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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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6b5a52 Anonymous 2026-09-22 13:41:33
Add owner Boots of Dodgin reward and Space dodge
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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; (5) the detector's range is 15 metres; (6) adjacency has a range, 1 by default, and some items have range 2. The later dated owner decisions below also apply; other design suggestions remain proposals. Where this page and older wiki text disagree, this page wins. A first version was built on 2026-09-17 when the owner said "build it"; the section "What is built" says exactly what.*
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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3aaa72 Anonymous 2026-09-17 11:53:34
Detector range 15 metres; adjacency has a range, default 1, some items 2 (owner, 2026-09-17)
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> **Simple FoF detector:** 1x1 object. Self-activates 1 per second. When active: if an enemy unit exists within 15 metres, 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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3aaa72 Anonymous 2026-09-17 11:53:34
Detector range 15 metres; adjacency has a range, default 1, some items 2 (owner, 2026-09-17)
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*The owner first wrote the range as 500, then set it to 15 in the game's own unit, metres.*
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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.** An item that acts on its neighbours has an adjacency range of 1 unless its card says otherwise.
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.
6b5a52 Anonymous 2026-09-22 13:41:33
Add owner Boots of Dodgin reward and Space dodge
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3. **Activation follows the item card:** by itself on a timer, by a neighbour, by the player's button, or by a specific key. Boots of Dodgin use Space only; a click or neighbour does not activate them.
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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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.
3aaa72 Anonymous 2026-09-17 11:53:34
Detector range 15 metres; adjacency has a range, default 1, some items 2 (owner, 2026-09-17)
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5. **Adjacency has a range** *(decided)*. The default is 1: only squares that share an edge with the item count, so corners do not. Some items have range 2, which reaches one step further and so goes around the corner: it catches the diagonal squares and the square beyond a neighbour. Range counts steps from square to square, whatever lies in between. For a 1x1 item X:
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```
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. . 2 . .
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. 2 1 2 . 1 = reached at range 1
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2 1 X 1 2 2 = also reached at range 2
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. 2 1 2 .
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. . 2 . .
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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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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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6b5a52 Anonymous 2026-09-22 13:41:33
Add owner Boots of Dodgin reward and Space dodge
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The detector, tank, Service Gun and Boots of Dodgin cards are 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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3aaa72 Anonymous 2026-09-17 11:53:34
Detector range 15 metres; adjacency has a range, default 1, some items 2 (owner, 2026-09-17)
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- **Simple FoF detector** *(owner's card)*: 1x1. Self-activates 1 per second. When active: if an enemy unit exists within 15 metres, all adjacent items get activated. Cooldown 1 second. Adjacency range 1.
9aa994 Anonymous 2026-09-17 14:54:41
Owner's cards: Oxygen Tank and Service Gun; the starting bag holds only these two
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- **Oxygen Tank** *(owner's card, 2026-09-17)*: 3x1. Good for 5 minutes. While it lies in the pack it feeds the suit by itself; there is nothing to click. With several tanks the emptiest goes first, so a full one stays full for whoever needs it. A tank on the floor feeds nobody.
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- **Service Gun** *(owner's card, 2026-09-17)*: L tromino, three squares. Fires every 0.2 second at the nearest target for 5 damage. Ammo 8. Auto reload: 1 second. Built as: self-activates every 0.2 second; it fires only when it can see an enemy within 15 metres (the range is my assumption: the card gives none); with nothing to shoot at it spends no ammunition; after the eighth shot it reloads by itself for one second.
1e0ebf Anonymous 2026-09-20 16:07:59
Service Gun: two of the same gun (owner decision 2026-09-20): skip enemies already as good as dead; take turns; never run dry together
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- **Two of the same gun** *(owner decision, 2026-09-20)*. The owner's problem, in his words: "the player has 2 identical guns. they shoot the same time, and would in almost all cased pick the same target. this makes their bullets basically overlap which would make it feel to the player like he only has 1 pistol." Out of six ideas he chose two, together ("I agree with combining 1 and 2"):
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1. **A gun never aims at an enemy that is already as good as dead.** Each gun takes the nearest enemy it can see that the shots already in the air will not kill. Two guns drop two enemies at once; a lone enemy that one shot will kill gets one shot, and the other gun keeps its rounds; a tough enemy gets exactly as many shots as it takes. A shot that misses, or hits somebody who stepped in the way, stops counting the moment it is gone, and its target is fair game again. This holds for every weapon, the pack screen's item text now says "the nearest enemy it can see that is not already about to die", and it changes the card's "fires at the nearest target" to **"fires at the nearest target that still needs a shot"** *(these last words are mine: the owner has not yet said how the card should read)*.
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2. **The guns take turns.** The first keeps the beat exactly as a single gun always has; the second fires half a beat after it (with three, a third of a beat apart, and so on), so the ear and the eye get twice the pace instead of one thick shot. **They do not run dry together when it matters:** while both guns fire beat after beat (a crowd in reach) and one would empty while the other is still reloading, the one that would empty first reloads early, as long as the other has the rounds to cover it; after one or two such reloads they stay out of step by themselves, so one of the two is always loaded. When enemies come one at a time nothing of the kind happens: a gun's rounds are then worth more than its timing. *(The early reload is mine: it is how I kept the promise "there is never a moment when both are empty". Its first version threw rounds away in a trickle of enemies and could lock into running dry together; a review caught both, and it is now tested from every pair of starting magazines, 1 to 8 rounds each: at most one silence, then none.)* The fight panel shows each gun's own rounds, so the two can be seen working apart.
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- **Measured in the Western Promenade** (scripted, standing still in the middle): with one gun the room now takes 47 seconds instead of 53, because a single gun no longer wastes shots on an enemy that is already dying; with two guns it also takes 47, because that room's length is set by how fast the enemies arrive, not by how fast they fall. The second gun shows its worth when more come than one gun can drop (one gun manages about three a second).
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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- **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.
6b5a52 Anonymous 2026-09-22 13:41:33
Add owner Boots of Dodgin reward and Space dodge
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- Previously supplied alongside the Arc Emitter in the Waiting Area chest. That reward was replaced by Boots of Dodgin on 2026-09-22; previously collected buttons still work with click or Space.
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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- **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.
d4f056 Anonymous 2026-09-22 15:04:34
Use a shared shuffled item deck for both current chests
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- **Previous reward, 2026-09-21:** the Waiting Area chest supplied one Arc Emitter and one Trigger button. The owner replaced that pair with Boots of Dodgin on 2026-09-22. Previously awarded items remain property, including anything left in an already opened chest. The Arc and its neighbour/button mechanics remain available; both current chests now draw from the shared deck described below.
6b5a52 Anonymous 2026-09-22 13:41:33
Add owner Boots of Dodgin reward and Space dodge
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- **Boots of Dodgin** *(owner's card, 2026-09-22)*: one 2x1 item representing a pair of boots. +10% walking speed while in the pack. Press Space: spend 5 seconds of oxygen for +200% movement speed for 0.5 second. This triples the boosted walking speed: **3.3× base speed with one pair**. Cooldown 3 seconds. Cannot activate while already dodging from any item.
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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- **Isolation bridge:** 1x4 bar. Does nothing in the pack. It is cargo, and it is awkward on purpose.
b478ce Anonymous 2026-09-22 15:19:18
Expand chest deck with oxygen tank and separate one-square materials
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- **Iron bar** *(owner's card, 2026-09-22)*: 1x1. Does nothing. Three separate copies are in the chest deck; one chest gives one copy.
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- **Copper bar** *(owner's card, 2026-09-22)*: 1x1. Does nothing. Three separate copies are in the chest deck; one chest gives one copy.
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- **Plastic salvage** *(owner's card, 2026-09-22)*: 1x1. Does nothing. Three separate copies are in the chest deck; one chest gives one copy.
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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- **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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6b5a52 Anonymous 2026-09-22 13:41:33
Add owner Boots of Dodgin reward and Space dodge
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## Boots of Dodgin — owner decision and current implementation, 2026-09-22
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**The owner's request, word for word:**
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> I see. well, it works, but I want us to do something else: place in that chest a pair of "Boots of Dodgin" (it's actually one item). a 2x1 item, with the following properties: +10% to walking speed. when pressing Space: spend 5 seconds of oxygen to dodge: gain +200% movement speed for 0.5 second. 3 seconds cooldown. cannot be used while already dodging from another item)
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Asked whether +200% triples the already boosted walk speed or adds to base speed, he answered:
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> Triple boosted walking speed: 3.3× base
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d4f056 Anonymous 2026-09-22 15:04:34
Use a shared shuffled item deck for both current chests
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**As built:** the boots are one 2x1 item. They first replaced the Waiting Area's Arc Emitter and Trigger button; the later chest decision below places one pair in the shared shuffled deck instead of fixing it to that room. With base walking speed 4 metres per second, one packed pair gives 4.4 while walking and 13.2 during the dodge. Space requires a fresh press; holding it does not repeat. A failed attempt spends no oxygen and starts no cooldown. The item card and fight display show the action, oxygen cost and timing. The name remains exactly **Boots of Dodgin**.
6b5a52 Anonymous 2026-09-22 13:41:33
Add owner Boots of Dodgin reward and Space dodge
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**Implementer's handling defaults:** the passive bonus applies only while the item is placed in the pack. The dodge follows the usual movement keys relative to the camera; it does not force a direction. Pressing Space while standing still still spends the oxygen and starts the window, so movement may begin during it. The three-second cooldown starts when the dodge starts. The five-second cost uses the existing displayed oxygen rate, taking air from the emptiest packed tanks first and then the suit; less than five seconds combined refuses the attempt. Exactly five seconds is enough to activate, but emptying all air still follows the ordinary oxygen/death rules. There is no added invulnerability, shield, collision bypass or separate animation. Walls, benches and enemy bodies retain their normal blocking rules. Paused screens freeze the dodge and cooldown. Save/load preserves both, including a cooldown on boots that were put down. Returning ends the active dodge. If more pairs are collected on later trips, each adds 10 percentage points to walking speed and has its own cooldown; one shared dodge window prevents overlapping activations from any item. These multiple-copy and handling choices are defaults, not additional owner decisions.
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d4f056 Anonymous 2026-09-22 15:04:34
Use a shared shuffled item deck for both current chests
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Existing Trigger buttons still respond to click or Space. With both a Trigger button and boots in the pack, one Space press tries both; a mouse click uses only the Trigger button. Boots do not require an adjacent item. Existing opened chest contents are preserved. Unopened dynamic chests now draw from the shared deck below.
6b5a52 Anonymous 2026-09-22 13:41:33
Add owner Boots of Dodgin reward and Space dodge
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**Art:** the icon reuses [Lorc's Boots](https://game-icons.net/1x1/lorc/boots.html), a human-made CC BY 3.0 asset, fitted to a 2x1 canvas. Source, artist, licence and fitting changes are credited beside the game icons. No generated art or purchase.
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**Verification:** all 250 tests passed (204 Core + 46 Unity). Added checks cover oxygen boundaries and atomic refusal, shared dodge exclusion, cooldowns and saves, pauses, frame timing, actual controller distance and wall collision, Space versus click, existing Trigger buttons, chest pickup/full packs and old reward property. A live chest check collected one pair and used 11 of 16 pack squares with a tank and two guns. In the live movement check, Space spent five seconds of oxygen, used 3.3× speed, travelled 7.04 metres over 0.6 seconds (0.5 dodging plus 0.1 walking), returned to 1.1×, and refused an early repeat. This verifies mechanics, not how the dodge feels or balances in combat.
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d4f056 Anonymous 2026-09-22 15:04:34
Use a shared shuffled item deck for both current chests
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## The shared chest deck — owner decision, 2026-09-22
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b478ce Anonymous 2026-09-22 15:19:18
Expand chest deck with oxygen tank and separate one-square materials
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The owner changed both current chests (Western Promenade and Waiting Area) to dynamic rewards: one shared shuffled deck, now expanded to **12 individual items: one Service Gun, one Boots of Dodgin, one Oxygen Tank, three Iron bars, three Copper bars and three Plastic salvage**. Each draw removes that item until a new departure refills and reshuffles the deck. The starting gun is separate. Static chests remain available with specified items and do not consume deck entries. [Rooms](/Hold%20The%20Flood/Rooms) records the request verbatim and owns the chest rules.
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Each material copy is its own 1x1 item with no effect. One draw gives only one copy, not a stack of three. The tank uses its existing size and behavior and is supplied full (five minutes). A saved departure retains its deck until the next departure refills it from the expanded list; this preserves already-consumed cards and old two-card saves.
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The material pictures reuse [Lorc's Metal bar](https://game-icons.net/1x1/lorc/metal-bar.html) and [Caro Asercion's Soda bottle](https://game-icons.net/1x1/caro-asercion/soda-bottle.html), under CC BY 3.0. Grey iron, copper-coloured copper and muted green plastic tiles are implementer choices. The pictures are fitted to 1x1 squares with credits in the project; no generated artwork or purchases. Item names and cards identify the materials as well as colour.
d4f056 Anonymous 2026-09-22 15:04:34
Use a shared shuffled item deck for both current chests
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Draw on first opening is the implementer's default. If the item will not fit, it waits at the chest; reopening or loading keeps the same item. Saving preserves the order and used cards, even after both have been drawn. An exhausted deck stays empty until departure. Existing opened chest contents and property from earlier versions remain intact; taking an item left from an earlier trip does not consume a new card or top up that chest. Old saves without deck information get one fresh deck without changing earlier static rewards.
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b478ce Anonymous 2026-09-22 15:19:18
Expand chest deck with oxygen tank and separate one-square materials
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**Previous two-card verification:** all **289 tests passed (229 Core + 60 Unity)**, covering draw order, exhaustion, full packs, old and current saves, return/death versus departure, and static single/multiple rewards. Normal E and pack interactions pass for both room visit orders. In play, a saved first draw stayed consumed after restarting; the other chest gave the remaining item. Repeated E created nothing further, returning kept the deck empty, and the next departure restored both cards. Visiting the Waiting Area first then gave the pistol there and boots in the Promenade. Both pickups and their inventory screens were inspected. These checks isolate rewards with cleared-room state; they do not remeasure combat difficulty.
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**Expanded-deck verification:** all **300 tests passed (237 Core + 63 Unity)**. Checks cover the exact 12-card counts, separate material copies, one item per chest, inert 1x1 items, full tank supply, saving and exhaustion, old two-card saves retained until departure, static rewards and actual E/pack interactions. In a live check with cleared rooms and controlled deck order, E collected Iron bar, Copper bar and Plastic salvage as separate one-square items; the tank arrived with 300 seconds of oxygen. Inventory icons, colours, item descriptions and final layout were inspected. This checks rewards and presentation, not combat balance.
d4f056 Anonymous 2026-09-22 15:04:34
Use a shared shuffled item deck for both current chests
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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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9aa994 Anonymous 2026-09-17 14:54:41
Owner's cards: Oxygen Tank and Service Gun; the starting bag holds only these two
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Four by four, sixteen squares. **Owner decision, 2026-09-17: "for now, the inventory should only start with the following items": the Oxygen Tank and the Service Gun.** They use six squares, so ten 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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```
9aa994 Anonymous 2026-09-17 14:54:41
Owner's cards: Oxygen Tank and Service Gun; the starting bag holds only these two
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T T T . T Oxygen Tank (3x1)
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G G . . G Service Gun (L tromino)
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G . . .
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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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```
a80ed5 Anonymous 2026-09-17 11:32:04
The Pack: owner decision (grid with shaped items) and a full proposal
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3f2364 Anonymous 2026-09-19 17:11:03
Ship storage starts empty now: the spare tanks belonged to the old rescue
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Ship storage starts empty. (Until 2026-09-19 two more Oxygen Tanks waited there for the old rescue; they went when the owner emptied the station to design its rooms himself, see [Rooms](/Hold%20The%20Flood/Rooms).) The detector, the button, the Pulse Projector and the Barrier Plate still exist as items with cards, but nobody is given them at the start any more. The ship screen has a New game button, because a save made before this decision still carries the old kit; starting over keeps the old save under a dated name.
9aa994 Anonymous 2026-09-17 14:54:41
Owner's cards: Oxygen Tank and Service Gun; the starting bag holds only these two
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The suit still has its own six minutes of air on top of the tank. The tank empties first, so the screen shows one number, the air left, with the tank and the suit behind it.
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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01f294 Anonymous 2026-09-17 12:19:36
First version built (owner: build it): what is built and what is not
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## What is built
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Built on 2026-09-17, in the game as it runs today:
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- The grid pack with shaped items that turn, a four by four starting bag, and the starting layout shown above.
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- Every item card on this page, with the numbers on it. The detector reaches 15 metres in every direction; it has no facing.
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- Neighbours by step distance with an adjacency range on every card. No shipped card uses range 2 yet, but the rule is tested.
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- The pack screen: drag to move, R or right click turns the held item, a green or red ghost, a card on hover that also says what the item sets off and what sets it off, and a strip on the right for the floor in the station or ship storage aboard.
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- The pack opens on I when no enemy is around, meaning nothing has noticed you and nothing stands within ten metres in plain sight. Taking anything opens it by itself. The world waits while it is open. Aboard it lies open beside the ship panel.
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- Three of the ways to grow: fitting the isolation bridge aboard earns a strip of four, bringing Yeva home earns her pouch of four, and a Tune can be spent on a spare pocket of two squares for that trip. Each piece is dragged against the bag's edge by the player.
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- A small picture of the pack on the HUD whose squares flash as items activate, with a note when the pack is strapped shut.
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- Old saves are converted: carried things are laid into the new pack and the player is told.
6b5a52 Anonymous 2026-09-22 13:41:33
Add owner Boots of Dodgin reward and Space dodge
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- A picture on every item (owner, 2026-09-17: "look for free icons for the items"). The twelve pictures come from game-icons.net under the Creative Commons Attribution 3.0 licence, which is free to use and asks that the artists be credited: Lorc, Delapouite and Caro Asercion. The credits file sits beside the pictures in the project, and the game's credits must name them when it has a credits screen.
212140 Anonymous 2026-09-17 15:24:19
Item pictures are made to the item's shape (owner: the sprites did not fit their tiles)
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- **A picture is made to its item's shape** (owner, 2026-09-17: the Oxygen Tank and the Service Gun "don't use their sprite correctly with their tiles. it makes it look awkward"). A square icon shown at one square's size never matched a three-wide tank or an L-shaped gun. Rule: every item's picture is a canvas exactly as wide and as tall as the item's squares, the drawing lies only on squares the item has, the pack stretches it over those squares and turns it with the item. The tank is one scuba tank with its valve laid along the three squares; the gun is the ray gun drawn across the whole L with its grip in the square under the barrel; the isolation bridge is a resistor with wires out to both ends of its bar. Still only centred in their largest plain block, to be made to shape when they matter: Pulse Projector, Barrier Plate, Navigation coupler. The build script in the project (tools/item-art) refuses a picture that lies on a square the item does not have.
01f294 Anonymous 2026-09-17 12:19:36
First version built (owner: build it): what is built and what is not
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5b6d85 Anonymous 2026-09-17 12:32:39
Item pictures: game-icons.net, CC BY 3.0, credited (owner asked for free icons)
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Not built yet: frames and pouches found in the station, home projects, the alien carrying rail, and item cards for the later parts.
01f294 Anonymous 2026-09-17 12:19:36
First version built (owner: build it): what is built and what is not
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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
136
6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
137
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
138
6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
139
- Arrows, ports and the journal's list of links. Placement is the only wiring.
140
- The limit on how many parts can be switched on at once.
141
- The ship's power supply number, heat, and "charge" passed between parts. A part's only brake is its cooldown.
142
- The Fork Relay as a splitter. A detector already activates every neighbour, so the Fork becomes a plain relay.
143
- The rule that one old "carrying unit" is four squares. Each item now simply has the size written on its card.
144
- 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
145
146
## What the screen looks like
147
6bcfd0 Anonymous 2026-09-17 11:47:24
Keep it simple: every item is one card (size, activation, effect, cooldown); neighbours activate each other
148
- The grid sits left of centre, the floor strip to its right. Each item is drawn as its object, filling its squares.
149
- Dragging shows a ghost: green where it fits, red where it does not. Right click or R turns the held item.
150
- Hovering an item shows its card, in the same one-line format as above, and highlights the neighbours it would activate.
151
- When an item activates in play, its square flashes on the HUD thumbnail of the pack, so the player can watch the chain run.
152
- 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
153
154
## Open questions for the owner
155
3aaa72 Anonymous 2026-09-17 11:53:34
Detector range 15 metres; adjacency has a range, default 1, some items 2 (owner, 2026-09-17)
156
1. **Is a four by four starting bag right?**
157
2. **Which ways to grow do you want,** and should the player choose where each new piece attaches?
158
3. **Which items should have adjacency range 2?** None of the cards above has it yet.
9aa994 Anonymous 2026-09-17 14:54:41
Owner's cards: Oxygen Tank and Service Gun; the starting bag holds only these two
159
4. **The Service Gun is very strong against the present enemies.** A body has 3 health and a shot does 5, five times a second. A scripted careful player clears the 22 standing bodies of the Cargo Turn in under ten seconds untouched, the gun starts killing through the open doorway from the Dock Mouth, and a player who walks into the crowd now lives (at about 70% health) where the old kit killed them. Enemy health and numbers were tuned for the old kit and want the owner's eye.
160
5. **Should the suit keep its own six minutes,** or should the tank be the only air?