--- title: LANTERN — Operator Questions (autonomous-run parking lot) date: 2026-07-13 tags: [roadmap, lantern, operator-questions, forks] status: awaiting-operator permalink: gamevault/06-roadmap/lantern-operator-questions --- # LANTERN — Operator Questions > Parking lot for decisions I couldn't make autonomously during the 2026-07-13 autonomous build run (operator > stepped away: "build everything you can, don't stop, create a doc of operator questions as needed"). Each > item has my **recommendation** so you can answer in one pass. Nothing here blocked me from continuing — I > took the recommended default in the design docs and flagged it, so answering may just confirm or redirect. > > **Convention:** ✅ = I proceeded on the recommendation (design assumes it; easy to change). ⛔ = I did NOT > proceed; genuinely blocked pending your call. ## ✅ ALL RESOLVED (2026-07-14) Every parked question answered by the operator (all on the recommended option). Decisions locked: | # | Decision | |---|---| | 1 | **Build Phase 1 (combat gym) first** — the primary verb / SoD fun gate. | | 2 | **Standing authorization** to auto-run the ★ pre-code design review before each netcode-heavy slice (findings still surfaced). | | 3 | **Build the A0 material foundation now** — palette atlas + 3 master shaders + a placeholder (operator judges the style-proof gate). | | 4 | **Suit-frame kit** = Bathynaut + Harpooner as specced; **the roadmap 5 Sparks** (decoy-wisp, hook/pull, vortex, blink, one zone). | | 5 | **Manual aim — soft auto-target CUT** (optional tiny per-Spark in-arc assist only). | | — | **Socket input = 4 discrete ability buttons** (MOBA/SoD bar). | | — | **Harpooner reel = pull the target to you** (a separate grapple Spark may pull you later). | | 6 | **Fresh save epoch** — no migration of co-op-Hades saves. | | 8 | **Dark-side contact = non-telegraphed low chip/grab** (dimming = quiet-for-blind is a real cost; full bursts only when lit). | | 9 | **Waypoint-lantern = free-position plant** (only the atomic withdraw+persist idiom transfers). | | 10 | **END-1/EB-1 confirmed mothballed** — the RegionTag→PocketTag pass DELETES their branches. | | 7 | Shipping title — still deferred to marketing (no action). | The detailed question text below is kept as the record. **Next action:** Phase 1 combat gym — run its ★ pre-code review (standing auth), then plan-gate, then implement; A0 material foundation in parallel. ## Process / authorization 1. **⛔ New netcode CODE implementation.** All LANTERN slice code is greenfield and netcode-touching (new ghosts / prediction / relevancy / RPCs), so it needs (a) plan-approval per the /dots-dev gate and (b) a **focused** Unity editor (an unfocused editor throttles MCP + breaks Burst — you're away). I did **not** write any Unity code this run. **Recommendation:** on return, focus Unity, then greenlight implementation phase-by-phase from the build specs I wrote. *All design/build-spec scaffolding is ready so code can move fast.* 2. **⛔ Additional multi-agent design-review Workflows.** You explicitly greenlit the world-model review. Each remaining ★review-first slice (Phase 1's light-relevancy prototype; Phase 2 world code; hazards; etc.) also wants one before coding. I did **not** fire more heavy Workflows unprompted. **Recommendation:** greenlight "run the ★ review before each netcode slice" as a standing autonomous authorization, or I run them one-by-one on your go. 3. **✅/⛔ Blender A0 art execution.** Blender MCP is live. I wrote the art-pipeline recipes + the A0 material spec (docs). Whether I should *autonomously attempt* the in-engine style-proof scene (needs your eyes to judge — screenshots hide material bugs) vs. wait: I lean **wait for your eyes** on the gate judgment, but I can build the palette atlas + a first placeholder asset as a starting point. **Recommendation:** let me stage the palette atlas + one placeholder prop/creature/suit for the scene, but you judge the gate. ## Phase 1 — combat gym (design forks in [[Lantern_Phase1_Combat_Gym_Build_Spec]]) 4. **✅ Suit-frame kit specifics.** I specced the **Bathynaut** (anchor-and-crash melee) and **Harpooner** (line-and-iron skillshots) chassis verbs + a 4-socket kit. The exact Spark list (first 4–5) and per-frame movement feel are recommendations — see the build spec's fork table. Confirm or swap. 5. **✅ Manual-aim vs the current soft auto-target.** Design cuts soft auto-target for SoD-grade manual aim (per Identity). Confirm you want the auto-target fully gone in the gym (I kept the reticle plumbing). ## World model (forks surfaced by the design review — [[World_Model_Build_Spec]]) 8. **✅ Dark-side contact policy (NR-3).** Enemies act in the dark (server-side), but their telegraph is culled with them — so a full strike from the dark would be undodgeable. The spec gates enemy **wind-up start** on the light-union. Open feel-fork: should an enemy still in the dark deal a **non-telegraphed low chip / grab** ("the dark bites"), or **nothing at all** until lit? **Recommendation:** non-telegraphed chip (makes "dimming = quiet-for-blind" a real cost without undodgeable burst). Confirm. 9. **✅ Lantern placement granularity (RS-6).** Is a waypoint-lantern a **free-position plant** or a **build-grid cell placement**? Decides how much of `BuildPlaceSystem` transfers. **Recommendation:** free-position plant for the slice (only the atomic withdraw+persist idiom transfers; less machinery). Confirm before coding pinning. 10. **⛔ END-1 / EB-1 mothball timing (RS-2 site-class c).** The `RegionTag→PocketTag` semantic pass must delete the Core-fallback (END-1) + structure-aggro (EB-1) branches rather than generalize them across N pockets. Confirm these siege-era systems are mothballed (they are, per [[Lantern_Strip_Mothball_Inventory]]) so the pass deletes those branches. **Recommendation:** confirmed-mothball → delete the branches. ## Economy / naming 6. **✅ Currency re-mean mapping.** Ore/Aether/Biomass/Charge → Flame/Lumen/Gloam/Loudness/Salvage/Chum/Tallow. Proposed mapping in the currency spec. Confirm the byte-id assignments before any save-schema work. 7. **(deferred) Shipping title.** "LANTERN" is the internal codename; a marketing naming pass is deferred (per [[Identity_Lantern]]). No action needed now. ## Answered this session (for the record) - Co-op pocket occupancy → **co-located, one active pocket** (2026-07-13). - Light-as-information scope → **party light-union, Wicks always visible** (2026-07-13). - Run the world-model adversarial review → **yes, full review** (2026-07-13). ## Related - [[Roadmap_Lantern_Slice]] · [[Lantern_World_Model_Design_Proposal]] · [[DR-048_Lantern_Adoption_Full_Pivot]]