hold the flood/mechanical interfaces and opening quantities.md ..
@@ 32,14 32,14 @@
2. **Ordinary hold:** each automatic actuator checks its own readiness and source/actuator shared valid-target condition. Failure holds that actuator ready; it creates no launch or downstream delivery and does not block another path.
3. **Launch commit:** that actuator seals one selected target and spends one readiness as its external event starts. The physical launch executes once and cannot retarget.
4. **Descendant delivery:** every receiving branch checks its own link, type, readiness/storage, target, heat state and allocated threshold when the packet arrives. Refusal affects only that branch and refunds no already committed upstream state.
-
5. **Return:** an arc extension, projectile rebound or other named return spends one echo from that causal sequence and adds its stated heat. With no echo, target or heat headroom, the branch ends visibly. A descendant cannot refill the echo budget, readiness or power that created it.
+
5. **Finite route:** after complete-action heat has been reserved at commit, an Arc route, projectile bank, penetration segment, fragment fan or bloom spends only its named geometry/body allowance. Missing line, obstruction or exhaustion ends it visibly; heat is never charged again per hop, contact or descendant and cannot secretly shorten an accepted effect. A descendant cannot refill the allowance, readiness or power that created it.
6. **Recovery:** each ordinary actuator becomes ready only through its stated world time. Readiness completion creates no target, trigger or wave.
The credible smaller tuning variant is a low-supply opening backplane that powers one ordinary path until the player installs a discovered supply assembly. It uses the same rules and makes the restriction a visible build cost rather than a universal topology ban. Whether the opening should begin that constrained remains an owner-facing quantity choice.
### Visible operating supply and heat reservation
-
**P** is simultaneous operating demand, not stored energy. The proposed ship backplane supplies **6 P** in its opening 4 A state, **8 P** with the navigation coupler's 6 A state and **10 P** with both area assemblies installed for 8 A. These additions are one visible ship configuration, not new portable parts. A state that can overlap must fit; mutually gated states are checked separately. A transformed projectile reserves 1 P from launch until its finite flight ends, even after Projector itself becomes ready again.
+
**P** is simultaneous operating demand, not stored energy. The proposed ship backplane supplies **6 P** in its opening 4 A state, **8 P** with the navigation coupler's 6 A state and **10 P** with both area assemblies installed for 8 A. These additions are one visible ship configuration, not new portable parts. A state that can overlap must fit; mutually gated states are checked separately. A named transformed projectile with duration after dispatch reserves 1 P from launch through its terminal descendants, even after Projector itself becomes ready again. The current disc family uses that reservation; the Arc routes and straight Thunderhead/Furnace lances resolve inside their accepted action rather than leaving an unstated flight.
| Component activity | Concurrent demand |
|---|---:|
@@ 53,22 53,32 @@
| Barrier Plate action | **2 P** |
| Vector Nozzle pulse | **2 P** |
| Thermal Lens conversion | **1 P** |
+
| Salvage Cycler accepted conversion | **2 P** until its one response is delivered or dissipates |
| Manual Trigger | **0 P**; it supplies intent, not power |
-
Every heat-bearing component has a proposed **16 H** capacity and cools **4 H per second** after **0.75 seconds** without that component committing another action. Heat cost is reserved for the whole named action at commit; it is not accumulated victim by victim until an advertised effect secretly stops. If the complete power/heat reservation is unavailable, an automatic actuator holds ready and names the limit, while a manual command refuses before charge or heat is spent. Once accepted, charge and heat remain committed. Moving bodies, lost targets, an absorber or new hard cover may physically shorten a route, but that is a visible miss or obstruction rather than a hidden resource cancellation.
+
Every heat-bearing component has a proposed **16 H** capacity and cools **4 H per second** after **0.75 seconds** without that component committing another action. Heat cost is reserved for the whole named action at commit; it is not accumulated victim by victim until an advertised effect secretly stops. If the complete power/heat reservation is unavailable, an automatic actuator holds ready and names the limit, while a manual command refuses before charge or heat is spent. Once accepted, charge and heat remain committed. Moving bodies, lost targets or new cover may physically shorten a route, but that is a visible miss or obstruction rather than a hidden resource cancellation.
-
| Accepted action | Heat and recovery comparison |
+
| Accepted action or component | Heat and natural recovery comparison |
| Impact Dynamo contribution | Dynamo **+1 H**; ready after **0.75 s**. Same-wave batched impacts still make only one contribution. |
+
| Capacitor receive / ordinary chosen release | Capacitor **+1 H / +2 H**; availability follows storage, headroom and first-receiver acceptance rather than a separate timer. |
| Arc base action | Arc **+2 H**; ready after **1.0 s** |
| Echoing Arc action | Arc **+6 H total**; ready after **1.5 s** |
-
| Thunderhead full-store action | Capacitor **+4 H**, plus Arc **+8 H** and/or Projector **+4 H** for the branch or branches that accept; existing readiness still applies after restoration |
+
| Salvage Cycler accepted conversion | Cycler **+4 H**; ready after **2.0 s**. The selected eligible material commits before its one response. |
+
| Thunderhead full-store action | Capacitor **+4 H**, plus Arc **+8 H** and/or Projector **+4 H** for the branch or branches that accept; accepted Arc/Projector branches become ready again after **1.0 s** |
| Rebound Disc + Fragment Wake | Projector **+5 H total**; ready after **1.25 s**; each disc ends by **3.75 s** |
-
| Foundry Drop master disc | Projector **+8 H**, Capacitor **+4 H**; Projector must already be naturally ready |
+
| Foundry Drop master disc | Projector **+8 H**, Capacitor **+4 H**; Projector must already be naturally ready and becomes ready again after **1.25 s** |
| Nozzle / Inward Draft pulse | Nozzle **+2 H / +3 H**; ready after **1.0 s / 1.25 s** |
-
| Furnace Burst | Projector **+8 H**, Lens **+6 H**, Capacitor **+4 H**; Projector must already be naturally ready |
+
| Furnace Burst | Projector **+8 H**, Lens **+6 H**, Capacitor **+4 H**; Projector/Lens must already be naturally ready and become ready again after **1.0 s** |
-
These values intentionally support a few overlapping transformed shots and one prepared climax, then force cooling. They are not damage numbers. For this candidate, a developed manual climax defeats an ordinary unarmoured Presser it validly reaches. A resistant or special body still consumes one body slot but follows its own authored response: it may survive, interrupt the route, resist displacement or keep fighting. That qualitative rule makes “break the horde” mechanically meaningful without inventing a complete health table.
+
These values intentionally support a few overlapping transformed shots and one prepared climax, then force cooling. They are not damage numbers. For this candidate, a developed manual climax defeats an ordinary Presser it validly reaches. A special body still consumes one body slot and receives the effect, but whether it survives follows its own existing response and unresolved combat-strength tuning. No current roster role is silently granted insulation, heat resistance or projectile absorption. That qualitative rule makes “break the horde” mechanically meaningful without inventing a complete health table or a universal counter.
+
+
When a full store makes Thunderhead, Foundry Drop or Furnace Burst available, the next instant when every required actuator is naturally ready belongs to a visible **manual-ready hold** before an automatic source can consume one. If the player presses while any required actuator is busy, that press visibly arms only this next opportunity and can be cancelled; it spends no charge or heat. At readiness the complete target, route, power and heat preflight runs. Acceptance commits immediately. Cancellation, refusal or letting the shown **0.75-second** opportunity lapse releases the hold and ordinary automatic fire may re-evaluate; after a lapse the special stays available but another hold occurs only if the player presses again. This gives one usable command opportunity without granting readiness, queuing an accepted attack or repeatedly stalling ordinary fire.
## 2. Fork allocation, storage and committed loss
@@ 111,11 121,11 @@
This article deliberately does not decide whether stored Capacitor charge survives death, living return, storage removal or another expedition boundary. Save/global04 must represent the actual amount and apply their accepted owning policy once that policy exists. No case below uses death to settle retained charge.
-
### Return effects and echo conservation
+
### Finite route and return conservation
An external launch, manual activation, enemy strike or environmental event starts one causal sequence. A permanent part or temporary expedition upgrade may attach a visible finite budget measured in routes, rebounds, bodies, penetration or fragments. A physical effect cannot revisit signal receivers unless its effect actually supplies a signal output; ordinary Arc Emitter arcs do not. A descendant cannot refill the same sequence's budget, refresh the readiness already spent to create it or mint usable U from its own output. A later automatic firing cycle, new manual activation or separate enemy strike starts a new sequence with its own budget.
-
Arc Emitter's proposed base action uses one chain route: the selected initial target plus at most **five** new bodies, each reached by a line-of-effect hop of at most **2.5 metres**, all within **10 metres** of the initial target. It never visits one body twice. Hard cover, an insulated target, missing line of effect or exhaustion of six bodies ends that route. The temporary **Echoing Arc** reserves its full 6 H and adds **two** further chain routes branching from already struck bodies into different available directions. Each added route may reach at most **six new bodies** under the same hop/radius/cover rules, for at most **18 unique bodies** in the complete accepted action. It creates no packet, signal output or U, and the body count does not charge Dynamo.
+
Arc Emitter's proposed base action uses one chain route: the selected initial target plus at most **five** new bodies, each reached by a line-of-effect hop of at most **2.5 metres**, all within **10 metres** of the initial target. It never visits one body twice. Hard cover, a missing hop/line or exhaustion of six bodies ends that route. The temporary **Echoing Arc** reserves its full 6 H at commitment and adds **two** further chain routes branching from already struck bodies into different available directions. Each added route may reach at most **six new bodies** under the same hop/radius/cover rules, for at most **18 unique bodies** in the complete accepted action. It creates no packet, signal output or U, and the body count does not charge Dynamo. Once accepted, no later hop performs another heat check.
### Thunderhead: one manual command, two visible modes
@@ 128,41 138,45 @@
**Before commitment.** The command requires a full 4 U store, a compatible and accepting directly connected Fork, at least one branch that passes its existing link/type/readiness/target and allocation checks, and permitted power/heat for the actual possible overlap. The preview and command check include remaining demand from already in-flight effects, not only the selected mode's new work. If the command refuses, it starts no release wave, spends no charge or burst heat and leaves charging mode connected; a full store remains 4 U. The normal per-receiver checks still apply at delivery if conditions change after this preflight.
-
**Coverage.** The 2 U Arc branch selects the ordinary initial target plus at most two additional eligible seed bodies within **4 metres** of it. Each seed starts one six-body base route under the normal hop, radius and cover rules, without duplicate bodies, for at most **18**. If Echoing Arc is also present, its two additional six-body routes apply once to the whole action, not once per seed, raising the Arc branch to at most **30 unique bodies**. The Projector branch commits one **14-metre by 1.5-metre** lance through its shown initial target and at most **12 unique ordinary bodies**. Hard cover or an absorbing heavy ends the lance. Together the two branches can visibly affect at most **42 unique bodies** when their paths do not overlap; this is coverage, not 42 copied U or a guarantee that resistant bodies die.
+
**Coverage.** The 2 U Arc branch selects the ordinary initial target plus at most two additional eligible seed bodies within **4 metres** of it. Each seed starts one six-body base route under the normal hop, radius and cover rules, without duplicate bodies, for at most **18**. If Echoing Arc is also present, its two additional six-body routes apply once to the whole action, not once per seed, raising the Arc branch to at most **30 unique bodies**. The Projector branch commits one **14-metre by 1.5-metre** lance through its shown initial target and at most **12 unique bodies** before hard cover or range ends it. Together the two branches can visibly affect at most **42 unique bodies** when their paths do not overlap. The journal shows the three seed heads, currently connected hop regions, lance corridor and cover breaks before acceptance; moving bodies can still change the result after commit. This is achievable ideal-path coverage, not 42 copied U, a universal damage value or a guarantee that a special body is defeated.
-
**Commit, dispatch and automatic restoration.** Acceptance commits one new manual wave, removes all 4 U immediately and reserves the complete 7 P base dispatch plus the stated heat. Demand from an Arc action and transformed projectile already in flight still counts; the visible 10 P later supply can accept at most 3 P of such overlap. Thunderhead selects the discharge connections, hands the allocated payload to the branches and automatically restores charging after dispatch. A later receiver refusal or physical obstruction neither refunds the release nor prevents restoration. Already launched effects keep their wave, target and finite allowance; restoration does not replay a packet, erase a projectile or reset readiness, heat or route budgets. Ordinary automatic firing resumes only through its normal target, readiness, power and heat gates.
+
**Commit, dispatch and automatic restoration.** Acceptance commits one new manual wave, removes all 4 U immediately and reserves the complete 7 P base dispatch plus the stated heat. Thunderhead's straight lance resolves inside this dispatch; its Arc routes may continue briefly at their included 2 P until their finite hops finish. Thunderhead selects the discharge connections, hands the allocated payload to the branches and automatically restores charging after dispatch. A later receiver refusal or physical obstruction neither refunds the release nor prevents restoration. Already launched effects keep their wave, target and finite allowance; restoration does not replay a packet, erase an effect or reset readiness, heat or route budgets. While that same Arc is still finishing and unready, a new Sensor wave may use only the eligible non-Arc charging branches: their 6 P plus the finishing Arc's 2 P totals 8 P. Once the Arc action ends and becomes naturally ready, the full 8 P charging path is available again.
-
**No self-recharge.** Every descendant of the burst wave is ineligible to produce a Dynamo contribution, including the pressure lance's later impact after charging mode restores. Arc still has no signal output or usable U. Restored links supply neither energy nor a new event: only later independent eligible external impacts can refill the store. Thunderhead adds finite seeded coverage but no permanent part, free U or readiness. Another burst needs a later source-backed recharge and chosen command.
+
**No self-recharge.** Every descendant of the burst wave is ineligible to produce a Dynamo contribution, including any physical impact made by the pressure lance during dispatch. Arc still has no signal output or usable U. Restored links supply neither energy nor a new event: only later independent eligible external impacts can refill the store. Thunderhead adds finite seeded coverage but no permanent part, free U or readiness. Another burst needs a later source-backed recharge and chosen command.
### Rebound Disc and Fragment Wake
-
The temporary **Rebound Disc** turns each accepted ordinary Projector shot into one physical disc. It keeps the committed initial direction until a hard surface reflects it; it does not home. One disc may travel at most **24 metres**, exist for at most **3.75 seconds**, rebound from at most **six** hard surfaces and contact at most **18 unique bodies**, with at most three ordinary bodies penetrated on one straight segment. One body can be contacted once by that disc. Soft surfaces, hard cover across its line, the travel/time/rebound/body limit or an absorbing heavy ends it. Projector becomes naturally ready after 1.25 seconds, so at most three ordinary discs can remain in flight under their duration; each keeps its 1 P reservation.
+
The temporary **Rebound Disc** turns each accepted ordinary Projector shot into one physical disc. It keeps the committed initial direction and never homes. Before commitment, a stationary hard face is a **bank face** only when the shown incoming path also has a clear shown outgoing reflection and a rebound remains; the journal/world preview draws both segments. The same structure still blocks travel through itself. A soft/irregular face, a hard face with no clear outgoing segment, or the next hard face after the rebound allowance is spent shows a terminal fan marker instead. Bodies are contacts, never bank faces, and the current roster supplies no universal projectile absorber.
+
+
One ordinary disc may travel at most **24 metres**, exist for at most **3.75 seconds**, rebound from at most **six** bank faces and contact at most **18 unique bodies**. On one straight segment it may pass through at most three bodies; after the third it may still reach a bank face, but meeting a fourth body terminates that segment and disc. One body can be contacted only once by that disc. The disc reaches a **normal terminal** when it exhausts total body contacts, meets a fourth body on one segment, reaches travel or time, meets a non-bank face, or reaches the next face after its sixth rebound.
+
+
**Fragment Wake** adds 2 H to the same accepted ordinary action. Every normal terminal above emits at most **12 fragments** through a **160-degree forward fan** from that visible terminal point. Each fragment travels at most **8 metres**, contacts one body that was struck by neither the parent disc nor an earlier sibling fragment, and stops at solid cover. A fragment cannot rebound, penetrate, create another fragment or fan, or cause another Dynamo contribution. The parent's single 1 P flight reservation remains until every emitted fragment terminates; fragments add no separate P. Thus a route that contacts 18 unique bodies and then terminates can still reach 12 different visible bodies with its fan, for an achievable ideal-path ceiling of **30 unique bodies**. Cover, missing bodies, shared frontage and geometry commonly reduce it.
-
**Fragment Wake** adds 2 H to the same accepted ordinary action. On a normal terminal wall/travel/rebound end, it emits at most **12 fragments** through a **160-degree forward fan**. Each fragment travels at most **8 metres**, contacts one previously unstruck body and stops at solid cover. An absorbing body ends the disc without a fan. Fragments have no rebound, penetration, new fragment or extra Dynamo contribution. One Rebound Disc plus Fragment Wake can therefore affect at most **30 unique bodies**; three properly spaced in-flight shots can make a crowded corridor a continuing field, but overlapping paths may spend their budgets on the same crowd frontage.
+
A later temporary **Foundry Drop** gives the same six-part 7 C / 7 A Ricochet rig an automatic-fire mode and one gated manual master-disc mode. With Capacitor full, its built-in manual command uses the shared manual-ready hold and requires natural Projector readiness, a valid shown bank/terminal path, complete 4 P dispatch plus all current reservations/Nozzle demand, and 8 H Projector/4 H Capacitor headroom. Before Projector accepts, cancellation, lapse or refusal retains 4 U and releases ordinary Sensor fire. Acceptance gates new Sensor launches for dispatch, spends all 4 U and launches one master disc with at most **40 metres**, **5 seconds**, **ten bank-face rebounds** and **32 unique body contacts**. It uses the same per-segment rule and normal-terminal classification, then emits at most **16** one-body fragments subject to the same no-repeat, cover and no-descendant rules. A route that reaches 32 bodies can therefore end in a fan reaching 16 different bodies, for an achievable ideal-path ceiling of **48 unique bodies**.
-
A later temporary **Foundry Drop** gives the same six-part 7 C / 7 A Ricochet rig an automatic-fire mode and one gated manual master-disc mode. With Capacitor full, its built-in manual command requires natural Projector readiness, a valid shown line, complete 4 P dispatch plus any in-flight/Nozzle demand, and 8 H Projector/4 H Capacitor headroom. Before Projector accepts, cancelling or refusal retains 4 U and restores ordinary Sensor fire. Acceptance gates new Sensor launches, spends all 4 U and launches one master disc with at most **40 metres**, **5 seconds**, **ten rebounds** and **32 unique body contacts**, followed on a normal terminal end by at most **16** one-body fragments. It can therefore affect at most **48 unique bodies**. Charging links restore automatically after dispatch; readiness is not granted. The master disc and every descendant are ineligible for Dynamo recharge.
+
Charging links restore automatically after master dispatch; readiness is not granted. The still-flying master keeps one P through its terminal fragments, so restored automatic fire includes that reservation and any ordinary-disc reservations in every new overlap check. The master disc and every descendant are ineligible for Dynamo recharge. A later automatic disc uses its own ordinary readiness, heat and reservation rather than inheriting the manual action's.
-
Manual Trigger→Vector Nozzle remains a separate faced positioning special. It can overlap the automatic or manual disc only when the visible supply accepts the actual combination. Foundry Drop invents no steering: the player earns the line by moving and by shoving eligible bodies or loose cover before the committed disc reaches them.
+
Manual Trigger→Vector Nozzle remains a separate faced positioning special. It can overlap the automatic or manual disc only when the visible supply and local heat accept the actual combination. Foundry Drop invents no steering: the player earns the line by moving and by shoving eligible bodies or loose cover before the disc commits. Static bank and terminal lines are previewable; moving bodies and loose cover can still make a committed route shorter without refund.
### Inward Draft and Furnace Burst
The 8 C / 8 A **Gravity Furnace** uses Stride Switch (1), Vector Nozzle (2), Threat Sensor (1), Pulse Projector (1), Impact Dynamo (1), Capacitor (1) and Thermal Lens (1). Before temporary growth, deliberate grounded movement triggers the ordinary outward Nozzle pulse while Sensor→Projector fires separately and eligible impacts fill Capacitor. The exact same physical parts remain throughout the ladder.
-
Temporary **Inward Draft** reverses only a Stride-sourced Nozzle action. Every accepted **3-metre** deliberate grounded traversal emits one rear-facing **120-degree**, **8-metre** pull, affecting at most **12 eligible bodies** with unobstructed line of effect. Each can move at most **2 metres** toward the wake centreline and only once in that pulse. A heavy/anchored body resists; hard cover blocks; the opposite reaction tugs the astronaut **0.5 metre** back toward the wake. Forced motion, Nozzle recoil and conveyor travel cannot trigger Stride. With 1.25-second readiness, three differently positioned pulses can gather at most 36 body responses before the earliest spacing falls apart; they are three real actions, not one multiplied packet.
+
Temporary **Inward Draft** reverses only a Stride-sourced Nozzle action. Every accepted **3-metre** deliberate grounded traversal emits one rear-facing **120-degree**, **8-metre** pull, affecting at most **12 eligible bodies** with unobstructed line of effect. Each can move at most **2 metres** toward the wake centreline and only once in that pulse. Fixed/sealed objects do not move; hard cover blocks; the opposite reaction tugs the astronaut **0.5 metre** back toward the wake. Forced motion, Nozzle recoil and conveyor travel cannot trigger Stride. Bellback's current Roster response says a successful Nozzle displacement during its brace interrupts it. This proposal treats an accepted Inward Draft that has clear line to Bellback as that same Nozzle displacement: Bellback consumes one body slot, moves at most 2 metres and loses the brace; the Roster needs that finite clarification if accepted. If the rib blocks the pull or Bellback releases first, its existing pressure wave can scatter the gathered line. With 1.25-second readiness, three differently positioned pulses can gather at most 36 body responses before the earliest spacing falls apart; they are three real actions, not one multiplied packet.
-
Temporary **Furnace Burst** supplies two visible gated modes on that same rig. Charging keeps Sensor→Projector, Projector-impact→Dynamo→Capacitor and Stride→Nozzle. A full-store manual command preflights natural Projector readiness, a valid target/line, complete possible overlap and 8 H Projector/6 H Lens/4 H Capacitor headroom. It then gates new Sensor and Stride launches, spends 4 U through Capacitor→Lens→Projector, and dispatches one **16-metre by 2-metre** heat lance through at most **16 unique bodies**. At the first hard surface or its range end, the lance produces one **6-metre-radius** thermal bloom reaching at most **32 additional bodies** with unobstructed lines from the impact. No body is counted twice; total coverage is at most **48**. Hard cover breaks bloom sight, heat-resistant bodies may survive, and a heavy consumes a lance slot without being displaced.
+
Temporary **Furnace Burst** supplies two visible gated modes on that same rig. Charging keeps Sensor→Projector, Projector-impact→Dynamo→Capacitor and Stride→Nozzle. A full-store manual command uses the shared manual-ready hold and preflights natural Projector readiness, a valid shown target/line/bloom origin, complete possible overlap and 8 H Projector/6 H Lens/4 H Capacitor headroom. It then gates new Sensor and Stride launches, spends 4 U through Capacitor→Lens→Projector, and dispatches one **16-metre by 2-metre** heat lance through at most **16 unique bodies**. At the first hard surface or its range end, the lance produces one **6-metre-radius** thermal bloom reaching at most **32 additional bodies** with unobstructed lines from the impact. No body is counted twice; total ideal-path coverage is at most **48**. Hard cover ends the lance and breaks bloom sight; every current body consumes a slot, ordinary Pressers reached by the accepted climax are defeated, and special survival remains unresolved combat-strength tuning rather than a new resistance class.
-
Refusal or cancellation before first-receiver acceptance spends no charge/heat and leaves charging mode. After acceptance, loss of the later target or blocked bloom refunds nothing. Charging connections restore automatically after dispatch without a journal edit and grant no readiness. Pulls create no charge; the burst and all its descendants cannot feed Dynamo after restoration.
+
Refusal, lapse or cancellation before first-receiver acceptance spends no charge/heat and leaves charging mode. After acceptance, loss of the later target or blocked bloom refunds nothing. The lance and bloom resolve within dispatch; charging connections restore automatically without a journal edit and grant no readiness. Pulls create no charge; the burst and all its descendants cannot feed Dynamo after restoration.
### Later-rig comparison
-
| Build | Existing physical manifest; with one 2 C canister | Developed peak against 10 P | Finite developed outcome |
+
| Build | Existing physical manifest; with one 2 C canister | Named coexistence checks against 10 P | Finite developed outcome |
|---|---|---|---|
-
| **Storm Choir** | Sensor, Projector, Dynamo, Fork, Arc, Capacitor: **7 C / 7 A; 9/10 C** | Charging action **8 P**. Thunderhead dispatch **7 P**; after dispatch its finishing Arc routes plus pressure-lance reservation use at most **3 P**, and restored automatic work still needs its own full overlap check. | Echoing ordinary Arc up to **18** bodies. Thunderhead up to **30 Arc + 12 lance = 42 unique**. |
-
| **Ricochet Foundry** | Sensor, Projector, Dynamo, Capacitor, Manual, Nozzle: **7 C / 7 A; 9/10 C** | Ordinary launch chain **5 P**; at most two earlier disc reservations can remain when the next launch starts, so that launch plus Nozzle peaks at **9 P**. Heat/readiness likewise permit Foundry Drop alongside at most two remaining ordinary discs; with Nozzle that dispatch uses **8 P**. | Each ordinary disc+wake up to **30**; at most three overlap after dispatch. Master disc+wake up to **48 unique**. |
+
| **Storm Choir** | Sensor, Projector, Dynamo, Fork, Arc, Capacitor: **7 C / 7 A; 9/10 C** | Full charging action **8 P**; Thunderhead dispatch **7 P**. After restoration, its still-finishing Arc uses **2 P**. Until that same Arc is naturally ready, a Sensor wave can only use the other eligible charging branches (at most **6 P**, for **8 P** total); once the Arc action ends, the full 8 P path is available again. | Echoing ordinary Arc up to **18** bodies. Thunderhead up to **30 Arc + 12 lance = 42 unique**. |
+
| **Ricochet Foundry** | Sensor, Projector, Dynamo, Capacitor, Manual, Nozzle: **7 C / 7 A; 9/10 C** | Ordinary launch chain **5 P** + two prior disc reservations + Nozzle **2 P = 9 P**. Foundry dispatch **4 P** + two ordinary reservations + Nozzle = **8 P**. After restoration, master reservation **1 P** + up to two other disc reservations + a new 5 P launch + Nozzle = **10 P**; heat/readiness may permit fewer. Each parent's terminal fragments remain inside its one reservation. | Each ordinary disc+wake up to **30**; at most three ordinary discs overlap after dispatch. Master disc+wake up to **48 unique**. |
| **Gravity Furnace** | Stride, Nozzle, Sensor, Projector, Dynamo, Capacitor, Lens: **8 C / 8 A; 10/10 C** | Ordinary charge plus Inward Draft **8 P**. Furnace dispatch **5 P**; an already accepted pull may overlap for **8 P**, while new Sensor and Stride launches remain gated during dispatch. | Each pull affects up to **12**; three positioned pulses up to **36 responses**. Furnace lance+bloom up to **48 unique**. |
-
The table shows accepted maxima, not guaranteed victims. If cover, resistant bodies, overlapping paths or insufficient heat reduce the eligible set before commitment, the preview shows the smaller valid route or holds/refuses. If geometry changes after commitment, the physical effect can miss or stop without refund. No build has a hidden “96 targets available” flag that silently collapses under its actual supply.
+
The middle column gives named power-only coexistence checks, not exhaustive global maxima or sustained-fire rates. Every new action also needs its own target, natural readiness, heat headroom and physically possible timing; a path may therefore accept fewer overlaps than P alone permits. The outcome column gives achievable ideal-path ceilings, not guaranteed victims. Static bank/terminal lines, Arc hop regions, lance/bloom cover and the presently eligible body count are visible before a manual commit; moving bodies and loose cover can reduce the result after acceptance without refund. No build has a hidden screen-wide count that silently ignores its actual route.
### Provisional temporary stage reward state
@@ 283,11 297,11 @@
### F. Reclaim an area-granting assembly without duplication
-
**Before:** navigation coupler and thermal core are both installed aboard, exposing the proposed 8 A state. The heat-lance rig occupies 8 A/8 C. The thermal core is one installed ship assembly, not also cargo.
+
**Before:** navigation coupler and thermal core are both installed aboard, exposing the proposed **8 A / 10 P** state. The heat-lance rig occupies 8 A/8 C. The thermal core is one installed ship assembly, not also cargo.
-
**Action:** before removing the thermal core, the player moves the 1 A Lens and 1 A Capacitor inactive. Active use falls to 6 A, while carrying remains 8 C because inactive parts still pay C. The reclaim control now accepts; removal returns the same **2 C / 0 A** thermal core to visible ship storage and the ship falls to the coupler's 6 A state.
+
**Action:** before removing the thermal core, the player moves the 1 A Lens and 1 A Capacitor inactive. Active use falls to 6 A, while carrying remains 8 C because inactive parts still pay C. The remaining Sensor→Projector→Dynamo→Fork→Arc operating path has a named **7 P** peak. The reclaim control now accepts; removal returns the same **2 C / 0 A** thermal core to visible ship storage and the ship falls from **10 P to 8 P** with the coupler's 6 A state, so that reduced path still fits.
-
**After:** every part, core and other good exists once. Selecting the core for an expedition would raise the manifest from 8 to 10 C and leave no canister room; leaving it in ship storage uses no expedition C. Reclaiming the coupler later similarly requires fitting the rig into 4 A first. The operation grants no new progression tier and destroys nothing.
+
**After:** every part, core and other good exists once. Selecting the core for an expedition would raise the manifest from 8 to 10 C and leave no canister room; leaving it in ship storage uses no expedition C. Reclaiming the coupler later similarly requires fitting the rig into **4 A / 6 P** first. The operation grants no new progression tier and destroys nothing.
### G. One Fork through receiver and bench
@@ 309,33 323,33 @@
| Owning source | Finite alignment after acceptance |
|---|---|
-
| **Equipment Catalogue** | Preserve all twelve physical parts and costs. Add Arc's proposed six-body base route; replace the small Echoing/Rebound limits with the finite route/body contracts here; add Foundry Drop, Inward Draft and Furnace Burst as temporary effects only. Keep ordinary Arc non-signalling and every burst descendant ineligible for self-recharge. |
+
| **Equipment Catalogue** | Preserve all twelve physical parts and costs. Add Arc's proposed six-body base route; replace the small Echoing/Rebound limits with the finite route/body and bank/terminal/fan contracts here; add Foundry Drop, Inward Draft and Furnace Burst as temporary effects only. Extend the Capacitor's temporary full-store exception and Dynamo ancestry exclusion to all three climaxes. Keep ordinary Arc non-signalling and add no absorber/resistance property. |
| **Survival And Loadout** | Reference the proposed O/C sheet, reserve mark and transfer arithmetic; keep incremental conservation, free ordinary refill and non-restoration of prepared surplus. |
| **Equipment Acquisition And Rig Growth** | Keep twelve sources and 2 C assembly values; align the reversible ship configurations to proposed **6/8/10 P** alongside 4/6/8 A and list the three exact manifests/temporary ladders without creating parts or sources. |
-
| **Combat And Enemy Roster** | Keep ordinary/manual distinction, roster and encounter counts. If accepted, reflect the candidate that a developed climax defeats reached ordinary unarmoured Pressers while resistant/special bodies consume coverage and follow their own response; do not turn coverage counts into universal damage. |
+
| **Combat And Enemy Roster** | Keep ordinary/manual distinction, nine-role roster and encounter counts. If accepted, state that a developed climax defeats reached ordinary Pressers while a special consumes coverage and follows unresolved strength tuning; do not turn coverage into universal damage. Clarify the proposed Bellback interaction only: an accepted Inward Draft with clear line counts as Nozzle displacement, moves it at most 2 m and interrupts its brace. Add no absorption, insulation, heat-resistance class or new enemy. |
| **Home And Colony Loop** | Owns commissioning, later solo operation, one lent part and completed products, and links here for collar and bench control details. |
| **Station Room / Encounter inventories** | Reference the R26/R33 cards and normalized rig outcomes where useful. Add no room, encounter, major mechanism, part source or route. |
-
| **Build Rules** | Adopt the same multi-output envelope, paused mounted-link editing, finite echo conservation and numeric split/storage example without turning it into an exhaustive port/duplicate grammar. Keep physical pickup, mounting and removal in live world time. |
+
| **Build Rules** | Adopt the same multi-output envelope, paused mounted-link editing, finite route/return conservation, manual-ready hold and numeric split/storage example without turning it into an exhaustive port/duplicate grammar. Keep physical pickup, mounting and removal in live world time. |
| **Connecting The Station** | Explains the discovery direction and leaves the joining mechanism open. The R26/R33 cards here remain part of the conditional technical candidate, not required rules for that entry page. |
-
| **Player Information And Options** | Add visible 6/8/10 P state, 16 H/local cooling, committed route/body budget, transformed projectile reservations and Foundry/Furnace mode availability/refusal/restoration. Keep the ordinary view focused on source/target/readiness, heat, manual availability and the physical path rather than displaying every equation. |
-
| **Save / global04 continuity** | Store Foundry Drop and Furnace Burst temporary modes/ancestry, remaining flight/route/body/fragment budget, exact local heat/recovery and each in-flight P reservation. Apply the existing property-first and any-return temporary reset. Retained Capacitor charge remains unresolved. |
+
| **Player Information And Options** | Add visible 6/8/10 P state, 16 H/local cooling, manual-ready hold, committed route/body budget, bank/terminal/fan preview, transformed-parent reservation and Foundry/Furnace mode availability/refusal/restoration. Keep the ordinary view focused on source/target/readiness, heat, manual availability and physical path rather than every equation. |
+
| **Save / global04 continuity** | Store Foundry Drop and Furnace Burst temporary modes/ancestry, armed-but-uncommitted manual intent, remaining flight/route/body/rebound/fragment budget, current terminal class, exact local heat/recovery and each transformed parent's P reservation through its final fragment. Apply the existing property-first and any-return temporary reset. Retained Capacitor charge remains unresolved. |
-
The mechanical handoff is therefore finite: each ordinary launch source and actuator identity, selected target/readiness commit, causal-sequence identity, remaining route/rebound/body/fragment budget, local heat/recovery, transformed projectile reservation, Thunderhead/Foundry/Furnace temporary mode and burst ancestry, possible concurrent demand including already launched effects, per-branch block/allocation/refusal, exact stored U, exact vessel O/fill label, installed/carried fixture location, reward-stage identity/state, current mechanism stage, last committed checkpoint, fixed/reversible mode and whether an observation was locally performed or separately captured. It is not a complete scheduler or exhaustive engine state matrix.
+
The mechanical handoff is therefore finite: each ordinary launch source and actuator identity, selected target/readiness commit, causal-sequence identity, remaining route/rebound/body/fragment budget, bank or terminal state, parent reservation through final descendants, local heat/recovery, armed manual-ready hold, Thunderhead/Foundry/Furnace temporary mode and burst ancestry, possible concurrent demand including launched effects, per-branch block/allocation/refusal, exact stored U, exact vessel O/fill label, installed/carried fixture location, reward-stage identity/state, current mechanism stage, last committed checkpoint, fixed/reversible mode and whether an observation was locally performed or separately captured. It is not a complete scheduler or exhaustive engine state matrix.
## Decision record, costs and open work
-
**Candidate choice.** Allow several independent ordinary launch paths, each with its own source, target and readiness, bounded by visible rig space, carrying, 6/8/10 P supply and 16 H local capacity. Replace tiny universal echo assumptions with named finite geometry contracts: Storm chains, Ricochet paths/fragments and Gravity pull/lance/bloom. Keep conservative Fork division, 4 U storage, ordinary 2 U release and explicit full-store temporary modes with automatic restoration. This lets three existing-part rigs affect roughly dozens of bodies by different player actions without unbounded feedback.
+
**Candidate choice.** Allow several independent ordinary launch paths, each with its own source, target and readiness, bounded by visible rig space, carrying, 6/8/10 P supply and 16 H local capacity. Replace tiny universal echo assumptions with named finite geometry contracts: Storm chains, Ricochet bank/terminal paths and fragments, and Gravity pull/lance/bloom. Reserve complete action heat once, keep one P on each disc parent through its fan, and give a full store one visible natural-readiness opportunity before automatic fire. Keep conservative Fork division, 4 U storage, ordinary 2 U release and explicit full-store temporary modes with automatic restoration.
-
**Accepted cost.** Broad effects require route/body counters, in-flight reservations and visible local heat without hiding the fight. Exact finite caps can feel game-like, and 10 P/16 H may be too generous or too punitive. Storm can fail against separation, Ricochet can fail when authored rooms lack hard angles, and Gravity can make ranged/heavy enemies dominate. Fork order, lost shares and vented overflow remain. Adding supply to the same ship assemblies can make them feel more mandatory. None of the counts, seconds, radii, effect strength or readability is validated.
+
**Accepted cost.** Broad effects require route/body counters, bank/terminal preview, in-flight parent reservations and visible local heat without hiding the fight. Exact finite caps can feel game-like, and 10 P/16 H or the 0.75-second manual hold may be too generous or punitive. Storm fails against separation/cover, Ricochet against poor hard angles, and Gravity when cover or Bellback's force scatters its gathering. Fork order, lost shares and vented overflow remain. Adding supply to the same ship assemblies can make them feel more mandatory. None of the counts, seconds, radii, effect strength, sustained rate or readability is validated.
**Smaller supported variant.** Give the opening backplane a visible supply that powers one direct Sensor→Projector or Stride→Projector path, while keeping the same general legality and later allowing additional automatic outputs through found supply. Keep the quantity sheet and fixed storage policy, and omit Fork branching from opening ordinary fire. Counterwall, Cycler and paused-link descendants remain. This loses the opening's Sensor→Fork→Projector+Barrier control trade but does not impose a universal one-launch rule or delete any accepted part or rig source.
**Open rather than invented.** Duplicate quantity/stacking, final target override, odd payload sources beyond the stated rule, complete damage/health/strength tables, exact encounter delays and reward cadence, actual route support, every overflow/port/geometry variant, final screens and accessibility equivalents, fabrication versus found parts, retained charge across death, survivor air/mortality, population continuity, save policy, completed-station stabilization and all campaign/economy tuning remain with their owners. The P/H/coverage/readiness values here are explicit replaceable hypotheses, not owner selections. Pending owner questions are unanswered.
-
**Later discrimination.** Only a later owner-authorized implementation and observation could test whether route/body budgets, several target/readiness displays, power/heat, lost shares, storage, fixture recovery and packing choices are comprehensible or enjoyable; whether the horde visibly breaks without effect soup; whether 42–48-body climaxes are too small or too dominant; or whether one geometry/build wins too often. Written accounting demonstrates finite conservation and possible overlap only.
+
**Later discrimination.** Only a later owner-authorized implementation and observation could test whether route/body budgets, bank/fan previews, the manual hold, several target/readiness displays, power/heat, lost shares, storage, fixture recovery and packing choices are comprehensible or enjoyable; whether the horde visibly breaks without effect soup; whether 42–48-body ideal paths are reachable often enough or too dominant; or whether one geometry/build wins too often. Written accounting demonstrates finite conservation and possible paths only, not sustained clearing or balance.
## Author self-check and finite count
-
The article contains the controller/reward contract, one opening quantity sheet, four existing local interface cards, eight unchanged A–H paper cases and three horde-scale transformation ladders. It keeps **10 C / 4 A**, bridge/regulator **2 C**, suit/canister O values, transfer arithmetic, both assembly **2 C** values, Dynamo/Cycler **2 U**, Capacitor **4 U** and default **2 U** release. It proposes **6/8/10 P**, **16 H**, explicit readiness/cooling and finite coverage: Echoing Arc 18; Thunderhead 30 Arc + 12 lance; Rebound/Fragment 30 per disc with three possible flights; Foundry Drop 48; Inward Draft 12 per pulse and Furnace Burst 48. Storm/Ricochet remain 7 C/7 A and Gravity 8 C/8 A. Full-store commands auto-restore without granting readiness; every burst descendant remains barred from Dynamo recharge. Existing property, gas, fixture, stage and refusal accounting remains intact.
+
The article contains the controller/reward contract, one opening quantity sheet, four unchanged local interface cards, seven unchanged A–H paper cases and case F extended only with the coupled 10→8 P / 7 P-path check. It keeps **10 C / 4 A**, bridge/regulator **2 C**, suit/canister O values, transfer arithmetic, both assembly **2 C** values, Dynamo/Cycler **2 U**, Capacitor **4 U** and default **2 U** release. It proposes demand and ordinary heat/readiness for all twelve parts, **6/8/10 P**, **16 H**, and ideal-path coverage: Echoing Arc 18; Thunderhead 30 Arc + 12 lance; Rebound/Fragment 30 per disc with three ordinary flights after dispatch; Foundry Drop 48; Inward Draft 12 per pulse and Furnace Burst 48. Storm/Ricochet remain 7 C/7 A and Gravity 8 C/8 A. Full-store commands receive one visible natural-readiness opportunity, auto-restore without granting readiness and leave every burst descendant barred from Dynamo recharge. Existing property, gas, fixture, stage and refusal accounting remains intact.
Content counts remain **12 catalogue parts, four opening starters, eight later part sources, four ship assemblies, 24 modules/40 station rooms, 10 encounters including two setpieces, 13 major mechanisms and five home projects**. This article adds zero portable parts, resources, rooms, encounters, major mechanisms, survivors, story scenes or unseen destinations. It performs no code, executable/modelled simulation, asset work, playtest or validation and answers none of the five owner questions.