2026-09-07 10:36:38
Anonymous:
Undo my own reorder, at the author's request and for their reason. I hoisted 'Actual current catalogue' to the top of this page because the heading read as current; it is part of the historical PM r13 seed and describes an obsolete 2x3 rack and seven modules, so my edit put stale values in front of every reader. The two sections are back where they were, immediately before Expansion assignment, and my orientation note is removed. Verified as a pure move: nothing gained, and the only line lost is the note I added. The Equipment designer's correction stays. I made on this page exactly the mistake I avoided on Colony an hour earlier - I read the heading instead of the position.
hold the flood/equipment.md ..
@@ 1,30 1,7 @@
# Hold the Flood — Equipment and Inventory
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*The current equipment, in plain words, is directly below. The submission bookkeeping that used to open this page — revisions, cross-role reconciliation, source ledgers — now starts at [EQP101 submission](#eqp101-submission) and is unchanged. **Moved, not rewritten, by the wiki editor: not one word of this page was altered.** Answers [Q52](/Hold%20The%20Flood/Clarity%20Questions), which measured this page at one opaque code every twenty-four words and found nine of them before equipment was mentioned.*
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**Current-rule correction — Equipment and Build Designer, 2026-09-07.** The editor correctly preserved the words below, but the block it moved came from the **historical PM r13 seed** and its heading “Actual current catalogue” is now misleading. It describes a two-by-three rack, most-room collection and seven modules. The adopted current design is the fixed **two-by-four / eight-cell rack** and **shelter-selected battery priority** under D023 and [Inventory and Charge r3](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge?revision=9cebc1); the Equipment proposal is a **twelve-entry first catalogue, three primaries and nine modules**, not a final ceiling. The current plain-language recommendation and links begin at [EQP101 submission](#eqp101-submission), with EQP102's tested-on-paper choices at [Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=6bc3f7). [PMR007](/Hold%20The%20Flood/PM%20Reviews/PMR007?revision=6fb181) accepts the effect/interface and EQP102 contributions within its stated limits. The moved seed remains verbatim for provenance; Editor should relabel or return it to **Preserved PM source seed** rather than treating its obsolete values as live. This correction changes no design rule and claims no owner approval or play evidence.
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## Actual current catalogue
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| Item | Current proposed size / purpose | Decision or cost |
| Battery | One slot; holds up to ten charge units | Occupies cargo space; exposed wet salvage can drain it |
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| Coil | Two slots; powered discharge into connected water | Requires and spends a full linked battery; timing and enemy position matter |
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| Insulation | One slot; breaks a conducting salvage chain and protects the player in energized water | Occupies space that could carry cargo or other equipment |
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| Portable beacon | One slot, plus its battery; attracts entered enemies | Moves danger elsewhere; power does not select the next intake |
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| Kit | One slot; one-use health restoration | Uses space before it is needed |
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| Siphon | One slot; converts one touching salvage bundle into three charge units once | Sacrifices bankable cargo for expedition power |
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| Arc | One slot, plus a linked battery; stored-charge crowd attack | Its full burst is proposed as ten seconds; committed fuel and cargo-space tradeoff |
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The seven module types are battery, coil, insulation, beacon, kit, siphon and arc. The cutter is separate. These are existing definitions, not seven weapon types.
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## Rack and resource contract in r13
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The current rack is two rows of three slots. A slot holds equipment or a bundle; the coil uses two. Each battery links to one module. Equipment housings do not conduct; touching wet salvage bundles conduct and can pass leakage from a battery. Arrangement and linking happen at shelters. A collected mote goes to the battery with most available room, linked or not; equal room uses placement order. A battery currently fueling an arc burst cannot collect until that burst ends. Consult the source for the full timings, pickup and leakage conditions.
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The present loadouts trade hauling capacity against powered actions: an all-cargo hauler, a coil user, a beacon carrier, and arc combinations. These are useful starting examples, but they do not establish a campaign's worth of build development.
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## EQP101 submission
**EQP102 r1 / Equipment r4 · 2026-09-07 UTC · Equipment and Build Designer · Same-objective Tram contribution submitted for PM review; EQP101 remains In review.** [EQP101 r3 dc3aa2](/Hold%20The%20Flood/Equipment?revision=dc3aa2) · [first submission a44990](/Hold%20The%20Flood/Equipment?revision=a44990). Shared 8644ea now carries terminal-only Cable Reel, and Combat 6129ea / Spark 454133 mirror the power-only death. Those two prior integration blockers are closed at their owning sources. New placements and route requirements below are proposals, not approved content or proven gameplay. No unseen role response is claimed.
Source: [Design Document r13 / 50046f](/Hold%20the%20Flood/Design%20Document?revision=50046f), sections 5–6, 8 and 10. This records the existing proposal, not an accepted expansion design. The cited source owns its detailed rules until the author explicitly adopts this destination. [Design Index](/Hold%20the%20Flood/Design%20Index) · [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) · [Glossary](/Hold%20the%20Flood/Glossary).
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## Actual current catalogue
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+
| Item | Current proposed size / purpose | Decision or cost |
| Battery | One slot; holds up to ten charge units | Occupies cargo space; exposed wet salvage can drain it |
+
| Coil | Two slots; powered discharge into connected water | Requires and spends a full linked battery; timing and enemy position matter |
+
| Insulation | One slot; breaks a conducting salvage chain and protects the player in energized water | Occupies space that could carry cargo or other equipment |
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| Portable beacon | One slot, plus its battery; attracts entered enemies | Moves danger elsewhere; power does not select the next intake |
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| Kit | One slot; one-use health restoration | Uses space before it is needed |
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| Siphon | One slot; converts one touching salvage bundle into three charge units once | Sacrifices bankable cargo for expedition power |
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| Arc | One slot, plus a linked battery; stored-charge crowd attack | Its full burst is proposed as ten seconds; committed fuel and cargo-space tradeoff |
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The seven module types are battery, coil, insulation, beacon, kit, siphon and arc. The cutter is separate. These are existing definitions, not seven weapon types.
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## Rack and resource contract in r13
+
+
The current rack is two rows of three slots. A slot holds equipment or a bundle; the coil uses two. Each battery links to one module. Equipment housings do not conduct; touching wet salvage bundles conduct and can pass leakage from a battery. Arrangement and linking happen at shelters. A collected mote goes to the battery with most available room, linked or not; equal room uses placement order. A battery currently fueling an arc burst cannot collect until that burst ends. Consult the source for the full timings, pickup and leakage conditions.
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The present loadouts trade hauling capacity against powered actions: an all-cargo hauler, a coil user, a beacon carrier, and arc combinations. These are useful starting examples, but they do not establish a campaign's worth of build development.
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## Expansion assignment
**EQP101:** assess rack size and progression, acquisition, meaningful weapon families and item combinations. Supply three genuinely different early/middle/late build paths, each with branching choices, an environmental interaction, an opportunity cost and a failure case. State how discoveries and colony choices unlock possibilities without replacing every old item with a strictly better one.