Add v2-scale 100x100 factory worlds #48

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opened 2026-08-06 02:47:37 +00:00 by coilyco-ops · 0 comments
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Problem

The component-level Rust audit is not meaningful game-level parity by itself. Every current showcase is a micro fixture, while the shipped v2 scene exercised its systems together on a 100x100 world. Rust source node IDs currently use u8 and cannot even represent the v2 ore population without collisions.

Source evidence

The final Unity scene at 4d683d6^ uses a 100x100 map, random seed 4382721, HQ exclusion radius 10, 10 placement attempts, ore spawn factor 1, base deposit 4000, and range 2000. FactoryGameController therefore attempts 141 deposits each of iron, copper, and coal. Its centered starting district contains 15 trucks, 7 foundries, 8 factories, 1 coal plant, 4 deployment radars, and 1 manifest stone drill.

Scope

  • Widen world and hauler identity types so more than 255 sources remain unique.
  • Add deterministic large-world construction using the retained v2 dimensions, density, ore constraints, hub product graph, fleet size, and starting inventory.
  • Preserve distinct starting truck positions instead of collapsing the fleet onto one road node.
  • Exercise deployment, long-distance routing, contention, extraction, multi-stage production, and power at scale. Do not hide a cross-system failure by disabling that system.
  • Give the viewer a usable large-world overview and detailed navigation mode.
  • Correct parity documentation so it distinguishes component contracts from demonstrated game-scale behavior.

Acceptance

  • Tests prove a deterministic 100x100 layout with 423 generated ore deposits, one manifest stone source, unique IDs beyond 255, 15 haulers, 7 foundries, 8 factories, and the v2 central district geometry.
  • A fixed long run makes measurable progress across deployment, mining, freight, and upper-tier production without identity aliasing, pathfinding failure, or nondeterminism.
  • CLI JSON snapshots retain every large-world object.
  • The desktop browser visibly exposes the large map, HQ, remote deposits, and active fleet without console errors or an unusable control deck.
  • ward exec test, native Rust, and release Wasm gates pass.
  • The final audit names any still-unproven game-scale v2 behavior instead of claiming completion.
## Problem The component-level Rust audit is not meaningful game-level parity by itself. Every current showcase is a micro fixture, while the shipped v2 scene exercised its systems together on a 100x100 world. Rust source node IDs currently use u8 and cannot even represent the v2 ore population without collisions. ## Source evidence The final Unity scene at `4d683d6^` uses a 100x100 map, random seed 4382721, HQ exclusion radius 10, 10 placement attempts, ore spawn factor 1, base deposit 4000, and range 2000. `FactoryGameController` therefore attempts 141 deposits each of iron, copper, and coal. Its centered starting district contains 15 trucks, 7 foundries, 8 factories, 1 coal plant, 4 deployment radars, and 1 manifest stone drill. ## Scope * Widen world and hauler identity types so more than 255 sources remain unique. * Add deterministic large-world construction using the retained v2 dimensions, density, ore constraints, hub product graph, fleet size, and starting inventory. * Preserve distinct starting truck positions instead of collapsing the fleet onto one road node. * Exercise deployment, long-distance routing, contention, extraction, multi-stage production, and power at scale. Do not hide a cross-system failure by disabling that system. * Give the viewer a usable large-world overview and detailed navigation mode. * Correct parity documentation so it distinguishes component contracts from demonstrated game-scale behavior. ## Acceptance * Tests prove a deterministic 100x100 layout with 423 generated ore deposits, one manifest stone source, unique IDs beyond 255, 15 haulers, 7 foundries, 8 factories, and the v2 central district geometry. * A fixed long run makes measurable progress across deployment, mining, freight, and upper-tier production without identity aliasing, pathfinding failure, or nondeterminism. * CLI JSON snapshots retain every large-world object. * The desktop browser visibly exposes the large map, HQ, remote deposits, and active fleet without console errors or an unusable control deck. * `ward exec test`, native Rust, and release Wasm gates pass. * The final audit names any still-unproven game-scale v2 behavior instead of claiming completion.
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Reference
coilyco-gaming/factory-game-v3#48
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