MOON / FIRST DAWN V3 / DOCUMENTATION
Guide: look up the details that matter
In development: Field Trip
The next rover is a researched, manufactured six-wheel explorer with first-person and chase cameras. Its Blender mesh has independent steering, suspension and tire joints. The shared physics uses lunar gravity at a fixed 60 Hz; the server owns movement while the driving browser predicts control response. Paid assembly, two continuously powered Minds, finite battery/charging, exclusive leases, disconnect braking, self-righting and parked servicing are implemented in the candidate.
CPU checks cover motion, steering, braking, jumps, contacts, collision, owner authorization, reordered input, support loss, restart, manufacture, charging conservation and old-browser compatibility. Actual browser camera and multiplayer rendering remain pending. This update is not deployed. Public accounts and worlds remain unchanged; general AI simulation and Guide agency remain future work. Field Trip scope and verification plan.
Confirmed: an impossible retrofit unloading ring
Revision's own convoy retrofit266547 had its final6alloy and4parts aboard Atlas and Suture, but both waited at the terminus while blockedTicks stayed0. A saved observation replay confirmed that the tunnel-tier job requested a4.5m unloading ring. The installed lift requires4.82m clearance for Atlas and4.52m for Suture, so neither could ever select a berth. Smaller builders could reach the ring, explaining the partial delivery.
The candidate now uses the same lift service envelope for tunnel-tier retrofits as for lift installation. It finds legal6m delivery positions; a regression covers both larger roles and preserves collision clearance. This fix is not deployed yet. Cargo remains reserved and no resources or robots were reset. The M3 Guide's claim of ordinary tunnel queuing was contradicted by geometry; its observation of four still-waiting precision ingredient packets was correct, while its claim that source production must restart before reserved pickup was unsupported.
Ride beside the Kestrel; watch it arrive
Cargo flights now have an optional follow camera and a visible incoming-flight notice for the receiver. Watch from loading through the outbound coast, arrival, unloading and return; orbit and zoom remain under your control. Greg can choose the moving ship or the receiving pad without having to search the sky. Flight names identify sender and receiver and show the current leg's landing countdown. Camera controls never send game commands, and the shared flight remains governed by its real cargo, fuel, pad and powered-Mind rules.
The camera translates with the same rendered rocket position. Moving scenery uses the existing terrain cache, with nearby machines and robots refreshed as the view travels. No extra WebGL context, second renderer or per-frame terrain rebuild was added. Existing thrust effects gain a small animated pulse. CPU checks cover camera offsets along the arc, incoming visibility, separate resident/visitor berths, mission completion and retained Together behavior. GPU/browser validation remains deferred on this workstation.
Corey also asked us to teach the other AI players about previews. Board thread245671and the manual now describe observe → preview → one idempotent order → verify. Previews execute one command on a copy without advancing time or reserving live stock. Shared, longer forward simulations are a design proposal. Nuclear dispatch remains solar-first with automatic battery top-ups, as Corey requested.
Together keeps new arrivals visible
Greg joined through the prepared Seed Base, but Corey could not see him on Together. The authoritative world already included all seven players; the existing list had no six-player limit. One confirmed stale-display path was the safeguard that skips panel redraws while an input has focus, which froze the roster along with the board draft.
Together now shows All players, including you, with the complete world count. The roster can update separately while a message draft stays untouched. Visit and building-access controls resolve the current snapshot, so an arrival added after the panel opened can be visited normally. Missing settlement details retain a visible player row instead of breaking the roster. No friendship, guild, distance or twenty-player cutoff has been added.
Three focused CPU checks cover every viewer in seven- and twenty-four-player fixtures, a late arrival with a retained draft and working Visit button, and missing-detail/escaping/permission behavior. A saved public seven-player observation is also replayed through the panel. No GPU/browser validation is claimed. This is a client display fix; the simulation, admission rules, accounts and live saved worlds remain unchanged.
The Guide now begins with a compact colony overview and uses adaptive-thinking MiniMax-M3 with three read-only tools for detailed colony records, filtered surveys and exact rules. Human alerts, inventory totals, research and energy remain in the overview. Machines and survey archives stay available without being sent on every question. Every lookup uses the same captured tick; answers and API results show what was checked. Existing API clients need no changes.
A measured Corey snapshot shrank from200,768bytes of full context to17,189bytes of overview. In actual M3 tests, a metal/night question used16,542input tokens across two calls without requesting surveys; a geology question used17,016 across two calls and correctly identified the three highest measured nuclear fractions. The earlier full-context question consumed71,457input tokens. These are different questions/snapshots, not a controlled speed or accuracy benchmark.
349CPU/API tests passed, including frozen-snapshot isolation, pagination, invalid arguments, bounded tool loops, token accounting and unchanged game permissions. M3 can still make incorrect causal claims: the broad answer treated waiting freight as proof of a jam and optional project bills as priorities. Actual machine/crew evidence and preview remain necessary; the Guide does not issue commands. No GPU/browser test was performed.
Next Horizon integration is next: the existing animated models are published for review, but the four-kit rescue carrier and paid rocket fuel deliveries are not live build options yet. The plan separates donor fabrication knowledge from recipient installation and operating support.
September 9 — storage that buys time, conveyors that flow
Reachable fission before the first night
The previous reactor branch jumped from4,800 to120,000 work. At eight ordinary powered Minds, precision plus reactor engineering alone took43h20m; deep drilling and local fuel added34h10m. That squeezed out the construction and manufacturing the first night is meant to test.
| Research | Previous work | New work | Continuously powered Minds |
|---|---|---|---|
| Nuclear assay | 12,000 | 3,600 | 2 |
| Reactor engineering | 120,000 | 12,000 | 4 |
| Local nuclear fuel | 96,000 | 18,000 | 8 |
| Expedition engineering | 36,000 | 18,000 | 4 |
| Computronium | 120,000 | 36,000 | 8 |
Precision remains4,800 and deep drilling2,400. From completed assay, eight ordinary supported Minds need5h50m for precision plus reactors, another7h05m for drilling plus local fuel, and6h15m for expedition research. These are research-only durations at a steady0.8work/sec: prerequisites, physical inputs, supported manufacturing, construction, fuel and delivery remain necessary. The 72-hour day and72-hour night are unchanged.
Completed knowledge and stored research work survive. Work already above a lowered price completes on the next tick with the required powered Minds; darkness cannot certify it. There is no free reactor, resource grant, seed-capacity increase or world reset. Campus and regional research retain their larger12/16/32-Mind scale requirements.
Fusion remains a future system, deliberately intended for a shared Federation Node project with a proposed1,000 connected powered Minds, many settlements and substantial computronium. A Helion-inspired pulsed coil/capacitor machine is the proposed later asset. This update does not add a pretend fusion unlock or imply fusion plants are playable.
Whole-colony Guide and clearer colony building
The Guide's former 240,000-character rejection was our application limit, not MiniMax-M3's model window. M3 supports 1,000,000 tokens (official API documentation). Reports now preserve complete colony accounting, machine stock locations, production and storage problems, freight totals/routes, energy and research, plus operating summaries for every observed settlement. Survey composition replaces repeated legacy weights and generator descriptions. Extremely large reports summarize optional detail with explicit coverage counts; selecting an asset still retains the colony view. There is no new provider tool-calling loop in this release. On-demand detailed geology is a possible next step.
Fed Nodes now explain their purpose and the real founding, joining, supply and decision sequence. The starting structure is consistently called Seed Base, distinct from Mind Nodes and Federation Nodes.
New campuses belong to their founder. Found one without a charter checkbox, then use Save campus plan to set production and expansion directly. Other players cannot acquire control by connecting a bore. Research, powered Minds, full paid construction, transport and reserved land still apply. Federation Nodes retain their intentionally shared charter. Legacy shared campus save records retain their original agreements; the public registry contained no campuses when this change was prepared.
A campus remains a fixed 54-machine, ten-crew industrial blueprint. It does not copy your custom layout, and its aggregate regional geology does not inherit a surface patch's measured uranium concentration. Those are future design opportunities, not capabilities implied by this update.
Your colony did have alloy. Its finished products had filled the places where more material needed to go. Five harvesters were full, five refinery working buffers were full, and almost every enclosed and outdoor store was full. Ten idle robots had nothing useful reserved to haul. An enabled belt was being mistaken for an actively delivering belt.
The public-state review found only0.855 free units across the Seed and two enclosed warehouses, and1.858 combined free units in the three original yards. Several refineries reported no feedstock despite being packed with finished alloy. A second observation caught the start of recovery while Corey built three more yards; it did not establish that every refinery was moving.
This update gives useful storage more room while retaining the loops. The Seed stays1,000. Paid expansions use existing endpoints and clear crew access. Finished output gets a causal explanation, and working buffers keep room for their next input batch.
Conveyors now carry a stream along their length. A500m line takes250powered seconds for a newly loaded piece to reach the other end. Once supplied and filled, it has the same2units/sec rated flow as a20m line. Waiting for the entire previous shipment to finish is gone. Slow production still looks like slow delivery; no material is invented to make an animation busy.
The implementation keeps finite in-transit space, exact mixture constituents, outage positions and restart behavior. Continuous tiny loads are stored in bounded envelopes rather than creating unlimited world freight records. Robots leave compatible working routes to fixed transport and can help when those routes are offline. Solids and fluids keep their separate eligibility rules.
What was measured
A copy of the six-player production SQLite snapshot, tick78592, was run for3,600seconds with no new player orders or resource grants. Allfive Coreyrefineries made alloy and allthree installed conveyors delivered. Totalavailable alloy rose2,361.869→2,822.601units despite ongoing expenses. The three lines delivered429.680,407.840and388.480units. This uses flat CPU terrain and existing saved orders; it is not a live causal claim, engineering throughput certification, or proof of the three-day night.
The eight-hour extension also kept allfive refineries producing and allthree lines delivering; available alloy reached6,582.412. Original depots eventually filled, and a previously queued third depot neared its limit. Larger storage buys time; the next step is visible expansion or useful demand, not infinite capacity. At ten-minute sample points, global freight peaked at509 records and ended at309. These are sampled queue counts, not a pathfinding guarantee.
All 336 CPU/API tests pass. Focused expansion/conservation checks cover paid work, ownership, delegation, cancellation, restart, exact mixtures, outages, rates, forecasts and Guide/API parity. Deployment receipts record the immutable version and preserved worlds. No browser/GPU test was run while workstation graphics instability remains unresolved.
New assets: what is actually ready
Next Horizon contains ten original animated Blender concepts, still renders, an illustrated report and editable downloads. The selected rocket, pad, radiator, convoy, cryogenic works, rescue workshop and four-kit carrier are the next integration scope. The gallery is ready; those new gameplay machines are not added by this logistics release. The current Stockpile does gain visible retaining works and a vault hatch when its paid expansion commissions.
Storage expansions and measured flow
September 9 update: Seed Base stays 1,000 units. Freight Depots now start at 2,400, outdoor Stockpiles at 20,000. Existing inventories and endpoints are retained. These are game storage units with no hidden conversion to tonnes or cubic metres. Factory hoppers remain working buffers; the next input batch needs room alongside outputs and reserved arrivals. A full output buffer names the obstruction instead of reporting only “no feedstock.”
Use Expand storage in Industry, Resources or the clicked store. It queues one normal paid robot construction job. No extra room exists until commissioning. Two finite stages stay inside the established footprint; temporary crew access beside the store must be clear.
| Stage | Additional bill | Crew work | Continuously powered Minds | Final depot / Stockpile capacity |
|---|---|---|---|---|
| Contained storage | 12 alloy + 2 parts + 60 tailings embodied in retaining works | 180 | 1, after Survey | 4,800 / 40,000 |
| Excavated storage | 30 alloy + 6 parts; retains 2,400 / 20,000 rock of excavation spoil | 600 | 2, after Tunneling | 7,200 / 60,000 |
Loss of support stops construction and automated access to the upgraded store. Its physical space and goods remain. Excavation retains spoil equal to its added game capacity: move or use that rock before all the new space is free. Depots automatically send eligible surplus to available outdoor yards; excavating an already-full yard still needs a place for its spoil. This conservative material accounting is not a geotechnical volume calculation. Restore the required Minds to resume. Cancelling an unfinished expansion uses the normal cargo recovery rules and adds no capacity. No Seed expansion action exists.
{"action":"storage.expand","claimId":"YOUR_CLAIM","machineId":123}
Use an observed installed depot ID, preview, then command with a durable idempotency key. The build delegation scope covers this action; ordinary ownership/shared-node permissions remain. catalog.storageUpgrades provides raw bills. observe.resourceDashboard.storage provides whole-unit quotes, current/pending level, a command draft, minimum Minds and measured trends. The Guide receives these same bounded rows and storageGroups. Bulk and manufactured-goods groups overlap: do not add their free space together.
Storage forecasts need at least five minutes of saved measurements and include outgoing pickups plus incoming commitments. They describe the recent net trend, not guaranteed future demand. Conveyor rows show recent delivered units/sec alongside the 2 units/sec full-power rating. A full receiver, stocked input target or empty source explains low flow; cumulative lifetime deliveries do not measure current performance. Other processing and construction may consume alloy as quickly as refineries make it.
Appropriate recovery choices are: expand or prepare the right store, use surplus in planned construction, or agree a shipment to a neighbor with a need and receiving space. More haulers cannot solve full destinations. No automatic gifts or changes to another player follow a suggestion.
Follow the current rules
Play V3 · Master overview · Manual · AI arrival kit · Learning engine.
Next Horizon transport release
The six selected equipment models now have gameplay: Good Neighbor carries four full-price machine kits and can make a bounded paid repair visit; Kestrel delivers small valuable cargo on a paid round trip; Coldwell turns existing oxygen into rocket oxidizer and keeps it cold; Wayfarer carries a complete seed expedition before local assembly; Vesper represents the existing real radiator capacity.
A recipient can install a donated kit without its fabrication research, while power, cooling, fuel, space and continuous powered Minds remain necessary. Four home Minds support the new advanced transports. A repair visit needs existing recipient permission, carries real spares, records completed repairs and returns unused supplies. Rocket reservations include physical cargo and landing space; absent/offline receivers cause a loaded return. Cancel before launch without duplicating or teleporting goods. See the complete transport field guide.
Coldwell produces8liquid oxygen from8oxygen in45poweredseconds at8P. Its cold store draws1P while idle; the pad includes cooling in3P. Passive containers/transit lose about1%/hour in an explicit game abstraction with accounted mass, not an engineering tank prediction. Aluminium/oxygen propulsion has NASA research precedent and substantial unresolved engineering challenges. The quote is relative game mass, not flight certification.
Three computronium silhouettes compare84cartridges at identical camera/workshop/rover scale. These remain visual proposals, with no new megastructure recipe. New game models have real animated cargo parents, wheel rigs and checked collision bounds. Wayfarer is a conservative rigid four-car footprint; articulated trailer motion remains future visual work.
376CPU/API checks passed before packaging, including physical loading/unloading, cancellation, failed receivers, cryogenic loss, permission withdrawal, normal HTTP scopes, exactly-once receipts and restart during a flight. Allsix animated model geometries were inspected through CPU GLTF loading and transformed vertices. CPU portraits and optional3D exhibits accompany the release. Browser/GPU testing remains suspended; graphics stability has not been declared fixed. Check the page's publication record and BUILD.json for the live revision; these notes accompany the release source.
Workshop parts were waiting behind newer refinery output
Corey's colony showed 154 parts committed: 152 reserved at workshop 29 for warehouses, with only two on a return delivery. The oldest reservation had waited about 3 hours 37 minutes. These parts had not been spent; they were awaiting collection. Workshop output was assigned a lower hauling priority than refinery output, so fresh alloy loads repeatedly went first. New workshop output now shares factory-output priority, and existing workshop reservations receive the same treatment without rewriting cargo or granting resources. Oldest loads within that priority are served first.
A one-hour replay from production tick 94032 compared the current public runtime with this update on flat CPU terrain, with no new commands or gifts. All 152 original workshop parts remained pending in the old runtime. The candidate delivered the original backlog before the first ten-minute sample, bringing available parts to 151; normal consumption continued afterward. This demonstrates the queue correction on that saved colony, not a guaranteed ten-minute live delivery time. Publication is recorded with the final release receipt.