Phases 12-13 described the event MECHANISM and never the CATALOGUE - one budget
and one lease as a proof of life, which is a skeleton rather than a product.
Same omission for engagement: R7 settled that the set ships and nothing said
what goes in it. Two new sections fix both.
EVENTS.md section H is a Rust/Oxide compatibility section that already sketched
the event half, and it should have been read before the phase list was written.
Its thesis is the one to design around: the lease is the primitive that travels,
not the spawn. Double gather rate for the weekend is the canonical Rust
community event and it is exactly lease-with-expiry. It also rates Rust the
EASIER case than UO, because Oxide's convars are live by default where ServUO's
are mostly cached at boot - an argument for expecting them to work, never a
substitute for verifying each key live.
Section 9 declares four budget dimensions, five option sources, seven leases and
four actions, taking section H's ids rather than inventing a parallel set. Two
things in it are load-bearing.
Caps are PER RUN, and R8 makes that matter: run.scope is part of a run's unique
key, so one definition fanning out to six servers is six separate budgets rather
than one shared pool. An operator setting a cap of 30 is setting it per server.
And rust.group.membership is the lease section H names that R16 did not - the
pair is the whole reward design. A permanent earned entitlement is an ACTION
with reversible: ledger (R16). A time-limited group is genuinely core.lease,
held with a deadline the game enforces on its own. Same permission mirror,
two shapes, and choosing wrong is the mistake: a weekend VIP implemented as a
grant is a VIP for ever if the website goes away.
Section 10 is the engagement catalogue - eleven triggers with their ceilings,
three audiences, and the seed grouping. The ceiling lattice is containment and
not size, so every ceiling is chosen against that rather than against a ladder.
rust.base.destroyed is the one that matters most and is most likely to be got
wrong. The offline raid alert is the single most-wanted notification in Rust and
its ceiling is OWNER - the player whose base it was. Ceilinged staff it is
useless to the person who needs it; ceilinged everyone it broadcasts base
locations to the server. Exactly the case the lattice exists for.
Three hooks carry data that must never widen: CanUserLogin and OnUserApproved
carry IP addresses, OnPlayerReported carries player reports. README.md section 5
already flags these as admin-channel-only on the live feed and the same
judgement binds their triggers.
One design note flagged rather than decided: PopupNotifications gives the module
an IN-GAME alert surface, which is not one of core's channels. An in-game popup
is the module publishing to its own surface off its own trigger, not a fourth
channel core learns about. A raid alert that reaches a phone and pops on screen
next login is two mechanisms and only one of them is core's.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4