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rebaserHEAD edited this page Sep 15, 2026
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Status: committed Verified: 2026-08-08 against the pages in this repo
Welcome to the Triad_Sector wiki.
Pages are grouped by kind, and each one opens with a status line saying how far it can be trusted. Documentation Standards is the contract for writing here.
- Running the Edison Supermatter - complete plant manual: power, gases, AME fuel, and not exploding
- Authoring an NPC Brain - the recipe for a new mob behavior or drone, and the traps that look like bugs
- Continuous Integration - every check that can gate a pull request, what runs on a push to main, and the inherited workflows that never fire here
- NPC AI HTN Core - blackboard, compounds, operators, the planner, the update loop, sleep and wake, debug surface
- NPC AI Utility Queries - how a target gets picked: gatherers, filters, considerations, curves, and the scoring maths
- NPC AI Factions - the relation model, per-entity exceptions, and how ship IFF is wired
- NPC AI Mob Behavior - context steering, pathfinding, combat, and the mob brain roster
- NPC AI Ship Drones - ship steering and gunnery, every knob, the brain catalog, where drones spawn
- Pipe Placement Rules - the seventeen rules that decide where a pipe may go, how it faces and which layer it takes, and where the RPD conforms or diverges
- Ship Save System Pipeline - the ordered save and load paths, every gate, and the files each side writes
- Ship Save System Filtering - every rule deciding what a saved ship keeps, in both filter layers
- Ship Save System Tamper Protection - the signing envelope, the key store, the load decision, and the audit trail
- World Generation Chunk Loading - the substrate: config application, chunk entities, loaders, noise channels, and garbage collection
- World Generation Debris - biome bands, spacing, carving, selection, and every asteroid and wreck rung
- World Generation Points of Interest - the five placement generators, the prototype fields, and the full round-start roster
- World Generation Bluespace Events - schedulers, spawn groups, the event roster, and how the grids get cleaned up
- World Generation Dungeons - dungeon configs, the layer catalog, the job runner, and the vgroid recipe
- NPC AI - one brain and two bodies: how everything that thinks shares a planner, and where that seam leaks
- Ship Save System - how a deeded ship becomes a file and comes back, and why the pipeline is shaped that way
- World Generation - what fills the sector, when each producer runs, and why the lifetimes are split the way they are
- NPC and Drone AI Rewrite Design - clean-sheet HTN rewrite plus the tiered orchestration layer
- NPC Behavior Model Design - how behaviors are structured, selected and authored: priority with interruption, impulses, styles, and hints on prototypes
- NPC Agent Behaviors Design - the individual behavior roster for ranged, melee, and creatures, sorted by what each one costs to build
- NPC Perception Design - how an NPC comes to know something: senses, stimulus records, awareness states, and the tiers' only source of world state
- NPC Mob Body Design - what happens to inherited steering and pathfinding: the obstacle layer, the search algorithm, and where the real cost is
- Drydock System Design - the replacement for ship saving: server-side storage, revisioned blobs, and the gates a store must pass
- Drydock Durability Design - what a stored ship is guaranteed, how failure behaves, the gaps to close before anyone is promised anything, and the re-bake ladder that keeps stored ships current
- Drydock Store and Retrieve Design - both paths in the order they run, the two tiers, and the rule that fixes which step goes where
- Drydock State Fidelity Design - how state the engine serializer cannot write survives a store and retrieve, and why the allow-list shrinks
- Drydock Freeze and Slice Design - moving a ship onto a private paused map before the store takes it apart, what that costs, and the pause leak the sweep found
- Drydock Impound Design - what happens to a ship left in the world when the round ends: the holding area that replaces hold, the fee to get it back, and the four verdicts that split today's stranded list
- Drydock Grid Image Design - storing a grid as rows the database can edit and restoring it through a loader we own: requirements, state model, schema, prior art, and the fidelity ladder's findings
- Ship Save Retirement Design - the order ship saving and tamper protection come out in, and what was deliberately left in place
- Market Data System Design - recording every currency transaction on the server: the nineteen capture points, the currency roster, and why the economy remembers wallets but forgets prices
- RPD Placement Parity Design - the five gaps between RPD and hand placement, the fix for each, and the tests that hold them
- Market Data Schema Design - the seven tables, the indexes, the queue that never blocks a tick, and the synchronous surface other systems price against
- Market Persistence Design - the Trade Mall as the sector's marketplace: inventory that survives restarts, a real purchase tax split four ways, the shredder that decomposes everything unlisted, and the smuggling ledger
- Sector Trade Terminal Design - one buy console for imports and the persistent warehouse (two lanes, one cart, a taxed receipt, a deliveries panel) and a sale console at the pallets that shows whether each item goes to the warehouse, is disassembled or is exported, and what the levies take
- TEG Thermal Model Design - giving the generator a hot face, a cold face, and a ceiling: why one tile makes hundreds of megawatts today, the 10 MW target, and why the cold loop should run hot
- Radiator Material Tiers Design - steel, copper, lithium heat-pipe, and diamond radiators: which knob each material moves, the fourth-power law behind it, and where the ore comes from
- Potential Future Projects - parked work with its measurements and branch state, written so it can be picked up cold
- Documentation Standards - page kinds, status ladder, house style, and the publish checklist
- Issue Standards - how to write a finding on the tracker: provenance, confidence vocabulary, and the body skeleton