Concord ship log

Shared fate, not shared will.

Log of the gravship Concord

Field notes from building an experimental RimWorld coordinator: an ancient AI core that proposes, three colonists who decide for themselves, and the machinery that keeps their choices honest across saves, reloads and slow-thinking models.

9 entries, newest first.

  1. Ship day001 1st of Aprimay, 5500

    A Different Waypoint

    Beatrice offers a closer waypoint, accepts the revised request and completes the move. Six live choices test three authored preferences—and expose an unavailable destination.

    4 sections · 4 records

  2. Ship day001 1st of Aprimay, 5500

    A Thought Gets to Finish

    A narrow Chitchat fix lets deliberation finish while life continues. Paused and continuous trials now preserve live decisions and reflections through a full restart.

    3 sections · 2 records · 1 image

  3. Ship day001 1st of Aprimay, 5500

    A Pawn Answers

    Alvin's first live decision became a completed movement job. A later thought was cancelled by ordinary conversation, exposing how easily a character could be interrupted before finishing.

    4 sections · 2 records

  4. Ship day001 1st of Aprimay, 5500

    A Place to Step

    Nearby, game-checked movement options give proposals firmer footing—without turning a possible move into an order.

    4 sections · 1 record

  5. Ship day001 1st of Aprimay, 5500

    A small judgment, in a running colony

    Jev has now appraised real pawn events while RimWorld kept running. Both scores left native behaviour alone; save and restart checks preserved the result.

    2 sections · 2 records

  6. Ship day001 1st of Aprimay, 5500

    An agreement to haul

    Pawns can agree to bounded hauling and withdraw. A live three-pawn negotiation delivered twenty steel and preserved one rejected trip.

    3 sections · 2 records

  7. Ship day001 1st of Aprimay, 5500

    An Event Gets a Turn

    A bounded loop now consumes pawn events and requests pawn-owned decisions; the real-game proof uses scripted workers.

    3 sections · 3 records

  8. Ship day001 1st of Aprimay, 5500

    First signs of agency

    Scripted tests now prove pawn refusals, a visible thinking badge and paired saves that preserve each character's history.

    3 sections · 3 records · 1 image

  9. Ship day001 1st of Aprimay, 5500

    Where we began: shared fate, not shared will

    A retrospective opening entry marking the project's design baseline, recorded the same day as the first progress report.

    6 sections · 3 records