lab reports · orreryIIIIIIIVV

treadcore · check-in report CI-085

Game 6: Ore, the Smelter and the Harvester

Check-in report CI-085. Paul Richeson, treadcore.org; Claude Code (Claude Fable 5.1) as the pair. 2 November 2026, evening. Companion records: LAB-REPORT-BRAIN.md section 128; CHANGELOG, game 6; the plan's chapter 13 (reports/2026-11-02-the-plan/13-economy-and-logistics.html), stage 2; HOW-TO-PLAY.md section 6b, the ore; MAPS.md, the deposit line.

Source: documentation/checkins/CI-085-2026-11-02-game-6-ore-the-smelter-and-the-harvester.md, built by orrery's tools/report/collect.py.

I. Intent

Paul: "continue. implement the economy. commit and push." The plan of 2 November named four stages of a zero-sum economy and built the first in the afternoon (game 5: a hit pillbox loses its stock and refills from its depot). This check-in is the second stage, the large one: ore as a finite thing on the map, a works that turns it into shells, a depot that no longer makes shells from nothing, and a brain that runs the supply.

II. What was built

The simulator (game 6). Deposit { id, pos, stock } on the world and in the observation; deposit x y [stock] in a map file, and Map::seed_deposits for a map that places none (one for every second start, six tenths of the way to the centre, on open ground, 120 ore). Scenario.ore, on unless said otherwise; treadcore-server --no-ore. On an ore map DepotStock::make_from(true) passes over shells and the refinery's stop gives fuel alone. PillboyTask::Harvest on a deposit's tile mines it (six seconds, four ore, eight aboard, Event::Mined with what is left). A tank within three tiles of a working smelter of its side unloads (Event::OreUnloaded); a smelter makes a shell a second into the nearest depot of its side within thirty tiles that has room (Event::Smelted). StructureKind::Smelter and ::Harvester stand at their resource on open ground (at_resource, works_site_refused), need no plant, and are built with the works order like the rest. A harvest within eight tiles of a working harvester yields six and the tree returns in a minute. The chair knows the new refusals. GAME_VERSION is 6.

The brain. ore_low (10 shells) and ore_reach (40 tiles) in RANGES; Commander::ore_run with Act::OreRun (to the deposit, the squad mines, to the smelter, unload; or first the side's nearest tank with the material builds the smelter beside the ore, Cycle::smelter_site); the base's guard runs whenever the depot is short, every other tank once after each fill-up; the cycle's improvement offers the smelter at w_works. A tank at a depot with nothing to give leaves after ten seconds and does not come home for shells for a minute (FILL_PATIENCE, DRY_FOR, needs_home takes the tick). The census ledger counts ore mined and shells smelted a seat and writes them on the composition line; a scenario's reward may name ore and smelted.

The window. The deposit as a heap that lowers as it is worked out, labelled ore N; the smelter and the harvester as their own voxel shapes with names on the wire; the ORE lamps beside MATERIAL; a ring round a working smelter of your side; the wire says what was mined and unloaded.

Records. CHANGELOG; LR 128; HOW-TO-PLAY (the farm and works rows, the industry section's ore paragraph); MAPS.md; the book's chapter 13 marks stage 2 built and says what was read; orrery reads ore and smelted from the composition line (not yet a floor).

III. What was read

  • the_bots_build_a_smelter_mine_and_smelt (brain, new): nine seats in three teams on the naval map for ten minutes, the fleet's team brains: 5 smelters built, 40 ore mined, 9 unloads, 36 shells smelted, the longest wait at a dry depot 8 s.
  • A two-seed census of 300 s on the generated island: two teams mined and smelted 12 and 20; the team that did neither scored between them. The economy is not yet the score; that is the trade guard's floor to add once the fleet has read game 6.
  • Tests: simulator 64 (four new), brain 153 (one new), the workspace and its tests compile. Game 5 under ore: false still holds.
  • An old fault, exposed by the new rule and fixed: the hunter lobbed one blind shell at a neutral pillbox its squad was about to take (shell_boxes), and the depot's free shell replaced it before the test looked. A live target keeps the gun now.

IV. What is not built

Workers as stock in transit, the city's four shapes and the quartermaster (stage 3); oil, the well and the refinery's source; trade (stage 4). Map authors' own deposits in maps/*.map (the rule seeds them). A page of the window for the side's stocks. The thirty-minute shape and the halving of shells a match are the fleet's censuses to read; every read before this is of the old game.

V. Paul's decisions

The decrees named in CI-084 stand open (tree_material 4, strikes_max 3, coming_r). New today: whether a deposit's 120 ore, a shell an ore, and one smelter a base are the numbers; whether ore_low and ore_reach should be decrees or the search's.