2026-09-08 13:09:30
Anonymous:
Owner death decision: remove cache recovery dependency; goals and persistence table reference parts left installed instead
hold the flood/exploration structure.md ..
@@ 24,7 24,7 @@
| Doors and routes | Where they are | Which are currently passable |
| Hordes | — | Population, density, location |
| Hazards | Where they can occur | Whether currently active |
-
| Caches (player-created) | Contents and site persist | — |
+
| Parts left installed (player) | Stay where they were put | Operability still depends on power and installed parts |
| Restored infrastructure (player) | Player changes survive ordinary resets | Operability still depends on the stated power and installed parts |
Deliberate infrastructure changes survive ordinary expedition resets. A working feed remains dependent on its installed parts and power; removing a required relay can stop it. Opening a section does not imply that retrieving the relay undoes every consequence of opening it. Consumable state, such as a cleared room, does not persist.
@@ 35,7 35,7 @@
Offer a concrete next objective when the player needs orientation, with an understandable completion condition. It can be abandoned or replaced mid-trip; the player can also choose open-ended exploration. This is a proposal for meeting the brief's clear-goals requirement, not a mandatory quest list.
-
Goals come from five ordinary sources — something recorded and not understood, a cache left behind, a person not yet sent home, a capability the colony wants, a named place not yet visited. A player choosing "go further" can use a concrete waypoint when useful: for example, "reach the far end of the painted names and record whatever marks the wall past them." Completion evidence stays modest: an object in the pack, a facsimile in the journal, a person aboard, a mechanism running. None of it needs a quest system.
+
Goals come from five ordinary sources — something recorded and not understood, a part left installed somewhere and wanted back, a person not yet sent home, a capability the colony wants, a named place not yet visited. A player choosing "go further" can use a concrete waypoint when useful: for example, "reach the far end of the painted names and record whatever marks the wall past them." Completion evidence stays modest: an object in the pack, a facsimile in the journal, a person aboard, a mechanism running. None of it needs a quest system.
## Finding routes and recognising places
@@ 77,9 77,9 @@
A revisit is not a repeat because the population and state differ, because infrastructure the player restored is still restored, and above all because the player reads more than they could before. The strongest version costs no new geometry: the room is identical and the player is not.
-
## Journal references and cache recovery
+
## Journal references
-
In this proposal, stable geometry supports both references and recovery. A recorded location stays valid indefinitely, so comparing a mark against one seen twenty expeditions ago is reliable. A cache sits where it fell and the route to it continues to exist; whether it can currently be reached, carried and returned within supply is a question of reach, not of whether the room still exists. Those recovery rules are proposed in [Death and Persistence](/Hold%20The%20Flood/Death%20And%20Persistence) and are provisionally integrated as a working design; this example depends on a locatable, persistent cache site.
+
Stable geometry is what makes a recorded location keep its meaning: comparing a mark against one seen twenty expeditions ago is reliable because the place is still there. Nothing here depends on recovering anything left behind. Under the owner's decision recorded in [Death and Persistence](/Hold%20The%20Flood/Death%20And%20Persistence), what the astronaut carries returns with them when they die, so a death interrupts an expedition without stranding equipment in the station.