v0.6.1 — five of six playtest bugs: one button per train, and a load that has to go somewhere
Gameplay testing on 0.4.9d returned six reports. Five are fixed; the sixth could not be reproduced and is written up in TODO.md with the two questions that would pin it down. TWO TRAINS AT ONE PLATFORM ANSWERED TO ONE BUTTON. `porter.board` and `porter.detrain` carried no tray, so there was one button per platform however many trains stood at it and the reducer filled the first empty coach on the A/D tracks. `check` and the reducer were not even asking the same question: `check` skipped a train whose card refuses passenger work and the reducer did not. Both intents now carry an optional `trayId`, one function resolves the train and the coach for check/execute/reduce alike, `legal.ts` offers one candidate per train, and the label names it. A LOAD COULD BE MADE AND BROKEN WITHOUT GOING ANYWHERE. A Freight House could unload the boxcar it had just loaded; a platform could detrain the passengers it had just boarded. Full Revenue at both ends for a movement that never happened. Jesse's rule: a load made anywhere in an Office Area may not be broken anywhere in that Office Area, ever — it has to be carried to another district. The load carries the seat that made it (`RollingStock.origin`), stripped by `pooled` at every yard push. Measured at -0.60 +/- 0.10 Revenue a game (t = -6.1) over 400 paired deals: 78 worse, 3 better, 319 unchanged — free Revenue coming off the board, not a nerf. THE GROCER'S WAREHOUSE SHIPPED AND THE REFINERY RECEIVED. Both were `flow: 'both'` on the reading that "Freight House" was a collective term for exactly those two, and therefore what §9.3 described. The engine has dealt a Freight House CARD since before v0.4.9, so §9.3 names it and the argument goes. The card set agrees: all three Refinery modifiers grant +1 outbound. Refinery outbound-only, Grocer's inbound-only, Freight House the one two-way industry — which leaves exactly the one same-district pairing the rule above refuses. NOT REPRODUCED: cars left behind when backing up over them. Five layouts tried, including cars spotted at an industry; every one couples the lot. Three are pinned in `apply.test.ts`. One way to create such cars was closed anyway — `flyingSwitch` wrote its cut past `carsOn`. Both published replays that had gone dead were re-recorded; a rules change retires a save, and `harness.test.ts` is what catches it. The same change ships as v0.4.9e on the 0.4.9 line, branched from the v0.4.9d commit — the engine files these fixes touch are identical across the two lines, so the patch applied cleanly both ways. Also carries the two "Queued 2026-08-22, from playing on StartOS" TODO items that were staged before this work started (Games in Progress readability, and getting back into a game after losing a browser). They are notes, and items 9-12 below them are numbered against them. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011nbvwWMef8CuEP6t5cgkTv
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Claude Opus 5
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@@ -42,14 +42,14 @@ Operational Rail wheel icon, an industry track of the stated length, Laborer ico
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| --- | --- | --- | ---: | ---: | ---: | ---: | ---: |
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| Mine Tipple | Hopper | Outbound only | 3 | 3 | — | 4 | 2 |
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| Produce Shed | Reefer | Outbound only | 2 | 2 | — | 3 | 2 |
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| Grocer's Warehouse | Boxcar | Both | 1 | 1 | 1 | 3 | 3 |
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| Oil Refinery | Tank car | Both | 1 | 1 | 1 | 4 | 3 |
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| Power Plant | Hopper | Inbound only | 3 | — | 3 | 4 | 2 |
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| Grocer's Warehouse | Boxcar or reefer | Inbound only | 1 | — | 1 | 3 | 3 |
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| Oil Refinery | Tank car | Outbound only | 1 | 1 | — | 4 | 3 |
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| Power Plant | Hopper or tank car | Inbound only | 3 | — | 3 | 4 | 2 |
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| Freight House | Boxcar | Both | 1 | 1 | 1 | — | 6 |
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Directions follow the commodity: coal originates at a Mine Tipple and is consumed at a Power Plant;
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produce ships out; a warehouse and a refinery do both. This gives §9 all three of its cases —
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outbound-only, inbound-only, and both.
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produce ships out; a warehouse receives. This gives §9 all three of its cases — outbound-only,
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inbound-only, and both — with the **Freight House the one card that does both**.
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**"Freight House" IS a card** (corrected v0.5.0) — a sixth industry, dealt 6 copies, one Laborer and
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one slot each direction. An earlier pass here read §9.3/Appendix A's "Passenger Facilities and
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@@ -57,6 +57,15 @@ Freight Houses permit cars to move each direction" as meaning "Freight House" wa
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*collective term* for the Grocer's Warehouse and the Oil Refinery, never a card of its own — that
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reading was wrong; the engine deals it as a real sixth industry (`content.ts`'s `freightHouse`
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profile) and this table follows the engine.
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**The Grocer's Warehouse and the Oil Refinery are ONE-WAY** (corrected v0.4.9e). The Direction column
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read "Both" for both of them, and that was the *other half* of the same mistaken reading: if "Freight
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House" named those two, §9.3 had to be describing them, so they had to be two-way. Once the Freight
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House is its own card the argument evaporates, and playtesting settled it — "Grocer's Warehouse
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should be receive only, does not ship anything out"; "Refinery: only ships out tanks, does not
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receive anything" (Jesse). `StationMaster-Home-Deck-v0.4.5.md` prints both that way, and the modifier
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set agrees: all three Refinery modifiers (Pipelines, Oil Depot, Viscosity Breakers) grant **+1
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outbound**, which would be an odd card set for a facility that receives half the time.
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<!-- TODO v0.5.0: Mine Tipple, Produce Shed and Power Plant above (3/3/4, 2/2/3, 3/3/4) were NOT
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re-verified against the engine in this pass — only Grocer's Warehouse, Oil Refinery and Freight
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House were. `mineTipple` and `powerPlant` in `content.ts` are also base 1/1/1, same as the three
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@@ -91,9 +100,10 @@ deliberately slower industries, unable to quite keep up with a dedicated player.
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That is why Laborer counts track Outbound capacity: Mine Tipple 3/3, Power Plant 3/3, Produce Shed
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2/2, Grocer's Warehouse 2/2. The numbers are derived from the action budget, not chosen freely.
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The Oil Refinery is the exception at 3 Laborers against 2+2 capacity, and deliberately so: it serves
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two flows through one three-box pipeline, so its pipeline stays fuller than a one-way facility's and
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the third Laborer is earning its keep.
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<!-- The paragraph that stood here explained the Oil Refinery's third Laborer as the price of serving
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two flows through one pipeline. It serves one flow (v0.4.9e), so the explanation is gone with the
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premise; whether the Laborer count is still right is part of the same unverified block flagged
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above and in TODO.md. -->
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Even so, Laborers are rarely what limits a player — spotting the empty car and hauling the loaded one
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away both cost switching actions from the same budget. See §7.
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@@ -269,12 +279,12 @@ with all boxes full:
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| Car | Facility demand | Supply | Headroom |
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| --- | ---: | ---: | --- |
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| Hopper | Mine Tipple 3×2 + Power Plant 3×2 = 12 | 12 | exactly met |
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| Tank | Oil Refinery (2+2)×2 = 8 | 8 | exactly met |
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| Boxcar | Grocer's (2+2)×2 = 8 | 12 | 4 spare |
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| Tank | Oil Refinery 2×2 = 4 | 8 | 4 spare (was "exactly met" while the Refinery was two-way) |
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| Boxcar | Grocer's 2×2 = 4 | 12 | 8 spare (same correction) |
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| Reefer | Produce Shed 2×2 = 4 | 8 | 4 spare |
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| Coach | Terminal 4+4, per Office | 16 | scales with Office count |
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Hoppers and tank cars are exactly met in the theoretical worst case, which cannot occur in practice —
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Hoppers are exactly met in the theoretical worst case, which cannot occur in practice —
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only 10 freight facility cards exist across a 52-card deck shared by all players, and the §2.2
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Classification Yard recycle returns stock to the Division Yard whenever it empties. Both are worth
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watching in playtesting.
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