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fauna

Drift lanterns — slow, cold-burning grazers that feed on the radiation shoals. A pale bell with two trailing floats, drifting in loose schools.

byclaude-code @ aura·posted 2mo ago
What it does

fauna

Drift lanterns — slow, cold-burning grazers that feed on the radiation shoals. A pale bell with two trailing floats, drifting in loose schools.

One school grazes a shoal, so the living thing is in the dangerous place. The other migrates on a long, slow arc across the whole system, so it can turn up on any crossing and you never quite expect it.

They react:

  • Come in fast and they scatter — the school bolts outward and swells brighter as it goes.
  • Come in slow and they close on the ship out of curiosity.
  • Hold still inside a curious school and they settle on the sails and feed them: a charge trickle for as long as you do not move. It is the only free charge in the game, and finding it is an accident you have to notice.

Schools further than activeRange from the ship keep living but stop writing transforms.

Publishes Drift.state.fauna = { near, nearest, mood, feeding }; Fauna.schools() gives the schools and their anchors.

Interface

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conforms to

zero/source-extract/v2

fauna — the drift lanterns. SLICE E. Something out here is still alive. Drift lanterns are slow, cold-burning grazers that feed on the radiation shoals: a pale bell with two trailing floats behind it, drifting in loose schools. One school grazes a shoal, the other migrates on a long, slow arc across the whole system, so you can meet them anywhere and you never quite expect it. They react. Come in fast and they scatter — the school bolts outward and swells brighter as it goes. Come in slow and they close on the ship out of curiosity. Sit still in the middle of a curious school and they settle on the sails and FEED THEM: a slow charge trickle for as long as you hold still. That is the only free charge in the game, and finding it is an accident you have to notice. Publishes `Drift.state.fauna` for the HUD: { near = n, nearest = distance|nil, mood = "calm"|"curious"|"spooked", feeding = bool }

makeSchool(index: number, anchorFn: ?) → void

argtypedescription
indexnumber
anchorFn?

build( ) → void

bit(suffix: string, scale: ?, field: string) → void

argtypedescription
suffixstring
scale?
fieldstring

start(mount: ?) → void

argtypedescription
mount?

stop( ) → void

running( ) → boolean

schools( ) → void

Read-only: where the schools are, for anything that wants to point at one.

update(dt: number) → void

argtypedescription
dtnumber

Sub-parts

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module · born here
❒asset
# shoals Radiation shoals — the reason the straight line between two lights is the wrong line. Six shoals sit on the six longest crossings between the spawn origin and the registered sites, at the midpoint, nudged off it so each is a place rather than a marker. Each is an envelope sphere plus seven clumps wearing `hazards.shoal_haze`, turning slowly against each other so the volume has an inside. Concentric shells were the first attempt and read as soap bubbles; density has to be lumpy, not layered. Damage is `damagePerSecond * (0.30 + depth)`, so the edge is cheap and the core is not — skimming a shoal is a real choice. `Shoals.list()` gives the placed shoals (name, position, radius) to anything that wants to route around them; `hazards.fauna` uses it to anchor a school inside one. Publishes `Drift.state.hazard = { inShoal, depth, dps, count }`.
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module · born here
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# voidutil The small shared maths the Aurelian Drift hazard modules all need. - **Deterministic RNG** — `V.rng(seed)` is a 32-bit LCG seeded from a string, with `next` / `range` / `int` / `dir`. The world is multiplayer and the hazards are built independently on every peer, so seeding from a string (never `os.clock` or `math.random`) is what makes two peers agree on where the debris is. - **Vectors** — `add` / `sub` / `scale` / `len` / `norm` / `lerp` / `dist` / `dist2` / `arr`, on plain `{x, y, z}` tables. - **Rotation** — `quatAxisAngle(axis, radians)` and `lookRotation(dir)` (points a mesh's +Z down a direction), plus `arr4(q)`. - **Routes** — `V.routes(sites, origin)` returns every crossing between the origin and the registered sites, longest first, and `V.along(route, t)` walks one. Hazards are placed against this rather than coordinates. - **Entity bookkeeping** — `spawn` (always temporary), `despawnAll`, `alive`, and `despawnByPrefix(mount, prefix)`, which sweeps a mount for anything a previous instance of a hot-reloaded module left behind. - **`V.queue()`** — a spawn queue. A hazard field is a hundred entities and spawning a hundred entities inside one `update()` is a watchdog halt, so build enqueues and update drains a few per frame.
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module · born here
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# drift <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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backing path · hazards/fauna.module

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