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Colony log as primary aesthetic layer — quiet-day story beats (#97) - #108
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- data/quiet_beats.json: 12 telemetry lines for quiet days (embedded) - emitQuietBeat(): fires LogSystem line when no random event triggers on next_day - randomEventRollOccurs: negative EventGateSkipAbove = never fire (test helper) - Updated beacon_rush baseline outcomes (RNG draw shift from new quiet beat call) - docs/context.md: colony log design goal and quiet beats documented Assisted-by: Crush:claude-sonnet-4-5
Skeyelab
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May 22, 2026 05:55
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Closes #97
What
Every
next_daynow emits at least one readable log beat. When no random event fires, a short neutral telemetry line is emitted (· Systems nominal. Colonists on shift.etc.) from a new data file.data/quiet_beats.json— 12 telemetry strings, embedded in binaryemitQuietBeat()incolony_log.go— picks one pseudo-randomly vias.rng; fires afterTriggerRandomEventwhen no event returnedrandomEventRollOccurs— negativeEventGateSkipAbovenow means "never fire" (clean test helper, no gameplay change)docs/context.md— colony log design goal and quiet beats documentedPlaytest check
10 consecutive
next_dayon Standard run — each day has a log line. Quiet days show·prefix telemetry; event days show>prefix narrative. Player can reconstruct "what happened" from log alone. ✓Test plan
TestNextDay_QuietBeat_AppearsWhenNoEvent— gates to never-fire, verifies·line emittedgo test ./...clean