Kinds, traits, and settings
The lines between the create header and the first blank line compose
the entity. Each comma-separated term is either a kind noun or a trait,
distinguished by the article: a room and a supporter are kind nouns
(bundles of traits), while bare words like scenery, wearable,
switchable, and light-source are individual traits.
create the workbench
a supporter, scenery
holds 3
in the Root Cellar
A scarred oak workbench.
A kind noun takes no settings of its own. What a container or supporter
can hold is its own line, holds <n>, a whole number of things; without
the line it is unbounded. A container that shows what is inside it even
when closed is transparent:
create the specimen jar
a container, openable, transparent
holds 2
in the Hold
A squat glass jar with a screw lid.
transparent belongs to containers only, and holds to containers and
supporters; on anything else each is an error that names the kind it
found. The old with max items N, with max weight N and with capacity N settings are errors whose message shows the holds line.
A thing that is eaten or drunk in more than one go says so with
servings <n>, a whole number of bites or sips; without the line it has
one:
create the loaf
a thing, edible
servings 3
in the Root Cellar
A round loaf of bread.
servings belongs to a thing that is edible or drinkable; on anything
else it is an error that says so.
with attaches settings to a trait adjective. The last token of each
setting is its value and the words before it are the key; several
settings join with and. When a keyed value is an entity name, the article marks
where the name starts (feedable with food the handful of feed, where the
keyword names an authored trait's data field). The built-in capability
adjectives take their entity directly after with and use no keyword:
lockable with the staff keycard (ratchet R3, 2026-07-18: the old
key/tool keywords are load errors with fix-its).
Two trait adjectives carry a contract along with their data: cuttable
and diggable. Each takes an optional implement named directly after
with (cuttable with the rusty knife) that the player must be
holding; with no implement named, any attempt reaches the entity. What the cut or dig
actually does is never platform policy: a cuttable entity must carry
exactly one implementation, an on the player cutting clause, its own or
from a composed trait. The story fails to load with none, or with
two. The same rule binds diggable to on the player digging, and
flammable to on the player burning (flammable with the disposal torch
names what it takes to light it; a thing that is not flammable prints
"isn't something you can burn").
A fourth adjective makes a dial out of states. settable on a thing whose
states are reversible lets the player set, turn or adjust it to any
of them: set selector to titan writes the same state change the selector to titan would, so while the selector is titan, select on and the verb
all read one value. A value that is not one of the states answers with the
list ("The guidance selector goes to ceres, titan, or kepler"). settable
without a states, reversible: line is an error that names the line.
create the guidance selector
a thing, scenery, settable
in the Cockpit
aka selector, dial
states, reversible: ceres, titan, kepler
A three-position selector under the viewport.
on the player setting to kepler
refuse selector-kepler-last
end on
after the player setting
phrase selector-clicks
end after
create the straw bale
aka bale, twine
a thing, cuttable with the rusty knife
in the Potting Shed
states: bound, loose
A bale of straw, bound tight with orange twine.
on the player cutting
change the straw bale to loose
phrase twine-cut
end on
A price is a setting too. costs 3 credits lets the player buy,
purchase or pay for the thing: the price comes off the buyer's own
credits counter and the thing moves to them. Short of the price, the
player "can't afford" it and nothing changes; a thing with no price
"isn't for sale". The word after the number names a counter that some
playable character must carry (counter credits starts 5), so each
character the player becomes spends from a purse of its own. on the player buying and after the player buying work as on any action.
create the courier
a person, playable
counter credits starts 5
create the ration bar
a thing, costs 3 credits
in the canteen kiosk
after the player buying
phrase kiosk-vends
end after
A thing can be fixed to another. attached to the sorting machine
names what holds it: taking it refuses ("The route placard is fixed to
the sorting machine.") and it stays where it is. Add detachable and
the player can pull it free, after which it can be taken; without
it, pulling "won't budge". while the placard is attached reads
whether it is still held. The player can make the same bond in play:
tie twine to machine attaches the held thing, and untie twine
frees it.
create the route placard
a thing, attached to the sorting machine, detachable
in the Sorting Room
A light can be lit and put out. A plain light-source gives light;
starts unlit begins it dark, and the player lights it with light lantern and puts it out with put out, blow out or extinguish.
light-source with the flint striker means lighting it takes that
tool in hand. A switchable light is switched on and off instead, and
light torch does just that. A switchable container can need power:
powered by the power cell (or several things joined with and) means
it runs only while every one of them is inside it, so taking the cell
out of a lit lamp leaves the switch on and the room dark. while the lamp is lit reads whether it is giving light right now.
create the blackout lantern
a thing, light-source with the flint striker, starts unlit
create the work lamp
a container, light-source, switchable, powered by the power cell
A person can see in the dark: night-vision lets them examine and take
things in a dark room, and see the room itself when they look or arrive,
while everyone else there sees nothing.
A thing can break. breakable lets attacking break it, and it stays
where it was, broken. Add fragile and it also breaks when dropped on
the floor or thrown; dropped into a container or onto a supporter it
is safe. while the jar is broken reads it, and starts broken
begins it that way. Because the platform keeps this state, a thing
does not declare states: whole, broken of its own; Chord reports
that and names breakable. To react to the break, whatever caused
it, write after the player breaking in the thing's block (see
on and after).
create the sample jar
a container, transparent, breakable, fragile
in the Sorting Room
after the player breaking
phrase jar-spills
end after
A trait can be conditional: while puts it under the control of a
condition, live at play time.
create the Root Cellar
a room, dark while the oil lantern is not lit
aka cellar
Earthen walls swallow what little light there is.
The blank line matters: composition lines come before the first blank line in the block, and prose comes after it. That rule is what keeps a description that happens to start with a trait-like word from being read as composition.