Minecraft revision 4.2 · 13 September 2026 · All times SGT
Your own Singapore.
Two possible futures.
Enter a game clinic placed in real mapped Singapore, choose power, rewind and compare. Verify streets, buildings and heights at one block per metre before accepting the final world.
Visual correction authorised at 12:05. World source due 12:23; Gameplay/Cinematic due 12:25. Next Laptop preview targets 12:25. Facade acceptance remains unmet; the 12:30 full rehearsal, restores, voice and rough film gate is AT RISK. No generation or map expansion. All later delivery deadlines remain.
The game we can finish
The clinic needs uninterrupted power. The workshop can restore the grid, but needs three powered repair rounds. Two single-charge clinic batteries cannot cover that whole delay. The player chooses immediate service or faster repair, then tries the other future.
| Required | Boundary |
|---|---|
| Singapore setting | Verified real-data 1:1 Market Street CBD scenery. Current 256 m target is not Marina Bay waterfront. The generalised locator is orientation only. No fictional or compressed final fallback. |
| Playable court | One fixed 16 by 16 by 16 plain-block/air volume, defined by 10:45 independently of Arnis and installed on checked ground in the accepted real-data world. Identify the furnished, walk-in game clinic around the existing medic/delivery anchors. Preserve doorway, headroom, immutable anchors and restore bounds while the authorised visual correction removes toy presentation; source due 12:23. |
| Three roles | Medic requests the spare; courier delivers it to a fixed socket; engineer repairs. Fixed identities with custom role skins, readable presentation movement and one daylight setting. No general survival economy. |
| Controls | Keep power, advance, cancel, rewind, inspect, compare and the existing console/camera controls. Reuse the locator. Add at most Visit selected place and Return to court. Travel moves only the player at round 0 or 6 with no pending role/controller work. Local inspection remains available between rounds. |
| Destruction | One controlled facade effect removes a small known mask and plays particles/sound. It creates no primed TNT, fire, drops or entity damage. Demonstrate while paused at the initial checkpoint, then restore before scored play. |
| Delivery | A pinned mod/world package and 90-second film from the same accepted code, pristine world checkpoint and runtime mode. Judges need an accepted legitimate Minecraft Java access route. |
The three inhabitants remain at court. Sightseeing spends no charge, advances no round and preserves the result. The clinic shows existing service/battery state without patients or added medical outcomes. Generated interiors are a separate contained option. Keep native TNT, free editing, traffic, population and new provider pipelines outside this build. The authorised Sodium/Iris/MakeUp graphics and custom skins are included in the visual pass.
The exact power rules and reference results
Six committed rounds. B0 starts at clinic socket 0 with one charge; B1 starts with the courier with one charge. Both retain their IDs and holders when empty. Batteries only power the clinic and never recharge. The player gets an initial generator allocation and one reroute before rounds 2 to 6.
| Role | Allowed proposal | Effect |
|---|---|---|
| Medic at clinic | request_spare / wait | Visible nonbinding request. |
| Engineer at workshop | repair / wait | One increment when powered, up to three. |
| Courier at spare waypoint | deliver_spare / wait | Once, install B1 logically in clinic socket 1 and move its logical waypoint to clinic. |
Freeze the round state and collect all proposals against one revision. Stage delivery first. Derive power, apply repair, count downtime and consume only a battery that supplied the clinic. Commit the whole round once. Body movement follows as presentation, not a rollbackable inventory transaction.
Clinic priority is grid active at round start, allocated generator, then first charged installed battery by ID. Workshop uses grid or generator only. Three repairs activate grid next round, powering both facilities. Generator/grid consume no battery. All-wait or rejected-intent rounds still advance and consume normal clinic power.
| Fixture, spare delivered round 2 | Clinic service, rounds 1 to 6 | Final outcome |
|---|---|---|
| A: generator clinic throughout | On, on, on, on, on, on | Downtime 0; repair 0/3; grid inactive; charge 2. |
| B: generator workshop; repair rounds 1 to 3 | B0, B1, outage, grid, grid, grid | Downtime 1; repair 3/3; grid active round 4; charge 0. |
Show the six-cell clinic timeline, allocation/reroute history, downtime, repair, grid activation round and charge. No invented combined score. These arithmetic-checked fixtures are not playtests or guaranteed live behavior. The complete contract and court-relative anchors are in the execution brief.
A small state system inside Minecraft
The server owns scenario state. Gameplay implements one new FORK adapter from observations and role proposals to a single staged round. Reuse the approved Agent Arena provider transport, bodies and console. Existing character movement is not proof that the new power actions work.
Round requests, failures and visible modes
Identify each batch by branch, non-rewindable epoch, round, base revision and request ID; identify each role action separately. Stage all roles against one frozen revision and commit once. The server deduplicates effects and reconciles a lost acknowledgement from its receipt.
Valid waits and illegal role intents recorded as rejected waits still advance the round with normal clinic consumption. A malformed/incomplete batch, transport error or timeout commits nothing. Begin with a 20-second total attempt budget, measured at the runtime gate. Allow one explicit retry, reset or a Lucas-approved whole-run fixture reduction. Cancel stays responsive. Failed body movement reports a presentation error and settles to the committed anchor without changing resources.
Use one proposal batch where supported, otherwise collect three calls within the same 20-second whole-round attempt budget, including provider queues. Inspectors show each role's proposal, validation, effect and actual mode. Live, fixture and recorded labels remain consistent; recorded replay calls no provider. Never switch modes silently mid-run.
Record development/runtime authentication, model/effort/Fast and limits separately. Use the offered Astra capacity for useful work; verify runtime access and queue limits. Reduce development load if it delays runtime. Fast guarantees no latency. Live inhabitants are preferred product scope; the event listing does not explicitly require in-app inference. A fixture submission remains Lucas's scope choice.
Restore one known checkpoint, including knowledge
The baseline court uses plain solid blocks and air, fixed weather/time, no autonomous mobs, invulnerable fixed-roster characters and known visual inventory. Scenario batteries are abstract records. General survival inventory, death, fluids, redstone, containers and block entities are outside the restore contract.
- Pause input, increment the epoch and stop every old-epoch provider turn, script and visual controller job. The server checks the epoch before every deferred mutation. Confirm no old writer remains before restore.
- Restore every cell in the explicit 16 by 16 by 16 cuboid, including expected air, and the fixed actor anchors and complete initial scenario state. Protect ground, controls and scenery. Do not use a reset that clears columns to world maximum height as a bounded restore.
- Create a fresh branch context and provider session. Namespace or replace branch-owned notebooks, observed memory, receipts, recovery summaries and provider workspaces. Preserve credentials separately. A fresh chat alone does not erase durable memory. Keep branch A's diagnostics and result archive read-only and outside B's context.
- Verify full cuboid state, outside sentinel blocks, three identities and resource totals before resuming. B gets a new branch ID. Restore the initial allocation allowance and compare at the same round.
The demolition mask contains at most 64 plain facade cells, is wholly inside the cuboid and excludes all functional stations and ground. A server command removes that mask and plays an effect without native explosion physics or entity damage. Allow it only while paused at the initial checkpoint; disable scored advance until the court has been restored.
A checkpoint manifest joins the pristine world snapshot, scenario snapshot, role-context seed, code/schema versions and hashes. Keep epoch and immutable branch results outside that rewindable bundle. If fast restore fails, a clean stopped-world reload of this complete bundle is a measured, labelled reduction. Never copy an active world as a verified backup. If even that fails, report the missing core feature.
Reuse the foundation, identify the new work
Inspected reuse candidates include bodies, lifecycle, console, saved groups, camera paths and provider transport. The installed fixture action passed 11:15:10 and one Live round passed in 11 seconds at 11:59:02; full chosen-mode rehearsal remains unverified. Pin the actual source/manifests privately; the inspected stack uses Minecraft Java 26.1.2, Fabric/Carpet and Java 25. New FORK work is the court, rules, adapter, restoration and comparison. Keep a short old/new ledger for the pitch.
Choose one launch topology by 10:45: a dedicated FORK profile with its bundled coordinator supervisor, or a dedicated copied server with one manually managed coordinator. The installed supervisor and a manual coordinator must never run together. Give FORK its own profile and world destination. Preserve original installations and worlds.
The minimum client/server mod allowlist is the FORK derivative JAR, pinned Fabric API and pinned Carpet. Use their compatible Fabric Loader and Java. Include only required coordinator files, its locked production dependencies and permitted runtime distribution. Check the actual ZIP, because documentation and package tasks can differ. Add only the authorised client-side Sodium 0.9.1/Iris 1.11.3, MakeUp 9.5e and custom role skins. Voice add-ons, Simple Voice Chat and unrelated mods remain excluded. Retain compatible Fabric API 0.150.
Distribute permitted authored mod/world content, manifests and notices. Minecraft client/server binaries, account/session files and credential directories do not belong in the release. The legitimate client comes through official installation. Preserve dependency licences, font notices and any required source/data offer; private application code and open map data have separate obligations. Minecraft EULA · Fabric API licence · Carpet licence.
Real Singapore at full scale
The final world must use real mapped Singapore buildings and streets at 1:1 scale: one Minecraft block per metre on horizontal X/Z and vertical Y. Use the accepted source CRS and local projection, not degree coordinates as block distances. At rotation 0, X is east and Z is south. Preserve mapped footprints, orientation, street widths, relative positions and source-backed heights. Record vertical datum, height units, quantised origin/transform, bbox, source acquisition date, output holes and fixed safe arrival.
Use official primary photographs and maps as visual references, linked with source/date and camera direction. CapitaGreen at 138 Market Street is an appropriate current-area reference: https://www.capitaland.com/sg/en/lease/commercial-space-listing/capitagreen.html . General river-area references, not an admitted location change, are https://www.ura.gov.sg/conservation/find-a-building/conservation-portal/btqy/ and https://www.roots.gov.sg/places/places-landing/Places/national-monuments/singapore-river-bridges . These references are not permission to embed photographs in the film; do not embed or download unlicensed images as production assets.
Acceptance requires the district centre and at least two mapped visible features within one block plus declared source uncertainty; compare each advertised building's footprint, orientation, relative placement and height to its source, and compare recognisable facade/roof form and street-level composition with dated photographs from corresponding viewpoints. Record pass/fail and discrepancies. Verify the actual saved/reopened output and real walking routes, not only generator completion or aerial resemblance.
Lucas's requested exact appearance is an acceptance objective, not a promise already proven. Minecraft's metre grid and existing block materials cannot guarantee literal photographic identity. Flag every missing height, levels-derived estimate, default height, missing facade/roof detail and unsupported interior. Missing detail must not be presented as exact. If a material mismatch remains, repair it within the 12:23 source deadline and report unmet scope until verified. No different coverage or second generation is admitted. Do not silently accept a block-extruded approximation as the requested final city.
The 16x16x16 FORK game installation remains authored game scenery at a fixed verified position inside the accepted real-data world. Identify its clinic/workshop as game additions, not authentic Singapore businesses or floorplans. Place it on an appropriate checked ground site without displacing a claimed real building, blocking the expected view or using a floating platform. Preserve role/delivery anchors through one immutable transform. Use the completed corrected Y=0 ground and its recorded court/camera/arrival transform; never reuse the old Y=64 placement. Any authorised visual relocation requires a newly verified immutable transform and pristine checkpoint before filming. Verify the full CapitaSpring roof/top and nearby source heights are present below Y=319, with no vertical compression. Record the corrected world hash and retain the old output only in quarantine. Keep status compact and scenery unobstructed; retain readable six-cell results in the dedicated comparison.
Pin Arnis v3.2.0 hash and actual --help. Use Earth/Java, --mode geo-only --projection local --scale 1, rotation 0, normal height; --overture false --canopy-height false --no-3d --legacy-trees --mapillary-facades false --signage none --map-item false. The benchmark option is unsupported and must not be passed. The approved Sodium/Iris/MakeUp and custom role skins are the only new visual stack. Keep new provider stacks, extended height, lighting bake and LOD out. Check actual defaults and record all bundled sources. Generator support alone does not establish required fidelity.
Use the existing complete validated OSM XML artifact and unchanged raw-source provenance. Regional PBF or shoreline GeoJSON is not an Arnis input. The same-bbox Y=0 ground correction is completed history. No further generation, merged region, expanded coverage, smaller replacement bbox or second correction is admitted. The former noon visual freeze is amended only for source-backed presentation within the existing district: World source due 12:23, Gameplay/Cinematic due 12:25, actual preview target 12:25. Fidelity remains unmet until checked; no fictional substitution is accepted.
Convert only a disposable copy, save/stop/reopen in the pinned Minecraft version, inspect blocks/dependencies/spawn and a new FORK action. Record phase times, RAM/paging, output/scratch/package sizes, exact generated child directory and transfer hashes. Place court last, then bind world hash, dimension, fixed absolute camera and safe human arrival. Never copy an active world or route district bounds through the bounded arena module importer.
Retain read-only off-court exploration and all existing travel/restore limits. Generic generated interiors are not authentic floorplans. Admit an interior only after street-to-room-to-exit walking, headroom/collision and server-verified interaction/transfer containment. No inventory, block entities or unverified interior claims enter scored restore.
The attributed Natural Earth Admin 0 v5.1.1 locator remains an explicitly generalised orientation map only. It is not real city geometry, detailed coastline or proof of generated coverage. No compressed scale, overview-only island map or fictional court can substitute for the requested real 1:1 setting. No full-Singapore claim is supported by this compact bbox.
Ship CREDITS.txt, source/settings/licence/hash manifest, modifications and applicable underlying-data offer separately from private code. Credit OSM, Arnis and any used datasets in map/game/film views and full notices. Include Singapore Open Data Licence only for data actually used. Only the explicitly requested custom role skins are admitted as new authored textures. No generated city images or synthetic gameplay video may replace evidence.
Current evidence and fixed delivery clock
ACTIVE EXECUTION, REVISION 4.2, 13 SEPTEMBER 2026, 12:05 SGT AMENDMENT
Lucas rejected the toy court, generic facades, default skins, oversized HUD, visible hand/chat and tiny camera movement. The authorised focused visual correction covers source-backed facade/ground presentation within the existing district, three custom role skins, compact contextual status, clean cinematic framing, and Fabric API/Sodium/Iris/MakeUp graphics. This expressly overrides the former noon visual freeze only. No new Arnis generation, changed or expanded bbox, engine change or extra gameplay system is authorised.
World delivers source by 12:23. Gameplay and Cinematic deliver by 12:25. The next actual Laptop preview targets 12:25; it is not a completion or fidelity guarantee. The 12:30 chosen-mode full A/rewind/B, three restores, human voice and rough-film gate is AT RISK. Worker stop 13:10, package 13:35, export 14:20, hosted playback 14:40, human submission 15:00-15:10 and final close 15:30 remain unchanged, or earlier under measured delivery budgets.
Ground correction history: Lucas approved one same-source, same-256 m-bbox, scale-1 Y=0 generation from 11:31:50 to 11:36:50; the correction is completed. The old Y=64 candidate remains quarantined because tall CapitaSpring risked clipping above Y=319. The 11:35 compact gate was PARTIAL; the 11:45 integration target was a target, not acceptance evidence. No further generation is admitted. The old candidate's 0.282-second generation and approximately 4.48 MB output never measured the complete route.
Actual runtime evidence: the new fixture action passed on Laptop at 11:15:10. Build 163ab4b was installed at 11:54:54. One real Live round passed from 11:58:51 to 11:59:02, taking 11 seconds, ending repair 1 and charge 1. This does not prove full A/B, three restores or the final film. Repository https://github.com/aGamingGod1234/fork-minecraft remains PRIVATE; latest pushed source is 94f6b8f. Verify the eventual release and authorised judge access without changing visibility silently.
Sodium 0.9.1, Iris 1.11.3 and MakeUp Ultra Fast 9.5e are staged and hash-verified, NOT installed or render-tested. Retain the existing compatible Fabric API 0.150 series for Minecraft 26.1.2, with Fabric Loader 0.19.3 and Java 25; record its exact installed filename/hash. Custom skin application and corrected camera/HUD remain unverified.
Actual OBS configuration was 2880x1800 desktop capture scaled to 1724x1080 at 60 fps, which is unsuitable for the required output. Prepare and verify proper 1920x1080 at 30 fps, framing the game without desktop/hand/chat contamination. No actual OBS gameplay file, human narration, complete rough edit or final-film playback is verified. Cinematic's visible browser progress at 11:29:44 is progress evidence only. Complete B/C/E/U routes remain unmeasured.
Real-data facade acceptance is UNMET. Buildings remain required at one block per metre in all axes, with source-backed geometry, position, heights and corresponding-view photograph checks. Shaders and custom skins improve presentation but cannot establish geographic or facade fidelity. Minecraft quantisation prevents a literal photographic identity guarantee. A floating or toy fictional court is diagnostic only, never an accepted final fallback.
Current real-data target is the same 256 m Market Street CBD district, not Marina Bay waterfront: bbox min_lat,min_lng,max_lat,max_lng = 1.281850162,103.848849873,1.284149838,103.851150127. Public OSM XML fetched 11:22: 1,423,632 bytes; 1,229 nodes, 153 ways, 178 relations; SHA-256 195BF195C5AB851779E673B8831F356FB11580043CA7E77AC06DE7BE23333E05. All nodes/ways and one complete CapitaSpring building relation were validated; 177 non-rendered relations were excluded with exact-ID provenance while raw source stayed unchanged.
Film opening must reveal a real fork road, then the actual district/city context, then whole Singapore through an explicit attributed map transition. The whole-island map is an orientation graphic, never a claim that the 256 m world covers all Singapore. If a mapped fork or facade acceptance cannot be verified, report that gap; do not substitute the toy court or imply an invented junction is real.
Main coordinates on Mini PC. Desktop owns all builds and world writes. Laptop owns all live play/capture, film editing and export with Lucas operating. World resume 4, Gameplay resume 4 and Cinematic resume 3 are the current active lead deliveries; exact IDs, paths and credentials stay private. Main alone integrates/publishes. No complete accepted package/film backup has yet been verified.
The authorised visual correction
APPROVED VISUAL, SKINS AND GRAPHICS CORRECTION
World: remove toy-scale/floating presentation, improve recognisable source-backed facade/roof and street composition within the existing 256 m district. Deliver source and discrepancy evidence by 12:23; no generation or invented authentic floorplans. Gameplay: apply distinct authored medic/engineer/courier skins, compact contextual status and clean camera support by 12:25. Preserve role identities, anchors, epoch isolation and all six-round/restore rules. Custom skins must be seen on the actual three bodies; default skin fallback is a failed visual check. Make camera movement perceptible and smoothly framed without inventing agent actions or natural navigation.
Cinematic: deliver the real fork-road, actual district/city context and explicitly attributed whole-Singapore map transition in the existing Film 2 opening slots by 12:25. No hand, chat, desktop chrome or obstructive HUD in scenic/character shots. Restore readable real mode, round and resource values in causal/result/inspection shots; a clean shot must not conceal the run's actual mode. Stop/bind cameras safely around travel and rewind. Main owns installation/integration and the actual Laptop preview;12:25 is a target, not proof.
Retain existing Fabric API 0.150 for MC 26.1.2 (exact installed patch/hash recorded privately), Fabric Loader 0.19.3 and Java 25. Official compatible stable pair: sodium-fabric-0.9.1+mc26.1.2.jar and iris-fabric-1.11.3+mc26.1.2.jar. Sodium needs Fabric API>=0.145.1 and Loader>=0.16.0; Iris 1.11.3 requires Sodium 0.9.1 in its release metadata. Do not install duplicate API jars or alternate renderer mods. Both additions are client-side.
Sodium official download: https://cdn.modrinth.com/data/AANobbMI/versions/vf7UgZpC/sodium-fabric-0.9.1%2Bmc26.1.2.jar ; API https://api.modrinth.com/v2/version/vf7UgZpC . Iris official download: https://cdn.modrinth.com/data/YL57xq9U/versions/5H9TsVy4/iris-fabric-1.11.3%2Bmc26.1.2.jar ; API https://api.modrinth.com/v2/version/5H9TsVy4 . Existing Fabric API primary project: https://modrinth.com/mod/fabric-api . No API update is required for this pair.
Shader: MakeUp-UltraFast-9.5e.zip, explicitly compatible with 26.1.2, kept zipped in shaderpacks. Official download https://cdn.modrinth.com/data/izsIPI7a/versions/T3EhqZo1/MakeUp-UltraFast-9.5e.zip ; API https://api.modrinth.com/v2/version/T3EhqZo1 ; author https://github.com/javiergcim/MakeUpUltraFast . Start with Shadowless Low at 1920x1080,30 fps capture,8 render chunks and 4-6 simulation chunks; try Low shadows only with measured headroom. This is a starting recommendation, not benchmark evidence. Check actual game launch, shader compilation, role skins, geometry, camera and local OBS playback before accepting visuals.
Licences/redistribution: Fabric API Apache-2.0, preserve notices. Sodium PolyForm Shield 1.0.0, distribute under its conditions with licence/URL and required notices; noncompete restriction applies: https://github.com/CaffeineMC/sodium/blob/dev/LICENSE.md . Iris LGPL-3.0-only: preserve licences/notices and satisfy corresponding-source obligations for redistributed binaries, https://github.com/IrisShaders/Iris/blob/26.1/LICENSE . MakeUp LGPL-3.0: preserve shader source, credits and licence, https://github.com/javiergcim/MakeUpUltraFast/blob/master/LICENSE . Record skin authorship/licence and all included notices. Staged/hash-verified files are not install/render/performance proof.
Fixed machine responsibilities
Mini PC: Main coordination, source review and publication. Desktop: every build, world generation, conversion and world write. Laptop: every live play/capture session, film edit and export. Lucas operates the game and capture.
Keep one writer per world, stopped immutable copies, checksummed handoffs, a private loopback bridge and serial capture/edit reservations. No credential copying, new visible automation or power changes. Absolute camera paths bind the accepted real-data world hash, dimension, court transform and safe arrival.
Four active owners
Main coordinates three hands-on leads: FORK / World, FORK / Gameplay and FORK / Cinematic. It may use local subagents, a callable peer-task API, or Codex CLI threads launched on Desktop and Laptop through SSH. Choose one execution route for each owner and report the actual IDs. If none works, prepare the exact private worker briefs for human launch while Main continues independent setup.
Main and the three leads are active. Add at most one Gameplay fixture helper, one World acquisition/credits helper and one read-only reviewer when inputs are ready, within actual caps. That is seven build sessions across all devices and launch methods; the earlier nine reviewers are a separate phase. Helpers own isolated subtrees, never another world generator. Leaves cannot spawn descendants. Record actual model, reasoning and Fast settings; task names prove none.
| Owner | Exclusive default paths and responsibility | First result |
|---|---|---|
| Main | Build/root manifests, src/main/java/dev/fork/core/** contracts, thin entry wiring, coordination/**, release/install tooling and unassigned paths. Sole GitHub push/publication owner. | 10:45 contract, actual upstream leases, source base and judge route. |
| Gameplay | src/main/java/dev/fork/gameplay/**, src/client/java/dev/fork/gameplay/**, src/main/java/dev/fork/integration/**, coordinator/src/fork/**, corresponding tests and docs/fork-gameplay/**. Exact existing server/provider/session/console files needed for the complete adapter receive exclusive leases before dispatch. | Fixture and one Live round passed; corrected skins/HUD/camera delivery 12:25. Full A/B and three restores pending. |
| World | tools/fork-world/**, data/fork-world/**, assets/fork-world/**, docs/fork-world/**, source/locator work and leased immutable world artifacts. Explicit existing import/config files by lease. | Ground correction completed; real-data facade acceptance unmet. Source-backed visual correction due 12:23, same 256 m district. |
| Cinematic | tools/fork-cinematic/**, media/source/**, media/edit/**, media/output/**, docs/fork-cinematic/**, release/checksum/notice drafts in its outbox and exclusively leased camera-path artifacts. Owns the finished film; Main publishes. | Clean road/district/map reveal and framing due 12:25. Voice/rough film 12:30 AT RISK; no OBS file yet verified. |
These namespaces define active ownership. Main records exact upstream leases privately. Gameplay owns the end-to-end runtime/provider integration, so Main is not the mandatory author of every dependency. Substantial new interface design still needs one A/B/C HTML mock and Lucas's choice before real UI edits. Reuse the existing console layout where possible.
Launch Codex threads on Desktop and Laptop through SSH
Authorised by Lucas, 13 September. During execution, Main may start, monitor and resume headless Codex CLI threads through ssh desktop and ssh laptop. This is an available worker route alongside local subagents and callable peer-task tools. Main stays on Mini PC and owns canonical integration, GitHub pushes and publication.
Read-only checks on 13 September found Desktop CLI 0.153.4 and Laptop CLI 0.154.0, both reporting an existing ChatGPT login. Both support exec, stdin prompts, JSON events and exec resume. World, Gameplay and Cinematic workers are active; exact IDs and runtime evidence stay private. A CLI session is tracked by its actual thread ID; appearing automatically in the app sidebar is not a requirement.
- Place the work. Main can place World or Gameplay workers on Desktop and Cinematic workers on Laptop, or retain any worker on Mini PC. Count all local sessions, remote CLI roots and their children together: four owners initially, up to seven planned build sessions. Replace an owner's placement rather than creating a second active owner. Only Main launches remote root sessions; leads request further placements and may use their allocated local subagents. Leaves spawn neither subagents nor CLI workers.
- Prepare before dispatch. Create a distinct branch/worktree for each writer under the chosen device's scoped project root, with the exact base commit present locally. Supply the current user instructions, accepted plan/contract, role, device, absolute worktree, exclusive writable paths, permitted Git metadata/outbox paths, dependencies and SGT cutoff in its first private prompt. Ban canonical/root writes and unleased game/world changes. Main's conversation, plugins, permissions and model settings do not automatically transfer across SSH.
- Use existing access. Resolve the installed CLI and its already authenticated Windows user/profile. Keep credentials on that machine. Verify actual model, Ultra/Fast availability, effective tools and scoped write permissions in the runner's user context. Reuse the proven Java/toolchain helper when required. Desktop's version lacks the newer automatic
--worktreeoption, so Main prepares Git worktrees explicitly on both machines. - Launch a persistent job. SSH starts the existing hidden, machine-local runner. The runner feeds a private UTF-8 prompt file into Codex stdin and records JSON stdout, separate stderr and the final answer in a private job directory. Use the approved scoped permission settings; an implementation worker needs write access to its leased files. Before its first implementation assignment, a bounded read-only Codex turn must survive the launcher SSH disconnect, finish, and resume by its exact ID. Fit this into the opening gate; otherwise keep that work on Mini PC and preserve the 11:10 game gate.
- Track and resume. Record owner, device/user, worktree/branch/base SHA, prompt hash, runner job ID, PID plus start time, Codex
thread.startedID, logs, deadline and exit completion. Keep session files. After disconnect, inspect that job before retrying. Resume only after the prior process is confirmed stopped, on the same machine/user and worktree, with the recorded ID and a new follow-up file. A dropped SSH connection is not permission to launch a duplicate writer. - Receive and integrate. Workers commit only their assigned branches and return the exact commit, checks and artifact hashes through their outbox. Main retrieves verified Git bundles or read-only fetches, plus required media/world files separately, and accepts a delivery only after it exists locally. Main controls publication. Remote jobs and any children obey the same 13:10/13:20/13:25 cutoffs or earlier measured stops; reconcile known process trees before releasing their leases.
The runner uses these command forms inside the selected worktree, with actual model/profile choices and scoped permissions resolved before launch. Feed the private prompt through stdin; write logs to separate private files. OpenAI non-interactive CLI documentation.
codex exec -C "<leased-worktree>" --sandbox workspace-write --json -o "<job-folder>/final.txt" - # After the prior process has stopped, in the same worktree/user: codex exec resume "<recorded-thread-id>" --json -o "<new-job-folder>/final.txt" -
Every process must fit the existing machine reservations. Multiple light Codex sessions can coexist only with measured headroom; builds, generation, game capture and editing/export retain their leases and one-heavy-job default. All devices share the actual account/service limits. This authorises headless worker execution, not power changes, visible app control, credential copying or earlier game implementation.
Worktree, handoff and restart contract
Every concurrent committing writer, including receiving leads, gets its own branch/worktree. First prompts contain resolved absolute paths, base SHA, plan/contract hash, exact existing-file leases, inputs, acceptance and current absolute deadlines. Main derives each owner's packet from this self-contained brief. Worktrees do not isolate shared worlds/caches: lease those separately, with job ID, PID plus start time, input/settings hashes, output/cache paths, stop time, log and observed completion or NONE. The ground correction is completed history. World owns the source-backed visual pass due 12:23 on Desktop; no further generation or coverage change. Main alone admits candidates and changes accepted release.
Main alone writes the canonical manifest. Each team gets a named ignored .work/fork/<team>/ status/evidence/outbox directory in its worktree. Escalate a blocker after five minutes or two failed repairs; access/ownership problems immediately. Keep at most one pending immutable delivery per team. Stop adding leaves when two team deliveries wait or a required runtime job queues.
Handoffs contain ID, exact base/result SHA, contract version, changed paths, world/camera hashes, focused checks, limitations, stopped-writer and remote-job status. Main inspects and integrates the exact received result. No binary/world merge by guesswork. On restart reuse actual task IDs, reconcile jobs and preserve unknown writer leases. Deadline stops return useful verified partial output.
All 300 minutes
Arrive 09:30; kickoff 10:15; build 10:30 to 15:30 on Sunday 13 September 2026. Use only host-permitted preparation before the window. Every time below is an SGT deadline, not permission to consume the whole block. Earlier measured delivery reservations take priority.
10:30 to 10:45Fix the court and dispatch four owners
Main
Freeze rules/route status, source base, worktrees, contract and exact upstream leases.
Teams
Gameplay starts reducer/adapter. World fixes court anchors. Cinematic assigns the operator/narrator and owns the finished MP4.
Gate
Court definition ready independently of Arnis; each owner has one acceptance.
10:45 to 11:10Install and prove the new action path
Main
Accept dedicated install and one topology. Build proof owns Desktop; actual installed play proof is on Laptop.
Teams
Gameplay proves the fixture adapter; provider probe is separate. World prepares source/settings without an unreserved heavy job.
Gate
Laptop sees one scenario effect; one coordinator. Identified repair gets at most 15 extra minutes.
11:10 to 11:35Protect the compact world
Main
Historical gate: 11:35 was PARTIAL; the ground correction is completed. B/C/E/U remain unmeasured complete routes; record estimates without claiming proof.
Teams
World freezes clinic layout and proves placement/camera interfaces within its lease. Cinematic proves the existing edit route by 11:35 around required tests.
Gate
Historical 11:35 world gate was PARTIAL; actual media-route proof remains unverified. Fixture action passed 11:15:10. Three seconds tests codecs only.
11:35 to 12:00Accept the final geography and complete fork
Main
Historical 11:45 integration target did not establish facade acceptance. The 12:05 visual amendment is the current bounded correction. No expansion or fictional substitution.
Teams
The ground correction completed under its 11:36:50 stop; no second generation or expansion is admitted. Finish placement, camera, interior, fixture and restore checks. The noon structure target is historical; the current visual delivery is due 12:25.
Gate
After 20 seconds of explanation, a human explains choice, consequence, next attempt and actual visitable coverage.
12:00 to 12:30Qualify the mode and rehearse the whole demo
Main
Keep actual Live mode explicit; any whole-run fixture reduction requires Lucas. Register only proven core.
Teams
World source due 12:23. Gameplay/Cinematic corrected delivery due 12:25; actual preview target 12:25. Full A/B, stale-work checks, three restores, voice and rough film remain required.
Gate
12:30 full-mode/three-restores/voice/rough-film gate is AT RISK. Recompute deadlines; report incomplete scope honestly.
12:30 to 12:50Record the accepted baseline
Main
Reserve all measured C for Laptop and operator, earlier if needed.
Teams
Cinematic records, checks, transfers and assembles accepted footage. Partner handles required capture/voice or proven Resolve fallback. Other source work stays isolated.
Gate
No extras or competing runtime tests. Footage references the accepted package/world/mode.
12:50 to 13:10Close fixes and preserve the fallback
Main
Review accepted revision; reserve final delivery. Preserve Laptop fallback.
Teams
Finish bounded fixes and readability. Cinematic edits. Implementation leaves stop by 13:10.
Gate
Exact commits, evidence and stopped writers; no unfinished release dependency.
13:10 to 13:25Accept team deliveries
Main
Integrate received results and close leases. Honor earlier S.
Teams
Leads accept by 13:20 and hand off by 13:25. Film editing continues.
Gate
Receiver possesses commits/artifacts and can name the real fallback.
13:25 to 13:35Pin the candidate
Main
Pin code, minimal mods, pristine world, mode and camera bundle.
Teams
Read-only review; prepare only necessary film replacements.
Gate
Candidate by 13:35 or earlier S. If delivery cannot fit, retain accepted baseline.
13:35 to 14:00Validate the actual download
Main
Bundle/upload/download/clean-install through actual judge route; complete A/B and restore.
Teams
Cinematic captures after runtime lease releases. Laptop capture and editing use serial reservations.
Gate
Game/world frozen by 14:00; final footage reaches Laptop by M.
14:00 to 14:20Finish and play the film locally
Main
Keep release stable. Evaluate critical repairs against full delivery chain.
Teams
Laptop finishes required replacements, export and full local playback by X.
Gate
X no later than 14:20; 14:15 repair cap creates no extra time.
14:20 to 14:40Verify the hosted video
Main
Verify prototype, notices and judging-period provider access.
Teams
Upload early enough for U, wait for processing, play the complete hosted video.
Gate
Both links work by 14:40. Upload completion alone does not pass.
14:40 to 15:00Prepare the submission
Main
Provide actual new/reused work, mode, limitations and URLs.
Teams
Humans verify submission fields; agents give read-only access support.
Gate
Fields ready by 15:00. No new implementation.
15:00 to 15:10Submit and retain acknowledgement
Main
Record release and link evidence.
Teams
Named human submits and saves receipt.
Gate
Acknowledgement by 15:10; filled form is not receipt.
15:10 to 15:30Protect delivery
Main
Resolve access using already verified artifacts.
Teams
Keep accepted game ready and rehearse explanation.
Gate
Final 20 minutes are delivery recovery; no new code/world changes or recapture.
The complete deadline calculation
Complete B/C/E/U routes remain unmeasured. Record estimates now including graphics restart, warmup, capture and pending voice/edit work. One 11-second Live round and synthetic codec checks do not prove full-route budgets. Recalculate by 12:30.
- B: bundle/build, hashes/notices, upload, recipient download, actual clean install and prerequisites, full chosen-mode A/B with restore, plus margin. Distinguish a cached update from first-time judge setup.
- C: stop/save, world/profile switch, launch, role/provider readiness, camera setup, complete real demonstration, checkpoint reset and one retake, local capture check, verified transfer and any required development restart.
- E: remaining editing, audio/title replacements, final encode and full local playback, plus margin. Narration and the rough edit remain unverified; include their remaining work.
- U: video upload, host processing, evaluator-access check, full hosted playback and a bounded retry margin.
X = min(14:20, 14:40 - U) is the export deadline.M = min(14:05, X - E) is final media arrival.S = min(13:35, 14:00 - B, M - B - C) is the latest start of the serial final delivery path.
W = min(13:10, S - 25 minutes), L = min(13:20, S - 15 minutes) and H = min(13:25, S - 10 minutes) are worker stop, lead acceptance and handoff. They move earlier together. The 12:05 amendment reopens only the bounded visual correction, never generation or expanded coverage. Reserve all C on Laptop/operator. A protected delivery backup is a recipient-tested package plus its complete matching 90-second film, played locally on Laptop, with U reserved or complete. Raw clips do not qualify. Keep a tested smaller export and approved alternate upload route.
No generation or coverage expansion is admitted. The completed ground correction and former 11:45/noon targets are history. Current visual source cutoff is 12:23; Gameplay/Cinematic cutoff 12:25, or earlier measured worker stop. The 12:25 preview is a target. Dmode remains min(12:30,L); full-mode checks and three restores still require measured time. B/C/E/U uncertainty cannot extend any delivery deadline.
Accept a critical repair only when its repair, affected validation, repackaging/reupload, required recapture/transfer and audio/title changes fit the recalculated M/X chain. Repair and verification never run after 14:15. If a duration is unknown, retain the prior accepted release with its actual ID. Never relabel an 11:10 launch shell as that fallback.
If Desktop build/world delivery fails, preserve immutable Laptop artifacts and report any unmet real-world requirement. Laptop remains the live capture/edit machine. No automatic engine switch or last-minute installation is hidden inside the schedule.
Fast, cinematic, precise and fun
A finished 90-second game promo. Open on the fork, meet the inhabitants in quick cuts, feel the first choice, then make rewind the turning point. Use the completed prototype for every feature shot. Give the two outcomes enough time to read.
What “everything done” means. Cinematic delivers the complete exported film, timed captions, sound mix, credits and editable sources. Main publishes and verifies the actual links. The final video contains completed features, final narration and real destinations. A shot list or a timeline full of placeholders is an intermediate artifact.
The feel
Two to four seconds per montage shot, a 120 BPM editorial grid, clean match cuts and sparse impact sounds. One friendly, energetic narrator delivers short lines and leaves room for game sound. The rewind gets a brief musical stop, then the second future starts with momentum.
The precision
Keep actual round, mode and resource values readable. Hold each result for four seconds and the comparison for ten. The final six comparison seconds stay visually still; the last two have no narration. Trim waits with a clear cue. Let the soundtrack supply energy while viewers read.
The exact 90-second cut
| Seconds | Shot | Picture and edit | Sound and timing |
|---|---|---|---|
| 0 to 2 | The fork | Open on a verified real mapped fork road in the existing district. No toy-court substitute; report an unmet shot if no fork passes. | One clean impact. Start on picture; no opening logo delay. |
| 2 to 4 | Welcome to FORK | Separate title card, one quick type reveal. | Title lands on the beat. |
| 4 to 7 | Your own Singapore | Clearly visible pullout from the real road into actual district/city context. Label the 256 m Market Street CBD coverage and unresolved fidelity limitations. | Use smooth, perceptible camera movement or two deliberate district views; hide hand/chat and obstructive HUD. |
| 7 to 10 | Find our neighbourhood | Explicit attributed map transition reveals whole Singapore with the actual 256 m district marked. It is an orientation map, not a whole-island Minecraft render. | Keep source credit readable. The map is an overview, not generated coverage. |
| 10 to 13 | Meet the medic | Enter the authored game clinic in the real district and end on the custom-skinned medic. | Doorstep and room sound from the game. |
| 13 to 16 | Meet the engineer | Cut to the engineer and workshop repair indicator. | Match the camera direction; no new character animation. |
| 16 to 19 | Meet the courier | Courier and spare battery; one short role label. | Small percussive accent. |
| 19 to 23 | The dilemma | Show the initial checkpoint, two total charges, and the clinic/workshop power choice. | Duck the track for the choice. Keep all relevant values legible. |
| 23 to 27 | Choose clinic | Real clinic allocation input and acknowledgement. Retain the actual runtime-mode label. | Use the actual click and response. |
| 27 to 31 | Branch A moves | Condense the committed rounds in order. Show round numbers and a waits-trimmed label. | Cut on round commits; never animate an invented result. |
| 31 to 35 | Branch A result | Hold the real round-six result: clinic service and repair progress. | Four seconds without a transition over the values. |
| 35 to 38 | Rewind | Actual rewind control, then its forward-playing restore footage. | Brief reverse sound and music stop. The effect punctuates the real action. |
| 38 to 42 | Same starting point | Hold the verified initial round, both charges and restored court. Label a checkpoint reload if that is the accepted method. | Music returns. Trim a long wait with a clear elapsed-time cue. |
| 42 to 46 | Choose workshop | Real workshop allocation and the beginning of branch B. | Return to the same camera angle as the first choice. |
| 46 to 50 | The spare arrives | Real committed courier delivery and repair progress, in their actual round order. | If live actions differ, show the accepted run and use the alternative narration. |
| 50 to 53 | The cost | Hold the real clinic outage if it occurs. Otherwise show the actual round-three status. | Brief musical dip; the consequence gets a clear beat. |
| 53 to 56 | Grid online | Show the actual grid activation and powered buildings, if the accepted run achieves it. | One satisfying rise. A different live outcome gets its real status instead. |
| 56 to 60 | Branch B result | Hold the real round-six result. | Four seconds to read the outcome. |
| 60 to 70 | Two futures | Use the real equal-round comparison for all ten seconds. Keep the final six seconds visually still and the final two seconds without narration. | Music lowers. Let the viewer read the tradeoff. |
| 70 to 74 | Inspect a decision | Show one real committed role proposal and effect in the inspector. | A precise crop is allowed; preserve the meaning and mode label. |
| 74 to 80 | Play | Three two-second views of the accepted clinic, courier and workshop within the real-data world, using corrected views from the authorised visual pass. No expanded coverage or extra shot slots. | Use already accepted footage only. No additional facade-effect capture or feature work for this slot. |
| 80 to 86 | How Astra helped | Two separate three-second cards: actual new Astra-authored work with a readable evidence excerpt, then the reused Agent Arena foundation. Remove private information. | Credit the actual development model and contributions. Keep the distinction readable. |
| 86 to 90 | Choose a future | FORK, the real GitHub route, Minecraft Java requirement, and compact unofficial notice. Put full notices in the repository and video description. | Resolve the music and hold the final card. The judge must be able to access the linked repository. |
Word-for-word narration, 120 words
Record by section, with two seconds of clean room tone before and after each take. Speak briskly and naturally; fit each line within its slot without stretching the full interval. The numerical base script requires the accepted labelled fixture or a captured live run with those exact outcomes. Keep one runtime mode throughout.
| Seconds | Narration |
|---|---|
| 0 to 10 | A fork in the road. Welcome to FORK. Your own Singapore. |
| 10 to 19 | One neighbourhood. A medic, an engineer, a courier. And one generator. |
| 19 to 23 | Two batteries. Two choices. Let's go. |
| 23 to 35 | Power the clinic. Six rounds of service. The lights stay on. Repairs remain zero. |
| 35 to 42 | Rewind. Same starting point. Same two charges. Try again. |
| 42 to 50 | Power the workshop. The courier delivers the spare. Repairs progress. |
| 50 to 60 | One round without clinic power. Then the grid comes online. Both buildings powered. |
| 60 to 70 | Same start. Six rounds. Two different futures. Keep the clinic on, or restore the grid with a cost. |
| 70 to 74 | See what each role actually changed. |
| 74 to 80 | Explore. Experiment. Choose again. |
| 80 to 86 | Built with Astra. New rules, rewind and comparison. Agent Arena underneath. |
| 86 to 90 | FORK. Choose a future. Code on GitHub. |
Record the needed alternatives in the same session
| Condition | Replacement |
|---|---|
| Different live B outcome, 42 to 60 | Power the workshop. Follow the courier and engineer. Watch clinic service, remaining charge and repair progress change. Six rounds later, this is the result. |
| Different comparison, 60 to 70 | Same start. Six rounds. Two different futures. Compare clinic downtime, repairs and remaining charge. These are the results of this run. |
| Checkpoint reload, 35 to 42 | Reload the original checkpoint. Same two charges. Try again. |
| No accepted real geography | Final scope is unmet. Retain any fictional-court footage as a labelled mechanics diagnostic only. |
| No sightseeing or facade effect, 74 to 80 | One neighbourhood. Another choice. Another future. |
| Development credit differs, 80 to 86 | Replace the line with the actual model, authored work and reused foundation. Keep the same six-second slot. |
Final captions follow the recorded take. Use at most two short lines, reserve a clear caption area and keep them off the comparison values. Put map/data credit beside the corresponding shot and full asset notices in credits.txt and the publication description.
Production ownership and work already decided
- Prepare now: the fixed script, cut, required alternative narration, card copy, sound direction and acceptance. Create new project media and the edit template within the event window unless further host guidance permits it earlier.
- By 10:45: Main leases Cinematic's edit/output folders, names the capture operator and narrator, and records the final MP4 as Cinematic's responsibility. Mini PC coordinates; Desktop builds and prepares worlds; Laptop records the game locally, assembles and exports.
- By 11:35: prove one 15-second edit on the actual Laptop route using existing tools: trim/join, a title, narration over music, export and local playback. Use existing FFmpeg for agent assembly if it passes. Otherwise the partner uses existing Resolve while the lead owns shot selection, timings, assets and final acceptance. End tool experiments at this gate. Reserve this work around required game tests. Choose a suitably licensed instrumental with its credits, or commit to game sound and sparse accents.
- By 12:25: deliver the corrected road/district/map reveal, custom-role presentation and clean framing within the existing 90-second Film 2 structure. Internal temporary footage stays clearly marked. Bind camera cues to the accepted world using existing controls.
- By 12:30: accept the timed narration, full capture rehearsal and rough edit, then recalculate the existing capture/edit/upload budgets. Capture the complete causal A/rewind/B sequence first. The gate is AT RISK. Fit the authorised visual correction within Film 2 slots; no new shot slots or map expansion.
- Finish the film: insert checked footage, replace every temporary asset, fit the mix and captions, export, play the whole local film, then hand the finished package to Main for publication and complete hosted playback by 14:40. Earlier measured X/M deadlines still apply. No editing is left for Lucas at submission.
A human still supplies narration and operates capture when existing access requires it. The lead packages the complete video rather than stopping after production instructions. Prove Laptop-local game/capture performance and reserve capture and editing serially. Resume no deferred sign-in workflow automatically.
Finished-film acceptance
fork-demo-1080p30.mp4: exactly 90 seconds and 2700 frames, H.264 with AAC 48 kHz; measured local and hosted full playback, clear sound, readable UI and no temporary cards, missing media or private information.fork-demo.srt, final voice WAV, asset/data/Agent Arena credits, and an editable project or edit manifest with the exact render command. Captions are also visible in the submitted film.film-manifest.json: accepted code/world/mode, input clip IDs and hashes, actual source in/out points, output hash, repository/video URLs, music/asset source and licence, and local/hosted review status. The submitted repository must be accessible to judges; Main manages its approved visibility/access.- Use a restrained grade, consistent audio and a legible title/end card. Target −16 LUFS integrated and at most −1 dBTP. Voice stays clearly above music. Rewind effects support real forward-playing reset footage; the locator is an explicit static-map cut.
- The ten-second comparison remains legible at intended viewing size. If optional footage is unavailable, fill its reserved block with court views within the accepted real-data setting. Keep the complete film at 90 seconds. No generated in-between footage may stand in for missing real-data gameplay.
Headless codec and transfer checks are useful preparation. Actual OBS gameplay capture, narration quality, Laptop edit/playback and the final film have not passed yet. The existing measured deadline calculation governs all later changes.
Evidence that earns a release
- Real-data geometry and position at one block per metre, source-backed heights and corresponding-view photograph comparison; material mismatches fail acceptance. No floating court or compressed final fallback.
- Compact readable status and an unobstructed scenery view; detailed inspection/comparison remains available on demand.
- Exact six-round fixtures, conserved charge and correct wait/illegal/schema/timeout/duplicate behavior.
- Three full cuboid restores, expected air, outside sentinels and fixed actors. Late A model and physical work cannot change B.
- An A-only canary fact/receipt is absent from B's exact request and memory queries after restore/restart.
- Human comprehension after corrected preview, cancellable requests, complete A/B timing and measured Laptop/server performance.
- The actual downloaded pristine-checkpoint package works through the accepted judge route, with notices, provider access and matching film/world/mode.
During those same checks, walk the clinic and each advertised interior; visit and return at rounds 0/6, including one cancelled/failed load. Verify unchanged actors/resources, safe arrival and rejected out-of-court or stale actions. The human identifies what is actually visitable. Watch the final film once at intended size for readable comparison and truthful coverage.
Mark passed, failed or unrun. Distinguish diagnostic shells, accepted cores, raw footage and a protected recipient-tested package with its complete locally played matching film. No qualified real-data baseline means no accepted final fallback; report unmet scope.
What revision 4.2 changes
The authorised 12:05 visual correction replaces the former noon visual freeze for the existing district only. World source is due 12:23; Gameplay/Cinematic due 12:25. Correct toy presentation, generic facades, default skins and camera/HUD, then verify the staged graphics on Laptop.
The 12:25 preview is a target. Real-data facade acceptance is unmet, and the 12:30 full-mode/three-restores/voice/rough-film gate is at risk. All later deadlines remain unchanged. No generation, expanded map, engine change or fictional final fallback is admitted.
The complete execution brief
Execution is active. Keep private inputs in the private record; this public-safe brief defines revision 4.2. Copy the entire field into Main. On Windows, click inside, then Ctrl+A and Ctrl+C. Record the accepted page/brief hash privately. Later page edits do not silently change an active execution.