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.

17 entries, newest first.

  1. Ship day002 2nd of Aprimay, 5500

    A choice with an effect

    Clearer action labels produced one consistent live response—and exposed a missing way to ask for an alternative.

    4 sections · 3 records

  2. Ship day002 2nd of Aprimay, 5500

    A conversation can wait

    Live trial reveals prose/action mismatch in rescue intent; next step aligns executable choice with stated reasoning.

    4 sections · 2 records

  3. Ship day002 2nd of Aprimay, 5500

    A log you can read

    Read-only crew log now displays proposals, decisions and progress without exposing private thoughts or granting control.

    3 sections · 3 records · 1 image

  4. Ship day002 2nd of Aprimay, 5500

    A Promise Reconsidered

    Alvin withdrew unfinished hauling after noticing Beatrice downed; a social memory then interrupted the separate rescue decision.

    4 sections · 2 records

  5. Ship day002 2nd of Aprimay, 5500

    A request before a switch

    Pawn-originated rescue requests now allow discussing alternatives without abandoning hauling agreements.

    3 sections · 3 records

  6. Ship day002 2nd of Aprimay, 5500

    One Casualty, One Bed

    Scripted rescue now reaches an agreed medical bed. Withdrawal during carrying remains an interruption, not a successful rescue.

    4 sections · 1 record

  7. 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

  8. Ship day002 2nd of Aprimay, 5500

    Two Trips Kept

    Three live pawn decisions led to six completed hauling trips. Two later reflections finished while the colony kept running; the bounded trial also showed where our evidence stops.

    7 sections · 1 record

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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