8 Commits
Author SHA1 Message Date
slaguru666andClaude Opus 5 5aaae186e0 A fumbled relief attempt puts a point on
Trying to steady somebody and making it worse is the most familiar thing on that
list, and until now it was the only outcome that cost nothing.

Done as a NEGATIVE relief rather than a second code path: panicReliefFor returns
-1 on a fumble, and easePanic already subtracts what it is given, so subtracting
a negative raises the track. One number, one direction, no branch that could
drift from the other. The clamp still holds — fumbling at 5 stays at 5.

The chat card had to be told, because otherwise it prints the word "Psychology"
over a number that has just gone UP and the table reads that as a bug rather than
as the rule. It now leads with a red FUMBLED tag.

Guarded three ways: a spot-check in check-rules for the -1 itself, and two
behaviour tests — one that the sign survives easePanic's subtraction and
actually raises the track, one that it cannot push past the top. A test on the
constant alone would have passed even if easePanic had healed on a fumble.

Verified live: 2 → fumble → 3 → success → 2 → special → 0, and a fumble at 5
staying at 5, with the cards reading correctly.

Version 1.1.2.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:25:46 +01:00
slaguru666andClaude Opus 5 20306d83d9 Play a scene with panic; tighten one reference row
Ran LAST ADMISSION's east corridor with the six civilians and real dice. The
track works end to end and, more importantly, the penalty REACHES things:
Ferriby at panic 3 swung at Old Marrow with Brawl 25% printed and 15% effective,
while Sharrock at panic 1 rolled his full 58%. That is the whole point of the
track and it is the part that is usually decoration.

The arc played well. Lights out took four of them to 1. The body took Braithwaite
and Ferriby to 2. Enderby counting took three of them again. Braithwaite fumbled
his Psychology roll trying to talk Colin down, then it said his name — 5, broke,
fled, came back at 3. Renshaw steadied herself on POW×5 and dropped to 1.

One thing I got wrong and one thing worth knowing:

  - I flagged a 99 grading as a fumble as a bug. It is not. A 58% skill fumbles
    on 98-00, and both the primer and the rules page say so in those words. The
    "96-99 never succeed / 00 always fumbles" pair are floor rules, not the whole
    fumble range. Only the quick-reference row was ambiguous — it now says
    "never succeeds ... and is a fumble if it is inside your fumble range".

  - The civilians cannot use two of the three new skills. Occult, Religion and
    Psychology sit at 5% on the "(before)" sheets, so in the prologue the only
    relief that works is POW×5 at 50-85%. That is correct — a site foreman is
    not an occultist — but it means the skills are an AGENT'S tools, and the
    prologue is deliberately the game without them. The agents have them where
    they should: Bhattacharya Occult 63, Lindqvist 58, Renshaw Psychology 40,
    Braithwaite Religion 35.

Version 1.1.1.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 21:58:30 +01:00
slaguru666andClaude Opus 5 cbad87ba98 Add Occult, Religion and Psychology, and the Panic track
From the first game's list. The three skills are not decoration — they are the
levers on the new track, which is why they arrived together.

PANIC, 0 to 5, up. It is the other half of Coherence and the rules page says so
in the first line, because a table that confuses them will make the wrong call
at the worst moment:

    Coherence   what knowing has cost you       weeks     10-0, down
    Panic       what is happening to you NOW    minutes    0-5, up

A trigger gives a point with NO ROLL. Asking for a die to find out whether you
are frightened slows the scene and tells the player how to feel; the die is for
getting rid of it, which is the interesting direction.

    0 steady · 1 rattled · 2 shaken -5% · 3 losing it -10%
    4 overwhelmed -20% · 5 broken

The first point is free on purpose, so the opening shock of a scene costs the
table nothing. At 5 you break — freeze, flee or fixate, choose fast — and come
back at 3, not at 0, because breaking is not a rest.

Relief is where the skills come in. A success takes one point, a special takes
two. Psychology is the only thing that steadies somebody who is NOT you.
Religion steadies you alone and does not care whether you are right. Occult is
the odd one: naming a thing correctly, out loud, helps everybody who can hear —
the department's actual work, and the only relief that reaches a room. Plus
POW×5 to steady yourself, and your anchor object once per case, which is what
that briefing scene was for.

The three skills are placed in six registers rather than left floating: Occult
to the professor and to Registry, Psychology to the doctor and to Interview,
Religion to Antiquities and Pathology.

Guards, because a track nothing reads is this project's oldest failure: the five
new rules carry spot-checks in check-rules, and check-behaviour gains nine tests
— the free first point, monotonic penalties, only 5 breaking, clamping at both
ends, breaking not clearing the track, special taking two, every band/trigger/
relief having a label, and every relief naming a skill the catalogue actually
has.

Verified in a live game: penalty reaches the roll (58 → 58 → 53 → 48 → 38 for
panic 0-4, criticals and specials recomputed with it), the full arc runs 0 → 2 →
4 → eased to 2 → pushed to 5 → breaks → 3 with no errors, the sheet shows the
band, and the rules journal has a Panic page generated from the same tables.

Version 1.1.0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 22:55:11 +01:00
slaguru666andClaude Opus 5 ab619f4b73 Remove the dice textures and the whole Dice So Nice path
Deleted: the seven PNGs in dice/, tools/make-dice-textures.mjs, the `npm run
dice` script, the RB_DICE colourset and texture tables, diceSetFor, the
diceSoNiceReady hook, and rbDressDice — which was tagging ten roll sites with
coloursets that no longer existed. 99 lines of module, plus the assets.
README and DEPLOY updated; they still advertised all of it.

Recoverable with `git revert` if it is ever wanted back.

This also explains the 01-that-was-12. The RESULT was never wrong: skillRoll
rolls one 1d100 and grades on roll.total, and the chat card derives the tens and
units it prints from that same total. Checked all 100 values of percentileFaces
and 60 live rolls — the printed faces reconstruct the graded number every time,
with no mismatches.

What disagreed was the ANIMATION. The custom addDicePreset labels registered for
d100 and d10 remapped which physical face means what, so Dice So Nice could land
showing 01 while the roll behind it was 12. Nothing downstream ever read the
animated faces, so no roll was ever adjudicated on the wrong number — but a
table watching the dice had every reason to believe otherwise, which is its own
kind of wrong. Disabling the skins in 1.0.6 already removed it; deleting them
makes it permanent.

Verified in a running Foundry after removal: skill roll, weapon damage, hit
location, major wound and Coherence all resolve and post their cards, no errors,
and game.ringbrp.diceSetFor is gone from the API.

Version 1.0.7.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 22:45:52 +01:00
slaguru666andClaude Opus 5 9b6c61ffcb Turn the custom Dice So Nice skins off
Registering them with "preferred" made them the default for everybody in the
world, which overrides whatever dice a player had already chosen — the system
helping itself to a setting that belongs to the user. Off at the author's
request.

One named constant rather than a settings API: this codebase registers no game
settings at all, and adding that surface, its lang keys and its UI to switch one
feature off is more machinery than the job needs. Flip RB_DICE_ENABLED to true
and everything below it still works.

The textures in dice/ and the generator behind `npm run dice` are left alone.
Nothing reads them while this is false, and deleting work in order to turn a
feature off is a poor trade.

Verified in a running Foundry with Dice So Nice active: "custodians" is no
longer among the registered systems, and preferredSystem has gone back to
"standard" rather than ours.

Version 1.0.6.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 20:34:22 +01:00
slaguru666andClaude Opus 5 0852427586 Fix the pause: it would not hide, it was off centre, and it was too small
Three faults in 1.0.4, and the first was the serious one.

  1. It never went away. Core hides the overlay with `#pause { display: none }`
     and shows it with `#pause.paused { display: flex }`. 1.0.4 styled the BARE
     #pause with display:flex, which wins on specificity, so unpausing removed
     the class and changed nothing — GAME PAUSED sat over the table for the rest
     of the session. Every rule here is now scoped to `.paused` and `display` is
     not set anywhere.

  2. It was off centre because I repositioned it. Core already centres it: a
     full-width band at top calc(50vh - 100px), column flex, centred both ways,
     pointer-events none. That layout was correct and 1.0.4 fought it with
     left/bottom/transform. It is left alone now; only the height changes, and
     the top moves up by exactly half the extra so the centring holds.

  3. It was small: a 322x116 panel in the corner. It is now core's full-width
     band at 300px with a 170px dial — against core's own 100px — and the
     caption at 24px to match core's.

Guarded: check-behaviour now parses the stylesheet and fails any rule that sets
display on an unscoped #pause. Verified it bites. It strips CSS comments first,
because the first version of the guard reported the comment explaining the
guard — which is exactly what the template guard did last time, so that is twice
now and the lesson is written down properly.

Verified by driving the real toggle: running → display none, box 0x0, no class;
paused → display flex, 341x302, centre X exactly on the viewport centre;
unpaused again → display none, box 0x0.

Version 1.0.5.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 19:31:35 +01:00
slaguru666andClaude Opus 5 ad771ff2b5 A uniselector for the pause
Foundry's pause is a spinning d20 and a caption. This replaces both from CSS
alone, without touching the markup: figure#pause becomes a small navy panel with
a yellow rule along the top, and the <img> becomes the arm of a uniselector.

A uniselector is the stepping switch inside a telephone exchange — an arm that
clicks round one contact at a time, hunting for a free line. It is the right
object for this game. The department's whole business is a machine that says
where things belong, and OPEN DAY is set inside one. Eleven contacts, because
eleven minutes is the interval this setting keeps returning to.

It STEPS rather than sweeps: steps(11) over 7.7s, so a contact every 700ms. A
continuous spin reads as a loading throbber; a discrete click reads as a machine
working through a list, which is what the department is doing while the table is
out of the room. The arm carries a faint trailing sector, because without it a
700ms step is easy to miss and the stepping is the whole idea.

No new text. Foundry's caption is localised and this only restyles it — a string
hardcoded in a stylesheet would be one the lang file could never reach.

Two things the browser had to be asked rather than assumed:

  - Core pins #pause with BOTH top and bottom, so an auto height stretched it to
    180px for a 16px caption. It is pinned here instead and sized to content.
  - The arm is rotated, so getBoundingClientRect returns the diagonal of its own
    square (75px for a 52px element). The layout takes its size from the flex
    basis and never from the measured box.

prefers-reduced-motion stops the movement and keeps the object — a stepping dial
in the corner of the eye is exactly what that preference is asking about.

Version 1.0.4.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 19:25:12 +01:00
slaguru666andClaude Opus 5 53481bdfc1 Ship the LAST ADMISSION plates as showable images
A third journal in the adventure — LAST ADMISSION — Show the players — holding
the seven scene plates and the floor plan as eight image pages at player
visibility. Right-click, Show Players, done.

title.show is false and there is no caption, on purpose: the table gets the
picture and nothing else. No heading telling them which room this is, no label
naming the thing on the stairs. The page NAMES exist only for the GM's sidebar
so the right one can be found in a hurry under pressure, and the players never
see them.

Ordered by when each comes up, not by asset number, for the same reason.

The builder throws if a plate is missing from disk, because a missing image is
a blank frame on a projector in front of six people.

Verified in Foundry: eight pages import at OBSERVER, the image loads, and the
rendered page contains no headings, no figcaption and no text at all.

Version 1.0.3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 19:12:35 +01:00
162 changed files with 817 additions and 333 deletions
+11 -11
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@@ -28,7 +28,8 @@ git clone https://gitea.timevans.uk/slaguru666/RingBRP.git ringbrp
``` ```
Requires **Foundry v13+** (verified against v14.364). No modules are required. Dice So Requires **Foundry v13+** (verified against v14.364). No modules are required. Dice So
Nice is supported but optional — the system registers four of its own dice textures. Nice works if you have it, using your own dice — the system ships no dice skins and does
not touch anybody's dice settings.
### Deploying to a remote Foundry server ### Deploying to a remote Foundry server
@@ -47,7 +48,7 @@ packs or regenerate art on that machine:
```bash ```bash
npm install # pulls classic-level, used to write the LevelDB packs npm install # pulls classic-level, used to write the LevelDB packs
npm run build # rebuilds packs/ from tools/content.mjs npm run build # rebuilds packs/ from tools/content.mjs
npm run check # the three guards; the build refuses to run if they fail npm run check # the five guards; the build refuses to run if they fail
``` ```
To update a deployed server: `git pull` and restart Foundry. If the pull touches To update a deployed server: `git pull` and restart Foundry. If the pull touches
@@ -64,13 +65,13 @@ changing underneath a running server.
| **Postings** | 25, each with a key characteristic, trained skills, talents and its own kit | | **Postings** | 25, each with a key characteristic, trained skills, talents and its own kit |
| **Trades** | 10 ordinary jobs the department recruits from, plus induction | | **Trades** | 10 ordinary jobs the department recruits from, plus induction |
| **Catalogue** | 236 items — 123 gear, 62 weapons, 32 armour, 19 vehicles | | **Catalogue** | 236 items — 123 gear, 62 weapons, 32 armour, 19 vehicles |
| **Skills / talents** | 59 skills, 19 talents | | **Skills / talents** | 62 skills, 19 talents |
| **Bestiary** | 21 statblocks across folklore, horror and the far side | | **Bestiary** | 21 statblocks across folklore, horror and the far side |
| **Eras** | modern, antique, future, anomalous — the agency is old and never abolishes anything | | **Eras** | modern, antique, future, anomalous — the agency is old and never abolishes anything |
| **Icons** | 292, all generated from `tools/icons.mjs`; no external art | | **Icons** | 292, all generated from `tools/icons.mjs`; no external art |
| **Starter scenario** | **BLACK PLATFORM**, a six-player action starter, importable as a single Adventure | | **Starter scenario** | **BLACK PLATFORM**, a six-player action starter, importable as a single Adventure |
| **Compendia** | pregens, NPCs, skills, weapons, armour, gear, vehicles, powers, tables, rules, the starter | | **Compendia** | pregens, NPCs, skills, weapons, armour, gear, vehicles, powers, tables, rules, the starter |
| **Rules journal** | 12 pages, generated from `rules.mjs` so the book cannot drift from the code | | **Rules journal** | 13 pages, generated from `rules.mjs` so the book cannot drift from the code |
<!-- box:end --> <!-- box:end -->
--- ---
@@ -152,13 +153,12 @@ template.json data model for every Actor and Item type
templates/ Handlebars sheets templates/ Handlebars sheets
styles/ one stylesheet styles/ one stylesheet
lang/en.json all user-facing text lang/en.json all user-facing text
icons/ dice/ fonts/ generated art icons/ fonts/ art/ generated art
packs/ built LevelDB compendia (committed — see Deploying) packs/ built LevelDB compendia (committed — see Deploying)
tools/ tools/
content.mjs the catalogue: skills, weapons, armour, gear, vehicles, NPCs content.mjs the catalogue: skills, weapons, armour, gear, vehicles, NPCs
build-packs.mjs builds packs/ — runs the three guards first and refuses on failure build-packs.mjs builds packs/ — runs the five guards first and refuses on failure
make-icons.mjs draws all 231 icons make-icons.mjs draws all 231 icons
make-dice-textures.mjs
rules-text.mjs generates the rules journal FROM rules.mjs rules-text.mjs generates the rules journal FROM rules.mjs
mission.mjs the case generator mission.mjs the case generator
mission-tables.mjs its content tables mission-tables.mjs its content tables
@@ -176,13 +176,13 @@ stops being identity-equal to what it aliases, if a constant is re-declared as a
literal, or if an exported rule has no spot-check. The packs used to be built under literal, or if an exported rule has no spot-check. The packs used to be built under
one set of numbers and played under another; this makes that impossible to ship. one set of numbers and played under another; this makes that impossible to ship.
The build runs all three guards before it writes anything: The build runs all five guards before it writes anything:
<!-- guards:start --> <!-- guards:start -->
``` ```
check-rules: OK — 87 rules, 21 files scanned, 3 aliases + 41 constant sets checked, 275 formulas verified check-rules: OK — 92 rules, 20 files scanned, 3 aliases + 45 constant sets checked, 291 formulas verified
check-kits: OK — 25 roles, 10 trades, 218 catalogue items, every kit key resolves, every posting can use what it carries, every loadout distinct check-kits: OK — 25 roles, 10 trades, 218 catalogue items, every kit key resolves, every posting can use what it carries, every loadout distinct
check-lang: OK — en.json, 945 keys, no leaf/branch collisions check-lang: OK — en.json, 977 keys, no leaf/branch collisions
check-behaviour: OK — 45 behavioural tests check-behaviour: OK — 57 behavioural tests
``` ```
<!-- guards:end --> <!-- guards:end -->
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@@ -33,10 +33,9 @@ Only if you intend to edit the catalogue there:
```bash ```bash
npm install # classic-level, for writing LevelDB npm install # classic-level, for writing LevelDB
npm run check # the three guards npm run check # the five guards
npm run build # rebuilds packs/ npm run build # rebuilds packs/
node tools/make-icons.mjs # redraws all icons node tools/make-icons.mjs # redraws all icons
node tools/make-dice-textures.mjs # regenerates the Dice So Nice textures
``` ```
`npm run build` runs the guards first and aborts if any fails, so a broken catalogue `npm run build` runs the guards first and aborts if any fails, so a broken catalogue
+7
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@@ -426,6 +426,13 @@ If there is time — and there usually is, because this ends early — she says
## Artwork ## Artwork
**Showing them at the table.** The adventure ships a third journal,
**LAST ADMISSION — Show the players**, holding these as eight image pages at player
visibility. Right-click a page and *Show Players*: the table gets the picture and
nothing else — no heading, no caption, no label naming what they are looking at. The
page names are for the GM's sidebar and the players never see them.
**Style line:** flat editorial vector, deep navy and pale yellow with warm off-white, **Style line:** flat editorial vector, deep navy and pale yellow with warm off-white,
1970s British public-information poster, `--style raw --ar 3:2 --v 6`. 1970s British public-information poster, `--style raw --ar 3:2 --v 6`.
+33 -1
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@@ -943,5 +943,37 @@
"RINGBRP.Item.ArtRating": "Rating", "RINGBRP.Item.ArtRating": "Rating",
"RINGBRP.Item.PushCost": "Push cost", "RINGBRP.Item.PushCost": "Push cost",
"RINGBRP.Item.PushRule": "What pushing does", "RINGBRP.Item.PushRule": "What pushing does",
"RINGBRP.Item.Origin": "Where it came from" "RINGBRP.Item.Origin": "Where it came from",
"RINGBRP.Panic.Label": "Panic",
"RINGBRP.Panic.Steady": "Steady",
"RINGBRP.Panic.SteadyNote": "You are all right. You are doing the job.",
"RINGBRP.Panic.Rattled": "Rattled",
"RINGBRP.Panic.RattledNote": "Your hands are not quite steady. No penalty — the first one is free.",
"RINGBRP.Panic.Shaken": "Shaken",
"RINGBRP.Panic.ShakenNote": "−5% to everything. You keep checking the way you came in.",
"RINGBRP.Panic.Losing": "Losing it",
"RINGBRP.Panic.LosingNote": "−10% to everything. You are talking too fast and not hearing answers.",
"RINGBRP.Panic.Overwhelmed": "Overwhelmed",
"RINGBRP.Panic.OverwhelmedNote": "−20% to everything. One more and you go.",
"RINGBRP.Panic.Broken": "Broken",
"RINGBRP.Panic.BrokenNote": "You freeze, run, or go at it. Choose one, take it, and come back at 3.",
"RINGBRP.Panic.Trig.WrongThing": "Something that should not be there",
"RINGBRP.Panic.Trig.Touched": "It touched you",
"RINGBRP.Panic.Trig.Body": "A body",
"RINGBRP.Panic.Trig.Known": "Somebody you knew",
"RINGBRP.Panic.Trig.Dark": "The lights went",
"RINGBRP.Panic.Trig.Wounded": "A major wound",
"RINGBRP.Panic.Trig.Named": "It said your name",
"RINGBRP.Panic.Relief.Steady": "Steady yourself (POW×5)",
"RINGBRP.Panic.Relief.Religion": "Religion — something older than the department",
"RINGBRP.Panic.Relief.Psychology": "Psychology — talk somebody else down",
"RINGBRP.Panic.Relief.Occult": "Occult — name it, out loud, for everyone who can hear",
"RINGBRP.Panic.Relief.Anchor": "Your anchor, once per case",
"RINGBRP.Panic.Gained": "{name} — panic {from} → {to}",
"RINGBRP.Panic.Eased": "{name} — panic {from} → {to}",
"RINGBRP.Panic.Breaks": "BREAKS — freeze, flee, or fixate. Choose, take it, come back at 3.",
"RINGBRP.Panic.NoChange": "No change.",
"RINGBRP.Flavour.Panicking": "panicking ({mod}%)",
"RINGBRP.Chat.ToEverything": "to everything",
"RINGBRP.Panic.Backfired": "Fumbled —"
} }
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"scripts": { "scripts": {
"build": "node tools/build-packs.mjs && node tools/update-readme.mjs", "build": "node tools/build-packs.mjs && node tools/update-readme.mjs",
"icons": "node tools/make-icons.mjs", "icons": "node tools/make-icons.mjs",
"dice": "node tools/make-dice-textures.mjs",
"check": "node tools/check-rules.mjs && node tools/check-kits.mjs && node tools/check-lang.mjs && node tools/check-templates.mjs && node tools/check-behaviour.mjs", "check": "node tools/check-rules.mjs && node tools/check-kits.mjs && node tools/check-lang.mjs && node tools/check-templates.mjs && node tools/check-behaviour.mjs",
"test": "npm run check", "test": "npm run check",
"readme": "node tools/update-readme.mjs" "readme": "node tools/update-readme.mjs"
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2026/08/17-23:24:47.247505 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.247700 17253f000 Level-0 table #5: 4591 bytes OK
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2026/08/17-23:24:47.267518 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.267658 173d63000 Level-0 table #5: 4129 bytes OK
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2026/08/17-23:24:47.249014 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.249313 173d63000 Level-0 table #5: 31614 bytes OK
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2026/08/12-19:01:54.282484 173df7000 Delete type=3 #1 2026/08/17-23:24:47.261246 17253f000 Recovering log #3
2026/08/17-23:24:47.261511 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.261915 17253f000 Level-0 table #5: 46857 bytes OK
2026/08/17-23:24:47.262265 17253f000 Delete type=0 #3
2026/08/17-23:24:47.262307 17253f000 Delete type=3 #2
+1
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@@ -0,0 +1 @@
2026/08/17-23:24:31.528809 16f033000 Delete type=3 #1
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+1 -1
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@@ -1 +1 @@
MANIFEST-000002 MANIFEST-000004
+5 -1
View File
@@ -1 +1,5 @@
2026/08/12-19:01:54.266480 174603000 Delete type=3 #1 2026/08/17-23:24:47.235329 173d63000 Recovering log #3
2026/08/17-23:24:47.236302 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.238305 173d63000 Level-0 table #5: 234672 bytes OK
2026/08/17-23:24:47.238754 173d63000 Delete type=0 #3
2026/08/17-23:24:47.238827 173d63000 Delete type=3 #2
+1
View File
@@ -0,0 +1 @@
2026/08/17-23:24:31.510747 16f83f000 Delete type=3 #1
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+1 -1
View File
@@ -1 +1 @@
MANIFEST-000002 MANIFEST-000004
+5 -1
View File
@@ -1 +1,5 @@
2026/08/12-19:01:54.293373 173df7000 Delete type=3 #1 2026/08/17-23:24:47.244550 17253f000 Recovering log #3
2026/08/17-23:24:47.244581 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.244685 17253f000 Level-0 table #5: 3295 bytes OK
2026/08/17-23:24:47.244965 17253f000 Delete type=0 #3
2026/08/17-23:24:47.245003 17253f000 Delete type=3 #2
+1
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@@ -0,0 +1 @@
2026/08/17-23:24:31.539431 17004b000 Delete type=3 #1
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+1 -1
View File
@@ -1 +1 @@
MANIFEST-000002 MANIFEST-000004
+5 -1
View File
@@ -1 +1,5 @@
2026/08/12-19:01:54.252536 174603000 Delete type=3 #1 2026/08/17-23:24:47.222820 172d4b000 Recovering log #3
2026/08/17-23:24:47.225060 172d4b000 Level-0 table #5: started
2026/08/17-23:24:47.229466 172d4b000 Level-0 table #5: 561098 bytes OK
2026/08/17-23:24:47.229981 172d4b000 Delete type=0 #3
2026/08/17-23:24:47.230132 172d4b000 Delete type=3 #2
+1
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@@ -0,0 +1 @@
2026/08/17-23:24:31.496406 16e827000 Delete type=3 #1
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+1 -1
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@@ -1 +1 @@
MANIFEST-000002 MANIFEST-000004
+5 -1
View File
@@ -1 +1,5 @@
2026/08/12-19:01:54.290196 172ddf000 Delete type=3 #1 2026/08/17-23:24:47.251999 173d63000 Recovering log #3
2026/08/17-23:24:47.252036 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.252324 173d63000 Level-0 table #5: 21613 bytes OK
2026/08/17-23:24:47.252692 173d63000 Delete type=0 #3
2026/08/17-23:24:47.252736 173d63000 Delete type=3 #2
+1
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@@ -0,0 +1 @@
2026/08/17-23:24:31.536318 17004b000 Delete type=3 #1
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+1 -1
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@@ -1 +1 @@
MANIFEST-000002 MANIFEST-000004
+5 -1
View File
@@ -1 +1,5 @@
2026/08/12-19:01:54.286378 174603000 Delete type=3 #1 2026/08/17-23:24:47.263027 17253f000 Recovering log #3
2026/08/17-23:24:47.263228 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.263611 17253f000 Level-0 table #5: 44887 bytes OK
2026/08/17-23:24:47.263871 17253f000 Delete type=0 #3
2026/08/17-23:24:47.263914 17253f000 Delete type=3 #2
+1
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@@ -0,0 +1 @@
2026/08/17-23:24:31.533004 16e827000 Delete type=3 #1
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+1 -1
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@@ -1 +1 @@
MANIFEST-000002 MANIFEST-000004
+5 -1
View File
@@ -1 +1,5 @@
2026/08/12-19:01:54.297168 1735eb000 Delete type=3 #1 2026/08/17-23:24:47.253858 172d4b000 Recovering log #3
2026/08/17-23:24:47.253959 172d4b000 Level-0 table #5: started
2026/08/17-23:24:47.254345 172d4b000 Level-0 table #5: 36526 bytes OK
2026/08/17-23:24:47.254740 172d4b000 Delete type=0 #3
2026/08/17-23:24:47.254786 172d4b000 Delete type=3 #2
+1
View File
@@ -0,0 +1 @@
2026/08/17-23:24:31.542959 16f83f000 Delete type=3 #1
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+1 -1
View File
@@ -1 +1 @@
MANIFEST-000002 MANIFEST-000004
+5 -1
View File
@@ -1 +1,5 @@
2026/08/12-19:01:54.224954 172ddf000 Delete type=3 #1 2026/08/17-23:24:47.241716 17253f000 Recovering log #3
2026/08/17-23:24:47.241766 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.241955 17253f000 Level-0 table #5: 7806 bytes OK
2026/08/17-23:24:47.242285 17253f000 Delete type=0 #3
2026/08/17-23:24:47.242328 17253f000 Delete type=3 #2
+1
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@@ -0,0 +1 @@
2026/08/17-23:24:31.467729 16f033000 Delete type=3 #1
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