salvage project / documentation

Decision log

What was decided and why. Read this before reopening an argument with yourself.

Settled

DecisionReason
Not voxelMinecraft's appeal is persistence and self-set goals, not blocks.
No wipes or runsThe whole reason the genre didn't fit. Most indie survival is run-based because it's cheaper.
Fixed terrain, procedural lootRoute planning is only a decision if distances are knowable. Random terrain makes it a reaction.
Vessel is fictional, not a real vehicleNo drivetrain knowledge required. Invented parts, authored failure rules.
Spoilage and cold chain as the coreDrawn from actual dietary work. Nothing in the genre models it.
Cooler degrades, not random failureVisible decline reads as dread. A surprise roll reads as unfair.
Fuel competes with cargo for hold spaceTurns route length into a cost you pay in the thing you drove out to get.
Jerry cans sold at HomeIf reaching the best location depends on a loot roll, players get stranded by luck. That's the version people hate.
Upgrades carry between runsOpens the far map by earning it instead of by tuning a constant.
Prototype in C#, text onlyInventory, timers, quantities, state. Same software already written before. Not an engine problem.

Corrected after checking the math

All 1,956 routes were enumerated. Two things in the first draft did nothing.

WasNowWhy
Cold life 90–120h10–18hNo route exceeds 24h, so spoilage never fired and the cooler was decorative.
Unlimited stock per location6–8 bulk eachOne good stop filled the hold. No second stop was ever worth making.
Tank 22 with F reachableTank 22, F needs an upgradeHome to F and back is 24h. It was never reachable. Now that's intentional.
Don't raise cold life without rechecking it against the distance table, and don't change stock without checking that the score curve across stops still flattens.

Deliberately not built yet

IdeaWhy it waits
Site exposure / radiation budgetGood mechanic, same decision at a smaller scale. But it makes four clocks and three is already a lot for an untested prototype.
Uncertainty about whether an item is spoiledTests a different question than the one on the front page.
Driving as an activityContent, not a question. Weeks of work testing nothing uncertain.
Repair minigameSame. Repair stays a menu choice.
3D, terrain, art, combat, storyAll of it is more fun to build than the thing being tested. That's the warning sign, not the reason.

Open