2026-09-07 08:57:30
Anonymous:
EQP102: propose named first Insulation and Siphon offers with free-route and shelter dependencies
hold the flood/equipment/utility modules.md ..
@@ 1,10 1,12 @@
# Hold the Flood — Utility Modules
-
**EQP101 · r1 · 2026-09-06 UTC · Equipment and Build Designer · Catalogue proposal; transfer pending.**
+
**EQP102 / Utility Modules r2 · 2026-09-07 UTC · Equipment and Build Designer · First Insulation and Siphon placement proposals for the Tram return case; catalogue remains in review.**
All entries use the proposed [Inventory and Charge contract](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge), especially its links, collection priority, field handling and transfer limits. [Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths#acquisition-and-advancement) owns discovery, recipe and workshop acquisition. Numerical values are provisional. “Retain” means carry forward a source proposal, not owner approval. Space is measured in rack cells; no item has an implicit free battery.
+
**EQP102 acquisition response:** [Build Paths — same-objective Tram comparison](/Hold%20The%20Flood/Equipment/Build%20Paths#eqp102-one-tram-objective-three-approaches-one-changed-combination) supplies the full player sequence and source ledger. Based on Campaign 9366c8 §§3.1–3.2 and Colony fe7d88's request for an actual Insulation/record opportunity, the two named placements below are Equipment proposals for Lead/Campaign integration, not existing verified room layouts. Shared 8644ea §1 now adopts U6's terminal-only scope; no cable rule expansion is requested.
+
## Battery — U1; retained, collection revised
- **Trigger / effect / target:** walking over a mote stores eligible charge under the player's shelter-set priority; a linked powered module draws this battery. Capacity ten; one cell. Unlinked storage remains valid. No recharge from time, cables, panel power, or another battery.
@@ 19,7 21,7 @@
- **Information:** protective boot symbol and text beside the water warning; rack paths visibly stop at its housing. Do not imply that all safe rack housings also protect the player.
- **Restrictions / cost:** does not prevent enemy contact, displacement or being surrounded; it does not stop water powering doors or attracting enemies through beacons. Every other insulated housing can also block a rack chain, so buy this cell for wet traversal rather than a unique packing bonus.
- **Combinations / keep reason:** coil harvest while standing in the affected water; pusher stance at a hot channel; safe approach to motes. A cable can unexpectedly energize a connected pool, making this early tool useful later. A dry-route breacher can leave it behind for cargo or Kit.
-
- **Acquisition:** first optional wet-route service cache, reachable by a dry detour; inspect to record the recipe. Then workshop starting choice or insulation-labelled caches. Essential wet-area clues need dry observation/free machinery alternatives supplied by Campaign and World.
+
- **Acquisition:** propose the first wet-route service cache on the **dry direct road beside Lock Flight's Head basin, outside the lock-house door**. It uses the existing free road/lever approach and must not require Insulation to inspect. This specifies the former generic dry-detour offer; Campaign must confirm its placement. Inspection records the recipe; tooling's Coil + Insulation Circuit set with default empty bank uses four cells, and can be actually fitted/recorded in the Tram summit shelter for Colony's subsequent revisit example. Ordinary workshop can instead issue Insulation alone alongside the empty bank, giving up starting Coil. Then workshop choice or insulation-labelled caches. Essential wet-area evidence retains ordinary machinery/dry observation alternatives.
## Portable Beacon — U3; retained, controls and drain specified
@@ 44,7 46,7 @@
- **Link exception, explicit:** at shelter choose its one **output feed** into one battery. This is conversion, not a battery powering another battery; no chains or reverse flow. The target battery may still have its ordinary output link to coil/arc/beacon. No feed changes in the field. A touching bundle may be chosen when triggering, including a newly picked-up one.
- **Information / restrictions:** preview “lose 1 bundle and Siphon; bank +3; overflow N.” Requires an eligible non-planted, non-reserved battery and a touching bundle. If no capacity exists, refuse use. If less than three fits, warn and require deliberate confirmation; excess is lost. No automatic spill into a reserve. Consuming cargo makes no progress payment and never reveals a recipe or clue.
- **Combination / keep reason:** seven stored units plus one bundle can ready the first coil discharge; an empty battery plus one Siphon reaches only three, so this is not a guaranteed free start. Finishes an arc bank or supplies a short beacon diversion. It remains useful when fresh enemy charge is hard to reach, whereas a spare bank merely stores what the player can collect.
-
- **Acquisition:** clearly marked salvage-converter cache with ordinary cargo nearby; recipe by inspection; later cache or workshop choice. Competes with carrying that salvage home for colony development. No repeatable dismantling/recrafting loop is proposed.
+
- **Acquisition:** propose the first converter offer at the **Tram summit stores, Siphon versus Kit**, beside the existing loose bundle and summit shelter in Campaign 9366c8 §3.2. Inspect either, take one per expedition; taking Siphon forgoes the Kit offer. Inspection records its recipe even on rescue; fitting the feed still requires shelter. This gives the generic converter-cache proposal a named discovery without adding another item. A later Beacon + Siphon + empty bank Circuit set costs three cells; sacrificing one locally gathered bundle supplies three charge for at most thirty lit seconds, not a full Coil. It competes with banking that salvage and with the free manual return. Campaign owns actual placement and a useful short-lure route; none is certified here. No repeatable dismantling/recrafting loop is proposed.