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a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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# Hold The Flood — The Pack
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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*Owner decisions, 2026-09-17: (1) the inventory is a Backpack Hero style grid with shaped items; (2) the pack can be opened whenever no enemy is around, and it opens when a new item is gained; (3) the bag should have plenty of ways to grow; (4) keep it simple: every item is written like the owner's example card below. Everything else on this page is a proposal. Where this page and older wiki text disagree, this page wins. Nothing here is built yet.*
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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## The owner's example, which is the template for every item
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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> **Simple FoF detector:** 1x1 object. Self-activates 1 per second. When active: if an enemy unit exists within 500, all adjacent items get activated. Cooldown: 1 second.
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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Every item in the game is described the same way, in one line: **size · how it gets activated · what it does when active · cooldown.**
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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## How it works
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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1. **The pack is a grid of squares.** Every carried thing is a shape on it. You place each one by hand and can turn it.
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2. **Every square works.** There is no separate "switched on" area and no limit on how many items run at once, other than the room in the bag.
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3. **An item gets activated in one of three ways:** by itself on a timer, by a neighbour, or by the player's button.
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4. **When an item is activated it does its one thing,** then cools down. An item that is cooling down ignores being activated. That is the whole system.
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5. **Adjacent means sharing an edge.** Corners do not count.
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6. **Where you put things is the only wiring.** A detector next to a gun makes an automatic gun. The same detector next to a shield makes an automatic shield. Next to both, it drives both.
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7. **The floor strip.** Beside the grid is a strip showing whatever lies within reach. Drag out to put something down, drag in to pick it up. If a find does not fit, you rearrange, leave something on the floor, or leave the find. Nothing is ever discarded for you.
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8. **When the pack opens** *(decided)*: whenever no enemy is around, and by itself when a new item is gained. The world is paused while it is open. Aboard the ship it is always available.
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9. **Death and return.** Everything in the pack comes home, in the same arrangement.
1cc901 Anonymous 2026-09-17 11:38:30
Owner answers: opens when no enemy is around and on gaining an item; the bag grows in many ways; plain-language rewrite
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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## The items, in the owner's format
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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Only the first card is the owner's. The rest are my conversions of the existing parts, to be corrected.
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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- **Simple FoF detector** *(owner's card)*: 1x1. Self-activates 1 per second. When active: if an enemy unit exists within 500, all adjacent items get activated. Cooldown 1 second.
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- **Pulse Projector:** 1x2. Activated by a neighbour. When active: fires one shot at the nearest enemy it can see. Cooldown 0.6 seconds.
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- **Trigger button:** 1x1. Activated by the player's button, click or Space. When active: all adjacent items get activated. Cooldown 0.2 seconds.
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- **Barrier Plate:** 1x2. Activated by a neighbour. When active: raises a shield in the direction the astronaut faces for 1.2 seconds. Cooldown 1.5 seconds.
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- **Relay** *(the Fork Relay)*: 1x1. Activated by a neighbour. When active: all adjacent items get activated. Cooldown 0.2 seconds. It passes an activation along, so a detector can reach items it does not touch. It is still the part the Cargo Turn service board needs.
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- **Arc Emitter:** 2x2. Activated by a neighbour. When active: lightning jumps from the nearest enemy through up to six bodies standing close together. Cooldown 3 seconds.
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- **Oxygen canister:** 1x2. Activated by clicking it in the pack. When active: feeds the suit until the suit is full or the canister is empty. No cooldown.
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- **Isolation bridge:** 1x4 bar. Does nothing in the pack. It is cargo, and it is awkward on purpose.
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- **Scrap and other loot:** 1x1 up to odd shapes of five or six squares. Does nothing in the pack. Loot is where the awkward shapes live.
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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## The starting bag
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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Four by four, sixteen squares. The starting kit uses eight, so eight are free for what the station holds.
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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```
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D P P . D detector P projector
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. . . . B button S shield (Barrier Plate)
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B S S c c canister
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. . . c
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```
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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The detector touches only the gun, so the gun shoots by itself. The button touches only the shield, so the shield is yours to time. Slide the detector down one square and it touches the button too, and the shield starts going up by itself every time an enemy comes near. Whether that is clever or wasteful is the player's discovery.
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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## The bag grows, in plenty of ways
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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*(Decided: it grows, in many ways. The list is proposed.)* Each gain is a small piece of new bag that the player attaches anywhere along the outline, so every bag ends up a different shape.
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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- **Ship assemblies** installed aboard each add a strip of squares.
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- **People you bring home** each add something in their own style. Yeva stitches a side pouch.
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- **Frames and pouches found in the station,** each with its own outline.
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- **Home projects,** later.
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- **What the alien languages unlock:** a long, odd carrying rail nobody human would have designed.
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- **A few temporary squares earned by fighting,** gone on return like every other temporary upgrade.
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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## What falls away
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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Making it this simple removes these things from the older design. I read the owner's example as asking for that; say so if any should stay.
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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- Arrows, ports and the journal's list of links. Placement is the only wiring.
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- The limit on how many parts can be switched on at once.
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- The ship's power supply number, heat, and "charge" passed between parts. A part's only brake is its cooldown.
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- The Fork Relay as a splitter. A detector already activates every neighbour, so the Fork becomes a plain relay.
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- The rule that one old "carrying unit" is four squares. Each item now simply has the size written on its card.
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- Timed mounting in the station. The pack only opens when it is safe, so nothing needs a timer.
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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## What the screen looks like
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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- The grid sits left of centre, the floor strip to its right. Each item is drawn as its object, filling its squares.
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- Dragging shows a ghost: green where it fits, red where it does not. Right click or R turns the held item.
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- Hovering an item shows its card, in the same one-line format as above, and highlights the neighbours it would activate.
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- When an item activates in play, its square flashes on the HUD thumbnail of the pack, so the player can watch the chain run.
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- A closed strap on the thumbnail means enemies are around and the pack cannot be opened.
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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## Open questions for the owner
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6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
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1. **What is 500 measured in?** The game as built measures in metres; a room is about 14 metres across and the current gun reaches 12. My placeholder for 500 is 12 metres.
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2. **Do corners count as adjacent?** I assumed no.
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3. **Is a four by four starting bag right?**
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4. **Which ways to grow do you want,** and should the player choose where each new piece attaches?