Commit 9cebc1

2026-09-07 08:58:48 Anonymous: EQP102 COL-I2: mirror unique crane-part project cargo and current Combat/shared effects
hold the flood/mechanics/inventory and charge.md ..
@@ 1,6 1,6 @@
# Hold the Flood — Inventory and Charge
- **EQP101 · r2 · 2026-09-06 UTC · Equipment and Build Designer · Inventory transfer adopted by Lead; effect reconciliation still in review.**
+ **EQP102 / Inventory and Charge r3 · 2026-09-07 UTC · Equipment and Build Designer · Adopted inventory ownership retained; project-cargo interface and current effect references reconciled. Catalogue and new scenes remain in review.**
Source: [Design Document r14 / ec1b6c](/Hold%20The%20Flood/Design%20Document?revision=ec1b6c), §§3–6, 8, 10 and Appendix C; [PMR003 / 72c692](/Hold%20The%20Flood/Pm%20Reviews/Pmr003?revision=72c692). [Design Index](/Hold%20The%20Flood/Design%20Index) · [Expansion Brief](/Hold%20The%20Flood/Expansion%20Brief) · [Glossary](/Hold%20The%20Flood/Glossary) · [Equipment submission and source register](/Hold%20The%20Flood/Equipment#eqp101-submission).
## Authority and transfer state
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### E2 — Keep one physical risk, expose it before committing
+ **Project cargo, completing COL-I2:** [Campaign 9366c8 §3.1](/Hold%20The%20Flood/Campaign?revision=9366c8) and [Colony fe7d88 §§1/5](/Hold%20The%20Flood/Colony?revision=fe7d88) define two unique Lock Flight crane parts, each occupying one cell. They are dry nonconductive project cargo, not equipment: no battery link, powered effect, Siphon feedstock, salvage sale, recipe or tooling reissue. Their cell breaks a wet-bundle chain like other nonconductive contents; carrying one competes with one bundle or module. Show identity and “unbanked part” versus ordinary salvage before pickup. E5 permits dropping/recovering a part live within that expedition, with no bank credit. Extraction banks each separately; banked parts are not reissued or found again. Rescue loses only currently carried parts, which return to their fixed authored sources; a previously banked part remains banked. Both banked parts commission Colony's single reusable assembly once, without extra Equipment price or duplicate assembly. The assembly is a settlement service allocation, not a carried rack module. This mirrors their existing physical cargo definition; source ownership for placements/services remains Campaign/Colony.
+
+ For example, Coil (2) + bank (1) + Insulation (1) + two wet bundles (2) + two crane parts (2) fills eight cells. Put `bundle / Coil / Coil / bank` above `bundle / part / part / Insulation`: no bundle touches the bank and the parts provide no fuel. Losing the expedition after banking one part on a previous trip does not reset the first part or the canal's physical switched state. [Build Paths EQP102](/Hold%20The%20Flood/Equipment/Build%20Paths#eqp102-one-tram-objective-three-approaches-one-changed-combination) traces the later preparation choice this cargo enables.
+
Only orthogonal cell contact conducts in this proposal; diagonals do not. Each battery independently counts all wet bundles reachable through a chain starting at its terminals. If two batteries reach the same bundle, both leak: there is no charge transfer or multiplication. Use a continuous per-battery loss of connected-bundles/60 units per second, capped at the charge present; the display may round but must expose time to the next unusable full-charge action. Leakage never powers another item or hurts the player.
Insulation, every other closed housing, and empty cells all break salvage chains; only the **Insulation module** also protects the player in energized water. Surface dryness in a district does not dry carried salvage. No moisture countdown or drying minigame is added.
@@ 62,9 66,9 @@
### E6 — Charge stays expedition fuel
- Keep no kill XP and once-per-organism yield. Coil-stunned organisms can be stunned again for control but yield nothing further. Do not add kill-count unlocks, repeating siphons or equipment that generates passive charge. Equipment accepts Combat 91a866’s complete-ten rounding as a proposed completion of the shared ratio: a discharge stunning 44 fresh ordinary conductive bodies drops four five-unit motes and marks all 44 spent; the residual four create no mote. Small groups can therefore cost ten without returning anything. This favours readable group payouts over a persistent fractional-yield ledger; Lead must carry the completion into §4. Heavy weighting remains its explicit role exception, requiring a single Combat definition. Main examples use complete groups of ordinary bodies. Carrier theft, adopted by Lead, relocates an existing mote; recovering it is not a second biological shed.
+ Keep no kill XP and once-per-organism yield. Coil-stunned organisms can be stunned again for control but yield nothing further. Do not add kill-count unlocks, repeating siphons or equipment that generates passive charge. Combat 6129ea §0.2 and shared 8644ea §4 now carry complete-ten rounding: a discharge stunning 44 fresh ordinary conductive bodies drops four five-unit motes and marks all 44 spent; the residual four create no mote. Small groups can therefore cost ten without returning anything. This favours readable group payouts over a persistent fractional-yield ledger. Combat §6 owns the Heavy exception: it counts as ten for stun yield or drops five on an unshed kill, never both. Main examples use complete groups of ordinary bodies. Carrier theft, adopted by Lead, relocates an existing mote; recovering it is not a second biological shed.
- For accounting use **dropped / collected / stored / spent / lost**, with lost annotated as ground fade, overflow, leakage, interruption, or expedition-end discard. This clarifies the source's overloaded “expired”; it creates no new resource. A stored unit can be spent or lost only once. No charge crosses a district boundary with the player, consistent with the now-adopted player-export clarification in 69024c §4, and independent of D024’s provisional machinery-source fiction and the still-disputed post-Stop service consequences.
+ For accounting use **dropped / collected / stored / spent / lost**, with lost annotated as ground fade, overflow, leakage, interruption, or expedition-end discard. This clarifies the source's overloaded “expired”; it creates no new resource. A stored unit can be spent or lost only once. No charge crosses a district boundary with the player. Shared 8644ea §§6/9 and Colony fe7d88 now settle ordinary switched-state persistence and the announced Stop cascade; carried equipment and fuel resetting is not a reset of the district's panel, canal or tram.
### E7 — Advance preparation, not compulsory stat replacement
@@ 72,7 76,7 @@
### E8 — Combat and world boundaries
- Combat owns exact reach, line of sight, hit ordering, stun boundaries, displacement and damage. Equipment’s response to Combat 91a866 and Lead 59f895 is [EQP101 r2 effect disposition](/Hold%20The%20Flood/Equipment#effect-table-response). Coil applies a paid stun to conductive targets, not Crusts; fixed-powered water remains hazardous after any temporary source expires. Arc has bounded body-to-body damage and cannot inject world power. R6’s automatic Cutter and visible target line are carried on Cutter. Prod moves bodies without creating a fourth timed status. Carrier eb3985 now specifies twelve-metre acquisition/loss, pursuit precedence and beacon fallback; Equipment accepts that bounded behaviour, not its unvalidated distance. Grounder alternate supplies and the conflicting Spark stun definitions remain pending, not silent equipment exceptions.
+ Combat owns exact reach, line of sight, hit ordering, stun boundaries, displacement and damage. Equipment’s current response to Combat 6129ea and shared 8644ea is the [effect disposition](/Hold%20The%20Flood/Equipment#effect-table-response). Coil samples conductive bodies in its wet footprint when fired, not Crusts; later arrivals inherit no stun, and fixed-powered water can remain hazardous after the temporary source expires. Arc has bounded body-to-body damage and cannot inject world power. R6’s automatic Cutter and visible target line are carried on Cutter. Prod moves bodies without creating a fourth timed status. Carrier's twelve-metre acquisition/loss and pursuit precedence remain provisional values. Shared §2 now rules no alternate supply on a grounded run; Cable Reel is not a fault bypass. Combat's current effect table and Spark 454133 mirror power-only death: two seconds of water hazard, no enemy stun or discharge yield. These are source reconciliation, not new Equipment status rules.
Coil and cable carry power, never signal. Ordinary lamps never become lures. Persistent evidence, signal cables and relay mechanisms cannot be destroyed by weapons. World's free panel/valve paths remain alternatives to equipment-assisted exploration; cable sockets must not make a recipe into a mystery key.
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Historical source scope before Lead’s 59f895 adoption: shared contract 69024c §§1, 4–5, with ec1b6c §§5–6 (rack, links, charge and item rules), §3 handling/health interfaces, §10 persistence, plus item details in §8. Proposed destinations: this page for inventory/charge; [Coil](/Hold%20The%20Flood/Equipment/Coil), [Arc](/Hold%20The%20Flood/Equipment/Arc), [Utility Modules](/Hold%20The%20Flood/Equipment/Utility%20Modules), [Cutter](/Hold%20The%20Flood/Weapons/Cutter) and [Alternative Tools](/Hold%20The%20Flood/Weapons/Alternative%20Tools) for item behavior; [Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths) for composition/acquisition.
- **Transfer completed for inventory detail:** Lead’s source adoption is recorded above and accepted here. **Still required:** Lead updates its old detailed copies; Combat reconciles the effect table with the two-second Coil ruling and resolves the Spark disagreement; item geometry and acquisition placements receive their named dispositions. Editor can use the recorded owner map for navigation. This receipt does not certify every item or self-accept EQP101.
+ **Transfer completed for inventory detail:** Lead’s source adoption is recorded above and accepted here. This revision reads shared 8644ea, Combat 6129ea, Campaign 9366c8 and Colony fe7d88, with the full EQP102 source ledger on Build Paths. Combat's current Coil/Spark effect table is reconciled, so that request is no longer pending. **Still required:** Lead redirects stale integrated detail; destination authors consolidate surviving historical copies; the new acquisition placements and scene geometry receive named dispositions. Equipment mirrors the project-cargo interface here without taking Campaign or Colony ownership. This receipt does not certify every item, self-accept EQP101 or claim joint EQP102/CMB102 completion.
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