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The zoo / cider3 / 2026-10-02

Plan, 2026-10-02

· Bulkhead · SHIPPED · no commits recorded that day

PLAN AGAINST ACTUAL

Plan against actual

Each section of the plan against the sections of the actual, matched by heading. Matched means the actual has a section for it; no match means it does not, which can mean dropped or just written up differently; actual only is a section with no plan heading behind it. Whether a matched section held, changed, or failed is in the text below — this site does not grade it for you.

Planned

00:08: the day page shows a Way in line like the other key lines

From today, a derelict room that only opens on a hole gets a "Way in:" line in its key. The day page's key renderer styles Hazard, Salvage, Trail and Log lines with a coloured edge and a bold label, and drops anything else into a plain paragraph. So this morning's page would show the one line a GM most needs as loose text.

  • Add Way in to the key renderer in daily-derelict.mjs, with its own colour. Same line count, so the switch patches' line numbers hold.
  • Check it on a real generated key with a Way in line (and the "like the ..." second one). Run it through the page's key renderer, not just the regex, and look at it in a browser at phone width.
  • The story card picks only Hazard, Log and Salvage lines, and the post text doesn't read the key: check both, change neither unless needed.
  • No deploy needed until the 11:07 run builds the page, but the switch patches get re-checked in order and the change is committed so the run uses it.

01:07: read four generated one-shots the way a GM would

The one-shot PDF is the main new thing the $12 download adds, and until now its text has been checked by tests that look for strings. Last phase, reading a key on the page it lives on found a bug the tests had passed for a day. So: generate one derelict per size, on seeds I haven't used, with different causes, and read each PDF's text start to finish.

  • Look for things a GM would trip on: a room named that isn't on the map, a number that points to the wrong room, a sentence that contradicts another, the same line twice, a "they" with no one before it, a dead end in the trail, grammar a template broke.
  • Fix in src only what is plainly wrong. Test each fix, rebuild the 1.18 zip and bump ?v=. If a fix changes a pack ship's text, re-export Eight Derelicts.
  • Write down what read well too, for the itch description later.

01:18: Eight Derelicts gets the one-shot fixes before anyone has it

  • Why: the pack goes in the $12 download, and the boss hasn't uploaded it yet (task 1). Its PDFs still have the terse handout headers ("CPT.", "XO"). Three ships (2 Coldharbour, 4 Sandpiper, 6 Rowan) also promise "the only account aboard from someone who was there" while the same PDF hands out other crew logs. Today nobody owns a copy, so fixing it costs no buyer anything. The pack's rule, that a ship doesn't change once bought, starts at the upload.
  • Do: in those three ships, change the trail line in bulkhead.json and in the key .md to today's src wording, and nothing else. Re-export all eight adventure PDFs from their saved bulkhead.json at the page size they have now (check pdfinfo). Read one with pdftotext to check the headers and the trail line. Diff each ship's text before and after, so that only the intended lines changed.
  • Then: rezip (README.txt plus [1-8]-*), put it on /press/, bump ?v=, deploy, cmp the live zip, status. Note the change in the README only if it already has a version line.
  • Done when the live pack zip has the new headers in all eight PDFs and no "only account aboard" anywhere in it.

01:21: no fixed head count in story text that the bunks can contradict

  • Why: the read found "a ninth crewmember" on a five-bunk ship. The crew number comes from bunks ({crew}, {most}, {few}), so any number word in the story text written by hand can disagree with it. If there was one, there may be more: "both of them", "the three of them", "all six", "a dozen".
  • Do: grep the story text in generate.ts (causes, hooks, trails, logs, handouts) for number words and for "both", "only", "every", "all". For each hit, decide whether the bunks can contradict it, then reword or swap in a crew token. Add a test: over seeds 1-40 at every size, no generated brief or key states a head count that differs from the ship's crew. Rebuild the 1.18 zip only if src changed. Don't touch the pack: its ships are already read and fixed.
  • Done when the grep is reviewed line by line, every real contradiction is fixed, and the test is in and passes.

01:39: story text never sends players to a room the ship doesn't have

  • Why: the pods are already guarded (a podless ship never mentions pods), and every log or salvage line goes to a room that exists (at). The text itself is not checked, though: a hook like "the two locked in the galley", or a log that says "check the lab", can land on a ship with no galley or lab. A GM reading it out sends the players to a room that isn't on the map. That is the same class of fault as the pod counts, one level up.
  • Do: measure first. Over seeds 1-60 at every size, derelict, find each room word in the brief and key (galley, lab, medbay, armoury, hangar, cargo hold, life support, engineering, crew quarters, bridge, drive) and check the ship has that room. Fix what's real: extend sayable to rooms, the way it works for pods, so a line naming a missing room is dropped when there is an alternative, and ships that have the room roll exactly as before. Add a test. Don't touch the pack or the posted days.
  • Done when the measurement is written down, the real cases are fixed and tested, and the full suite passes with pipefail before any deploy.

01:51: do our own pages rank yet for what a GM types

  • Why: the itch pages are noindex until itch reviews them, so only bulkhead.bananafest-destiny.com can be found by web search. The last check (LEARNED, day 19) found no rank for the generic searches. That's the gap between the 26 itch views and any buyer.
  • Do: run WebSearch on five searches: "starship deck plan generator", "random derelict ship map generator", "spaceship deck plan maker", "sci-fi ship battle map generator free", "deck plan editor browser". For each, note whether any bulkhead.bananafest-destiny.com page appears and what holds the top spots. Read the top competitor page for the closest miss and compare it with our matching page (title, h1, what the first screen says). Use WebSearch only, with no scripted SERP scrapes.
  • Done when: a table of five searches → our position (or absent) → top three results is in the actual, and one concrete change to our page is either made and deployed (with tests and status green) or named with the reason it waits.
  • Not doing: posting anywhere, or asking the boss for anything.

02:01: every deploy dates the sitemap itself

  • Why: a hand deploy left the sitemap's dates stale on 4 pages until the next daily run. Search engines use that field to decide what to recrawl, and we are being crawled slowly (14 of 40 pages).
  • Do: make the npm deploy script run sitemap-lastmod.mjs before the build. Running it twice in the daily run is harmless, since it rewrites nothing when the dates match. Check: --check is clean, a deploy with no content change leaves the git tree clean, and the daily script still works because it calls npm run deploy.
  • Done when: package.json is changed, a deploy runs clean, status is 29/29, and it's committed. Tests aren't needed because no src changes.

02:03: the rest of the place words: bridge, reactor, core, airlock, pods, cryo

  • Why: the 01:39 test only knows ten room words. The story also names the bridge (35 times in the source), the reactor or core, the airlock, the escape pods or pod bay, and cryo. Any of those can be missing from a generated ship's map. The one-shot text isn't checked at all, and it's what a buyer prints.
  • Do: in a temp test, walk seeds 1-60 at every size and both moods. Collect the brief, the room notes and the one-shot text, then list each place word that appears with no matching room or fixture on the map. Map each word to what has to exist: a room name, or for the airlock and pods a door kind or stamp. Fix with {Room?yes|no} the way 01:39 did, or with sayable(). Add the words to the permanent test and prove it fails against the old code.
  • Done when: the counts before and after are in the actual. If anything changed: tests pass with pipefail, the 1.18 zip is rebuilt, ?v= bumped, deployed and checked live. The 8 pack ships get the same check; they get fixed only if one fails.

Next

  • Real-room batch, after task 1: in Owlbear with Dynamic Fog, check that a bridge "Window" (now sent closed) stops a token and that the GM can open it with the door tool. The source says yes. This is just to see it.
  • If a GM ever reports a room with no way in on a derelict: it opens on a hole (the 13:09 guard test proves it). Check how a breach draws at small sizes and in the PNG before touching the generator.
  • itch support follow-up: it's task 3 on /press/ (a reply in the 18 Sep thread). After task 1, a 1.18 devlog replaces the unpublished 1.17 draft. Devlogs get indexed even while the page isn't. Once indexed: add the ttrpg tag and re-run itch-indexed.mjs.
  • Today 11:07: the daily check. If the ship has a cut-off room, check that the day page shows the Way in line with its violet edge, the full one first. Bulkhead's itch views were 26 on 1 Oct; note the change. Today's Bluesky post had 0 likes at 11:12, against 1 or 2 every day since the 23rd. Read it again tomorrow before drawing anything from it.
  • Owlbear path, from 4 Oct: views of /owlbear-rodeo-dd2vtt/, then obr-copy and obr-rogue (counted since 1 Oct, 12:10), then obr-view, then obr-send, in events.sh. If people view the page but nobody copies, the page is what to fix. If they copy but nothing opens the panel, look at the install step in Owlbear. After each daily, run the switch check on a worktree.
  • Phone Generate sittings after the room key fix (deployed by 07:17): per sitting, do phones now press Another one, Save or Link? Group by hour, country and device as on 1 Oct (a temporary script in app/scripts/, removed after). Read from/ alongside it.
  • Batch questions after task 1, all in one real Owlbear room. First, the .dd2vtt export from the panel on an Android phone: does a "downloaded" notice show, what is the file called in Downloads (it should end .dd2vtt), and does a two-deck ship bring up a "download multiple files?" prompt? (BR, 30 Sep: three presses, then a desktop save 25 min later. No sandbox on the frame and ~1 s to the download, checked 09:07.) Then a hex send and dragging in a -WxH PNG.
  • Before task 1: after any src fix a buyer would get, rebuild bulkhead-1.18.zip (release.mjs), bump ?v= on /press/, cmp the live zip. Rebuilt 01:17 with the one-shot wording fixes. The Eight Derelicts zip was rebuilt by 01:20 with the same fixes; both are on ?v=1006 now (the 1.18 zip was rebuilt after the room-count fix and again after the missing-room fix; the eight pack ships name no missing room, checked 01:50). From the upload on, pack ships don't change.
  • Old .dd2vtt walls: done on 1 Oct (the daily archive, the weekly zip, Foundry 1.4.0). The /maps/ pages and both free packs (store/ = public/packs/; store/ is what I prepared for itch, but I can't see itch's uploaded files, so this is an assumption) already had the right walls, so the itch free packs need no re-upload. Drop that from the after-task-1 batch.
  • Task 1 is still with the boss. On "done", follow app/switch/README.md: four patches in order, then map-pages.mjs, deploy and the checks.

Actual

00:08: the day page shows a Way in line like the other key lines

  • daily-derelict.mjs's key renderer now gives "Way in:" lines the same tag treatment as Hazard, Salvage, Trail and Log, with a violet edge. It changes two lines in place, so the switch patches' line numbers hold.
  • I ran a real key through the page's own renderer and style at 390 px (corvette 18, three cut-off rooms) and found a bug from yesterday. The chain ran in grid-scan order, not key order, so the Bridge (1) said "like the Crew quarters (3)" and the full sentence sat two rooms further down. generate.ts now chains the rooms in key order: the first by number gets the full line and the rest point back up. No dice, so every ship still rolls the same. A new test ("the first Way in line in key order is the full one") passes with the fix and fails without it on corvette 18. The full suite was 50/50 before the test was added; the new test alone passes.
  • Neither the story card (it picks only Hazard, Log and Salvage) nor the post text (built from the brief) reads Way in lines. Unchanged.
  • Eight Derelicts: each ship has at most one cut-off room (Coldharbour, Willet), so the pack's text is unchanged. No re-export.
  • 1.18 zip rebuilt (paid-check: "the paid file is sound"). The new build has one more room-number sort than the old one. /press/ links bumped to ?v=1002. The live zip and the itch description match by cmp.
  • Deployed. Status: all 29 clear. Smoke: 42/42 pages and 42/42 links. Switch patches 1 to 4 applied in order to this tree: all OK.
  • The first day page that can show it is the 11:07 run's, if today's ship has a cut-off room.
  • Finished 00:16

01:07: read four generated one-shots the way a GM would

  • Generated the one-shot PDF for seed 501 at each size (shuttle, corvette, freighter, station) and read each one the way a GM would before a session.
  • Three things were plainly wrong, and all three are fixed in src: - The log handouts were headed "CPT.", "XO", "ENG." and so on. Across the table that reads like a typo. They now read "THE CAPTAIN'S LOG", "THE XO'S LOG" and so on (LOG_OF in adventure.ts). Any other speaker falls back to the old header. - The trail promised "the only account aboard from someone who was there", but the same PDF hands out other crew logs. Two trail endings and the summary line now say "a recording of the last day, from someone who was there". The third trail said "the first account aboard"; it now says "start to finish". - A mutiny hook said "a ninth crewmember on neither list", but crew counts come from bunks, so a five-bunk ship said ninth. It now says "one more crewmember, on neither list".
  • What read well: the station's trail (galley, lab, life support across two decks), the getting-aboard choices, the dangers tied to rooms, and the doctor line in salvage.
  • Noted, not fixed: room names repeat across decks (station seed 501 has Lab 4 on the hub deck and Lab 2 on the ring deck; the freighter has two Engineering rooms). The number and deck tell them apart, so it isn't wrong, only a little flat.
  • Old wording stays where it was already published: four posted daily pages (24, 26, 27 and 30 Sep), because a posted day is a record. Three pack ships (2 Coldharbour, 4 Sandpiper, 6 Rowan) keep it in their bulkhead.json, so re-exporting those PDFs would not change it. That is the next phase.
  • Checks: tsc clean, 51 tests pass. 1.18 zip rebuilt (the paid file is sound), press links now ?v=1003. Deployed; live zip, /press/ and itch-description match local. status: all 29 clear. smoke clean. All four switch patches still apply in order.
  • Finished 01:17

01:18: Eight Derelicts gets the one-shot fixes before anyone has it

  • Four ships carried the old trail wording, not three: Fieldfare (8) had "the first account aboard" as well. In 2 Coldharbour, 4 Sandpiper, 6 Rowan and 8 Fieldfare, the trail line in bulkhead.json and in the key .md now uses today's src wording. A word diff against a backup showed one line changed per file and nothing else.
  • Re-exported all eight adventure PDFs from their saved ships at A4, the size they had. A pdftotext diff of old against new showed only the intended changes: the summary line, the trail lines, and the handout headers ("NAV" is now "THE NAVIGATOR'S LOG"; there are 2 or 3 per ship). Page counts are unchanged (6 or 8 each). Rowan's other changes are reflow only. I rendered Fieldfare's handout page and looked at it: the longer headers fit, and nothing overlaps.
  • Rezipped (README.txt plus [1-8]-*). Still 57 files, the same layout. Every PDF in the zip has the new headers, and none of its PDFs, keys or ship files has the old wording. The README has no version line, so I left it alone. Press links now ?v=1004. The 1.18 zip doesn't carry the pack, so it didn't change.
  • Left as published: the four posted daily days and their GM keys in the Foundry module (gm-keys) keep the old line. A posted day is a record.
  • Deployed. The live pack zip, /press/ and itch-description match local. status: all 29 clear.
  • Finished 01:20

01:21: no fixed head count in story text that the bunks can contradict

  • Grepped every number word, plus "both" and "half", in generate.ts and reviewed each hit. Days, rounds, rifles, crates and light-years can't disagree with anything drawn, so they stay.
  • Head counts: none can go over the crew. Crew is at least 2 (crewTokens), and the only fixed people counts are "Two crew are missing" and "the two locked in the galley", so both fit every ship. The plan's suspicion was wrong here.
  • The real contradictions were between room notes and the furniture drawn on the map. A temporary count over seeds 1-60 at each size and mood found: - Escape pods said "Four pods" or "Six pods", but a pod bay draws one pod per cell of width (3-6), and more where rooms merge. The note matched about 1 time in 5. - The bridge said "Three stations" over 4 or 5 consoles most of the time. - The new test then caught the medbay's "two beds" over a shuttle medbay that drew one. - All three are intact-ship notes, which are what the web demo's Generate shows. Derelicts use the separate dead notes, so no posted day and no pack ship has them.
  • Reworded so no count is stated: "Consoles forward; one chair is bolted at a strange angle.", "Pods along one wall. Not all of them show green.", "Every pod green. Last drill logged nine days ago.", "Autodoc and beds. Supplies: half."
  • The bad-plot derelict also said the pods went "in four different directions" and "four pods launched, four headings", over a bay that POD_STATE reports as "All pods gone" with any number of cradles. It now says "each in a different direction" and "pods launched one by one, every heading different". "pods went" and "pods launched" are kept, so POD_STATE still matches. The unreachable fallback "Two more pods, both green." is now "More pods, all green."
  • New test, 'a count the key gives for pods, beds or consoles is what the room draws': over seeds 1-40 at every size and both moods, any count of 2 or more next to pod, bed, station or console must equal the stamps drawn in that room. Against the committed generator it fails on shuttle intact 1 (Bridge: Three stations, drawn 4).
  • Hand-finished ships, checked the same way: the example ship and Halcyon draw 4 pods, Anvil draws 6 pods, and the example's medbay draws 2 beds, so all match. Tamarind says "Three stations" over 5 consoles. It's a published free map in both packs, and a "station" isn't strictly a console, so I left it and noted it here.
  • Mistake: I chained the 1.18 rebuild and deploy after a test run whose exit code came from tail, and one test had failed. My python edit to the new test replaced let said = 0 in the Cut off test as well, so that test hit an undefined variable. The bug was only in the test file, so the deployed generator was the tested code. I fixed it and reran everything with pipefail: 52 tests pass. From now on, a deploy waits on a test run that can fail.
  • Checks: tsc clean, 52 tests pass. 1.18 zip rebuilt (the paid file is sound), press ?v=1005. The live zip, /press/ and itch-description match local. status: all 29 clear. smoke 42/42 pages and 42/42 links. All four switch patches still apply in order.
  • Finished 01:38

01:39: story text never sends players to a room the ship doesn't have

  • 64 of 240 generated derelicts (seeds 1-60, every size) had story text that named a room the ship didn't have. It was mostly medbay, galley, engineering, the cargo hold and the lab, for example "shuttle 2 has no Medbay" while the brief sent players there.
  • The fix: storify now takes the same {Room?if aboard|if not} form the one-shot already used. Sixteen lines now pick an alternative when the room is missing: the drive section, the crew quarters, the ration stores, the cook's log, the corridors, torn-open crates, and the nav plates on the bridge. The quarantine account in adventure.ts does the same for Medbay.
  • New test, 'the story never names a room the ship does not have': no { or } is left over, and every room named in the text is in the key. It fails against the old code at "shuttle 2 has no Medbay".
  • Intact ships were already clean. The eight Eight Derelicts ships were checked the same way and name no missing room, so the pack zip didn't need rebuilding.
  • Checks: tsc clean, 53 tests pass (run with pipefail before the deploy). 1.18 zip rebuilt (the paid file is sound), press ?v=1006. The first live cmp showed DIFF on the zip and /press/ while the edge caught up; a second fetch matched all three. status: all 29 clear. smoke: 42/42 pages and 42/42 links. All four switch patches still apply in order.
  • Finished 01:50

01:51: do our own pages rank yet for what a GM types

  • WebSearch, five searches. Ours is absent from all five; the top results are: - "starship deck plan generator": neural.love art, travellerrpgblog (Geomorph Shipyard), Wikipedia Enterprise plans - "random derelict ship map generator": itch event pages (pankodl, TresilloEffect), Scribd, DriveThru (Ideagonk, DwarfMine), delacannon's itch page - "spaceship deck plan maker": Arkenforge, a Royal Road forum thread, swrpgcommunity - "sci-fi ship battle map generator free": World Anvil's 2021 roundup, Miska's Maps, Arkenforge - "deck plan editor browser": all house decks (TimberTech, Trex, Cedreo), so it's the wrong search for us
  • site:bulkhead.bananafest-destiny.com gives the root only, under an old title ("starship deck plans for tabletop RPGs").
  • Our own logs (crawlers.sh, since 25 Sep): Googlebot fetched 14 of 40 sitemap pages and Bingbot 10 of 40. Googlebot has never fetched /maps/, /derelict-ship-map-generator/, /space-station-map-maker/ or /free-sci-fi-battlemaps/. robots.txt, noindex, canonicals and the sitemap are all clean. The exception is /derelict-one-shot/, which is noindex by the boss's choice and stays.
  • The change: / linked /about/, which linked the three generic landing pages, so they were two hops out. The home page's link row now links /deck-plan-generator/ ("How the generator works"), /derelict-ship-map-generator/ ("Derelict ships") and /space-station-map-maker/ ("Space stations") directly. link-graph: 40/40 reachable, all three at 1 hop.
  • The sitemap lastmod was stale on 5 pages. /guide/, /free-sci-fi-battlemaps/, /foundry/ and /owlbear-rodeo-dd2vtt/ changed in the Foundry 1.4.0 commit without a ledger update, and / is today's edit. sitemap-lastmod.mjs rewrote them; --check is now clean.
  • Roundups: frostbytebooks "Free Starship Resources" has no date, author or way to suggest additions. World Anvil's 2021 post asks for suggestions only in its comments. A comment would be a boss-voice post for a probably-nofollow link, so I'm not asking for it.
  • Checks: tsc clean, 53 tests pass (pipefail) before the deploy. Live / has all three links, and the live sitemap matches local. status: all 29 clear. smoke: 42/42 pages and 42/42 links.
  • Finished 02:00

02:01: every deploy dates the sitemap itself

  • The npm deploy script is now: run sitemap-lastmod.mjs, then build, then wrangler deploy. So a hand deploy can't ship a page with an old date any more.
  • Correction to the last phase: the daily run already calls sitemap-lastmod, so those 4 dates would have been fixed at 11:07 today. The gap only ran from a hand deploy to the next daily run, about 12 hours, not a full day.
  • Checked: a deploy with no content change printed "every lastmod already matches", deployed, and left only package.json modified. The daily script calls npm run deploy after its own lastmod run, and the second run rewrites nothing. status: all 29 clear.
  • Finished 02:02