovery control, current label on historical geography, survivor state stronger than its confirmation, an award created by loading or by the act of returning rather than later fighting, or temporary upgrade surviving an aboard boundary.
## Scope
Still to be written: the transition and commit catalogue, placement and reference matrix, survivor and shift branches, compatibility policy and authoring-tool requirements. [Production Scope](/Hold%20The%20Flood/Production%20Scope) owns workload estimates.
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**Population and reward boundary.** A death shift may select a different population and begins the new arrangement's source/reward state. A living return selects no replacement population: defeated creatures stay defeated and resolved stages stay spent for that arrangement, while survivors keep their actual room membership. New arrivals along a cleared route must come from an actual occupied source under [Combat Rules](/Hold%20The%20Flood/Combat%20Rules), not a reset caused by returning or loading. Quit/load resumes the stored source, stage and reward facts and creates no award or fresh stage.
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**Population and growth boundary.** Each new expedition renews combat populations and growth opportunities after living return or revival, while permanent changes and survivor state keep their owning rules. Death additionally shifts the unjoined station; a living return does not. Renewed arrivals use sources and routes consistent with the altered station under [Combat Rules](/Hold%20The%20Flood/Combat%20Rules). Quit/load resumes the stored expedition, population, growth and milestone facts and creates no fresh population or award. Timing of further pressure during an ongoing expedition and exact milestone conditions remain open.
## Open questions
These rules are untested; numbers are proposals.
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- Stage-only temporary upgrades versus regular defeated-enemy growth plus larger milestone transformations.
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- Exact regular-growth and major-milestone conditions, presentation and state representation; early-seal rewards.
- Single-line versus reloadable saves, and any slot/overwrite restrictions.
- Save availability, and whether any menu other than the journal pauses play.
- Retained Capacitor charge across return and death.
- The protected-retreat safeguard itself (pending owner decision) and survivor loss eligibility.
- The final shift mechanism and whole-station completion behavior.
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- Exact transient hold/reset representation within the no-replacement living-return rule.
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- Exact expedition-renewal boundary and transient representation, preserving permanent work and ongoing-trip save/load continuity.
- The player-facing recovery policy for incompatible or damaged saves.