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2 changes: 1 addition & 1 deletion .impeccable/surfaces/docs-index-html.md
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Expand Up @@ -7,7 +7,7 @@ related_targets: ["docs/install.html","docs/troubleshooting.html","docs/faq.html

# Surface brief: Persistent Work Areas site (docs/index.html with install, troubleshooting, faq, 404)

Scope: docs/. Home: Persuade; guides: Read. Audience: players who lay out farms and forests and lose the working-area outline the moment they pick a planting tool; mostly single player, some Stability Fork co-op. Action: understand it (pin the outline so it stays after deselecting; the planting tools outline their planters on their own; display only; saves untouched; no other mods), install it right (the zip under Assets, not -source.zip or Source code; not nested), use it (Keep working area visible, Clear pinned areas (N), optional key), report problems usefully. Proof: the interactive demo, the exact in-game strings, 142 automated checks, 1.0's pinning played in a two-player Stability Fork session. Constraints: site.js release lookup (data-latest-version/-zip, data-zip-name/-line, pwa-latest-release session cache) and its no-JS fallbacks; hidden-until-script elements stay hidden (global [hidden] rule); demo.js DOM contract (#demo, svg.map, .ui-panel, .ui-empty, .ui-toggle, .who, .state, .hint, [data-clear], [data-deselect], [data-status]) and in-game strings; every id kept; 404 absolute /PersistentWorkAreas/ paths; honest status (1.0's pinning played; 1.1's additions checked, not played; one-computer co-op not played; original BeaverBuddies and MultiColony not tested); no version history on player pages; no Timberborn art. Decisions delegated to the agent.
Scope: docs/. Home: Persuade; guides: Read. Audience: players who lay out farms and forests and lose the working-area outline the moment they pick a planting tool; mostly single player, some Stability Fork co-op. Action: understand it (pin the outline so it stays after deselecting; the planting tools outline their planters on their own; display only; saves untouched; no other mods), install it right (the zip under Assets, not -source.zip or Source code; not nested), use it (Keep working area visible, Clear pinned areas (N), optional key), report problems usefully. Proof: the interactive demo, the exact in-game strings, 142 automated checks, 1.0's pinning played in a two-player Stability Fork session. Constraints: site.js release lookup (data-latest-version/-zip, data-zip-name/-line, pwa-latest-release session cache) and its no-JS fallbacks; hidden-until-script elements stay hidden (global [hidden] rule); demo.js DOM contract (#demo, svg.map, .ui-panel, .ui-empty, .ui-toggle, .who, .state, .hint, [data-clear], [data-deselect], [data-status]) and in-game strings; every id kept; 404 absolute /PersistentWorkAreas/ paths; honest status (1.0's pinning played; 1.1's additions checked, not played; one-computer co-op not played; original BeaverBuddies and Timber Together not tested); no version history on player pages; no Timberborn art. Decisions delegated to the agent.

## Direction contract

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8 changes: 4 additions & 4 deletions PRODUCT.md
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Expand Up @@ -55,7 +55,7 @@ coloring, not effect-radius overlays that aren't navigation-based, not building-
Huts (the outline a Builder's Hut shows when selected is the base game's own, not this mod's).

Among Timbermods it is the small, standalone one: it needs neither Harmony nor Mod Settings nor BeaverBuddies, unlike
MixedStorage (Harmony) or the BeaverBuddies Stability Fork and MultiColony (co-op mods). No comparison with other
MixedStorage (Harmony) or the BeaverBuddies Stability Fork and Timber Together (co-op mods). No comparison with other
community range-overlay mods is on record; don't invent one.

## Operating Context
Expand All @@ -78,7 +78,7 @@ community range-overlay mods is on record; don't invent one.
that is the tested setup. Pins are always local to each player, and the mod sends nothing over the network, so a
player without it shouldn't cause a desync, but running it on only one computer has not been played. The Stability
Fork's join check compares only the game and BeaverBuddies builds, so this mod doesn't affect joining. Not tested
with the original BeaverBuddies or with BeaverBuddies MultiColony. (The v1.1.0 release notes say players "don't need
with the original BeaverBuddies or with Timber Together. (The v1.1.0 release notes say players "don't need
to update together"; the README and site, written after, use the same-version rule above. Follow the README.)
- **Where pins live:** `Documents\Timberborn\PersistentWorkAreas\Pins.txt` (next to the `Saves` folder), per
settlement, the 100 most recently loaded or changed settlements. Loading any save of a settlement brings back its
Expand Down Expand Up @@ -111,7 +111,7 @@ community range-overlay mods is on record; don't invent one.
`make_textures.py`). GitHub Pages serves `main:/docs` (legacy build) at
https://timbermods.github.io/PersistentWorkAreas/, so a change is live once it's merged to `main`; there is no deploy
script and no `gh-pages` branch. It must stay fast, light and mobile-friendly. It's one of the timbermods sites
(MixedStorage, the BeaverBuddies Stability Fork and MultiColony are siblings; the org catalog is
(MixedStorage, the BeaverBuddies Stability Fork and Timber Together are siblings; the org catalog is
https://timbermods.github.io/).
- **Site-test / CI contracts: none.** The only workflow, `.github/workflows/tests.yml`, runs the mod's game-free checks
(`dotnet run --project tests/Checks.csproj -c Release`) on pushes to `main` and pull requests; `tests/Program.cs`
Expand Down Expand Up @@ -146,7 +146,7 @@ community range-overlay mods is on record; don't invent one.
additions (the planting-tool outlines, pins remembered in `Pins.txt`, the faster per-pin refresh and the
translatable text). Pinning, clearing and the outlines were also played in a two-player Stability Fork co-op session
with the mod on both computers. Not played: the mod on only one co-op computer, the original BeaverBuddies or
MultiColony, frame rate in a very large colony, every other mod. Say so plainly in the "What is tested, and what
Timber Together, frame rate in a very large colony, every other mod. Say so plainly in the "What is tested, and what
isn't" section, without alarm. A feature added later and not yet played carries "Checked, not played in game yet."
next to it until it is.
- **Describe the mod as it is now.** Version history belongs in the changelog: the README's "New in 1.1.0" / "Earlier
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -64,7 +64,7 @@ UI text is currently English. The panel, button and key-binding text is all in `

## Compatibility and validation

Designed for compatibility with the **BeaverBuddies Stability Fork**, but it doesn't depend on any BeaverBuddies build and works in single-player without one. It is a local display only. It does not patch game methods, change simulation or building data, send multiplayer events, or modify saves; the pins live in their own small local file. It uses the same navigation queries as the game's selected-building visualizer and a separate instance of its outline renderer. The Stability Fork's co-op join check compares only the game and BeaverBuddies builds, so this mod doesn't affect joining. Co-op has been tested only with the Stability Fork, not with the original [BeaverBuddies](https://github.com/thomaswp/BeaverBuddies) or BeaverBuddies MultiColony.
Designed for compatibility with the **BeaverBuddies Stability Fork**, but it doesn't depend on any BeaverBuddies build and works in single-player without one. It is a local display only. It does not patch game methods, change simulation or building data, send multiplayer events, or modify saves; the pins live in their own small local file. It uses the same navigation queries as the game's selected-building visualizer and a separate instance of its outline renderer. The Stability Fork's co-op join check compares only the game and BeaverBuddies builds, so this mod doesn't affect joining. Co-op has been tested only with the Stability Fork, not with the original [BeaverBuddies](https://github.com/thomaswp/BeaverBuddies) or Timber Together.

The release build passes 142 automated checks. 77 of them test the pin, refresh-planning, planting-tool and pin-file logic without the game, and 65 check the mod against the installed game's assemblies and blueprints. Version 1.0.0 was tested in game on Timberborn 1.1.2.4, both single-player and in a two-player BeaverBuddies Stability Fork session with the mod installed on both computers. The features new in 1.1.0 have not been playtested in game yet. See `VALIDATION.md` for what was checked and how.

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2 changes: 1 addition & 1 deletion docs/faq.html
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Expand Up @@ -93,7 +93,7 @@ <h2>Safety and compatibility</h2>
</details>
<details class="q" id="multiplayer">
<summary>Does it work in multiplayer? Do both players need it?</summary>
<div class="a"><p>Yes. It's designed for compatibility with the <strong>BeaverBuddies Stability Fork</strong>, but it doesn't need BeaverBuddies and works the same in single-player. The mod sends nothing over the network and pins are purely local, so what one player pins never appears for another. For co-op, every player installs the same version of the mod and runs the same game version. That's the setup tested in a two-player co-op session. Because the mod only draws on your own screen, it shouldn't strictly need to be installed by both players, but using it on only one hasn't been playtested. It hasn't been tested with the original BeaverBuddies or BeaverBuddies MultiColony.</p></div>
<div class="a"><p>Yes. It's designed for compatibility with the <strong>BeaverBuddies Stability Fork</strong>, but it doesn't need BeaverBuddies and works the same in single-player. The mod sends nothing over the network and pins are purely local, so what one player pins never appears for another. For co-op, every player installs the same version of the mod and runs the same game version. That's the setup tested in a two-player co-op session. Because the mod only draws on your own screen, it shouldn't strictly need to be installed by both players, but using it on only one hasn't been playtested. It hasn't been tested with the original BeaverBuddies or Timber Together.</p></div>
</details>
<details class="q" id="advantage">
<summary>Does it change gameplay or give an advantage?</summary>
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4 changes: 2 additions & 2 deletions docs/index.html
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Expand Up @@ -155,7 +155,7 @@ <h2>Good to know</h2>
<dl class="title-block">
<div><dt>Game version</dt><dd><p>Timberborn <strong>1.1.2.4</strong> or a compatible 1.1 build. Built and tested on 1.1.2.4 on Windows; a later version may change the renderer the mod borrows.</p></dd></div>
<div><dt>Other mods</dt><dd><p>None required, not even Harmony or Mod Settings. It patches no game methods.</p></dd></div>
<div><dt>Co-op</dt><dd><p>Works in single player and co-op, and doesn't need any BeaverBuddies build. Every player installs the same version of the mod and runs the same game version: the tested setup, with the BeaverBuddies Stability Fork. It sends nothing over the network; pins stay on each player's computer.</p><p><em>Not played yet:</em> the mod on only one of the computers, the original BeaverBuddies, and BeaverBuddies MultiColony.</p></dd></div>
<div><dt>Co-op</dt><dd><p>Works in single player and co-op, and doesn't need any BeaverBuddies build. Every player installs the same version of the mod and runs the same game version: the tested setup, with the BeaverBuddies Stability Fork. It sends nothing over the network; pins stay on each player's computer.</p><p><em>Not played yet:</em> the mod on only one of the computers, the original BeaverBuddies, and Timber Together.</p></dd></div>
<div><dt>Saves</dt><dd><p>Untouched. You can remove the mod at any time.</p></dd></div>
</dl>
</div>
Expand All @@ -181,7 +181,7 @@ <h3>Tested</h3>
<h3>Not played yet</h3>
<ul class="checks open">
<li>The mod on only one computer in a co-op game.</li>
<li>The original BeaverBuddies, and BeaverBuddies MultiColony.</li>
<li>The original BeaverBuddies, and Timber Together.</li>
<li>Frame rate in a very large colony, and other mods alongside it.</li>
</ul>
</div>
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