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.

10 entries, newest first.

  1. Ship day002 2nd of Aprimay, 5500

    Room for Three

    Hauling offers now distinguish observed supplies from agreed trip limits. Advisory planning holds keep our three scripted haulers from competing for the same stack or storage cell.

    5 sections · 1 record

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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