Modding design catalogue
The design line is fixed as early discovery -> formal survey -> activation -> site runtime -> resonance -> recovery.
Design focus
| Page | Core question |
|---|---|
Survey | How do we separate early discovery from formal survey, and make sure only the latter creates a formal ruin instance |
Activation | How do we hand the pending reference to ActivationService and turn it into live runtime state |
SiteRuntime | How do we separate world saved data, live state, and chunk-side cache |
Resonance | How do we collapse site input and player input into one shared result |
Recovery | How do we fold one site event into a long-lived snapshot |
Fixed constraints
- Early discovery and formal survey must stay separate.
- Ruin type and ruin instance must stay separate.
- Activation is unified through a service layer instead of site-specific startup logic.
- World saved data, live runtime state, chunk cache, and item snapshots belong to different state groups.
- Formal ruin records cannot hang off a player short marker.
- An unloaded chunk does not mean the ruin no longer exists.
- Resonance evaluates only. It does not directly advance the site and it does not generate tooltip text.
- Recovery must fold results into a snapshot. After that, view layers only read the snapshot.