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Auto Warz — Data Dictionary

Document Type: Reference Version: 0.11 Status: In Progress Last Updated: 2026-09-13 Vault destination: 05_Reference Related: [00_Canonical Design Facts](<../04_Project Management/00_Canonical Design Facts.md>) · AGENTS.md (repo root, outside the site) · [06_Design Session Decision Log](<../04_Project Management/06_Design Session Decision Log.md>)


Purpose

One term, one meaning, everywhere. This document exists because the same thing has repeatedly been given several names across the vault and the code, and the drift was only ever caught by accident.

Real examples that motivated it: a storage building called both Storage Chest and Buffer Chest in two documents while being one building; Solar Panel and Solar Collector for one building across two documents; Wood first named as the Biomass Burner's fuel, then wrongly deleted as a duplicate, then restored as a substance once biomass was recognised as a category; and tier, form, medium and phase used interchangeably for four different ideas.

Rules for this document:

  • If a term is here, use exactly this word. Do not introduce a synonym.
  • If a term is not here and you need one, add it here first, then use it.
  • Deprecated words are listed with their replacement. Do not reintroduce them, including in code identifiers, UI labels and asset filenames.
  • Where a term's meaning is not yet decided, it says so and names the open item. Do not resolve it by usage.
  • This document defines vocabulary and schema. It does not make design decisions. Where it disagrees with 00_Canonical Design Facts, the canonical page wins.

0. Scope Vocabulary

The most fundamental section, numbered zero because everything else assumes it.

The word session was overloaded: 01_Master GDD and 08_Research Tree Design used it to mean the whole playthrough, other documents used it to mean one sitting. These four terms replace that.

Term Meaning
World The persistent universe. One galaxy seed plus all changed state: factories, planets, ownership, credits, wreckage. This is the save file. Identified by an ID, never by its name — two players can both name a world "Tarn". Worlds are private and parallel; nothing passes between them except the account.
Session One continuous run of a world, from load to quit. A sitting. No game state belongs to a session. It is a window of time, nothing more.
Account The player across all worlds. Level, cosmetics, Engineering Research, saved designs, faction reputation, motherships.
Planet A player's own territory inside a world. Where their factory lives.
War A separate shared instance, hosted by a player or a dedicated server. The only shared place. Many private worlds plug into one war through their gates.

A world is the data. A session is the world in motion.

Consequence for research: Factory Research is world-scoped, not session-scoped. It resets in a new world and survives a logout. See [35_Economy Design](<../01_Design Documents/Systems/35_Economy Design.md>).


0a. Phase Vocabulary

The word phase is doing two unrelated jobs, on two unrelated axes. Both are legitimate. Neither may be written bare.

Term Meaning Owned by
Release phase What players get, and when. Two of them: Phase 1 (everything except war) and Phase 2 (war). The seam is war, not the planet surface [02_Scope & MVP Document](<../01_Design Documents/02_Scope & MVP Document.md>)
Release A shipped build inside a phase. Three across the two phases: the Launch release and the Space Update (both Phase 1, both Early Access), then the War Update (1.0) [02_Scope & MVP Document](<../01_Design Documents/02_Scope & MVP Document.md>)
Development phase The build order. Phase 0 Foundation, Phase 1 Prototype, Phase 2 Core Factory, Phase 3 Factory Depth, Phase 4 Multiplayer, each holding milestones M<phase>.<n> [ROADMAP](<../04_Project Management/ROADMAP.md>)

They do not line up, and they never did. Development Phase 2 (Core Factory) is work inside release Phase 1. Development Phase 4 (Multiplayer) is co-op, which ships in the Launch release, still Phase 1. A sentence that says "Phase 2" without saying which axis is ambiguous, and several documents were read wrongly because of it.

Every design document carries a Phase field

Convention, applied 2026-09-05 across all 47 documents in 01_Design Documents/ and 06_Outpost/.

> **Phase:** Phase 1 — Launch release

Permitted values: Phase 1 — Launch release, Phase 1 — Space Update, Phase 2 — War Update, Outpost Mode — separate track. A document whose contents span more than one says so in the same line, naming which part goes where.

Note the phase numbers on the first two. Both the Launch release and the Space Update are Phase 1, because space is the planet layer reaching further rather than a different game. Only war is Phase 2.

This exists because for six months exactly one document stated its phase, and the only assignment anywhere was a hand-written feature list in [02_Scope & MVP Document](<../01_Design Documents/02_Scope & MVP Document.md>) that was written before most of the documents it was meant to cover existed. A system now cannot be designed without someone deciding when it ships, and the scope document names systems and points at owners rather than duplicating their contents.

Milestone IDs M2.4, M3.1 and so on are an interface, referenced across the vault and read by tooling. Development phases are never renumbered. If the build order changes, milestones are added or marked skipped, never renumbered.


0b. Multiplayer Vocabulary

Multiplayer is the umbrella. It has two forms, and they ship at different times, which is why the bare word caused 02_Risk Register and 02_Scope & MVP Document to contradict each other for six months (OI-355).

Term Meaning Ships in
Multiplayer The umbrella. Never write it bare when the distinction matters —
Co-op More than one account in the same world, building the same factory. Guests join the owner's world. Authoritative host, state sync, join and leave Phase 1, Early Access
War multiplayer Many separate private worlds plugged into one shared war instance through their gates. Needs gates, war hosting, contribution accounting, factions, matchmaking Phase 2, the War Update

Co-op does not need a gate, a war, or a shared instance. It needs one world and more than one pair of hands. That is the whole difference, and it is why one can ship years before the other.

The world is still owned by the account that created it. Guests are guests: they build in the owner's world, and nothing about ownership, saving or the world's identity changes because someone else is present.


1. Resource Vocabulary

Term Meaning
Resource Anything the factory produces, consumes or moves. Identified by a stable id.
Category The family a substance belongs to — biomass, metal, mineral, chemical. Load-bearing: a recipe may accept any substance in a category. Decided, not yet implemented.
Substance What a thing is specifically — wood, algae, iron, water, coal. The identity. Never changes. Decided, not yet implemented.
Type Processing state: RAW / REFINED / COMPONENT. What tier was reaching for. Decided, not yet implemented.
Wood A substance in category biomass. Not deprecated — an earlier pass wrongly collapsed it into the category name.
Algae A substance in category biomass. Not a fuel — it feeds biofuel, which is.
unit_size How much Silo capacity one of this substance consumes. A Silo of capacity 10 holds two things of unit_size 5. Makes storage spatial rather than a count. Decided, not yet implemented.
fuel_value Energy per unit, on the substance. There is no fuel_type; burners carry their own accepted-fuel list.
Phase SOLID / LIQUID / GAS. The state a substance is in. Changed by heat and chemistry. Determines transport. Decided, not yet implemented.
Item A resource in SOLID phase. Discrete, ordered, countable. Rides belts.
Fluid A resource in LIQUID or GAS phase. Rides pipes. Fungible — see pool below.
Gas A fluid whose phase is GAS. Mechanically a fluid; the distinction matters only at the Router.
Barrel A steel container holding a liquid. A filled barrel is an ordinary SOLID item, so it rides belts like any other solid. Barrelling and debarrelling are ordinary recipes. There is no "form" axis.
Cylinder A pressure vessel holding a gas. Rated for how hard it holds, where a barrel is rated for what it holds. The tiering family: its rungs widen the temperature range, which is how more gas fits in. Named rungs, never "Mk" — Mk is a building concept (Canonical §4) and a cylinder is an item.
Block A version of a ship design. Revising a blueprint makes a new Block; a ship remembers the Block it was built from and keeps it until refitted. ⚠️ Never "Mk" — Mk is a building concept (Canonical §4: two tracks, applied in place by upgrade kits) and ships stand beside buildings that have real Mk levels. Shipyard Mk and mothership frame Mk are unaffected: those are buildings.
Refit Bringing one ship up to a newer Block, at a Shipyard, per ship, at a cost. Priced by the salvage rule: the new parts, plus the continuous material cut through to reach them. Never changes the hull.
Decommission Breaking a ship up at a Shipyard. Not a refund — the salvageable parts land in the yard's store as ordinary items and must be dealt with.
Salvage rule Discrete parts survive being unbolted; continuous material — wiring, piping, plating, structure — is destroyed being cut through. One rule prices refit and decommission in both directions. ⚠️ A refit must always destroy less than a decommission, or scrap-and-rebuild undercuts upgrading.
Wreck (ship) What a destroyed ship leaves. Unlike a building wreck, which is restored in place, a ship wreck must be recovered — yields a lossy subset of its salvageable parts, with no per-part condition tracking.
Ambient rule What state a substance is in at ambient decides how it travels, because that is the moment it is encased: solid rides as an ordinary item, liquid in a barrel, gas in a cylinder. Makes the container unique by construction rather than by judgement. [41_Fluid Packaging & Carriage Design](<../01_Design Documents/Logistics/41_Fluid Packaging & Carriage Design.md>) §1.1.
Queue How belts behave. Items keep identity, order and position, so they can be filtered and counted individually.
Lossy loop Any recovery, capture, reprocessing or recycling mechanic. Recovers most, never all — a loop that closes completely removes the decision it was meant to create. Canonical §12b.
Pool How pipes behave. PipeNetwork pair-equalises, so fluid has no position and no order and a connected network drifts toward one level. This is why belts can filter per item and pipes cannot.

⚠️ tier is deprecated. See §5.


2. Building Vocabulary

Term Meaning
Building A placed structure that sits on a base, has ports, a base ring and at least one module slot.
Base The universal donut base every building sits on. Footprint identical to the building. Carries the port band, the base ring and the Mk accent tabs.
Port A cell on the base's top face, configurable DISABLED / INPUT / OUTPUT with an optional resource filter. Carries ITEM and FLUID only; power never uses ports.
Base ring The perimeter band carrying fault status. Unlit when healthy.
Head The building half of a head-plus-extension pair. Ordinary building in every respect. Examples: Station Head, Control Hut, Pond Head.
Extension A piece attached to a head that is not a building: no ports, no module slots, no base ring. Examples: Freight Platform, Fuel Platform, Greenhouse Bay, Pond Bay.
Bay An extension belonging to a farm head. Specific case of extension.
Module A crafted item installed into a fixed roof slot. Adds capability.
Module slot A fixed roof position. Count derives from footprint size class plus Machine Mk, range 1 to 6. Never researched.
Base Mk Upgrade track governing port throughput and filtering. Shown by the outer tab row.
Machine Mk Upgrade track governing processing speed, recipe capability and module slots. Shown by the inner tab row.
Upgrade kit One of four crafted items that raise a building's Base or Machine Mk in place. An upgrade changes level and nothing else.

3. Transport Vocabulary

Term Meaning
Belt Carries SOLID resources. Passive: no power draw, a one-time material cost that runs free forever.
Pipe Carries LIQUID and GAS resources. Pressure-based, pair-equalising.
Router 1×1 building, four configurable ports. Replaces Splitter, Merger and Filter Splitter. Configured ITEM, LIQUID or GAS at placement; a gas Router cannot route liquid.
Underground Belt A belt variant, not a routing decision.
Rail / track Passive like a belt: a one-time material cost that runs free. The locomotive burns fuel, not the track.
Station Head The building half of a station. Holds schedule and name.
Freight Platform An extension, one per wagon.
Item Lift Vertical structure carrying items between levels. Paired: same grid cell on both levels.
Fluid Riser Vertical structure carrying fluids and gases between levels. Paired.
Power Conduit Vertical structure carrying power between levels. All ports DISABLED. A rated link between two grids, not a merge.
Drone Flying carrier. Battery-limited, recharges by hooking onto power poles. Cannot fly underground; changes level via a vertical shaft.
Cache box The container a drone carries. Payload capacity is a property of the box, not the drone.
Quantum travel Late-game player-to-player async trade channel. Never to yourself.

Transport is derived from phase, never stored on a resource. Solids ride belts; liquids and gases ride pipes.


4. Storage Vocabulary

Term Meaning
Silo Solid storage. Vertical column with a physical fill window. Holds one substance, never mixed — a fill window cannot display a mixture. Capacity is a number of units, so what it holds depends on each substance's unit_size.
Tank Fluid and gas storage. Single-fluid, by the same rule the pipe no-mixing rule already implies.
Packing station A building that packs loose substance into cache boxes for drones. The centralised route: belt or pipe in, drones collect.
Packing module A roof-slot module that packs on the building itself. The local route: no belt run, costs a slot.
Buffer What a building holds — its recipe inputs and outputs, per substance, in a small amount. Machines buffer; Silos store. Different rules, deliberately.
StorageRole UNASSIGNED / DEPOSIT / CONSTRUCTION. Named for what Genesis does with the building. UNASSIGNED = both, the default.

4a. Power Vocabulary

Term Meaning
PU Power Units. A rate. Generator output, building draw, conduit capacity and transformer ratings are all PU.
PU·s Energy. A rate held for a time. Accumulator capacity and the energy content of a fuel item are PU·s. A Smelter drawing 30 PU for ten seconds spends 300 PU·s.
Grid A set of buildings sharing supply. Regions joined only by distribution stay separate grids until linked by transmission or a Power Conduit. Conduits link grids; they never merge them.
Connection Whether a building is on a grid at all. A fixed radius, topological.
Reach Whether usable power actually arrives. Electrical, and it contracts as circuit load rises. A building can be connected and still receive nothing.
Shed A building switched off by the power system to protect the grid. Not a fault in the building. Two independent causes: grid deficit and local under-voltage.
Brownout The condition, not the mechanism. Covers both shed causes; say which one is meant.
CER Core Energy Rating. Seeded per planet, 200–2800 PU, and the only generation figure unknown until the planet exists.

Authority for all of these is [25_Power System Design](<../01_Design Documents/Systems/25_Power System Design.md>). Storage is measured in PU·s and not in PU, which is the one unit error already made once in the vault.


4b. War Vocabulary

Term Meaning
Gate The building in a world that links it to a war. Has throughput, latency and a continuous power draw. One gate, one concurrent war, maximum three. Powered down between wars.
Forward Depot A faction's shared warehouse at a war, and the destination of every friendly gate. Holds only what was delivered and can run dry. Free draw for faction members.
Supply umbrella The area within which a mothership or depot delivers supply. Equal to drone round-trip range from the pit — a battery, not an arbitrary circle. Area-based, matching power is area-based on the planet.
Command range Maximum operating distance of a ship from its mothership, beyond which it is out of contact and must return. Per class.
Contribution Goods delivered through a gate to a Forward Depot. A permanent, account-scoped record, not a currency. Also literally the depot's stock.
Credits A combat reward, earned by destroying enemy ships. War-scoped. Splits between faction upgrades and a personal settlement share.
Engineering Points Granted by player levels. Buys Engineering Research, which is capacity and efficiency only. Account-scoped.
Adrift A ship disabled by critical module loss.
Derelict An abandoned adrift ship. Salvage for anyone.
Recovery Bringing a stranded or crippled mothership home. Exists for motherships only; escorts are left where they fall.
Stranded A mothership that cannot withdraw, usually for want of fuel or a closed gate. Not destroyed.

4c. Measurement Vocabulary

Three kinds of number. They are never combined.

Kind Test Example
Efficiency Has a denominator: output per unit spent fuel efficiency, ammunition efficiency
Power Has units over time offensive power, in kills per minute
Coverage / capacity A fact, spatial or counted armour coverage per face, storage capacity

Efficiency needs a denominator. Power needs units. Coverage is a fact.

A single aggregate is rankable, and anything rankable gets optimised until every player builds the same thing. See [34_Ship & Mothership Editor Design](<../01_Design Documents/Systems/34_Ship & Mothership Editor Design.md>) → What the Editor Shows.


5. Deprecated Words

Do not use these, anywhere — prose, code identifiers, UI labels or asset filenames.

Deprecated Use instead Why
Multiplayer (bare, where the form matters) Co-op or war multiplayer Two systems, two release dates. See §0b
Phase 1 / Phase 2 / Phase 3 (bare, no axis) Release phase N or development phase N Two unrelated axes share the word. See §0a. There is no release Phase 3
Milestone (meaning a progression beat) Beat 36_Progression Arc Design calls them beats. Milestone means an M<phase>.<n> entry in ROADMAP
Chest, Storage Chest, Buffer Chest Silo (solids), Tank (fluids and gases) Canonical §7 deprecates the word entirely
ChestMode StorageRole Same rename
STORE (StorageRole value) DEPOSIT GENERAL and STORE both read as the broad role, which is what UNASSIGNED means
GENERAL (StorageRole value) DEPOSIT Superseded before implementation
Organic carbon, bio-polymer crops wood or algae Both duplicated a substance that already existed
Fast-growth timber wood Same duplication
raw_biomass raw_wood ✅ Applied 2026-08-30 (OI-286). It was named at the category level rather than the substance level. biomass is the family; wood is the substance. Whether algae joins that family is OI-262
Solar Collector Solar Panel One building, two names. Solar Panel wins: 13 documents to 6, and solar_panel.tres ships
Shaft, generic Shaft, PLACE_SHAFT Item Lift, Fluid Riser, Power Conduit Container-plus-contents is replaced by three specific structures
Splitter, Merger, Filter Splitter Router Collapsed into one building
IoConnector, PipeConnector Port Replaced by configurable ports on the base
Tier, ResourceTier substance and phase Conflated production depth with transport medium, so some resources could not be described
Form (as a stored field) phase A stored form would be a denormalised copy of phase — the same mistake tier made
Medium (as a resource property) phase Medium describes the mechanism, not the resource
Module Expansion (research node) Module Technology Slots are not researched
Module stacking, stack order (nothing — removed) Modules sit in fixed roof slots and do not stack
Cel-shader, outline pass (nothing — removed) Style is PBR plus emission mask
Category accent colour (nothing — removed) Buildings are distinguished by silhouette
Factory Overview (F) Right flap tabs Removed in 09_UI-UX v0.6
Session (meaning the whole playthrough) World The word was doing two jobs. A session is one sitting; a world is the save. See §0
Control tether Command range Did not say what range it referred to
Dead in the water, adrift-as-idiom Adrift Nautical. There is no water.
Towed Recovered Nautical
Armour efficiency, design efficiency, overall rating (nothing — forbidden) Armour has no output, so no denominator exists. A single design score is rankable and destroys creative variety. See §4c
APR as a probability input APR as a rate The win-probability formula is removed; APR is ships destroyed per tick and supply consumed per tick

Words that are still fine but often confused: tier remains correct for research tiers and alien tiers. It is only deprecated as a resource field.


6. Schema — as it exists today

Recorded so the gap between current code and the decided model is visible. This is the current state, not the target.

ResourceDefinition

Field Type Notes
id String Stable handle. Referenced by recipes and save files.
display_name String
category StringName The family. Optional — populated only where substances are interchangeable in recipes. Empty on all five components.
substance StringName What it is specifically.
type Type RAW / REFINED / COMPONENT.
phase Phase SOLID / LIQUID / GAS. Determines transport.

FluidDefinition

Separate class from ResourceDefinition, joined only by a shared id. Nothing enforces that a fluid resource has one — this is how Chemical Gas ended up with no fluid properties (OI-277).

Field Type Notes
id String
display_name String
viscosity float 0.1 thin to 1.0 thick. Currently unread (OI-283).
density float Currently unread (OI-283).
flammable bool
min_temp / max_temp / base_temp float
colour Color

BuildingDefinition

Field Type Notes
id, display_name String
category BuildingCategory No Environmental or Waste value exists (OI-017).
grid_size Vector2i Footprint. Determines port count per face and module slot count. Some values disagree with the docs (OI-256).
model_scene PackedScene
base_color Color ⚠️ Category colour-coding is removed from design.
power_draw, power_output float Read by nothing; power is unsimulated.
max_input_slots, max_output_slots int ⚠️ To be deleted (OI-301). Ports replace them: any port can be INPUT or OUTPUT and port count derives from footprint.
inventory_capacity int
accepted_recipe_ids Array[String] Resolved against RecipeRegistry at runtime.
output_resource_id String For non-recipe producers.
production_ticks int
fluid_output_id String
fluid_output_pressure float
behaviour_script Script
base_module_slots int ⚠️ Design derives slots from footprint + Machine Mk. Relationship to this field undecided.

RecipeDefinition

Field Type Notes
id String
inputs Dictionary resource_id → count. ⚠️ Item-only. No building can consume a fluid as a production input (OI-001).
output_resource_id String Single output.
output_amount int
production_ticks int

7. Terms Not Yet Defined

Listed so they are not settled by accident. Do not invent a meaning; add it here when it is decided.

Term Open item
Container capacity, which 41_Fluid Packaging & Carriage Design §6 makes a free parameter OI-363
How the insulated tank wagon loses heat OI-376
Cache box sizes, and whether size affects drone speed or battery OI-281
Whether substance, viscosity and density earn their place OI-283
Whether Algae is a distinct resource or an intermediate OI-262
Flue capture ceiling OI-263
How belt Mk tiers compose with Base Mk port throughput OI-282
How a player reconfigures a port OI-259
Whether quantum travel replaces ship travel time or runs parallel OI-274
Simulation Level payoff — what higher levels actually reward OI-285
Which systems get a per-system simulation override OI-285
Standard pressure — the reference attrition rate defensive power is quoted against editor
The RECLAIM naming collision between Outpost storey scale and planet-scale Restoration restoration

Open items for this document are tracked in docs/open-items.md.


8. Revision History

Version Date Changes
0.11 2026-09-13 Ship economy vocabulary defined: Block (a design version — ⚠️ never "Mk", which is a building concept per Canonical §4), refit, decommission, the salvage rule that prices both, and wreck (ship) as distinct from a building wreck, since a building is restored in place and a ship must be gone and got.
0.10 2026-09-11 Cylinder and the ambient rule defined, following 41_Fluid Packaging & Carriage Design v0.2. The container family is picked by state at ambient (solid rides as an item, liquid in a barrel, gas in a cylinder), which makes the answer unique by construction; the cylinder is the family that tiers, its rungs widening temperature range. ⚠️ Cylinder rungs are named, never "Mk" — Mk is a building concept per Canonical §4 and a container is an item, which would have been the fourth word in this vault doing two jobs. Two stale OI-272 rows in §7 replaced, that item having closed.
0.9 2026-09-05 Phase values corrected. The seam is war, not the planet surface: Phase 1 is everything except war, Phase 2 is war. Three releases across two phases, and both the Launch release and the Space Update are Phase 1. Phase: field values updated accordingly.
0.8 2026-09-05 The Phase: field convention recorded in §0a, applied across all 47 design documents. Four permitted values; a document spanning more than one says which part goes where.
0.7 2026-09-05 §0b Multiplayer Vocabulary added, closing OI-355. Multiplayer is the umbrella; co-op (more than one account in one world) ships in Phase 1, war multiplayer (many worlds into one war instance) ships in the War Update. Bare multiplayer deprecated where the form matters.
0.6 2026-09-05 §0a Phase Vocabulary added. The word phase runs on two unrelated axes: release phase (two, owned by 02_Scope) and development phase (the build order, owned by ROADMAP, whose M<phase>.<n> IDs are an interface and are never renumbered). Bare Phase N deprecated, along with milestone meaning a progression beat, which is now beat.
\1 §0 Scope Vocabulary added — world, session, account, planet, war — resolving the overloaded word session, which had meant both a sitting and a whole playthrough. §4b War Vocabulary and §4c Measurement Vocabulary added. Six deprecations recorded, including control tether, the nautical idioms, and armour efficiency.
0.4 2026-08-29 Lossy loop added, pointing at the new Canonical §12b.
0.3 2026-08-29 Storage vocabulary: Silo holds one substance, capacity in units, Tank mirrors it, packing station and packing module added, and buffer distinguished from storage. unit_size added. §6 schema updated now ResourceTier is actually gone.
0.2 2026-08-28 category, substance, type and fuel_value added. Wood and Algae un-deprecated — they are substances in category biomass; raw_biomass is deprecated instead, being named at the category level.
0.1 2026-08-28 Initial draft. Resource, building, transport and storage vocabulary; deprecated word list with replacements; current schema for the four definition classes; undefined terms listed against their open items.
0.3 2026-08-29 Added §4a Power Vocabulary: PU against PU·s, grid, connection against reach, shed, brownout, CER. The PU/PU·s split is recorded because the vault had already made that error once, describing accumulator storage as a rate.