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This file is append-only history for items that used to be open. Never delete or renumber a row. When an open item closes, move its row here and add how it resolved.

ID Area Item Intent steer Detail lives in Blocked by Priority Raised Resolved
CI-001 art Get the real camera numbers. - 06_Design Session Decision Log -> Camera - DO FIRST 2026-08-25 Done 2026-08-26. Read from src/world/CameraRig.gd and scenes/main.tscn: perspective, 75 degree FOV, fixed 50 degree pitch, zoom 5-40 default 20, yaw orbit exists.
CI-002 docs Save 06_Design Session Decision Log.md to the vault. - PC Action List -> B - HIGH 2026-08-25 Done. File lives at docs/04_Project Management/06_Design Session Decision Log.md.
CI-003 docs Save PC Action List.md to the vault. - PC Action List -> B - HIGH 2026-08-25 Done, then superseded by docs/open-items.md and deleted during consolidation.
CI-004 docs Save 07_Art Direction Style Bible.md to the vault. - PC Action List -> B - HIGH 2026-08-25 Done. File lives at docs/03_Art & Audio/07_Art Direction Style Bible.md.
CI-005 docs Save 23_Port System Design.md to the vault. - PC Action List -> B - HIGH 2026-08-25 Done. File lives at docs/01_Design Documents/23_Port System Design.md.
CI-006 docs Save 24_Module System Design.md to the vault. - PC Action List -> B - HIGH 2026-08-25 Done. File lives at docs/01_Design Documents/24_Module System Design.md.
CI-007 docs Save 25_Power System Design.md to the vault. - PC Action List -> B - HIGH 2026-08-25 Done. File lives at docs/01_Design Documents/25_Power System Design.md.
CI-008 docs Save 26_Pollution, Waste & Organic Systems Design.md to the vault. - PC Action List -> B - HIGH 2026-08-25 Done. File lives at docs/01_Design Documents/26_Pollution, Waste & Organic Systems Design.md.
CI-009 docs Save 28_Restoration - Third Endgame Path.md to the vault. - PC Action List -> B - HIGH 2026-08-25 Done. File lives at docs/01_Design Documents/28_Restoration - Third Endgame Path.md.
CI-010 docs Save 03_Data Pipeline & Design Console - Plan.md to the vault. - PC Action List -> B - HIGH 2026-08-25 Done. File lives at docs/02_Technical Documents/03_Data Pipeline & Design Console - Plan.md.
CI-011 docs Save 00_Canonical Design Facts.md to the vault. - PC Action List -> B - HIGH 2026-08-25 Done. File lives at docs/04_Project Management/00_Canonical Design Facts.md.
CI-012 docs Save 20_Belt Logistics - The Router.md to the vault. - PC Action List -> B - HIGH 2026-08-25 Done. File lives at docs/01_Design Documents/20_Belt Logistics - The Router.md.
CI-013 docs Save 22_Trains & Rail.md to the vault. - PC Action List -> B - HIGH 2026-08-25 Done. File lives at docs/01_Design Documents/22_Trains & Rail.md.
CI-014 docs Save 03_Idea - Network, IoT & Factory Automation.md to the vault. - PC Action List -> B - NORMAL 2026-08-25 Done. File lives at docs/00_Ideas/03_Idea - Network, IoT & Factory Automation.md.
CI-015 docs Save 04_Idea - Quantum Silo.md to the vault. - PC Action List -> B - NORMAL 2026-08-25 Done. File lives at docs/00_Ideas/04_Idea - Quantum Silo.md.
CI-016 docs Save base_chevron_explainer.html to the vault. - PC Action List -> B - NORMAL 2026-08-25 Done. File lives at docs/05_Reference/base_chevron_explainer.html.
CI-017 docs Reconcile 04_Factory module section to fixed roof slots. - PC Action List -> C1 - HIGH 2026-08-25 Done 2026-08-26.
CI-018 docs Reinstate power poles in 04_Factory. - PC Action List -> C1 - HIGH 2026-08-25 Done 2026-08-26.
CI-019 docs Relabel configurable connection range as backend tuning. - PC Action List -> C1 - HIGH 2026-08-25 Done 2026-08-26.
CI-020 docs Reclassify Chemical Gas as a fluid in design. transport medium decides PC Action List -> C1 - HIGH 2026-08-25 Done 2026-08-26. Data intentionally left unchanged pending fluid-input path.
CI-021 logistics Collapse Splitter, Merger, and Filter Splitter into Router in design. - PC Action List -> C1 - HIGH 2026-08-25 Done 2026-08-26.
CI-022 storage Document the shipped ChestMode / future StorageRole system. - PC Action List -> C1 - HIGH 2026-08-25 Done 2026-08-26 in 04_Factory.
CI-023 docs Extract shared tables from authority documents instead of copying them. - PC Action List -> C1 - NORMAL 2026-08-25 Done 2026-08-26. Five tables verified byte-identical.
CI-024 docs Rewrite CLAUDE.md / root AI wrapper state against current code. - PC Action List -> C6 - HIGH 2026-08-25 Done 2026-08-26. Root issue was AGENTS.md; wrappers are thin pointers again.
CI-025 tooling Fix npm run check:ai and npm run check:docs not running on the PC. - PC Action List -> C6 - HIGH 2026-08-26 Done 2026-08-26 by installing PowerShell 7.6.5.
CI-026 vertical Design vertical power routing across levels. - PC Action List -> G - HIGH 2026-08-25 Done. See Vertical Transport & Cross-Level Power.md.
CI-027 art Lock exact palette hex values. - 06_Design Session Decision Log -> Open Questions - HIGH 2026-08-25 Resolved in 07_Art Direction Style Bible section 1.
CI-028 art Restate grid unit to Blender unit ratio for the new style. - 06_Design Session Decision Log -> Open Questions - HIGH 2026-08-25 Resolved in 05_Asset List & Delivery Specification: 1 Godot unit = 1 grid cell = 1 metre.
CI-029 art Decide category accent colours versus locked palette. - 06_Design Session Decision Log -> Open Questions - HIGH 2026-08-25 Resolved. Category colour-coding dropped; buildings are distinguished by silhouette and Accent Orange is the only accent.
CI-030 storage Decide whether to collapse two solid storage buildings. - 06_Design Session Decision Log -> Open Questions - HIGH 2026-08-25 Resolved. One Silo, capacity by Mk.
CI-031 power Decide whether Mk levels increase power draw. - 25_Power System Design -> Mk Levels and Power Draw - HIGH 2026-08-25 Resolved. Yes, both Base Mk and Machine Mk increase power draw.
CI-032 power Decide above-ground / underground / belt interaction with power routing. - 25_Power System Design -> Open Questions - HIGH 2026-08-25 Resolved in Vertical Transport & Cross-Level Power.md: one shaft per type, conduits are rated links, transmission horizontal-only.
CI-033 pollution Decide whether pollution travels between vertical levels. - 26_Pollution, Waste & Organic Systems Design -> Pollution and Vertical Levels - HIGH 2026-08-25 Resolved. Air does not travel between levels; ground contamination leaches downward.
CI-034 pollution Decide pollution HUD readout. - 26_Pollution, Waste & Organic Systems Design -> Open Questions - NORMAL 2026-08-25 Resolved. Pollution tab specced in 17_HUD Panel Flap.
CI-035 power Decide whether transformers use the standard base/port system. - 25_Power System Design -> Transformers Use the Standard Base - NORMAL 2026-08-25 Resolved. Transformers use the standard base with all ports disabled.
CI-036 power Decide transmission line blocking model. - 25_Power System Design -> Transmission Line Clearance - NORMAL 2026-08-25 Resolved. Height-based clearance for horizontal transmission.
CI-037 power Decide whether Outpost Mode and main game share power code. - 25_Power System Design -> Shared Power Code with Outpost Mode - NORMAL 2026-08-25 Resolved. Share the solver, not content.
CI-038 logistics Decide what happens when a filtered Router output backs up. priority is overflow 20_Belt Logistics - The Router -> Priority IS the overflow mechanic - NORMAL 2026-08-25 Resolved. Backed-up output loses its turn and items waterfall to the next priority.
CI-039 logistics Decide whether the Incinerator recovers anything. capped below embodied energy 20_Belt Logistics - The Router -> The deliberate way out - NORMAL 2026-08-25 Resolved. It recovers heat as power, never profitably.
CI-040 trains Decide whether trains require Fuel Cells or abstract locomotive power. - 22_Trains & Rail -> Related Existing Question - NORMAL 2026-08-25 Resolved. Neither; fuel type distinguishes locomotive types.
CI-041 research Resolve Research Tree open questions as of v0.3. - 08_Research Tree Design -> Open Questions - NORMAL 2026-02-28 Resolved in v0.3 revision history.
CI-042 ui Decide Tutorial/onboarding UI. - 09_UI-UX Design Document -> Open Questions - NORMAL 2026-03-31 Resolved. Guided step-by-step tooltips overlaid on real session, skippable, Genesis as guide voice.
CI-043 art Decide Genesis visual design in the old art document. flying bot, compact head, visor laser, no legs 01_Art Direction Document -> Open Questions - NORMAL 2026-02-22 Resolved in the old art document; later canonical status is tracked separately in OI-129.
CI-044 art Decide whether crashed ship wreckage is fixed or procedural. fixed asset 01_Art Direction Document -> Open Questions - NORMAL 2026-02-22 Resolved. Fixed asset.
CI-045 art Decide how rail tracks look in the old low-poly style. slightly raised above terrain 01_Art Direction Document -> Open Questions - NORMAL 2026-02-22 Resolved. Slightly raised above terrain.
CI-046 logistics Decide whether belts are flat or raised. slightly raised 01_Art Direction Document -> Open Questions - NORMAL 2026-02-22 Resolved. Slightly raised above terrain.
CI-047 art Decide whether day/night affects building glow intensity. yes 01_Art Direction Document -> Open Questions - NORMAL 2026-02-22 Resolved. Emissive glow increases at night and dims during day in the old design.
CI-048 world Decide whether planets have names. procedurally generated by default 05_World Generation & Planet Types -> Open Questions - NORMAL 2026-02-26 Resolved. Planets have procedural names by default.
CI-049 world Decide whether players can rename planets. yes 05_World Generation & Planet Types -> Open Questions - NORMAL 2026-02-26 Resolved. Any landed planet can be renamed for the session.
CI-050 world Decide starting planet naming. fixed lore name 05_World Generation & Planet Types -> Open Questions - NORMAL 2026-02-26 Resolved. Fixed lore name, not procedural; exact name remains in World Bible scope.
CI-051 outpost Decide whether Outpost co-op uses both Genesis bots or one. one Genesis 06_Outpost/01_Outpost Mode Overview -> Open Questions - NORMAL 2026-03-13 Resolved. One Genesis.
CI-052 outpost Decide whether enemies attack Genesis. aliens yes, external drones no, internal drones yes 06_Outpost/01_Outpost Mode Overview -> Open Questions - NORMAL 2026-03-13 Resolved. Aliens and internal drones attack Genesis; external drones do not.
CI-053 outpost Decide physical presence versus remote management panel for Commander role. physical presence only 06_Outpost/01_Outpost Mode Overview -> Open Questions - NORMAL 2026-03-13 Resolved. Physical presence only.
OI-024 research Rewrite Research Tree Branch 8 for Module Technology, fixed slots, and no stacking. - 08_Research Tree Design -> Branch 8; 24_Module System Design -> Research node names - HIGH 2026-08-25
OI-016 pollution Decide whether waste systems get their own research branch or join an existing branch. - 26_Pollution, Waste & Organic Systems Design -> Waste Handling - Three Choices OI-242 HIGH 2026-08-26 Decided 2026-08-27. Branch 9, Environmental - waste treatment, remediation and farming together. Building count was the weakest argument; discoverability of an endgame path was the strongest. Restoration is canonical as one of three endgame routes (Canonical section 12), and a route whose toolset is scattered across branches named for other things is not a route. The three systems are coupled by real dependencies, not theme: farms feed Soil Remediation, farms feed the Biomass Burner, recycled organic waste feeds farms as fertiliser. It also has a genuine Tier 1 anchor in the Biomass Burner, so the branch is not a locked region the player can see but not enter. Implementation is OI-248, blocked on OI-247.
OI-012 docs task Merge Vertical Transport & Cross-Level Power.md into 06_Vertical Layers & Core Power System.md, then remove the root-level addendum. - - - HIGH 2026-08-25
OI-014 code task Replace the PLACE_SHAFT Genesis task with type-specific vertical placement tasks. - 06_Vertical Layers -> Shafts OI-013 HIGH 2026-08-25
OI-015 power undecided Resolve Solar Panel vs Solar Collector naming. - 06_Vertical Layers -> Open Questions - NORMAL 2026-08-25
OI-034 docs task Add Restoration as a third endgame path in 01_Master GDD. - 28_Restoration - Third Endgame Path; Pollution -> Restoration as a third endgame path - HIGH 2026-08-25
OI-002 ports task Check git history for why the pre-Feb 2026 port/connector-slot system was removed. - 23_Port System Design -> Inherited Constraints - DO FIRST 2026-08-25
OI-268 farming task Correct Biomass Burner fuel from "Wood (solid belt)" to raw_biomass. - 25_Power System Design -> Source Table; 04_Factory -> Power Buildings - HIGH 2026-08-27
OI-269 farming task Rewrite Pollution section 7: three crops become two families. - 26_Pollution, Waste & Organic Systems Design -> Organic Farming - HIGH 2026-08-27
OI-247 design defect 25_Power System Design and 26_Pollution, Waste & Organic Systems Design both assert an organic production chain that does not exist. No resources, no buildings, no recipes. Pollution section 7 lists fast-growth timber, algae and bio-polymer crops as farm outputs; none is defined (raw_wood appears in zero files, algae and biofuel in none). No farm building exists anywhere in the vault - only building_biomass_harvester, which extracts wild biomass, a different thing from cultivated crops. Consequences today: the Biomass Burner is a generator with undefined fuel (25_Power System Design section 5.1 gives it "Wood (solid belt)"), and Soil Remediation consumes an organic input nothing produces. This is the same "already specced" failure recorded against Geothermal Tap and Core Power Station - a document asserting something exists is what stops anyone checking. Needs a design pass that invents the chain, not a reconciliation pass; wants a conversation rather than a prompt. - 26_Pollution, Waste & Organic Systems Design -> Organic Farming; 25_Power System Design -> Source Table; 04_Factory -> Power Buildings - DO FIRST 2026-08-27
OI-062 logistics undecided Decide whether a Fluid Router exists or pipes junction implicitly. - 20_Belt Logistics - The Router -> What Stays Separate OI-004 NORMAL 2026-08-25
OI-271 data task Give Chemical Gas a phase, in three steps that must move together. A Router is configured ITEM / LIQUID / GAS and a gas Router cannot route liquid, but nothing in the code says which fluids are gases. (1) Add enum Phase { LIQUID, GAS } and @export var phase to FluidDefinitionnot a new ResourceTier value, which would turn every tier == FLUID check into a two-way test, contradict Canonical section 3, and renumber an enum serialised as a raw int into .tres. (2) Create data/fluids/raw_chemical_gas.tres as a FluidDefinition and set phase = GAS; it does not exist today, so Chemical Gas has no viscosity, density or temperatures and nowhere to put a phase. (3) Retype data/resources/raw_chemical_gas.tres to tier = 4 (OI-010). Any one alone leaves an inconsistent resource. enum on FluidDefinition, never a new tier 06_Design Session Decision Log -> Transport & Logistics; FluidDefinition.gd; ResourceDefinition.gd OI-010 HIGH 2026-08-27
OI-131 logistics undecided Design drones/delivery bots beyond the current four bullets. Settled 2026-08-27: fluid only via barrels (OI-272) or a fluid-carrier variant; battery-limited with a recharge cycle; drones draw power by hooking onto power poles, giving the distribution tier a second job; drones cannot fly underground and change level through a vertical shaft, so underground logistics stays belts, pipes and rail. Still undesigned: payload, range, speed, Drone Port behaviour, routing, fleet rules, and whether power cost is per-trip or port-side. Drone Port, routes, payload, charging 06_Design Session Decision Log -> Transport & Logistics - DEFERRED 2026-08-25
OI-312 docs task State the lossy-loop guard rail once, as a principle, and reference it from each system. It now appears four times independently: Incinerator heat recovery, the flue capture ceiling, nuclear reprocessing, and box recycling. The principle is that a loop which closes completely removes the decision it was meant to create. Four occurrences is a pattern, and restating it per system invites one of them being written without it. Natural home is 00_Canonical Design Facts. one statement, referenced from each system 06_Design Session Decision Log -> Cache Boxes - HIGH 2026-08-29
OI-275 logistics task Write a Transport & Logistics design document once the carrier discussion completes. Decisions currently live only in the decision log: belts as queues versus pipes as pools, the Router's three configurations, drone barrels/charging/underground exclusion, and quantum travel's scope. Carriers still to cover when the session resumes. - 06_Design Session Decision Log -> Transport & Logistics - HIGH 2026-08-27
OI-041 tooling undecided Decide the doc naming rule and make npm run check:docs match it. Now reports 21 findings, and at least two are false positives: open-items.md and closed-items.md are flagged as root-level strays, but they live at docs/ root deliberately and AGENTS.md points at that exact path. Of the 18 NN_ prefix findings, 10 are files cited by exact path in the 04_Factory Design Document Index, so renaming them would break the index. The likely answer remains narrowing the check, not renaming the docs. Genuine strays: ROADMAP.md and ROADMAP-COMPLETED.md. narrow the check, do not rename AGENTS.md -> Design Document Index - HIGH 2026-08-26
OI-007 docs task Fix 01_Master GDD camera wording; orbit is implemented, not pan-and-zoom only. - - - HIGH 2026-08-26
OI-011 docs task Merge HUD Pollution Tab Specification.md into 17_HUD Panel Flap.md, then remove the root-level addendum. - - - HIGH 2026-08-25
OI-013 docs defect Replace the generic Shaft model with Item Lift, Fluid Riser and Power Conduit in the remaining documents. 06_Vertical Layers is done (2026-08-27); 01_Master GDD, 08_Research Tree Design, 03_Procedural Generation Reference and 06_Design Session Decision Log still reference the generic Shaft. The Decision Log is append-only and should be left alone. - 06_Vertical Layers -> Vertical Structures - NORMAL 2026-08-25
OI-021 docs defect Remove the obsolete Global Factory Overview F section and related tutorial references. - - - HIGH 2026-08-26
OI-022 docs defect Remove stale emissive level ramp references from 24_Module System Design. - - - HIGH 2026-08-26
OI-005 power task Define brownout shedding hysteresis, staged shedding, shutdown threshold, and recovery threshold. recovery threshold strictly above shutdown threshold 25_Power System Design -> Implementation Trap - Brownout Oscillation - DO FIRST 2026-08-25
OI-079 power undecided Decide all PowerTuning loss and range placeholder values. - 25_Power System Design -> Backend Tuning Values - HIGH 2026-08-25
OI-082 power undecided Decide voltage drop coefficient and load-to-reach curve shape. - 25_Power System Design -> Open Questions - HIGH 2026-08-25
OI-086 power undecided Decide whether under-voltage is its own status state or shares amber with stalled. - 25_Power System Design -> Brownout reads on the base rings - NORMAL 2026-08-25
OI-101 power undecided Decide Incinerator and Air Scrubber power draw. - 04_Factory -> Waste & Environmental Buildings - HIGH 2026-08-26
OI-104 power undecided Decide generator output values for Biomass Burner, Nuclear Reactor, Geothermal Tap, and Core Power Station. very low; high; moderate-high; very high 04_Factory -> Power Buildings OI-001 for Nuclear Reactor HIGH 2026-08-26
OI-003 ports undecided Decide direct building-to-building transfer between touching ports. allow at reduced rate 23_Port System Design -> Direct Building-to-Building Transfer - DO FIRST 2026-08-25
OI-060 ports undecided Decide Base Mk throughput multipliers. - 23_Port System Design -> Base Mk - Port Upgrades - NORMAL 2026-08-25
OI-065 logistics undecided Decide whether a Router can feed another Router directly port-to-port. - 20_Belt Logistics - The Router -> Open Questions - NORMAL 2026-08-25
OI-058 ports undecided Decide default port state: all disabled or auto-enable on adjacent belt. deferred to playtest 23_Port System Design -> Port configuration - NORMAL 2026-08-25
OI-259 ports undecided No named mechanism for a player reconfiguring a port. 23_Port System Design section 9 removes PLACE_CONNECTOR and PLACE_PIPE_CONNECTOR and says ports come into existence with their building, but never says how a player changes a port from DISABLED to OUTPUT, or sets a filter. Either it is an instant UI action - which collides with the AGENTS.md rule that all placement is queued as a Genesis task, never instant - or it is a new task type such as CONFIGURE_PORT. This decides whether GenesisTask.Type shrinks by two or shrinks by two and grows by one, so it blocks the refactor. - 23_Port System Design -> Genesis Task Types; GenesisTask.gd:11-21 - HIGH 2026-08-27
OI-258 testing task Write end-to-end transport scenarios BEFORE the port refactor, against the current system. There is no GUT test and no ScenarioTestRunner scenario anywhere that exercises producer -> connector -> belt -> connector -> consumer. The three existing scenarios are all Genesis fetch/carry/build. The refactor replaces the item-transport mechanism with zero regression coverage on the behaviour being replaced, so scenarios must be written first to be runnable before and after. write against the current system first ScenarioTestRunner.gd:93-105; AGENTS.md -> Testing Scope - DO FIRST 2026-08-27
OI-320 ui task Recipe selection is not designed anywhere. accepted_recipe_ids is multi-valued in shipping data - Assembly Machine and Advanced Assembly carry three recipes each, Press Machine and Advanced Press two - but no document says how a player picks one. Nothing in 04_Factory or 09_UI-UX Design Document covers it. It is a prerequisite, not a nicety: 23_Port System Design §5.1b makes recipe selection step 2 of three, and §5.1c gates inbound port auto-enable on it, so a building with no recipe accepts nothing. Needs: where the choice lives (Building Detail Panel, beside port config), whether a single-recipe building shows the control at all, how extraction buildings present in the same panel, and what a recipe change does - to a running job, to buffered inputs, to auto-enabled ports (they follow the new recipe, their filter being empty) and to explicitly filtered ports whose filter the new recipe cannot use, which should be surfaced rather than silently cleared since the player set them deliberately. panel owns recipe and ports together; never silently clear a player's filter 23_Port System Design -> §5.1b, §5.1c; 04_Factory -> Recipes; BuildingDefinition.gd - HIGH 2026-08-30
OI-020 storage undecided Resolve the two-solid-storage-building conflict; canonical design has one Silo. - AGENTS.md -> Known Code/Design Divergences; 04_Factory -> Storage Buildings - HIGH 2026-08-26
OI-059 ports undecided Verify one port per face is enough throughput for the 1x1 Silo. - 23_Port System Design -> Port count OI-020 HIGH 2026-08-25
OI-063 logistics undecided Decide whether the Smart Buffer remains distinct now that ports filter. - 20_Belt Logistics - The Router -> Open Questions OI-020 HIGH 2026-08-25
OI-068 storage undecided Decide Silo capacity curve. suggested 500 / 1000 / 2000 - OI-020 NORMAL 2026-08-25
OI-069 storage undecided Decide whether Mk raises how many distinct resource types a Silo can hold. would make Mk3 Silo a sorting hub 06_Design Session Decision Log -> Open Questions OI-020 NORMAL 2026-08-25
OI-242 research defect The research tree was never updated for any of the design work, and may describe a system that no longer exists. Not four separate gaps - one fact with four consequences (OI-243, OI-006/OI-016, OI-244, OI-245). Scoped individually they look like four small gaps; scoped together, research is the least reconciled system in the vault. Decide whether the tree is amended in place or rebuilt against current design. - 08_Research Tree Design; 25_Power System Design -> The Three Tiers; 26_Pollution, Waste & Organic Systems Design -> Waste Handling - Three Choices - DO FIRST 2026-08-27
OI-006 research undecided Decide the research unlock path for waste, environmental, and new generator buildings. - 26_Pollution, Waste & Organic Systems Design -> Waste Handling - Three Choices OI-242; OI-248 DO FIRST 2026-08-26
OI-243 research defect 04_Factory and 08_Research Tree Design describe two different research trees under the same name. Nine of ten node names taken from 04_Factory appear nowhere in 08: Basic Logistics, Ore Processing, Basic Power, Advanced Logistics, Fluid Handling, Filter Logistics, Power Management, Rail Transport, Module Technology. Only Chemical Processing appears in both. Every research reference in the vault is therefore ambiguous about which tree it points at, including the Module Technology nodes written during the 04_Factory pass. Fix: 04_Factory's tree becomes a pointer, and the nine orphan names get audited - real design in 08 under different names, or genuinely absent. Run as its own pass once decided. 08 is the authority: it is the dedicated document, and 04_Factory calls its own version a summary 04_Factory -> Research System; 08_Research Tree Design -> Branch Overview - DO FIRST 2026-08-27
OI-025 research task Check Power research branch against the three-tier power model. - 25_Power System Design -> Open Questions - HIGH 2026-08-25
OI-087 power undecided Decide whether transmission needs its own research branch or extends Branch 2. - 25_Power System Design -> Open Questions OI-025 NORMAL 2026-08-25
OI-244 research defect Transmission has no research nodes. Canonical section 8 has Generation -> Transmission -> Distribution. Branch 2 unlocks Power Conduit and Power Pylon under Power Grid Expansion, but there are no transformer nodes, no transmission lines and no voltage tiers - and transmission is the entire research path in 25_Power System Design section 3.2. The tree has no way to reach it. Distribution correctly needs nothing, since poles are baseline. Adding nodes means inventing RP costs. - 25_Power System Design -> The Three Tiers; 08_Research Tree Design -> Branch 2 - HIGH 2026-08-27
OI-245 research defect Biomass Burner, Wind Turbine and Nuclear Reactor have no research nodes. Branch 2 covers Fuel, Solar, Core Power and Geothermal only. All three are specified in 25_Power System Design section 5.1 and were added to 04_Factory in the ten-buildings pass. Adding nodes means inventing RP costs. - 25_Power System Design -> Source Table; 08_Research Tree Design -> Branch 2 - HIGH 2026-08-27
OI-246 research task Audit the remaining 08_Research Tree Design branches (1, 3, 4, 5, 6, 7) against current design. Branch 8 and Branch 2 both proved stale, so the others should not be assumed current. - 08_Research Tree Design - NORMAL 2026-08-27
OI-248 research task Create Branch 9, Environmental - waste treatment, remediation and farming. Decision made (see closed OI-016); this is the implementation. Scope it as one pass that defines the organic chain and its research together, because nodes for buildings and resources that do not exist would just move the hole. Covers the five environmental buildings, the farm chain, and Restoration as a visible endgame route. Environmental, not Waste - farming belongs in it 08_Research Tree Design -> Branch Overview; 26_Pollution, Waste & Organic Systems Design - HIGH 2026-08-27
OI-322 research task Two node families are referenced by other documents but exist in no tree. Power Management gates the Power Priority System (04_Factory -> Power Priority System), and Bot Programming I/II gate the Construction Bot Bay and Genesis automation (01_Master GDD, and three places in 04_Factory). Both were defined only in the tier-gated 04_Factory listing deleted under OI-242, and because that listing contradicted the tree's structure they were never really in the tree at all - the fork made it look as though they were. This is the same class of gap as OI-244 and OI-245, and should be done with them rather than separately, since all three mean adding nodes and inventing RP costs in one balancing pass. Power Management belongs in Branch 2, Bot Programming in Branch 7 (Genesis Abilities) or Branch 1. Do not delete the four references - they state real design intent; it is the nodes that are missing, not the claims that are wrong. add the nodes, keep the references 08_Research Tree Design -> §0.2; 04_Factory -> Power Priority System; 01_Master GDD - HIGH 2026-08-30
OI-081 research undecided Verify no win-critical recipe sits behind an optional research branch. must not 25_Power System Design -> Mk is a build requirement, not a research node - HIGH 2026-08-25