Lanternhold

S10 — Scope audit

Parsed 91 asset rows from ART_BIBLE §10.2 (row counts expand '×N'; tiles count as one type each, since variants and autotile edges come from rules).

Milestone code (a) procedural (b) AI + lanternforge (c) total
M1 36 11 32 79
M2 32 10 56 98
M3 6 3 23 32
M4 2 3 14 19
all 76 27 125 228

M1 assets: A01 Sky gradient + dithered bands, A02 Stars, A03 Moon, phases, halo, reflection, A04 Clouds ×3 layers ×3, A05 Distant islands + windows, A06 Rain streaks + splashes, A08 Void gradient + deep shapes, A10 Light field + LUT resolve, A11 Atmospheric halos, A12 Flames, A13 Wisps + trails, A14 Flux haze: trace, sparkles, drift, tears, A15 Soil flux veins overlay, A18 Water surface, shimmer, reflections, A20 Pilot lights, A21 Machine overlays, A27 UI panels, frames, buttons, A28 Fonts ×3 ×3, A29a Essence glyphs, M1 set ×10 ×10, A30a Lens overlays ×2 ×2, A31a Watch and moon icon, A32 Moths, motes, A37a Plants: silverleaf ×2, B01 Grass/topsoil + tufts, B02 Soil, B03 Clay, B07a Bedrock, B11 Planks, B13 Glass, B14a Background walls ×2, B15 Ladder, platform ×2, B17 Roof shingles, C01 Player base pose, C02 Wick base, C04 Gleaner body, C07 Lantern Tree, C08 Alembic, C09a Research Desk ×3, C10a Hearth, bed, table, door, workbench ×5 ×5, C11a Lamps: candle, lantern, wisp lantern ×3 ×3, C14a Item icons, M1 set ×16 ×16

Effort model (assumption: thousands of lines of TS/Python including tests)

Milestone modules kLOC
M0 sim core: grid, tick, RNG streams, commands, save/load (1.4); palette + LUT tool, lanternforge v1 (clean, check) (1.0); test harness: determinism, conservation, golden scenes (0.8) 3.2
M1 flux (core passes) + light (2 channels, incremental) (1.0); water (cellular) + rain (0.6); player, physics, dig/place, inventory (1.2); research: Ledger, Crucible, Glass chain, 4 compounds (1.0); machines: desk, alembic, chest, jar, lamps, hearth (0.8); gleaner + dark-path flowfield + middens (0.8); renderer: index buffer, LUT resolve, sky/moon/clouds/rain/parallax, particles (2.0); procedural tiles (8 types) + autotile (0.7); UI: HUD, inventory, Ledger, flux & light lenses, Log (1.6); Wick, wisps, pond, tree, surface worldgen (0.8); tests for the above (1.5) 12.0
M2 structure/integrity + rubble (0.8); golems + chalk routes (1.2); pipes/logistics graph (0.8); fossil worldgen + keeper sites + journals (1.0); arranger, whisperer, warp T (1.0); weather Markov, wind, runoff, reservoir, R clouds (0.6); tests (1.2) 6.6
M3 buoyancy, tide, crystal charge, taps, augers, jettison (1.2); dimmer, hallucinations + 6 tells, Clarity Lens (1.2); crystal worldgen, lamps tier 2, bladders, separator, prism (0.8); map view, structure/buoyancy lenses (0.6); tests (1.0) 4.8
M4 roots growth/shove, stakes (0.8); Heart chamber, accumulators, 3 endings + endless modes (1.4); Foundered, Succession world-decay pass (0.6); tests (0.8) 3.6
M5 all compounds/blueprints as data, balance passes (0.6); accessibility, options, gamepad (0.8); polish, effects, onboarding (1.0) 2.4
1.0 total 32.6

Calibration: a focused 2D tile sim with cellular fluids, lighting, UI and tests typically lands at 25–45 kLOC. This plan is 33 kLOC, of which M0+M1 (the proof of the promise) is 15.2 kLOC.

← all sims · source: docs/sims/S10_scope.py