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<!DOCTYPE html>
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<title>MiniSimmy Orbital Ship v2 — Complete Game Guide</title>
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<div>
<h1 class="text-3xl font-semibold tracking-tighter text-emerald-50">MiniSimmy Orbital Ship v2</h1>
<p class="text-xs text-emerald-400/70 -mt-1 flex items-center gap-2 flex-wrap">
<span>Complete Game Guide — Point of Truth</span>
<span class="version-badge">orbital-ship-v2-2026-06-19o-reorganized</span>
</p>
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<a href="minisimmy_orbital_ship_v2.html"
class="flex items-center gap-x-2 rounded-2xl border border-emerald-800 bg-emerald-950/60 px-5 py-2 text-sm font-medium text-emerald-300 hover:bg-emerald-900/60 hover:text-emerald-200 transition-all">
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<span>Play Game</span>
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<div class="text-xs font-semibold tracking-widest text-emerald-400/70 mb-3 px-3">CONTENTS</div>
<nav class="space-y-0.5">
<a href="#overview" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Overview</a>
<a href="#lace-network" class="toc-link block px-3 py-1.5 text-emerald-300/90 rounded-xl font-medium">The Lace & Connection Lines</a>
<a href="#alignment" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl pl-6">— Module Alignment</a>
<a href="#weak-bonds" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl pl-6">— Weak Bonds</a>
<a href="#resonance-links" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl pl-6">— Resonance Links</a>
<a href="#link-particles" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl pl-6">— Particles on Links</a>
<a href="#colony-communication" class="toc-link block px-3 py-1.5 text-emerald-300/90 rounded-xl font-medium">Colony Communication</a>
<a href="#thought-signals" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl pl-6">— Thought Signals</a>
<a href="#colony-tug" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl pl-6">— Colony Tug & Pulses</a>
<a href="#white-relay" class="toc-link block px-3 py-1.5 text-emerald-300/90 rounded-xl font-medium">White Particle Relay</a>
<a href="#symbiosis" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Symbiosis & Networks</a>
<a href="#lace-stress" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Lace Stress, Tears & Repair</a>
<a href="#predators" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Predators & Colony Defense</a>
<a href="#modules-cores" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Modules, Cores & Archetypes</a>
<a href="#chrono" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Day/Night & Chrono Affinity</a>
<a href="#neural-brain" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Neural Brain System</a>
<a href="#particles" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">All Particle Types</a>
<a href="#environment" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Environment & Cycles</a>
<a href="#creatures" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Creature Life & Reproduction</a>
<a href="#manual-control" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Manual Control & Feast Mode</a>
<a href="#progression" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Progression & Economy</a>
<a href="#tech-skills" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Tech Tree & Skill Trees</a>
<a href="#tools-ship" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Tools, Ship & Hazards</a>
<a href="#inspector" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Inspector & Visual Language</a>
<a href="#controls" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Controls Reference</a>
<a href="#glossary" class="toc-link block px-3 py-1.5 text-slate-300 rounded-xl">Glossary</a>
</nav>
</div>
<!-- Main Content -->
<div class="flex-1 px-8 py-10 max-w-4xl text-slate-300 leading-relaxed">
<!-- OVERVIEW -->
<section id="overview" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Overview</h2>
<p class="mb-4">MiniSimmy Orbital Ship v2 is an agent-based artificial life simulation. You are a steward, not a puppeteer: creatures think, cluster, feed, reproduce, and defend themselves through emergent rules. Your influence comes from environmental tools, selective pressure, meta progression (Gene Vault, Incubator, Ammo Factory), and — in map fullscreen — direct control of individual creatures.</p>
<p class="mb-4">The deepest layer of the simulation is the <strong>lace</strong> (also called the <strong>resonance web</strong> or <strong>colony network</strong>): the web of social connections between creatures. Lines you see on the map are not decorative. They represent real physical and informational bonds whose strength is computed every frame from module geometry, core identity, distance, and chrono rivalry.</p>
<div class="detail-box p-6 rounded-3xl callout">
<p class="text-sm"><strong>How to read this guide.</strong> Values cited (distances, thresholds, damage rates) are taken directly from the game source for build <span class="code">orbital-ship-v2-2026-06-19o-reorganized</span>. When mechanics change in a future build, compare against that build string in the game HTML meta tag.</p>
</div>
</section>
<!-- THE LACE -->
<section id="lace-network" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">The Lace & Connection Lines</h2>
<p class="mb-4">Every creature carries orbiting <strong>modules</strong> arranged at specific angles around a central <strong>core</strong>. When two creatures are close enough, the game checks whether their outward-facing modules "point at" each other. Matching module types that face one another contribute to an <strong>alignment score</strong>. High alignment produces visible bonds and unlocks colony mechanics.</p>
<p class="mb-4">There are two distinct visual line types, plus transient overlays for feeding, stress, and communication:</p>
<div class="detail-box p-6 rounded-3xl mb-6">
<h3 class="!mt-0 text-emerald-400">Visual Line Legend</h3>
<div class="line-legend">
<div class="line-sample line-sample--weak"></div>
<div><strong>Weak lace bond</strong> — thin, faint purple/gray straight line. Forming acquaintance; not yet a full resonance link.</div>
</div>
<div class="line-legend">
<div class="line-sample line-sample--strong"></div>
<div><strong>Resonance link</strong> — curved bezier arc between creatures. Active colony bond; carries energy, signals, and burden.</div>
</div>
<div class="line-legend">
<div class="line-sample line-sample--feed"></div>
<div><strong>Feed glow overlay</strong> — bright green-yellow arc flash when a white particle strikes the link. Energy distributed to both endpoints and nearby linked allies.</div>
</div>
<div class="line-legend">
<div class="line-sample line-sample--stress"></div>
<div><strong>Stress / snap / tear</strong> — red-tinted arc, sometimes visibly broken in the middle. Lace under tension, predator attack, or manual tug damage.</div>
</div>
<div class="line-legend">
<div class="line-sample line-sample--repair"></div>
<div><strong>Repair glow</strong> — mint-green arc. Creatures are seaming a tear scar back together (costs energy).</div>
</div>
<div class="line-legend">
<div class="line-sample line-sample--predator"></div>
<div><strong>Predator attack flash</strong> — deep red arc pulse when a hunter strikes a networked prey; triggers lace defense.</div>
</div>
<div class="line-legend">
<div class="w-16 flex justify-center"><span class="inline-block w-2 h-2 rounded-full bg-emerald-400/80 shadow-[0_0_8px_#34d399]"></span></div>
<div><strong>Traveling pulse dot</strong> — small bright point sliding along a link. This is colony communication or link activity propagating visually. Color matches the signal core (harvester = green, sensor = blue, etc.). Red dots indicate predator-stress signals.</div>
</div>
</div>
<h3 id="alignment">Module Alignment — How Lines Form</h3>
<p>Alignment is the mathematical heart of the lace. For each pair of creatures <em>A</em> and <em>B</em>:</p>
<ol class="dense list-decimal pl-5 mb-4 space-y-1">
<li>Distance must be between <span class="code">CREATURE_MIN_SEP</span> (18px) and <span class="code">CREATURE_SOCIAL_MAX</span> (52px). Too close or too far = zero alignment.</li>
<li>Each non-core module on A whose outward angle faces toward B (within ~64°) is paired with each non-core module on B facing toward A.</li>
<li>Matching module types add <span class="code">1 + (tierA + tierB) × 0.12</span> per matching pair. Higher-tier modules lock together more strongly.</li>
<li>Identical cores (both Harvester, both Sensor, etc. — not Balanced) add a flat <span class="code">+1.8</span> bonus.</li>
<li>Chrono rivals (e.g. day-phase Harvester vs night-phase Sensor) multiply the score by <span class="code">0.72</span>.</li>
<li>Final score is scaled by distance: <span class="code">score × (1 − distance/120)</span>.</li>
</ol>
<div class="detail-box p-5 rounded-2xl mb-6 overflow-x-auto">
<table class="threshold-table w-full text-sm">
<thead><tr><th>Alignment Score</th><th>Gameplay Meaning</th></tr></thead>
<tbody>
<tr><td><span class="code">< 0.75</span></td><td>No social pull forces. Creatures ignore each other for lace purposes.</td></tr>
<tr><td><span class="code">≥ 0.75</span></td><td>Weak social tug begins — creatures slide/orbit relative to each other.</td></tr>
<tr><td><span class="code">≥ 0.82</span></td><td>Counts toward colony deep-target weighting (where relay creatures dive).</td></tr>
<tr><td><span class="code">≥ 0.9</span></td><td>Personal space comfort bonus; white-relay neighbor pings.</td></tr>
<tr><td><span class="code">≥ 0.95</span></td><td>Colony defense eligibility; lace anchor computation; bulwark relay sharing.</td></tr>
<tr><td><span class="code">≥ 1.0</span></td><td>Counted in aligned cluster for symbiosis; linked for resonance feed splash damage.</td></tr>
<tr><td><span class="code">≥ 1.12</span></td><td>Active tear-scar healing can begin when creatures re-close a gap.</td></tr>
<tr><td><span class="code">≥ 1.2</span></td><td><strong>Resonance link threshold.</strong> Full curved link drawn; colony signals propagate; energy equalization; network size computed.</td></tr>
</tbody>
</table>
</div>
<p class="callout callout-info text-sm mb-6">The Inspector shows modules as colored dots orbiting the creature preview. Their <em>layout angle</em> is what matters for alignment — not just having the module, but having it face the neighbor. This is why colonies "look organized": creatures settle at ideal spacing (~23px) with modules interlocking.</p>
<h3 id="weak-bonds">Weak Bonds</h3>
<p>When alignment is below 1.2 but above zero, a separate <strong>weak alignment</strong> score accumulates into <span class="code">laceWeakBond</span> (max 1.35). Weak bonds:</p>
<ul class="dense list-disc pl-5 mb-4">
<li>Render as faint <em>straight</em> lines (not bezier curves).</li>
<li>Build faster when cores match (+45% rate).</li>
<li>Decay when strong resonance exists, or when weak alignment drops below 0.035.</li>
<li>Help manual control: dragging a controlled creature magnetizes weakly bonded allies, physically pulling them along.</li>
<li>Do <em>not</em> participate in full colony signal propagation (requires resonance links).</li>
</ul>
<h3 id="resonance-links">Resonance Links (Strong Bonds)</h3>
<p>A resonance link requires <strong>all</strong> of:</p>
<ul class="dense list-disc pl-5 mb-4">
<li>Alignment ≥ <span class="code">1.2</span></li>
<li>Distance between 18px and 52px</li>
<li>At least one creature has <span class="code">symbiosisLevel ≥ 1</span> (3+ aligned neighbors in cluster)</li>
<li>No active lace tear hole between the pair</li>
</ul>
<p>Resonance links are drawn as animated quadratic bezier curves with a subtle swaying control point. Their color tint reflects the most recent colony signal core (Communicator echo turns links lavender, Sensor danger turns them blue, etc.).</p>
<p class="mb-4">Through resonance links, the simulation runs:</p>
<ul class="dense list-disc pl-5 mb-4">
<li><strong>Energy equalization</strong> — energy flows from high to low across links, modulated by Communicator tiers and damped by Resistant tiers.</li>
<li><strong>Network burden sharing</strong> — when a linked creature takes a big energy hit, ~42% of the loss propagates outward up to 8 hops, stressing the whole web.</li>
<li><strong>Network size</strong> — each creature tracks how many others are reachable through resonance links (<span class="code">_networkSize</span>). Many colony bonuses scale with this.</li>
<li><strong>Predator paralysis</strong> — hunters within sensor range slow networked prey; Communicator-linked prey resist better.</li>
<li><strong>Lace defense</strong> — when a predator damages a linked prey, allies donate energy and push the hunter back.</li>
</ul>
<h3 id="link-particles">Particles Passing Along Links (Feed & Relay)</h3>
<p>White energy particles are the most important link interaction. Two paths exist:</p>
<h4>Direct link feed</h4>
<p>When a white particle passes near a resonance link's bezier curve (not necessarily near a creature body), <span class="code">feedResonanceLinkHit</span> fires:</p>
<ul class="dense list-disc pl-5 mb-4">
<li>Both endpoint creatures receive ~44% of the spread energy each.</li>
<li>Any creature within 34px of the hit point with alignment ≥ 1.0 to either endpoint receives ~20%.</li>
<li>The link gains <span class="code">feedGlow</span> and <span class="code">pullBoost</span> — visibly brighter arc and stronger social pull.</li>
<li>Both endpoints get <span class="code">_colonyLinkPulse</span> — the traveling dot animation along the link.</li>
<li>Creatures think: <em>"Web caught a drift particle"</em>.</li>
<li>Colony Feast Relay tech and <span class="code">_relayBoost</span> on the particle amplify all of the above.</li>
</ul>
<h4>Saturated creature relay</h4>
<p>Creatures above <span class="code">75%</span> energy (<span class="code">WHITE_SATURATED_RELAY_THRESHOLD</span>) do not absorb whites. They <em>relay</em> them into the lace — redirecting particle velocity toward hungry allies, nearest link feed points, or the colony deep target. See the White Particle Relay section.</p>
<div class="callout text-sm">The traveling pulse dots you see on links are the visual echo of <span class="code">_colonyLinkPulse</span>, <span class="code">feedGlow</span>, and signal propagation — the lace "lighting up" as information and energy move through the web.</div>
</section>
<!-- COLONY COMMUNICATION -->
<section id="colony-communication" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Colony Communication</h2>
<p class="mb-4">Beyond passive energy flow, networked creatures actively <strong>emit thought signals</strong> to their resonance-linked neighbors. This is the simulation's communication layer — the "particles passing back and forth" that carry meaning, not just calories.</p>
<h3 id="thought-signals">Thought Signals by Core Type</h3>
<p>Each frame, a rotating batch of creatures with <span class="code">symbiosisLevel ≥ 1</span> runs <span class="code">computeColonyEmit</span>. If conditions are met, they broadcast a directional signal:</p>
<div class="detail-box p-5 rounded-2xl mb-6 space-y-4 text-sm">
<div>
<span class="core-chip core-harvester"><span class="w-2 h-2 rounded-full bg-emerald-400"></span> Harvester</span>
<span class="text-white/50 ml-2">Signal: <em>feast</em></span>
<p class="mt-1 text-white/70">Emits toward green food zone when hungry or when food is abundant; toward food blooms within 95px. Thoughts: <em>"Hive hungers…"</em>, <em>"Bloom ripples through the lace"</em>, <em>"Sun-ripe food ripples through the lace"</em>.</p>
</div>
<div>
<span class="core-chip core-sensor"><span class="w-2 h-2 rounded-full bg-sky-400"></span> Sensor</span>
<span class="text-white/50 ml-2">Signal: <em>danger</em></span>
<p class="mt-1 text-white/70">Emits <em>away from</em> nearest hazard; or toward blue zone at night. Thoughts: <em>"Unease travels the colony"</em>, <em>"Danger echoed down the line!"</em>. Receivers gain <span class="code">_colonyHazardBoost</span>.</p>
</div>
<div>
<span class="core-chip core-mover"><span class="w-2 h-2 rounded-full bg-violet-400"></span> Mover</span>
<span class="text-white/50 ml-2">Signal: <em>rush</em></span>
<p class="mt-1 text-white/70">When moving fast, broadcasts velocity direction. Thought: <em>"A rush ripples outward"</em>. Helps colony flow and slipstream relay behavior.</p>
</div>
<div>
<span class="core-chip core-resistant"><span class="w-2 h-2 rounded-full bg-pink-400"></span> Resistant</span>
<span class="text-white/50 ml-2">Signal: <em>hold</em></span>
<p class="mt-1 text-white/70">In clusters of 3+, emits toward cluster centroid. Thought: <em>"The colony holds steady"</em>. Reinforces defensive folding.</p>
</div>
<div>
<span class="core-chip core-explorer"><span class="w-2 h-2 rounded-full bg-amber-400"></span> Explorer</span>
<span class="text-white/50 ml-2">Signal: <em>wonder</em></span>
<p class="mt-1 text-white/70">At map edges or near harvestable module particles. Thoughts: <em>"Frontier whispers at the edge"</em>, <em>"A find travels the network"</em>. Receivers gain <span class="code">_colonyExploreBoost</span>.</p>
</div>
<div>
<span class="core-chip core-communicator"><span class="w-2 h-2 rounded-full bg-purple-400"></span> Communicator</span>
<span class="text-white/50 ml-2">Signal: <em>echo</em></span>
<p class="mt-1 text-white/70">Amplifies the strongest neighbor tug; or hums when symbiosis count ≥ 3. Thoughts: <em>"The hive speaks as one"</em>, <em>"Threads hum in agreement"</em>. Can <strong>relay signals two hops</strong> through the network.</p>
</div>
<div>
<span class="core-chip" style="color:#94a3b8;border-color:#94a3b844;background:#94a3b811">Balanced</span>
<span class="text-white/50 ml-2">Signal: <em>murmur</em></span>
<p class="mt-1 text-white/70">Weak hazard retreat or food-zone lean. Thought: <em>"A faint murmur in the weave"</em>.</p>
</div>
</div>
<h4>Signal propagation rules</h4>
<ul class="dense list-disc pl-5 mb-4">
<li>Signals travel only across <strong>resonance links</strong> (alignment ≥ 1.2).</li>
<li>Reception strength = <span class="code">signal.strength × (0.32 + alignment×0.11 + communicatorTiers×0.09 + symbiosis×0.05)</span>, damped 22% for Resistant cores.</li>
<li>Communicator cores (or any creature with 2+ Communicator modules) <strong>relay</strong> signals to neighbors-of-neighbors at ~46–56% strength — this is how danger at the colony edge reaches the interior.</li>
<li>Signals decay: tug vectors ×0.9 and strength ×0.93 per frame; hazard/food/explore boosts decay ×0.94.</li>
</ul>
<h3 id="colony-tug">Colony Tug & Link Pulses</h3>
<p>When a creature receives a signal, it accumulates <span class="code">_colonyTug</span> — a directional urge (vx, vy, strength) plus an optional thought string. If symbiosis ≥ 1 or Communicator tiers ≥ 1, <span class="code">applyColonyTug</span> converts this into real velocity changes.</p>
<p class="mb-4">Visual feedback chain:</p>
<ol class="dense list-decimal pl-5 mb-4">
<li>Emitter thinks a colony thought (shown in Inspector).</li>
<li>Receiver gets <span class="code">_colonyLinkPulse = 20</span> and <span class="code">_colonyLinkSignalCore</span> set to emitter's core color.</li>
<li>Resonance link between them brightens and shows a traveling pulse dot in that core's color.</li>
<li>Receiver physically drifts in the signal direction (food pull, hazard flee, etc.).</li>
</ol>
<p>Edge-aware tug: near map edges, colony tug is blended toward map center to prevent corner ejection — a recent stability fix for dense colonies.</p>
</section>
<!-- WHITE RELAY -->
<section id="white-relay" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">White Particle Relay System</h2>
<p class="mb-4">White particles are floating energy orbs from the vortex and death releases. They are the colony's shared calorie pool. The relay system prevents wasted energy when individuals are full.</p>
<h3>Absorption vs Relay</h3>
<ul class="dense list-disc pl-5 mb-4">
<li><strong>Below 75% energy:</strong> creature absorbs the particle — energy fills, overflow becomes honey (Harvester bonus), fullness knockback may eject the creature, and reproduction urge may trigger.</li>
<li><strong>At or above 75% energy:</strong> creature <em>relays</em> — particle is redirected, not eaten. Flash text: <em>RELAY</em>. Thought varies by core (see below).</li>
<li><strong>mustEatWhite (purple infection):</strong> infected creatures cannot relay; they must absorb whites to cleanse.</li>
</ul>
<h3>Per-Core Relay Behavior</h3>
<div class="detail-box p-5 rounded-2xl mb-6 text-sm space-y-3">
<p><span class="core-chip core-harvester">Harvester</span> <em>"Bloom surplus — diving to the feast heart"</em> — pulls toward colony center; may spill honey as a food bloom if honey > 0.8.</p>
<p><span class="core-chip core-sensor">Sensor</span> <em>"Oracle ping — the web will catch it"</em> — aims particle at nearest link feed point; pings neighbors with food boost.</p>
<p><span class="core-chip core-mover">Mover</span> <em>"Slipstream pass"</em> — high redirect velocity with tangential slipstream push along link direction.</p>
<p><span class="core-chip core-resistant">Resistant</span> <em>"Bulwark channel"</em> — anchors deeper in lace; shares food boost with aligned allies.</p>
<p><span class="core-chip core-explorer">Explorer</span> <em>"Frontier gift"</em> — marks gift trail toward hungry allies (lower fullness score).</p>
<p><span class="core-chip core-communicator">Communicator</span> <em>"Hive relay"</em> — magnetizes particle to resonance links; boosts <span class="code">pullBoost</span> and <span class="code">feedGlow</span> on all personal links.</p>
</div>
<p>Archetype overlays (Sunweaver, Gloam Choir, Bloomkeeper, Hive Sovereign, etc.) further modify relay pull, link seek, and honey spill. Skill tree perks at tier 8 and legendaries stack on top.</p>
<p class="mb-4"><strong>Colony Feast Relay</strong> (tech tree, up to 5 levels): global upgrade widening link catch radius and strengthening colony dive when relaying. Parent node: Module Resonance.</p>
<p>On relay, the creature sets <span class="code">_colonyDeepUrge</span> for 110 frames (~1.8s at 60fps), steering toward <span class="code">findColonyDeepTarget</span> — the weighted center of its aligned cluster, blended toward map center near edges.</p>
</section>
<!-- SYMBIOSIS -->
<section id="symbiosis" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Symbiosis & Networks</h2>
<p class="mb-4">Symbiosis is computed from the <strong>aligned cluster</strong> — all neighbors with alignment ≥ 1.0 within social range:</p>
<div class="detail-box p-5 rounded-2xl mb-6 overflow-x-auto">
<table class="threshold-table w-full text-sm">
<thead><tr><th>Level</th><th>Cluster Size</th><th>Benefits</th></tr></thead>
<tbody>
<tr><td>0</td><td>< 3 aligned</td><td>No symbiosis. No resonance links drawn. No colony emit.</td></tr>
<tr><td>1</td><td>3–6 aligned</td><td>Resonance links activate. +energy when well-spaced. −12% social hostility per level. Colony signals begin.</td></tr>
<tr><td>2</td><td>7–15 aligned</td><td>+6% energy gain per level. Particle reproduction urge grows. Communicator ring visible at 2+ comm tiers.</td></tr>
<tr><td>3</td><td>16+ aligned</td><td>Macro-resonance (periodic food blooms). −8% drain. Peak colony power. Announcer: "Tier-three symbiosis holding firm."</td></tr>
</tbody>
</table>
</div>
<p><span class="code">_networkSize</span> counts all creatures reachable through resonance links (graph traversal). Colony defense, predator paralysis resistance, and triumph rewards all reference this number. A creature alone has network size 0–1; a thriving colony may reach dozens.</p>
</section>
<!-- LACE STRESS -->
<section id="lace-stress" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Lace Stress, Tears & Repair</h2>
<p class="mb-4">The lace is elastic but not unbreakable. Several forces stress it:</p>
<ul class="dense list-disc pl-5 mb-4">
<li><strong>Compression</strong> — creatures pushed closer than ideal distance (~23px) store compression debt. When they expand, both pay energy (<span class="code">LACE_COMPRESS_STRETCH_COST</span>).</li>
<li><strong>Manual tug</strong> — dragging a controlled creature stretches the lace anchor. Allies beyond <span class="code">LACE_ELASTIC_IDEAL</span> (30px) accumulate tension; cutting links at hop-0 can snap them.</li>
<li><strong>Predator attacks</strong> — damage propagates as network burden; links flash red.</li>
<li><strong>Overlap crowding</strong> — dissimilar creatures overlapping drain energy; similar cores drain less.</li>
</ul>
<h3>Snap & Tear</h3>
<p>When link tension exceeds <span class="code">LACE_TEAR_SNAP_TENSION (0.58)</span> on a cut link (creature pulled away from anchor), the link can snap:</p>
<ul class="dense list-disc pl-5 mb-4">
<li>Visual gap appears in the arc (two separated red line segments).</li>
<li><span class="code">laceTorn</span> and <span class="code">laceSnapped</span> timers activate.</li>
<li>Tear scar recorded for 150 frames; first 38 frames = "hole" (no link possible even if alignment recovers).</li>
<li>11% chance of death on severe tears (<span class="code">LACE_TEAR_DEATH_CHANCE</span>).</li>
<li>After hole phase, creatures can heal by closing to ideal distance at alignment ≥ 1.12 — mint repair glow, energy seam cost.</li>
</ul>
<p>After manual release, <span class="code">applyLaceSnapbackRipple</span> sucks the colony back toward the anchor with a burden wave — creatures think <em>"Snapping back into the lace…"</em> then <em>"Settling back with the colony…"</em></p>
</section>
<!-- PREDATORS -->
<section id="predators" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Predators & Colony Defense</h2>
<h3>How Creatures Become Predators</h3>
<ul class="dense list-disc pl-5 mb-4">
<li><strong>Starvation pressure</strong> — low energy + neural <em>predator tendency</em> output.</li>
<li><strong>Social pressure</strong> — 5+ creature clusters where your specialization is rare (orange Inspector background).</li>
<li><strong>Purple infection</strong> — Prune mode spores; must eat white or flip predator (purple background).</li>
<li><strong>Lace shock</strong> — network burden from ally deaths can flip low-energy creatures: <em>"Lace shock — turned hunter"</em>.</li>
<li><strong>Player feast mode</strong> — manual toggle (fullscreen key 1).</li>
</ul>
<h3>Predator Link Paralysis</h3>
<p>Within sensor detect range (~52px base, extended by Sensor tiers), predators slow prey. Mover, Resistant, Communicator, Explorer, and Sensor modules each reduce paralysis. Communicator-linked prey in large networks resist best. At extreme slowdown near contact, prey can freeze.</p>
<h3>Colony Pressure Defense</h3>
<p>When a networked prey is hunted, aligned allies within overlap range become <strong>defenders</strong>. They fold inward (<em>pressure fold</em> green ring), stacking damage on the predator. Two or more defenders:</p>
<ul class="dense list-disc pl-5 mb-4">
<li>Damage scales with defender count squared.</li>
<li>Predator slowed and thinks <em>"The colony closes in…"</em> or <em>"Crushed by the lace!"</em></li>
<li>On kill: <strong>Lace triumph</strong> — energy bonus, lace valor, reproduction urge, food bloom, score award to all aligned allies.</li>
</ul>
</section>
<!-- MODULES -->
<section id="modules-cores" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Modules, Cores & Archetypes</h2>
<p class="mb-4">Six module types orbit each creature. Three of the same type and tier merge into the next tier (I–X). The dominant module type becomes the <strong>core</strong> (requires 3+ tier count). The core sets chrono affinity, colony signal type, white relay profile, and neural brain bias.</p>
<div class="grid grid-cols-1 md:grid-cols-2 gap-4 mb-6 text-sm">
<div class="detail-box p-4 rounded-2xl"><span class="core-chip core-harvester">Harvester</span><p class="mt-2 text-white/70">Pro: food intake. Con: lower max energy (−3.2 per tier). Day/green affinity.</p></div>
<div class="detail-box p-4 rounded-2xl"><span class="core-chip core-sensor">Sensor</span><p class="mt-2 text-white/70">Pro: hazard awareness. Con: speed penalty. Night/blue affinity. Rival of Harvester.</p></div>
<div class="detail-box p-4 rounded-2xl"><span class="core-chip core-mover">Mover</span><p class="mt-2 text-white/70">Pro: speed, vortex escape. Con: movement energy drain. Night lean.</p></div>
<div class="detail-box p-4 rounded-2xl"><span class="core-chip core-resistant">Resistant</span><p class="mt-2 text-white/70">Pro: damage reduction, lifespan. Con: slow. Neutral chrono; dampens network burden.</p></div>
<div class="detail-box p-4 rounded-2xl"><span class="core-chip core-explorer">Explorer</span><p class="mt-2 text-white/70">Pro: exploration range, death echoes. Con: weaker social alignment. Flex chrono.</p></div>
<div class="detail-box p-4 rounded-2xl"><span class="core-chip core-communicator">Communicator</span><p class="mt-2 text-white/70">Pro: social align, signal relay. Con: combat weakness. Flex chrono; amplifies lace defense 25% (legendary).</p></div>
</div>
<h3>Archetypes (hybrid identities, tier band ≥ 4)</h3>
<p class="text-sm text-white/70 mb-2">Sunweaver, Gloam Choir, Bloomkeeper, Storm Warden, Vortex Runner, Hive Sovereign, Predator Apex (3+ kills), Echo Founder (prestige). Each requires specific module tier counts and grants chrono locks, brain biases, and relay overrides.</p>
<h3>Tier Bands</h3>
<p class="text-sm">Band 0: starter. Band 1: peak tier 2+ or 3+ modules. Band 2: peak 4+ or 6+ total. Band 3: peak 7+ or 14+ total. Higher bands add social alignment and reproduction bias to the brain.</p>
</section>
<!-- CHRONO -->
<section id="chrono" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Day/Night & Chrono Affinity</h2>
<p class="mb-4">The world alternates day and night. Food zones shift:</p>
<ul class="dense list-disc pl-5 mb-4">
<li><strong>Green zone</strong> — active herbivore feeding during <strong>day</strong>.</li>
<li><strong>Blue zone</strong> — active feeding during <strong>night</strong> (Sensor-favored).</li>
<li>Chrono-in-phase creatures gain +6% eat multiplier and stronger zone pull.</li>
<li>Harvester vs Sensor are <strong>chrono rivals</strong> — they physically repel when in opposing phases, weakening alignment by 28%.</li>
</ul>
<p>Flex-phase cores (Explorer, Communicator) dynamically lean green or blue based on zone richness, energy, and colony tug direction.</p>
</section>
<!-- NEURAL BRAIN -->
<section id="neural-brain" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Neural Brain System</h2>
<p class="mb-4">Every creature runs a <span class="code">12 → 12 → 7</span> feed-forward neural net every other frame, combined with module identity biases.</p>
<div class="grid grid-cols-1 md:grid-cols-2 gap-4 mb-4 text-sm">
<div class="detail-box p-4 rounded-2xl">
<h4 class="text-emerald-400">12 Inputs</h4>
<ul class="dense list-none space-y-0.5 text-white/70">
<li>0 — Energy (0–1)</li>
<li>1 — Honey (0–1)</li>
<li>2 — Is day? (1/0)</li>
<li>3 — Hazard distance</li>
<li>4–5 — Hazard angle sin/cos</li>
<li>6 — Nearby creature density</li>
<li>7–9 — Harvester/Sensor/Mover tier counts</li>
<li>10 — Adaptation level (0–11)</li>
<li>11 — Distance from map center</li>
</ul>
</div>
<div class="detail-box p-4 rounded-2xl">
<h4 class="text-emerald-400">7 Outputs</h4>
<ul class="dense list-none space-y-0.5 text-white/70">
<li>0 — Food drive</li>
<li>1 — Vortex escape</li>
<li>2 — Hazard avoidance</li>
<li>3 — Social alignment</li>
<li>4 — Exploration</li>
<li>5 — Reproduction will</li>
<li>6 — Predator tendency</li>
</ul>
</div>
</div>
<p>Brains copy to offspring with mutation. The Inspector neural diagram shows connection strength — brighter green = reinforced through experience. Module cores add static biases (e.g. Harvester +food drive, Communicator +social align, −predator tend).</p>
</section>
<!-- PARTICLES -->
<section id="particles" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">All Particle Types</h2>
<div class="space-y-3 text-sm">
<div class="detail-box p-4 rounded-2xl flex gap-4 items-start">
<span class="w-4 h-4 rounded-full bg-white shadow-[0_0_10px_#fff6] flex-shrink-0 mt-1"></span>
<div><strong class="text-white">White energy</strong> — Vortex spawns. Absorb when hungry; relay when ≥75% full. Full absorb sets energy to 100, triggers reproduction urge, may spawn offspring. Knockback scales with fullness.</div>
</div>
<div class="detail-box p-4 rounded-2xl flex gap-4 items-start">
<span class="w-4 h-4 rounded-full bg-amber-400 shadow-[0_0_10px_#fbbf2466] flex-shrink-0 mt-1"></span>
<div><strong class="text-amber-400">Yellow honey</strong> — Deposited by well-fed creatures. Drifts toward food zones; becomes brown food blooms.</div>
</div>
<div class="detail-box p-4 rounded-2xl flex gap-4 items-start">
<span class="w-4 h-4 rounded-full bg-emerald-400 shadow-[0_0_10px_#34d39966] flex-shrink-0 mt-1"></span>
<div><strong class="text-emerald-400">Green death orbs</strong> — Released on death. Vortex pulls them to restore green/blue zone food.</div>
</div>
<div class="detail-box p-4 rounded-2xl flex gap-4 items-start">
<span class="w-4 h-4 rounded-full bg-purple-500 shadow-[0_0_12px_#c026ffaa] flex-shrink-0 mt-1"></span>
<div><strong class="text-purple-400">Purple infection</strong> — Prune music mode spores. Infect on contact → mustEatWhite. Purple flash on creature.</div>
</div>
<div class="detail-box p-4 rounded-2xl flex gap-4 items-start">
<span class="w-4 h-4 rounded-full bg-red-500 shadow-[0_0_10px_#ef444466] flex-shrink-0 mt-1"></span>
<div><strong class="text-red-400">Red hazards</strong> — AOE damage fields. Auto-spawn in Normal/Drought; cleared in Fertile unless Prune or rental hazards. Sensor + brain dodge; successful dodges raise adaptation.</div>
</div>
</div>
</section>
<!-- ENVIRONMENT -->
<section id="environment" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Environment & Cycles</h2>
<h3>Season Phases (Fertile → Normal → Drought)</h3>
<div class="detail-box p-5 rounded-2xl mb-6 overflow-x-auto">
<table class="threshold-table w-full text-sm">
<thead><tr><th>Phase</th><th>Energy Gain</th><th>Drain</th><th>Reproduction</th><th>Vortex</th><th>Hostility</th><th>Red Hazards</th></tr></thead>
<tbody>
<tr><td class="text-emerald-400">Fertile</td><td>×1.85</td><td>×0.65</td><td>×3.25</td><td>×0.75</td><td>×0.32</td><td>Off</td></tr>
<tr><td class="text-amber-400">Normal</td><td>×1.0</td><td>×1.0</td><td>×1.0</td><td>×1.0</td><td>×1.0</td><td>Ramping</td></tr>
<tr><td class="text-orange-400">Drought</td><td>×0.55</td><td>×1.85</td><td>×0.22</td><td>×1.45</td><td>×2.85</td><td>Heavy</td></tr>
</tbody>
</table>
</div>
<p><strong>Music modes</strong> (rental, 4× sim speed): Prune (drought + infection), Replicate (fertile growth), Evolve (cycling environments).</p>
<p><strong>Central vortex</strong> pulls all creatures inward. Food zones (green/blue) sit in the cycle. In fullscreen, vortex rings and food zone halos stay screen-fixed while arrow keys pan the map.</p>
</section>
<!-- CREATURES -->
<section id="creatures" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Creature Life & Reproduction</h2>
<ul class="dense list-disc pl-5 mb-4">
<li><strong>Energy</strong> — 0 to max (72–100; Harvester lowers cap). Death at 0.</li>
<li><strong>Honey</strong> — secondary storage up to 26; spills as yellow particles / blooms.</li>
<li><strong>Lifespan</strong> — Resistant modules extend max age; age ticks each frame.</li>
<li><strong>Reproduction</strong> — neural repro will + particle repro urge + environment reproMult. Costs energy; copies/mutates brain and modules.</li>
<li><strong>Newborn repro cooldown</strong> — 420 frames (~7s) after birth prevents chain-reproduction explosions.</li>
<li><strong>Particle reproduction</strong> — absorbing a white at full energy triggers urge (110 frames); offspring spawns if cooldowns clear.</li>
<li><strong>Traits</strong> — heritable: pheromone sensitivity, exploration bias, vortex resistance, hazard avoidance.</li>
</ul>
</section>
<!-- MANUAL CONTROL -->
<section id="manual-control" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Manual Control & Feast Mode</h2>
<p class="mb-4">In <strong>map fullscreen</strong>, select a creature and click <strong>Control</strong> in the Inspector (or use hotkeys). Drag to tug; the lace stretches elastically and weak-bonded allies follow.</p>
<h3>Feast Mode (Key 1)</h3>
<p class="mb-4">Toggles <span class="code">_manualSuperPredator</span>. While active:</p>
<ul class="dense list-disc pl-5 mb-4">
<li>Creature becomes a predator hunting the <strong>weakest</strong> prey in social range (52px).</li>
<li>Primary target takes <span class="code">1.65</span> damage/frame; splash victims take <span class="code">0.42</span>/frame (scaled by Mover tiers and time scale) — roughly ~1 second to kill at 60fps.</li>
<li>Red feast lines draw to all victims; pulsing dot on weakest target.</li>
<li>On kill: feast ends, energy restored to 100, offspring born at prey location inheriting 1–3 stolen modules, score awarded, auto-lineage handoff optional.</li>
<li>Press 1 again to cancel early.</li>
</ul>
<h3>Fullscreen Hotkeys</h3>
<div class="detail-box p-4 rounded-2xl text-sm font-mono space-y-1 mb-4">
<div><span class="text-emerald-400">1</span> — Feast mode</div>
<div><span class="text-emerald-400">2</span> — Jump to latest offspring</div>
<div><span class="text-emerald-400">3</span> — Center map on creature</div>
<div><span class="text-emerald-400">4</span> — Auto-lineage (hand control to offspring)</div>
<div><span class="text-emerald-400">5</span> — Select Alpha</div>
<div><span class="text-emerald-400">6</span> — Clear selection</div>
<div><span class="text-emerald-400">7</span> — Cycle all creatures by rank</div>
<div><span class="text-emerald-400">Arrow keys</span> — Pan viewport (vortex/food UI stays fixed)</div>
</div>
</section>
<!-- PROGRESSION -->
<section id="progression" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Progression & Economy</h2>
<p class="mb-4"><strong>High Roller Points</strong> — earned from survival, kills, colony triumphs, births, etc. Multiplied by population/predator/module/tier boosts (crystal-purchasable, doubling cost and power each level).</p>
<p class="mb-4"><strong>Crystals</strong> — run currency for boosts, tool rentals, slot unlocks. <strong>Dust</strong> — permanent prestige currency. <strong>Furnace</strong> — burns crystals for temporary score multiplier.</p>
<p class="mb-4"><strong>Extract → Incubate → Vault</strong> — extract creatures to eggs (Inspector or Top 10); Incubator grows them over cycles; Gene Vault persists across prestige. Slot occupancy multiplies score (×100, ×200, ×400…).</p>
<p><strong>Bottom 10 / Ammo Factory</strong> — cull weak creatures for antimatter crafting; ship cannon fires module-typed damage.</p>
</section>
<!-- TECH SKILLS -->
<section id="tech-skills" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Tech Tree & Skill Trees</h2>
<p class="mb-4">Tech tree (crystal research) includes <strong>Colony Feast Relay</strong> under Module Resonance — each level widens saturated white relay and link feed catch.</p>
<p class="mb-4">Per-core skill trees (10 nodes + legendary each) for every module type and archetype. Notable tier-8 perks tied to relay:</p>
<ul class="dense list-disc pl-5 mb-4 text-sm">
<li>Harvester 8 — Bloom relay (honey spill guides whites to lace)</li>
<li>Sensor 8 — Oracle ping (saturated sensors flag particles)</li>
<li>Mover 8 — Slipstream pass (flicks whites along link tangents)</li>
<li>Resistant 8 — Bulwark channel (saturated tanks bounce energy to allies)</li>
<li>Explorer 8 — Frontier gift (marks drift trails toward hungry clusters)</li>
<li>Communicator 7 — Hive relay (magnetizes whites to resonance links)</li>
</ul>
</section>
<!-- TOOLS -->
<section id="tools-ship" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Tools, Ship & Hazards</h2>
<ul class="dense list-disc pl-5">
<li><strong>Cursor Hazard</strong> — paint red damage zones with mouse.</li>
<li><strong>Modular Walls</strong> — block movement (filter modes).</li>
<li><strong>Orbital Ship</strong> — orbits map; AM gun fires forged antimatter (core-typed damage, knockback on mismatch).</li>
<li><strong>Tool rental</strong> — 1 crystal / 5 min; timers run while paused.</li>
<li><strong>Speed rental</strong> — 0.5×, 1×, 2× cost crystals; 0.1× and 0.25× free.</li>
</ul>
</section>
<!-- INSPECTOR -->
<section id="inspector" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Inspector & Visual Language</h2>
<p class="mb-4">Click any creature to open the Inspector panel:</p>
<ul class="dense list-disc pl-5 mb-4">
<li><strong>Preview background</strong> — gray = normal, deep red = predator, burnt orange = social-pressure predator, violet = purple infection.</li>
<li><strong>Current thought</strong> — live colony/cognitive status string.</li>
<li><strong>Neural diagram</strong> — 12×7 brain with learned connection highlights.</li>
<li><strong>Module layout</strong> — same geometry used for alignment calculation.</li>
<li><strong>Chrono ring</strong> — green = green-home, blue = blue-home; brighter when in-phase.</li>
<li><strong>Personal space ring</strong> — core-colored when comfortably spaced in colony.</li>
<li><strong>Symbiosis ring</strong> — lavender pulse at communicator tier 2+ with symbiosis.</li>
</ul>
</section>
<!-- CONTROLS -->
<section id="controls" class="mb-16">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Controls Reference</h2>
<div class="detail-box p-5 rounded-2xl text-sm space-y-2">
<p><strong>General:</strong> Click creature to inspect. Pause button. Speed buttons. Tips ON/OFF (lower left). Game Guide from tutorial cards or meta modals.</p>
<p><strong>Fullscreen:</strong> Map fullscreen button in top bar. Control/Release in Inspector. Hotkeys 1–7 as above. Arrow pan.</p>
<p><strong>Meta hub:</strong> Top bar Eggs, Ammo, Furnace, Ship, Vault, Incubator — unified toolbar navigation.</p>
</div>
</section>
<!-- GLOSSARY -->
<section id="glossary" class="mb-20">
<h2 class="section-header text-4xl font-semibold tracking-tighter mb-4 text-emerald-300">Glossary</h2>
<dl class="text-sm space-y-3">
<div><dt class="text-emerald-400 font-semibold">Lace / Weave / Resonance web</dt><dd class="text-white/70">The colony's collective bond network — weak bonds + resonance links + signals + energy flows.</dd></div>
<div><dt class="text-emerald-400 font-semibold">Alignment</dt><dd class="text-white/70">Geometric module-facing score between two creatures. Gates all social mechanics.</dd></div>
<div><dt class="text-emerald-400 font-semibold">Resonance link</dt><dd class="text-white/70">Strong bond (alignment ≥ 1.2). Curved line. Full network membership.</dd></div>
<div><dt class="text-emerald-400 font-semibold">Weak bond</dt><dd class="text-white/70">Accumulating sub-threshold tie. Straight faint line. Magnet for manual tug.</dd></div>
<div><dt class="text-emerald-400 font-semibold">Colony tug</dt><dd class="text-white/70">Received directional urge from a thought signal.</dd></div>
<div><dt class="text-emerald-400 font-semibold">Link pulse</dt><dd class="text-white/70">Visual dot traveling a link; communication or feed activity.</dd></div>
<div><dt class="text-emerald-400 font-semibold">Relay</dt><dd class="text-white/70">Saturated creature redirecting white energy into the lace rather than absorbing.</dd></div>
<div><dt class="text-emerald-400 font-semibold">Colony deep target</dt><dd class="text-white/70">Weighted center of aligned neighbors; relay dive destination.</dd></div>
<div><dt class="text-emerald-400 font-semibold">Network burden</dt><dd class="text-white/70">Shared stress when a linked creature takes damage; drains energy across web.</dd></div>
<div><dt class="text-emerald-400 font-semibold">Lace valor</dt><dd class="text-white/70">Incremented on colony predator triumph; boosts future triumph rewards.</dd></div>
<div><dt class="text-emerald-400 font-semibold">Symbiosis level</dt><dd class="text-white/70">0–3 colony cohesion tier from aligned cluster size.</dd></div>
<div><dt class="text-emerald-400 font-semibold">Chrono affinity</dt><dd class="text-white/70">Day/night/flex preference of a core; drives food zone behavior.</dd></div>
<div><dt class="text-emerald-400 font-semibold">Macro-resonance</dt><dd class="text-white/70">Tier-3 symbiosis bloom state; periodic food bloom spawning.</dd></div>
</dl>
</section>
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<p>MiniSimmy Orbital Ship v2 Complete Game Guide — generated from source build <span class="code">orbital-ship-v2-2026-06-19o-reorganized</span>. Mechanics are subject to change in future builds; verify against in-game <em>Game Guide</em> modal and this document's build tag.</p>
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