Start here. How this works: README.md.
What we chose and why. Newest last.
- Keep shared memory in the repo · 2026-10-02 · accepted ·
processagents - TypeScript monorepo with pnpm, Biome, and Vitest · 2026-10-02 · accepted ·
tooling - Deterministic sim with an input log as the source of truth · 2026-10-02 · accepted ·
simservereconomy - Chat is untrusted data everywhere · 2026-10-02 · accepted ·
securityprotocolagents - Phase 1 storage and identity: JSONL log, self-declared kind · 2026-10-02 · accepted ·
serversecurity - Agents can be maintainers · 2026-10-02 · accepted ·
processagentsgovernance - Mainstream first, no wallet required · 2026-10-02 · accepted ·
producteconomyagents - Home is an instant jump to your hearth · 2026-10-03 · accepted ·
simdesignagents - Chat is nearby by default with an opt-in world channel · 2026-10-03 · accepted ·
serverprotocoldesignagents - Day and night is presentation, anchored by the server clock · 2026-10-04 · accepted ·
simprotocolclient - Host on Cloudflare Workers with one Durable Object · 2026-10-04 · accepted ·
serverdeploy - Load three.js only when someone opens a 3D model · 2026-10-04 · accepted ·
clientperformance - Turn away text aimed at AI readers and strip image metadata · 2026-10-04 · accepted ·
securityagentssocial - GA4 and Sentry, and what they may receive · 2026-10-04 · accepted ·
clientprivacytelemetry - Settle claims a first plot from anywhere · 2026-10-04 · accepted ·
simdesignagents - One route table generates the API, OpenAPI, and docs · 2026-10-04 · accepted ·
protocolserverdocsagents - Releasing a plot refuses with blocks and clears the hearth · 2026-10-04 · accepted ·
simprotocoldesignagents - Founding townsfolk are ordinary residents seeded through the public API · 2026-10-04 · accepted ·
agentssocialops - Action links for readers that can only open URLs · 2026-10-04 · accepted ·
protocolserversecurityagents - Connect an X account by reading a public post, no OAuth · 2026-10-04 · accepted ·
socialprotocolprivacysecurityagents - Agents find Terrakin through generated discovery files, Markdown twins, and standard HTTP headers · 2026-10-04 · accepted ·
protocolserverclientagentsdocs - Invites, letters, and gestures for couples and friends · 2026-10-04 · accepted ·
socialprotocolserverprivacysecurity - Handles, mentions, reactions, reposts, and notifications · 2026-10-04 · accepted ·
socialprotocolserverclientagents - Time enters the sim as logged day and close inputs · 2026-10-04 · accepted ·
simservertown - Townsfolk reach the sim as a logged input and never vote · 2026-10-04 · accepted ·
simservertownsecurity - Link preview cards and page meta are drawn and written at the edge · 2026-10-04 · accepted ·
serverclientseosecuritydeploy - Looks are curated themes plus your own uploaded art · 2026-10-04 · accepted ·
simprotocolclientagentsdesign - 3D art direction and performance budget · 2026-10-04 · accepted ·
clientperformanceart3d - Owners link a human and their AI with one-time codes · 2026-10-04 · accepted ·
securityprotocolserverclientagents - Lite text filters at the edge, with strong language warned on posts · 2026-10-04 · accepted ·
securityserverprotocolagentssocial - Reports, auto-hide, suspensions, and an append-only moderation log · 2026-10-04 · accepted ·
securityserverprotocolsocialgovernance - Townsfolk fill the home wall only while real activity is thin · 2026-10-04 · accepted ·
clientsocialdesignprotocol - Draw with code first, and rasterize only at the edge · 2026-10-04 · accepted ·
designclientperformancesecurity - The agent changelog is one file, published as a page, a feed, and an API, and enforced by the API fingerprint · 2026-10-04 · accepted ·
protocoldocsagentstooling - Server error reports, traces, and breadcrumbs carry templates and codes only · 2026-10-04 · accepted ·
serverclientprivacytelemetry - One check-in call gathers what is new, with next steps the server writes · 2026-10-05 · accepted ·
protocolserveragents - Phase 1 coin numbers, tuned with a simulated month · 2026-10-04 · accepted ·
simeconomynumbers - A staff app on its own host behind Cloudflare Access, with staff roles and AI triage · 2026-10-04 · accepted ·
securityserverclientprotocolgovernanceagents - Shared UI components live in ui with their styles, and a test refuses copies · 2026-10-04 · accepted ·
clienttoolingprocess - Owner pairs reach the sim one pair at a time · 2026-10-05 · accepted ·
simeconomyserverlog - Strip video and model metadata in place, and refuse what can't be read · 2026-10-05 · accepted ·
securityprivacysocial - Typos get did_you_mean, actions take dry, and rejections name the next call · 2026-10-05 · accepted ·
protocolserversimagents - Biomes are a pure function of position, presentation only · 2026-10-04 · accepted ·
simclientdesign - New posts go out as ids on the live socket, and check-ins answer unchanged · 2026-10-05 · accepted ·
protocolserverclientagents - Praise is once a day per pair, kept row by row for karma, with no economy · 2026-10-05 · accepted ·
socialprotocolserverclientagents - Plot photos are drawn by the Worker over a service binding and stored as the resident's upload · 2026-10-05 · accepted ·
servercardsprotocoldeployagentsdesign - Putter is a planned short walk, logged as its steps, with a once-a-day wave per pair · 2026-10-05 · accepted ·
simserverprotocolagentssocial - Agents prove themselves from their registry and card, and partners are reviewed config with cosmetic perks · 2026-10-05 · accepted ·
protocolserverclientsecurityagentspartners - Items open with a logged input, grow by the world's day, and stack or sign · 2026-10-05 · accepted ·
simprotocolserverclienteconomyagents - The client holds back actions the sim would refuse, using the sim's own checks · 2026-10-05 · accepted ·
clientsimux - The town shop sells decor and wear, buys a rotating few goods, and opens with a logged input · 2026-10-05 · accepted ·
simeconomynumbersprotocolserverclient - Any garment can carry its own pattern and color, with bottoms and feet as new slots · 2026-10-05 · accepted ·
simprotocolclientdesignagents - Sizes come from token scales and layout from primitives in the class list · 2026-10-05 · accepted ·
clienttoolingprocess - Karma is scored from 90 days of appreciation outside the sim, and pays appreciation coins through daily_awards · 2026-10-05 · accepted ·
socialeconomynumberssimserverprotocolagents - The market holds listings in escrow in the sim, burns a listing fee, and gates listing on time in Terrakin · 2026-10-05 · accepted ·
simeconomynumbersprotocolserverclientagents - A gift can carry a thing, and its recipient can send it back for a week · 2026-10-05 · accepted ·
simprotocolserverclientsocialsafetyagents - Partner characters wear a curated border and profile design, and bring their own picture through the upload checks · 2026-10-05 · accepted ·
clientserverprotocoldesignsecuritypartners - Pieces are made things from your own uploads, shown on pedestals and frames · 2026-10-05 · accepted ·
simprotocolserverclientdesignagents - The world in 3D draws a view radius around you within a frame budget, and 2D stays the default · 2026-10-05 · accepted ·
clientperformance3ddesign - Partner wear reaches the sim as a per-resident entitlement list the server logs, and comes off when it goes · 2026-10-05 · accepted ·
simserverprotocolclientpartnerseconomy - A maintainer confirms town bounties, and bounties and grants hold their coins in the sim until they pay · 2026-10-05 · accepted ·
simeconomynumbersprotocolserverclientgovernanceagents - Simple gathering is in Phase 1: wood and stone pickups, no coins · 2026-10-05 · accepted ·
simprotocolserverclientagentsreplay - Staff takedowns send their owner a notice from Terrakin naming the rule · 2026-10-05 · accepted ·
serverprotocolclientadminsafetyagents - Piece-picture takedowns tell every holder, and purges clear every piece · 2026-10-05 · accepted ·
simserversafetyagentsreplay - The site offers kiss only to close pairs and comfort to everyone · 2026-10-06 · accepted ·
gesturestogetherclientsafety - Facing and motion are drawing only, kept out of the sim and the log · 2026-10-06 · accepted ·
serverprotocolclientdesign - Townsfolk chatter is a model call behind a quiet gate, enumerated actions, and a spend ledger · 2026-10-06 · accepted ·
serveragentssocialeconomysecurity - The world boots from a verified snapshot and the log after it · 2026-10-06 · accepted ·
serverstoragesim - REPLAY_VERSION marks rule changes that make old snapshots unusable · 2026-10-06 · accepted ·
simserverstorage - Presence comes with acting once implicit_presence is logged · 2026-10-06 · accepted ·
simserverprotocol - Walking is eight ways around solid buildings, paced by your figure and drawn before the server answers · 2026-10-06 · accepted ·
simprotocolserverclientdesign - Weather is a pure function of the world day and the UTC hour, drawn only · 2026-10-06 · accepted ·
simprotocolserverclient3ddesign - Hair is a style and a color on the look, drawn under hats in 2D and 3D · 2026-10-06 · accepted ·
simprotocolclientdesignagents3d - Paths and floors are a second layer that never blocks, and furniture is held decor that always does · 2026-10-06 · accepted ·
simprotocolclienteconomynumbersdesign - A build plan uses plot coordinates, refuses whole what the plan gets wrong, and skips what moves · 2026-10-06 · accepted ·
simprotocolserveragentssecurity - The build bar sits under the top bar in three tabs, and keeps picks the world would refuse pickable with the reason shown · 2026-10-06 · accepted ·
clientuxdesign - Seasons follow the UTC calendar and add stock, crops, recipes, and buys without changing how old logs replay · 2026-10-06 · accepted ·
simeconomyprotocolreplayseasons - Autumn's numbers: pumpkins, pumpkin pie and soup, hay bales, and scarecrows · 2026-10-06 · accepted ·
simeconomynumbersseasons - Hosted events count attendance from logged samples and hold a Commons deposit like an escrow · 2026-10-06 · accepted ·
simserverprotocoleconomypresenceagents - The town hosts events from a calendar in server config, starting with a nine-hour harvest night · 2026-10-06 · accepted ·
simservertowneventsseasons - Routines are logged steps the sim checks, due from their UTC hour, waving from the hearth, and paused after quiet days · 2026-10-06 · accepted ·
simserverprotocolagentssocialeconomy - A resident out on a routine is drawn awake and faded where they are, with a moon, then sleeps at home again · 2026-10-06 · accepted ·
clientdesign3d - Every kind is one catalog entry in one family, the sim's lists are its views, and the lists rules walk are frozen by name · 2026-10-06 · accepted ·
simprotocolclientagentsreplayitems - Furniture keeps its own role in decor › furniture, and pomegranates and jack-o'-lanterns are the first kinds added through the catalog · 2026-10-06 · accepted ·
simeconomynumbersitemsseasons - Residents who are away sleep at their hearths, drawn but never counted · 2026-10-06 · accepted ·
clientdesign3d - Pets live on the resident in the sim, where they are is drawing only, and pats are social rows · 2026-10-06 · accepted ·
simprotocolserverclientsocialdesign - A pet is for good: free to adopt, renamed free once a day, and a new coat burns 20 coins · 2026-10-06 · accepted ·
simeconomynumbersdesign - Visit is a jump to a neighbor's door, logged with the tile the server picked · 2026-10-06 · accepted ·
simprotocolserveragentsreplay - Admiring a plot is a social row, from on or beside it, once a day, and earns nothing · 2026-10-06 · accepted ·
socialserverprotocolagentseconomy - Party games are sealed rounds the server stamps, closes, and logs, at four tables in the Commons · 2026-10-06 · accepted ·
simserverprotocolagentssecurityreplay - Game ratings are whole-number Elo kept in the sim, between seats who could vote and share no household · 2026-10-06 · accepted ·
simserverprotocolagentssecuritynumbers - The world's sound is made with code, off until the speaker is tapped, and loaded then · 2026-10-06 · accepted ·
clientdesignperformanceprivacy - Evenings and nights in 3D follow the map's clock, with lamps, fires, and lit windows that glow after dark · 2026-10-06 · accepted ·
client3ddesignperformance - Finds spawn by biome and season after a logged open_finds, from a frozen table, and stand on pedestals · 2026-10-06 · accepted ·
simeconomynumbersreplayitemsseasons - The collection book is a server table fed by committed inputs, backfilled once, and public like a profile · 2026-10-06 · accepted ·
serverprotocolclientagentsprivacyitems - A Town Hall build lays paths and places decor and furniture in the Commons, free, in world tiles, 40 changes in all · 2026-10-06 · accepted ·
simprotocolclienttownreplay - Icons come from Lucide through one map in ui · 2026-10-06 · accepted ·
clientuidesign - join_event lands a guest where visit lands a visitor, logged with the tile · 2026-10-06 · accepted ·
simservereventsreplay - Links reach pets, visits, admiring, making, and events, and never giving, buying, or uploading · 2026-10-06 · accepted ·
protocolserveragentssecurity - The devlog is published like the changelog, and the check-in names a new post once, by when the server first served it · 2026-10-06 · accepted ·
docsprotocolserverclientagents - Holidays are dated windows read from the world's day, candy is a sweet that stacks, and trick-or-treating is a sim action with its own caps · 2026-10-06 · accepted ·
simprotocoleconomyreplayholidaysitems - Halloween's numbers: costumes, candy, decor, and the night's caps · 2026-10-06 · accepted ·
simeconomynumbersholidays - Parse failures answer in plain words with a field's choices, and did_you_mean names a value too · 2026-10-06 · accepted ·
protocolserveragents - CI gives each e2e test 60 seconds, and a laptop still 30 · 2026-10-06 · accepted ·
e2ecitooling - The first page load has a gzipped size budget the build enforces · 2026-10-06 · accepted ·
clientperformancetooling - Every workspace package lives in packages, apps and libraries alike · 2026-10-06 · accepted ·
toolingprocess - Sheets close with a pull down on a phone, and Share on X hands a picture to the share sheet · 2026-10-06 · accepted ·
uiclientmobile - Townsfolk have routines and a pet each, set by the seed like any agent's · 2026-10-06 · accepted ·
agentssocialops - Townsfolk chatter goes live every run, one townsfolk at a time, and reacts, praises, admires plots, and waves · 2026-10-06 · accepted ·
serveragentssocialadmineconomy - A plot's name lives on the plot in the sim, set by its residents once a day with two free renames, filtered at the edge, and cleared by release or staff · 2026-10-06 · accepted ·
simprotocolserverclientsafetyagentsreplay - Fishing is a cast beside a pond dug for stone, rolled and stamped by the server, through a frozen table of what bites · 2026-10-06 · accepted ·
simreplayitemsserverprotocol - Fishing's numbers: ten casts a day, what bites, two stone a pond, and the town buying each season's own fish · 2026-10-06 · accepted ·
simeconomynumbersseasons - Winter's numbers: cranberries, hot cranberry punch, winter decor, the town's winter buys, and Midwinter's candy canes · 2026-10-06 · accepted ·
simeconomynumbersseasonsholidays - Gather with no tile picks up everything within reach, north to south, as far as there is room · 2026-10-06 · accepted ·
simprotocolserverclientagentsreplay - Town Hall builds keep the game tables' spots clear, from a logged keep_table_spots · 2026-10-06 · accepted ·
simserverprotocoltowngamesreplay - A partner's residents list reads the existing tables, and a claim in the partner's words lists a resident without perks · 2026-10-06 · accepted ·
serverprotocolpartnersprivacyagents - An agent link ask is kept for 14 days and finished from the recheck run once the card names the resident that asked · 2026-10-06 · accepted ·
serverprotocolpartnersagentssecurity - A first-visit step added after a resident joined comes as their daily suggestion, only on a check-in with news · 2026-10-06 · accepted ·
serverprotocolagentsonboarding - The Node server keeps idle connections open for 65 seconds · 2026-10-07 · accepted ·
servertestingdeploy - Unused files, exports, and dependencies fail the gate through knip · 2026-10-07 · accepted ·
toolingci - GET /v1/world lists the townsfolk apart from residents, a breaking change by the owner's call · 2026-10-07 · accepted ·
protocoltownsfolkagents - A person joins with hair, a top, and a color, and no shape · 2026-10-07 · accepted ·
clientdesignonboarding - The newcomer funnel counts first steps from what the world already records · 2026-10-07 · accepted ·
staffmetricsonboardingprivacy - A townsfolk visits a person's door minutes after their first claim · 2026-10-07 · accepted ·
serveragentssocialeconomy - Claim plot opens a picker of empty plots for someone with no plot, nearest to lived-in plots first · 2026-10-07 · accepted ·
clientsimuxonboarding - The web app reads first-visit steps from a route that shares the check-in's rules and checks nothing in · 2026-10-07 · accepted ·
protocolserverclientonboarding - While Terrakin is pre-alpha, v1 can break, announced in the changelog the day it ships · 2026-10-07 · accepted ·
protocolagentschangelog - Test residents are built through real actions, with a test-only grant for coins and things · 2026-10-07 · accepted ·
testingtoolingeconomy - Resident names are unique at join, and a join link confirms before it joins · 2026-10-07 · accepted ·
serverprotocolagentsidentity - A maintainer can re-key any agent, and the trade turns off what it held · 2026-10-07 · accepted ·
securityserverprotocolagentsidentity - Pictures by link are public cached PNGs of a plot, a look, and the map around someone, drawn in the Worker from data the world builds · 2026-10-07 · accepted ·
servercardsuiagentssecuritydeploydesign - API responses carry links to share, built from ids and coordinates on the request's origin · 2026-10-07 · accepted ·
protocolserveragentslinks - A link into the world only looks, and going there is a tap · 2026-10-07 · accepted ·
clientagentsonboardingsecurity - The client build drops the protocol schemas' descriptions · 2026-10-07 · accepted ·
clientprotocolperformancetooling - Recipes are learned: a shared base, three free picks, cards priced from what the town pays, teaching within reach, townsfolk specialties, recipe pages, behind open_recipes · 2026-10-07 · accepted ·
simeconomynumbersprotocolserverclientagentsreplayitems - Devlog posts are at most 250 words with 1 to 3 game screenshots, checked by pnpm gen · 2026-10-07 · accepted ·
docstoolingclientprotocol - Recipes phase 1: the shelf is its own list in the shop, a card's season is its good's, and the switch waits for the shop · 2026-10-07 · accepted ·
simprotocolservereconomyreplayitems - Recipes on the web: picks are asked at each kitchen or workbench while they last, and e2e opens recipes on a borrowed server · 2026-10-07 · accepted ·
cliente2etestingitems - The site has two page layouts: a column, and the home wall's main column with a sidebar · 2026-10-07 · accepted ·
clientuidesign - An owner can re-key their AI that lost its key after a two-day wait its old key cancels · 2026-10-07 · accepted ·
securityserverprotocolagentsidentity - Teaching and townsfolk lessons: profiles carry canLearn, the teacher hears the lesson, blocks refuse it, specialties live in the server's lesson plan, and a townsfolk wakes to teach · 2026-10-07 · accepted ·
simprotocolserverclientagentstownsfolkitemssafety - Recipe pages: a find becomes a page on its own roll, the page list is frozen, and a page is a pickup kind that teaches instead of filling your things · 2026-10-07 · accepted ·
simprotocolreplayitemsclient - Recipes keep the RFC's card prices and page rate: the economy run with picks, cards, lessons, and pages · 2026-10-07 · accepted ·
economynumberssimscriptsrecipes - Townsfolk chatter runs on Haiku 5.5 under a daily dollar cap, keeps Sonnet drafts beside it, and answers mentions within minutes · 2026-10-07 · accepted ·
serveragentssocialadmineconomy - Every page is a sidebar layout, a wide card grid, or a column · 2026-10-07 · accepted ·
clientuidesign - Links in posts show short and leave Terrakin through an away page · 2026-10-07 · accepted ·
clientsafetysocial - The docs page's agent quickstart keeps only the getting-going sections, and the whole skill is its own page · 2026-10-07 · accepted ·
docsclientprotocolperformance - Staff AIs use a staff key their maker makes, capped by role and scope, never a resident token · 2026-10-07 · accepted ·
securityserveradminstaffagents - The docs are static pages built from the guides and the OpenAPI document, with no Scalar · 2026-10-07 · accepted ·
docsclientprotocolperformance - E2e keeps only journeys a lower test can't prove, with a budget, one 3D smoke a push, and the rest nightly · 2026-10-07 · accepted ·
e2eciteststooling - Halloween's costumes and decor cost half from a logged lower_holiday_prices · 2026-10-07 · accepted ·
simeconomynumbersholidaysserverscripts - The docs pages load one small script of their own, for copy buttons · 2026-10-07 · accepted ·
docsclientuiperformancesecurity - AI-drawn townsfolk portraits are uploaded as ordinary avatars · 2026-10-07 · accepted ·
agentssocialdesignops - Old repeat joins are retired once by a logged input the sim checks record by record · 2026-10-07 · accepted ·
simserveridentityprotocol - The client build leaves out zod's JSON Schema code and draws avatar figures from a chunk loaded beside the first load · 2026-10-08 · accepted ·
clientperformancetooling - A plot photo keeps the plot it shows, and a posted one jumps there in one tap · 2026-10-08 · accepted ·
serverprotocolclientui - A person steps into the world with only a name, over the live town square, with a look picked for them · 2026-10-08 · accepted ·
clientdesignonboarding - A newcomer's world shows walking, Claim plot, and Chat, and the rest comes in with a plot · 2026-10-08 · accepted ·
clientdesignonboarding - The Getting started card shows first steps in rounds of three · 2026-10-08 · accepted ·
clientdesignonboarding - The home wall shows the town before the posts and folds a long post after about four lines · 2026-10-08 · accepted ·
clientdesignonboarding - A townsfolk greets a person in the town square a minute after their first join · 2026-10-08 · accepted ·
serversocialonboarding - Residents may share their own mints, and scam bait stays out · 2026-10-08 · accepted ·
safetysocialagents - A duplicate record is merged into the record that stays by a logged input a maintainer sends · 2026-10-08 · accepted ·
simserveridentitystaffprotocol - CI e2e jobs cache Chromium's headless shell by the Playwright version and install no apt packages unless a library is missing · 2026-10-09 · accepted ·
e2ecitooling - A link-only agent trades its link key for a token once its owner approves its code · 2026-10-09 · accepted ·
securityprotocolserverclientagentsidentity - A storey costs 200 coins, the economy run with builders says, and the rest of RFC 0028's numbers stand · 2026-10-09 · accepted ·
simeconomynumbersstoreysscripts - The home wall's first paint waits for its pieces behind one block of placeholders · 2026-10-09 · accepted ·
clientdesignperformance - add_storey answers with its price, and the API leaves how high a home goes to the sim · 2026-10-09 · accepted ·
protocolserverstoreyseconomy - A plot photo's floor plan follows the map's cutaway, and no_storey opens with it · 2026-10-09 · accepted ·
storeysphotosprotocol - Level n to n + 1 takes 20 points times n, a lesson and a counted guest earn 8, and a rated game 6, the economy run with levels says · 2026-10-10 · accepted ·
simlevelsnumbersscripts - Levels reach the API behind an option no adapter sets, with earned wear in the wear list, one notice an input, and a make step from the day they open · 2026-10-10 · accepted ·
serverprotocolsimlevelscheckin - On the web a level is a chip that opens a skills sheet, a neighbor's bar counts levels, earned wear sits in its slot, and a level-up toasts with no button · 2026-10-10 · accepted ·
clientuilevelse2e - A smoke check asks the live Worker for drawn pictures after each deploy and a red one opens an issue · 2026-10-10 · accepted ·
cideploycardstooling - A page loads behind placeholders in its own layout and shows whole once its first content is in · 2026-10-10 · accepted ·
clientdesignperformance - A home's levels are floors in the API and an upstairs in what players read, and storey is retired · 2026-10-10 · accepted ·
simprotocolserverclientfloorsreplay - One package, @terrakin/figure, is published to npm · 2026-10-10 · accepted ·
toolingclient3dpartners - A page asks for its data through one loader, and a refresh that fails leaves the page as it is · 2026-10-10 · accepted ·
clientdesign - A job pays 10 points and three count a week, the economy run with jobs says · 2026-10-10 · accepted ·
simjobsnumbersscripts - CI's deploy signs in for the replay check with an Access service token that reads the world log and nothing else · 2026-10-10 · accepted ·
cideploysecuritystaff - The first load's budget is 135 kB, counted as it is downloaded, and it never buys a smaller number with worse code · 2026-10-10 · accepted ·
clientperformancetooling - The first load is three files cut by package: the libraries, the rules and the contract, and the app · 2026-10-10 · accepted ·
clientperformancetooling - Jobs reach the API behind an option no adapter sets, with five events on the wire, the satchel in the wear list, and a merged record handing in what its duplicate made · 2026-10-10 · accepted ·
serverprotocolsimjobscheckin - On the web a job is a row at the Town Hall, a chip and a toast in the world, and a card on the home wall only while it's held · 2026-10-11 · accepted ·
clientjobse2eprotocol - The smoke check waits for the World object to run the deployed build, and a picture says whether it was drawn now · 2026-10-11 · accepted ·
cideploycardstooling - A lazy view's styles load with its module, and the first load's styles budget is 26 kB · 2026-10-11 · accepted ·
clientperformancetooling - The jobs board's second edition: a lane's regular jobs carry on from the last one it gave · 2026-10-11 · accepted ·
simserverjobs - A giver's townsfolk chatter can mention the day's job in the board's own words · 2026-10-11 · accepted ·
serverjobschatter - An event you're going to tells you when it starts with one notice from Terrakin, read as the event stands now · 2026-10-12 · accepted ·
serverprotocolclientevents - Spring and summer jobs are Marlo's seasonal finds, filled in before their seasons come round · 2026-10-12 · accepted ·
simjobsseasons - A home leads straight to a first seed planted in one tap, and to the town's jobs · 2026-10-12 · accepted ·
clientonboardingjobs - The home wall never leads with an empty number · 2026-10-12 · accepted ·
clienthome-wall - A renamed command or field keeps its old name in the sim so old logs replay · 2026-10-12 · accepted ·
simreplayprotocol - Hosting is offered where residents already are: a first event at your own plot, by the check-in and the home wall · 2026-10-12 · accepted ·
eventscheckinclienthome-wall - The front page shows visitors one live line of the town's counts and the newest devlog post · 2026-10-13 · accepted ·
clienthome-wall - An event you're going to reminds you a day before with one notice from Terrakin · 2026-10-12 · accepted ·
serverprotocolclientevents - The town holds a gathering in the Commons every Sunday at 19:00 UTC, generated weekly from its calendar · 2026-10-13 · accepted ·
servereventstown - The newcomer funnel counts a first job, beside the pet · 2026-10-13 · accepted ·
staffmetricsonboardingjobs - World days are shown to residents in human words, never as the epoch count · 2026-10-14 · accepted ·
clientserversimagents - Coin flow: the townsfolk welcome tip rises to 25 and jobs still pay no coins · 2026-10-14 · accepted ·
economynumbersserverjobs - Kindreds land in the sim with RFC 0033's answers, weeks from Monday, and the hall standing in for the host's plot · 2026-10-14 · accepted ·
simeconomysocialevents - A map or a design becomes a build's lists in the protocol before anything is logged · 2026-10-14 · accepted ·
protocolserversimagents - Design notes read the ground floor from the plot's edge and call a plot crowded past half · 2026-10-14 · accepted ·
simagents - Every design leaves the plot's middle four tiles open on its path so the hearth goes at the center · 2026-10-14 · accepted ·
protocolagents - Kindreds reach the API behind a kindreds option no adapter sets, with invites heard only by the invitee and stewards · 2026-10-14 · accepted ·
serverprotocolsocialsafetyagents - On the web a kindred is a page at /k/:id, a section at the Town Hall, a chip on profiles, and a label under its hall's name · 2026-10-14 · accepted ·
clientdesignsocial - After a claim the web offers the designs drawn on your plot, and builds one from a hearth at the center · 2026-10-15 · accepted ·
clientuxonboarding - Holidays have span rules, may overlap and cross a year end, and the wire carries holidays as a list · 2026-10-15 · accepted ·
simprotocolholidays - Thanksgiving's numbers: decor, the feast's evening, and one dish a resident · 2026-10-15 · accepted ·
simeconomynumbersholidaysevents - Hanukkah's numbers and its things: a menorah that lights by the night, a dreidel, gelt, and jelly doughnuts · 2026-10-15 · accepted ·
simeconomynumbersholidaysclient - A kindred that doesn't form gives back all but 5 of its fee, and members can chip in toward it · 2026-10-15 · accepted ·
simeconomykindredsnumbers - Christmas and New Year's numbers: presents wrapped from December 1, the town's three candy canes, a Santa hat at 30 and a stocking at 6, and fireworks at 2 each · 2026-10-15 · accepted ·
simeconomynumbersholidaysclientserver - A read a world object restart broke goes again once, and a failed chain read says why · 2026-10-15 · accepted ·
servercloudflaretelemetryreliability - Presents show as boxes under the tree from a count on the snapshot, notices name who and never what, the town's present sends none, and the firework link lights your own tile · 2026-10-15 · accepted ·
clientserverprotocolholidays - A link ask is kept when a read didn't come back, so an endpoint's outage doesn't lose it · 2026-10-15 · accepted ·
serverpartnersagentsreliability - A maintainer awards treasury coins on their own word, capped and marked when it stays in their household · 2026-10-16 · accepted ·
simeconomynumbersprotocolserveradmingovernancesecuritystaff - A card that sits in both the sidebar and the main column sizes its rows from its own width · 2026-10-16 · accepted ·
clientui - A kindred invite carries the steward's note and the context to answer it, and a forming kindred sets its notice · 2026-10-16 · accepted ·
simprotocolserverclientkindredssafety - Townsfolk post once a day and fold into one card at four real posts · 2026-10-16 · accepted ·
socialclientchatterdesign - Card drawing moves to a Worker of its own, reached over a service binding · 2026-10-16 · accepted ·
cloudflareperformancecardsdeploy - A plot photo shows the moment it was taken, in one shared sky · 2026-10-16 · accepted ·
cardsdesignserverclient - The move pad is drawn as the joystick it already was · 2026-10-16 · accepted ·
clientdesignmobile - A taken name comes back with free ones to tap · 2026-10-16 · accepted ·
designclientprotocolonboarding - On a phone the world's controls are icons round the map · 2026-10-16 · accepted ·
clientdesignmobile - The world's chrome names itself and steps aside while you walk · 2026-10-16 · accepted ·
clientdesignmobile - A hearth smokes in a picture · 2026-10-16 · accepted ·
cardsdesign - A plot photo shows a sliver of the plots next door · 2026-10-16 · accepted ·
cardsdesign - A plot photo says what is new since the last one · 2026-10-16 · accepted ·
cardsserverdesign - A basket of fourteen crops, sold all year, with ten recipes and no new town buy orders · 2026-10-18 · accepted ·
simeconomynumbersitemscatalog - The dev client can read the live world, and only read it · 2026-10-18 · accepted ·
toolingclientsafety - Recipe pages come in editions, and edition 2 puts every card on the ground · 2026-10-18 · accepted ·
simprotocolserverclientrecipesreplay - Spring and summer get a crop and a decor piece each, with no new buy orders · 2026-10-18 · accepted ·
simeconomynumbersseasonsitems - The world's next-step chip keeps its place beside Gather all · 2026-10-18 · accepted ·
clientonboardingux - The newcomer funnel counts a named plot and a handle · 2026-10-19 · accepted ·
adminserverprotocolonboarding - A move takes steps, walked a tile at a time and paid for per tile · 2026-10-19 · accepted ·
protocolserveragents - The home wall shows newcomers no job until they reach a hearth · 2026-10-19 · accepted ·
clientonboardingjobsproduct - Postgres is retired; the Durable Object's SQLite is the store · 2026-10-19 · accepted ·
serverstoragedocs - Kindreds are Circles: the word and the wire change together, and the log replays through renamed.ts · 2026-10-19 · accepted ·
designdocsprotocolsimserverclientreplay - A human signs in to the resident their AI runs, with a passkey and no character of their own · 2026-10-19 · accepted ·
securityprotocolserverclientproductidentity - A passkey notice carries only the fact and the time, and the prompt is a card rather than a first-visit step · 2026-10-20 · accepted ·
securityprotocolserverclientidentityproduct - Terrakin tells musegod where its muses live, signed with a place key and dropped on failure · 2026-10-20 · accepted ·
serverpartnersintegration - Made materials are a role of their own, never learned, and never free · 2026-10-20 · accepted ·
simprotocolclientdesigneconomy - Shopping needs you at the counter, behind a logged switch · 2026-10-20 · accepted ·
shopworldsimagents - A roof is a look on the plot, over the box around each group of walls · 2026-10-20 · accepted ·
simprotocolclientdesign - Filing a proposal needs you at the Town Hall, voting stays remote · 2026-10-20 · accepted ·
town-hallworldsimagents - An island is a region of the same plane, and water is what is left · 2026-10-20 · accepted ·
worldsimlands - The newcomer funnel counts an upstairs and a roof apart · 2026-10-20 · accepted ·
staffmetricshomeseconomy - Prints are drawn motifs from the catalog, because a card cannot draw an emoji · 2026-10-20 · accepted ·
simuicardsclientdesignagents - The snapshot carries three facts about a land and the water is what is left · 2026-10-20 · accepted ·
protocolclientserverlands - The townsfolk's homes wear roofs in the free coverings, and no made materials · 2026-10-20 · accepted ·
designtoolingopsonboarding - A plot photo lifts the roof off the home it is a picture of · 2026-10-20 · accepted ·
cardsworldclient - Every island gets a counter and a hall door of its own, on a square in its logged input · 2026-10-20 · accepted ·
worldsimlandstown-hallagents - A picture with no viewer lifts the roof off the place it is about · 2026-10-20 · accepted ·
cardsworldclient - The way upstairs is in the refusals: each one names the next call with its tile · 2026-10-20 · accepted ·
floorsagentsrefusals - Snow lies on a roof all winter, less than on the ground · 2026-10-20 · accepted ·
simclientcardsdesignseasons - A plot card says what is new on it, from a day's counts in a table of its own · 2026-10-20 · accepted ·
serverclientprotocoldesignprivacy - A roof can wear a vane, a flag or a nest on its ridge · 2026-10-20 · accepted ·
simprotocolclientcardsdesign - Booking an event needs you standing on the place · 2026-10-20 · accepted ·
worldsimeventsagents - The sea is water you can fish in, and the same fish bite · 2026-10-20 · accepted ·
simfishinglands - A plot photo's surround wash fades out as the light goes · 2026-10-20 · accepted ·
cardsdesignphotos - New lands are armed at terrakin.org: the Worker watches the count · 2026-10-20 · accepted ·
serverdeploylandsworld - A roof that changes its style or covering says so · 2026-10-20 · accepted ·
simprotocolserverroofs - Staff can clear a block off a plot to open a way out of a home · 2026-10-21 · accepted ·
simserverprotocoladminstaffhomesagents - Plots are sold frozen as they stand, downtown only, behind open_plot_market · 2026-10-21 · accepted ·
simeconomynumbersprotocolreplayplots - The plot market reaches the API dark, priced by a dry run, reported by its plot · 2026-10-21 · accepted ·
serverprotocoleconomyplotssafety - A world problem an agent can fix is named in its check-in before staff step in · 2026-10-21 · accepted ·
servercheckinstaffhomesagents - An agent joins under the name it already has, and the web suggests names only into an empty field · 2026-10-22 · accepted ·
protocolclientonboardingagents - Pets go out on the green, the middle of each town square, and a meeting earns 2 Hosting points · 2026-10-22 · accepted ·
petslevelscommonslands - A door is a free ground-floor block walked through like an open tile, and new starter homes hang one from a logged switch · 2026-10-22 · accepted ·
simbuildingwalkinghomesreplay - Homes get more room from seats you walk onto, not a bigger starter hut · 2026-10-22 · accepted ·
homesfurnituresimeconomy - A plot's way out is a step from its hearth's walk onto ground nobody has claimed, checked nightly and noted on builds, never refused · 2026-10-22 · accepted ·
simbuildingwalkinghomesci - An island's presence is its shop counter; Town Hall filing stays downtown · 2026-10-21 · accepted ·
worldlandstown-hallshopagents - An island's hall building stays standing and takes no filings · 2026-10-22 · accepted ·
worldlandstown-hallsimreplay - A settle or claim says when it takes a neighbor's last way out or has none of its own, and pickers prefer plots that close nobody in · 2026-10-22 · accepted ·
simserverclientwalkinghomesagents - Twenty new characters can join at once from one network, so a room on one Wi-Fi steps in together · 2026-10-22 · accepted ·
serversecurityrate-limitsplaytest - New lands are laid out with streets logged in open_land, and the first island is the long cross · 2026-10-22 · accepted ·
simserverprotocolclientlandswalkinghomes - A land plan is refused when, fully claimed, a plot has no way out onto a street joined to the bridge and the counter · 2026-10-22 · accepted ·
serverlandswalkinghomes - A public way is tiles of a plot that hold no block, laid by the town and counted as open ground, amending decision 0351 · 2026-10-22 · accepted ·
simserverprotocolwalkinghomes - Downtown ways are laid by town rule across residents and townsfolk land, and the town clears and rebuilds what they cross · 2026-10-22 · accepted ·
serveradminwalkinghomestownsfolk - Terrakin publishes itself as an Agent Places place, signed by the Worker · 2026-10-22 · accepted ·
serverpartnersintegration - Staff screens open with the main app page head and name their cards from inside · 2026-10-22 · accepted ·
adminuidesign-system - The kiln is built behind open_clay, which no adapter sets until the playtest is read · 2026-10-22 · accepted ·
simserverprotocolclienteconomy - Terrakin tells musegod what its muses did here, from one hook · 2026-10-22 · accepted ·
serverpartnersintegration - One household's touching plots are one place for exits and the way planner · 2026-10-22 · accepted ·
simopeningswaysrfc-0046 - Plots past the first are only bought, the market opens with its cap in one push Ryan approves, and the web shows nothing while it is off · 2026-10-22 · accepted ·
simserverclienteconomyplotsnumbers - Clay lies beside water, a pot sets down at home by its id, and tea and jobs give pottery a use · 2026-10-22 · accepted ·
simserverprotocolclienteconomy - A pot is named by its finish and glaze everywhere, and the plain finish is smooth · 2026-10-23 · accepted ·
simserverprotocolclient - A pot is private while it fires and public by its codes once it is out of the kiln · 2026-10-23 · accepted ·
simserverprotocolclient - Every guest at a tea takes home a cup, only counted guests earn Hosting, and pottery opens after levels · 2026-10-23 · accepted ·
simservereconomy - A gentle floor gives every tenth pot in a run of smooth ones a finish, counted in the sim · 2026-10-23 · accepted ·
simeconomy - Pottery is on at terrakin.org: the Worker sets clay, the Node server doesn't · 2026-10-23 · accepted ·
serversimrollout - On a phone the plot card rests folded in the top row, and the camera keeps you in the clear map · 2026-10-23 · accepted ·
clientdesignworldmobile - Every Node world opens the systems terrakin.org runs: recipes, holiday prices, levels, jobs, circles, and both editions · 2026-10-23 · accepted ·
serverdeploye2e - The front page's live line also names the next event · 2026-10-23 · accepted ·
clienthome-wall - The front page and pulse card count every claimed plot, the townsfolk's too · 2026-10-24 · accepted ·
clienthome-wall - The docs pages' script also lights the section in view, and How to play does it with CSS · 2026-10-26 · accepted ·
clientdocssite - A person who joins at the door is offered a plot straight away · 2026-10-26 · accepted ·
clientdesign - A person is offered a passkey on the way in and at milestones once a day, and staff can make them a sign-in link · 2026-10-26 · accepted ·
securityidentityclientserverproduct - A resident's name is ASCII letters, digits and underscores, checked at the API so old logs replay · 2026-10-27 · accepted ·
identityprotocolserversimclient - A newcomer walks the town as a guest first and moves in with one name · 2026-10-27 · accepted ·
clientonboardingworld - The staff app imports the sim directly for lengths of time · 2026-10-27 · accepted ·
adminsimdependencies - Scene photos are drawn by Browser Run in the cards Worker, one browser per photo · 2026-10-29 · accepted ·
servercardsdeploycost - A scene photo's ticket is a random id the World object holds for a minute · 2026-10-29 · accepted ·
serversecurity - The scene photo page is its own small build beside the app's · 2026-10-29 · accepted ·
clientperformance - A scene photo frames its subject from a clear side and tags only who it shows · 2026-10-29 · accepted ·
clientdesign3d - Scene photos ship dark with their error codes in SKILL.md, and an event photo is wide · 2026-10-29 · accepted ·
protocoldocsproduct - Browser Run is driven over its DevTools socket with no browser library · 2026-10-29 · accepted ·
cardsdependenciessecuritydeploy - A resident holds 400 things from a logged raise_inventory, and stacks still count by the unit · 2026-10-29 · accepted ·
simitemsnumbersserver - Scene photos keep the cap of 100 a day past the included browser hours · 2026-10-29 · accepted ·
scene-photoscostbrowser-run - Scene photos keep a browser and its photo page open two minutes after each photo · 2026-10-29 · accepted ·
scene-photosbrowser-runperformancecost - The first load's budget is 136 kB, for the events and snapshot fields of things on tables and walls · 2026-10-30 · accepted ·
clientperformancetooling - Things on surfaces and walls are kept by tile and face, shop-only, and come back when their wall does · 2026-10-30 · accepted ·
simprotocolclienteconomydesign - A wall's surface is marks in the sim's palette that the map, the 3D textures and the plot photos all draw · 2026-10-30 · accepted ·
artmap3dcardsmaterials - The 2D map zooms from close to the whole world, and draws a picture of the ground when zoomed out · 2026-10-30 · accepted ·
clientmapperformance - Town squares are drawn as cobbled plazas from the drawn paving, and the Commons loses its dashed border · 2026-10-30 · accepted ·
clientdesign3d - Walls between tiles are keyed by a tile's north and west lines, walked by stepFrom, and a home's walls are slimmed by a server plan · 2026-10-30 · accepted ·
simprotocolserverclientdesignreplay - Twenty-six more shop decor kinds cost 6 to 35 coins, with the paintings and the record player at the top · 2026-10-30 · accepted ·
simeconomydesign - Six indoor floorings each cost a little of something already in the world · 2026-10-30 · accepted ·
simprotocoleconomynumbersdesign - A townsfolk teaches up to six recipe cards, and ten new pieces of furniture are spread across them · 2026-10-30 · accepted ·
servertownsfolkitemsnumbers - A furnished home counts furniture and seats as pieces and what is on surfaces, walls and display as on show · 2026-10-30 · accepted ·
simprotocolclienthomes - A plot map draws walls between tiles in a per-floor edges grid, and each design's roomy version is built with roomy: true · 2026-10-30 · accepted ·
protocolsimserverdesign - Starter homes are built from walls between tiles in every world, and the home sheet builds roomy designs · 2026-10-30 · accepted ·
homesrfc-0050switches - Designs always build their walls on the lines between tiles, with no roomy field · 2026-10-30 · accepted ·
homesrfc-0050protocol - The town slims every home once, upstairs included, and tells each owner · 2026-10-30 · accepted ·
homesrfc-0050switches - walk_to plans the route on the server and walks it as moves · 2026-10-30 · accepted ·
protocolwalkingagents - A dry run says what it would cost by trying it on a copy of the world · 2026-10-30 · accepted ·
protocolagentsdry-run - Attendance counts at 10 minutes, behind the attend_at_ten switch · 2026-10-30 · accepted ·
simserverprotocoleventsagents - A posted plot photo is a 1080x1350 picture of its own on a clear margin · 2026-10-30 · accepted ·
cardsplot-photosperformance - walk_to plans across floors at stairs and its floor is the ground floor when absent · 2026-10-30 · accepted ·
protocolwalkingagentsfloors - Slimming plans every floor, and upstairs a room is only as wide as its flooring · 2026-10-30 · accepted ·
homesrfc-0050 - The way planner takes down a wall on a line between two way tiles, priced as a wall block · 2026-10-30 · accepted ·
serverwaysrfc-0050 - Material grades keep RFC 0051's fine table and roll; the economy run finds them scarce, not draining · 2026-10-30 · accepted ·
simeconomyhomesrfc-0051 - Material grades open in every world, terrakin.org included, with RFC 0051's numbers · 2026-10-30 · accepted ·
gradesrfc-0051switchesserver - buy_plot carries the listing and the price the buyer saw, and a plot listed again is refused · 2026-10-31 · accepted ·
simprotocoleconomyplots - A plot keeps what it last sold for, shown on listings and plot reads, added before any world sells plots · 2026-10-31 · accepted ·
simprotocoleconomyplots - A large plot sale with a young resident in it gets a line in the moderation log for staff · 2026-10-31 · accepted ·
serversafetyeconomyplots - The economy run with plot sales keeps the plot market's numbers and finds flipping pays only while free downtown land lasts · 2026-10-31 · accepted ·
economyplotssimnumbers - A build map sent back to its own plot reads its digits by that plot's legend · 2026-10-31 · accepted ·
protocolmapsbuild - Each fine recipe's find is counted on the inventory read, not the catalog · 2026-10-31 · accepted ·
gradesrfc-0051findsapi - An event photo shows who is online when it is taken, never an attendee who went quiet · 2026-10-31 · accepted ·
photosrfc-0049eventsprivacy - A sale's purse line names what sold, from the logged name_sales switch · 2026-11-02 · accepted ·
coinsshopmarketsimswitches - While you build on a phone, the build bar takes the top row and the HUD keeps only what building needs · 2026-11-02 · accepted ·
clientdesignmobile - A piece set into a wall closes the room for a slim and stays where it is · 2026-11-02 · accepted ·
buildingrfc-0050slim - A day number keeps its integer, and a sibling ISO date goes where a date is said out loud · 2026-11-04 · accepted ·
protocolagents - WebP pictures on cards are decoded to PNG when drawn, in the cards Worker, not at upload · 2026-11-07 · accepted ·
cardsmedia - A piece of furniture's turn lives in the world, drawing only, absent for south · 2026-11-07 · accepted ·
simprotocolclientdesign - Plots for sale open with one free island plot, a going price, a sign on the map, and agents that decide on their own · 2026-11-07 · accepted ·
simserverclientprotocoleconomyplotsagents - Building reaches the whole plot and walls go only on lines, from two logged switches · 2026-11-09 · accepted ·
simprotocolbuildingrfc-0050switches - A build tap only adds with a pick and only takes away with Remove, walls go only on lines, and building frames the plot · 2026-11-09 · accepted ·
clientdesignmobile - The town turns every wall block into lines, then logs walls_on_lines, and slim_walls leaves the API · 2026-11-09 · accepted ·
serverprotocolbuildingrfc-0050switches - The regrid moves every slot to the middle of a 16-tile slot, carries ways and bridges across the yards, and waits for a dry run on a copy · 2026-11-09 · accepted ·
simserverprotocolbuildingrfc-0052switches - The wild yard and each slot's feature are drawn from a hash, on the map and in 3D · 2026-11-09 · accepted ·
clientrendering3drfc-0052 - Townsfolk don't buy upstairs or lot steps and Commons builds keep blocks out of the wild yard, behind close_rule_gaps · 2026-11-10 · accepted ·
simeconomytown-halltownsfolkrfc-0053 - A world-wide ceiling on joins, with a share for vouched invites, kept in memory · 2026-11-10 · accepted ·
serverprotocolsecurityrfc-0055 - grow_lot's pieces and things on show stay separate counts, and its words say so · 2026-11-09 · accepted ·
simprotocolhomes - terrakin.org opens the plot market with the cap of 3, on Ryan's word · 2026-11-13 · accepted ·
serverdeployeconomyrfc-0039 - Plots for sale carry no name, only what the world counts · 2026-11-13 · accepted ·
serverprotocolclientsafetyrfc-0039
No longer binding: read what replaced each one.
- Core terms are plot, hearth, kindred, the Commons · 2026-10-02 · superseded by 0318 ·
designdocs - The API reference is rendered from the generated OpenAPI document · 2026-10-04 · superseded by 0195 ·
docsclientprotocolsecurity - After a claim the web offers a starter home in one tap or the build bar on the hearth, then asks for a name · 2026-10-07 · superseded by 0286 ·
clientuxonboarding - Levels are on at terrakin.org: the Worker sets levels, the Node server leaves it off, and the switch ships in the same push as its docs · 2026-10-10 · superseded by 0373 ·
serverlevelsdeploy - Jobs are on at terrakin.org: the Worker sets jobs, the Node server leaves it off, and the switch ships with its docs · 2026-10-11 · superseded by 0373 ·
serverjobsdeploy - Kindreds are on at terrakin.org: the Worker sets kindreds, the Node server leaves it off, and the switch ships with its docs · 2026-10-15 · superseded by 0373 ·
serverdeploysocial - The sheet after a home plants the first seed · 2026-10-18 · superseded by 0380 ·
clientonboardingux
Gotchas, surprises, and things we'd tell our past selves.
- It takes 5 steps to leave the Commons from spawn · 2026-10-02 ·
simagentstesting - pnpm --filter runs scripts from the package directory · 2026-10-02 ·
toolingserver - The sim can't use host globals like structuredClone · 2026-10-02 ·
simtooling - Stop background dev servers by PID, not by pattern · 2026-10-02 ·
toolingagents - Tests are typechecked by the root tsconfig, not the package one · 2026-10-02 ·
tooling - After a repo transfer, agent sessions can read but not write · 2026-10-03 ·
toolingagentsprocess - Defaults derived from random ids make tests flaky · 2026-10-03 ·
testingserversim - An unpushed changelog entry stamped before a later API change needs main's stamp back · 2026-10-05 ·
toolingprotocolagents - Check HEAD against origin main and the live version right before a manual deploy · 2026-10-05 ·
deployagentsprocess - Never chain git push onto a rebase or a filter in one shell line · 2026-10-05 ·
processagentstooling - Symlinked package node_modules make a worktree run the main checkout's workspace packages · 2026-10-05 ·
toolingagentstesting - The preview tool reads the main checkout's launch.json, not a worktree's · 2026-10-05 ·
toolingagentstesting - Two e2e runs at once collide on port 8790 · 2026-10-05 ·
testingagentstooling - A moved workspace package needs its lockfile importer renamed, which pnpm install can't do offline · 2026-10-06 ·
tooling - A Durable Object's SQLite refuses a UNION of more than 5 terms · 2026-10-08 ·
serversqlitecloudflare - A length built with | or << goes negative at the top bit, and a per-item object costs more than the file · 2026-10-10 ·
serversecurityuploads - Dependabot fails a pnpm update when a release's packages straddle its three-day cooldown · 2026-10-10 ·
dependabotpnpmcitooling - The World object runs the build before for minutes after a deploy · 2026-10-10 ·
deploycloudflareserver - Robinhood Chain's public RPC answers a laptop and turns Cloudflare Workers away, so agent links need an endpoint that answers them · 2026-10-15 ·
servercloudflareagent-linkspartners - Two dev servers sharing a world log write a sequence that cannot replay · 2026-10-16 ·
devserverreplay - A durable object stub's fetch settles on its headers, so a broken body escapes the retry · 2026-10-17 ·
servercloudflaretelemetry - Splitting the cards Worker out took the cold start from 535ms to about 210ms · 2026-10-18 ·
cloudflaredeployperformancecards - A column added to a CREATE TABLE IF NOT EXISTS never reaches a world that already booted · 2026-10-20 ·
serversqlitedeployprocess - A switch on world events is checked, a Set of their names is not · 2026-10-20 ·
serversimprotocolprocess - GitHub reads skip ci anywhere in a commit message, prose included · 2026-10-20 ·
cideployprocess - Workerd refuses a stored global fetch, so musegod heard nothing · 2026-10-20 ·
servercloudflarepartnerstesting - A test world's log written under earlier pottery rules no longer replays, which is fine only until pottery is on anywhere real · 2026-10-23 ·
simreplaypotterytesting
End-of-session notes. Read the latest one before starting work.
- A hardening sweep: snapshot boot fixed, server guards, dedupe, a sim fuzz, three RFC drafts · 2026-11-09 ·
hardeningsnapshotstestsfuzzrfc-0053rfc-0054rfc-0055 - PRs merged, tall plot photos, stairs and upstairs slims, ways through lines, material grades built · 2026-10-30 ·
photoswallswaysrfc-0051grades - Roomier homes live, walk_to, and dry-run costs · 2026-10-30 ·
homesrfc-0050agentsprotocol
The other 33 are in handoffs/.