Quantum Resources¶
The two-tier exotic-material chain that powers late-game infrastructure: Quantum Shards (raw, gathered) refine into Quantum Crystals (assembled, consumed). Crystals are the keystone material for player-built warp gates, Genesis-tier construction, and end-game equipment.
Overview¶
| Item | Form | Source | Stack | Cargo cost |
|---|---|---|---|---|
| Quantum Shard | Raw | Nebulae, anomalies, salvage, black market, trade | Integer | 1 unit/shard |
| Quantum Crystal | Refined | 5 Shards refined at SpaceDock or Class-3+ station | Integer | 1 unit/crystal |
Both items are first-class entries in models/resource.py:ResourceType (QUANTUM_SHARDS, QUANTUM_CRYSTALS).
Why two tiers¶
Splitting raw shards from refined crystals serves several goals:
- Gathering pacing — shards drop in small numbers from many sources, so progress is visible early.
- Refining as a credit gate — the 10,000 cr refining fee is the v1 anti-stockpile mechanism; conversion is instant. A timed
RefineJobqueue is a deferred option for a future balance pass. - Player-economy depth — shards are tradeable in bulk; crystals are a more concentrated, higher-margin commodity.
- Loss surfaces — destroyed Warp Jumpers drop unused shards and crystals separately, giving combat salvage richer texture.
Status: ✅ Shipped — resource enums, inventory storage, nebula harvesting (
POST /quantum/harvest), and PvP combat-loot transfer. 🚧 Partial — refining and the remaining consumption pipelines (see per-section markers below).
Nebula types and field strengths¶
Nebulae are defined at the cluster level during galaxy generation; member sectors with type = NEBULA inherit the cluster's nebula type. All nebulae yield Quantum Shards as their primary resource; field strength is monotonic from Crimson (richest) to Obsidian (sparsest), and each type carries a distinct secondary effect for gameplay differentiation.
| Nebula type | Color | color_hex |
Quantum field strength | Shard yield per harvest | Secondary effect | Spawn weighting |
|---|---|---|---|---|---|---|
| Crimson | Red | #DC143C |
80–100 | 2–3 | Mild combat advantage (heat-glow concealment) | Frontier 40%, Border 30% |
| Azure | Blue | #1E90FF |
60–80 | 1–3 | Stable warp formation in-cluster | Federation 50%, Border 20% |
| Emerald | Green | #00FF7F |
50–70 | 1–2 | Production bonus on adjacent planets | Federation 30% |
| Violet | Purple | #9370DB |
40–60 | 1–2 | Rare-spawn bias (exotic encounters) | Border 30%, Frontier 30% |
| Amber | Yellow/Orange | #FF8C00 |
20–40 | 0–1 | Hull damage hazard while traversing | Border 20%, Frontier 20% |
| Obsidian | Black | #2F4F4F |
0–20 | 0–1 (rare ×5 crit, ~1-in-50) | Sensor masking; severe warp disruption | Federation 20%, Frontier 10% |
The color_hex values are the canonical galaxy-map render colors written into Cluster.nebula_properties.color_hex at generation time.
Status: 🚧 Partial —
SectorType.NEBULAis generated and zone-weighted nebula type distributions exist ingalaxy_service.py, but per-clusternebula_typeandquantum_field_strengthfields are not yet persisted onmodels/cluster.py.
Five shard sources¶
1. Nebula harvesting (primary)¶
Equip a Quantum Field Harvester module and dock-out into a sector whose cluster carries a nebula type. Per-attempt:
- Credit cost: none.
- Turn cost: 8 turns (
HARVEST_NEBULA_TURN_COST). - Real-time cooldown: 2 hours per attempt.
- Yield: rolled against the nebula's quantum field strength (see table above).
- Critical yield: ~1-in-50 attempts roll a multiplier (×2 typical, ×5 in Obsidian).
Status: ✅ Shipped —
POST /quantum/harvest(services/gameserver/src/api/routes/quantum.py:141) callsquantum_service.harvest_nebula(services/gameserver/src/services/quantum_service.py:801) to roll yield against the nebula's field strength, credit shards to the player's quantum wallet, and arm the 2-hour per-ship cooldown.
2. Anomaly investigation (secondary)¶
Sector special features (SectorType.ANOMALY / spatial anomalies generated via galaxy services) can drop shards on investigate.
| Outcome | Probability | Result |
|---|---|---|
| Nothing | 60% | Wasted turns |
| 1 shard | 25% | +1 |
| 2 shards | 10% | +2 |
| Ambush | 4% | NPC encounter |
| Jackpot | 1% | +5 shards |
Investigation cost: 20 turns + 30 minutes real-time.
Status: 📐 Design-only — no anomaly investigation endpoint exists.
3. Combat salvage (rare)¶
Defeated NPC hulls or destroyed enemy gates may drop shards.
| Source | Drop rate | Yield |
|---|---|---|
| Quantum Smuggler NPC | 5% | 1–2 |
| Rogue Scientist encounter | 15% | 1–3 |
| PvP Warp Jumper kill (pre-expedition) | 100% of victim's unused shards/crystals | variable |
| PvP Warp Jumper kill (mid-Phase-2 of a gate expedition) | 100% of victim's remaining shards/crystals — but the gate-expedition Crystal has already been consumed at Phase 1 beacon deploy and is not in cargo to drop | variable, excludes the expedition Crystal |
| Destroyed warp gate | 0% (Crystal consumed at Phase 1 beacon deploy, not at the gate itself) | — |
Status: ✅ Shipped (PvP Warp Jumper kill) — on a PvP kill the combat resolver transfers 100% of the victim's quantum shards and crystals to the victor via
combat_service._transfer_quantum_wallet(services/gameserver/src/services/combat_service.py:4091). 📐 Design-only — the NPC-hull and destroyed-gate drop tables (Quantum Smuggler, Rogue Scientist) are not yet implemented.
4. Black market (Fringe Alliance ports)¶
Lawless ports (policing < 2) controlled by the Fringe Alliance carry small shard inventories.
- Stock: 1–2 shards every 7 real-time days.
- Price: 50,000–100,000 cr per shard (10–20× implied resource value).
- Reputation gate: negative Federation standing required.
Status: 📐 Design-only — black market port type and reputation-gated stock not implemented.
5. Player trade¶
Direct exchange between players via team treasury, station markets, or escrowed trades. No system-imposed price floor.
Common trade patterns:
- Specialist gatherer + builder — dedicated nebula-runner sells shards in bulk to a Warp Jumper pilot.
- Team pool — team members deposit shards into the team treasury; team-funded warp gates draw from it.
- Crystal arbitrage — refining a crystal at a fast SpaceDock and reselling near a high-traffic gate-construction zone.
Status: 🚧 Partial — generic player-to-player trading exists; quantum-shard-specific listings rely on the standard market path in
services/realtime_market_service.py.
Quantum Field Harvester (ship module)¶
A bolt-on cargo-bay module that enables shard extraction in nebula sectors.
| Attribute | Value |
|---|---|
| Purchase cost | 50,000 cr |
| Install location | Class-7+ Technology Port |
| Install time | 24 real-time hours |
| Compatible ships | Scout, Fast Courier, Defender, Warp Jumper |
| Stock equipment on | Warp Jumper |
| Slot flag (target) | Ship.quantum_harvester_slot: bool |
| Removable | Yes (refunds 25% of purchase cost) |
Total entry cost for a new player (Scout 30k + Harvester 50k) = 80,000 cr to start gathering.
Status: 📐 Design-only —
quantum_harvester_slotcolumn and install endpoint are not present inmodels/ship.py.
Harvest mechanics¶
Preconditions¶
- Player ship is in a sector where
sector.type = NEBULAand the cluster carries a nebula type. - Ship has Quantum Field Harvester equipped (
Ship.quantum_harvester_slot = True— target column). - Ship is docked-out (in space, not at a station).
- Player has ≥ 8 turns (no credit cost).
- Ship's harvester is off cooldown (2-hour real-time per ship).
- Player cargo has at least 1 free unit.
Resolution¶
- Server reads the cluster's
nebula_typeandquantum_field_strength(target fields). - Roll
attempt_success ~ uniform(0, 100) < quantum_field_strength. Failure yields 0 shards but still costs credits and turns (sunk cost; partial refund of 50% of credits on miss is a design option). - On success, draw
shard_countuniformly from the nebula type's yield range. - Roll
crit ~ uniform(0, 1) < 0.02. On crit, multiply yield by the nebula's critical multiplier (×2 default; ×5 in Obsidian). - Add shards to player cargo; deduct credits and turns; start the 2-hour cooldown timer on the ship row.
- Emit a real-time event on the WebSocket bus so the client UI updates without polling.
Concurrency and anti-abuse¶
- Per-ship cooldown — switching ships does not stack harvests; the cooldown lives on the ship row to prevent multi-ship harvest bursts from a single sector.
- Per-sector soft cap — a single sector cannot yield more than ~50 shards/day across all harvesters before the field "depletes" temporarily (24h regen). Design.
- Locking — the harvest endpoint takes
with_for_updateon the ship row to serialize concurrent attempts.
Status: ✅ Shipped —
quantum_service.harvest_nebula(services/gameserver/src/services/quantum_service.py:801) enforces the preconditions, rolls yield against field strength, credits the player wallet, and arms the 2-hour per-ship cooldown. 📐 Design-only — sector-level depletion soft-cap.
Nebula harvesting mechanic¶
📐 Design-only. This section formalizes the per-attempt nebula harvesting loop that backs Nova Scientific Institute reputation gains and Lumen Crystal sourcing. It refines and extends the higher-level Harvest mechanics flow above with sub-type specifics, equipment ladders, depletion behaviour, and rep hooks.
Where harvesting happens¶
Harvesting resolves only in sectors whose Sector.type = NEBULA. Nebula sectors comprise roughly 10% of the galaxy (per the cluster-level distribution in generation.md). Each nebula sector inherits its sub-type from the parent cluster and exposes a single per-sector field state used by harvest, depletion, and replenishment.
Harvesting uses the canonical 6-color taxonomy from Nebula types and field strengths above; the legacy 4-sub-type names (Emerald, Violet) were inconsistent forks of the canonical color set and are retired. Per-color harvest properties:
| Color | Approx. share of all sectors | Shard yield multiplier | Lumen Crystal drop | Notable secondary effect |
|---|---|---|---|---|
| Crimson | ~2% | 1.0× (baseline, highest) | 0.2% per harvest | Highest-value Nova Scientific data; heaviest depletion |
| Azure | ~3% | 0.5× | 0% | Mid yield; stable harvesting |
| Emerald | ~3% | 0.3× (low Shard) | 1% per harvest | The canonical Lumen Crystal source (was "Emerald" in the legacy table) |
| Violet | ~2% | 0.3× | 0% | Sensor occlusion strongest here; preferred for stealth (was "Violet" in the legacy table) |
| Amber | ~1% | 📐 Design-only | 📐 Design-only | Hull damage hazard while traversing per the field-strengths table; harvest properties tuned in a future pass |
| Obsidian | <1% | 📐 Design-only | 📐 Design-only | Sensor masking + severe warp disruption; harvest properties tuned in a future pass |
Crimson is the highest-yield classification and the rarest. Emerald trades raw Shard throughput for the Lumen Crystal pull. Violet is yield-equivalent to Emerald on Shards but offers stealth instead of the Crystal drop. Amber and Obsidian round out the ambient-flavor palette and will receive harvest tuning when the long-tail balance pass lands.
Equipment required¶
The Quantum Field Harvester equipment slot is the single gating module. Source of truth for the equipment definition is ship-systems.md (EQUIPMENT_DEFINITIONS.quantum_harvester). Compatible ship classes are Scout, Fast Courier, Defender, and Warp Jumper — no other hull may install the harvester.
| Harvester upgrade level | Yield multiplier | Notes |
|---|---|---|
| L0 (stock install) | 1.0× | Default state on purchase. |
| L1 | 1.25× | First upgrade tier. |
| L2 | 1.5× | Second upgrade tier. |
| L3 | 2.0× | End-game tier; required for top-band Crimson yields. |
The harvester upgrade ladder is multiplicative with the nebula sub-type multiplier. Upgrade purchase costs and install venues are 📐 Design-only and live with the canonical equipment definition in ship-systems.md.
The Sensor equipment ladder (📐 Design-only — see ship-systems.md) interacts with harvesting at L3: Sensor L3 reduces field instability and adds a flat +1 Shard per harvest on top of the rolled yield band. Sensor levels below L3 have no harvest effect.
Per-attempt mechanic¶
A harvest attempt costs 8 turns — slightly more than asteroid mining (cross-link to ../economy/mining.md) because the quantum field is unstable and stabilising it consumes additional ship time. The attempt resolves in a single server tick:
- Validate preconditions per the existing Harvest mechanics → Preconditions list (gates on turns and equipment; no credit cost).
- Read the sector's nebula sub-type and current depletion state.
- Roll a Shard count uniformly from the sub-type's yield band, scaled by
harvester_multiplier × sub_type_multiplier. - If Sensor L3 is fitted, add a flat +1 Shard.
- Roll the Lumen Crystal drop using the sub-type's drop rate.
- Apply per-sector depletion (see Nebula depletion below).
- Credit Shards (and any Crystal drop) to player cargo; deduct turns; emit a real-time event.
The 50% credit-refund-on-miss design option from the higher-level harvest section does not apply to this loop — Sensor L3 already eliminates the miss surface.
Yield bands per harvest¶
Yield bands are stated for harvester L0 and L3 with no Sensor bonus; intermediate harvester levels interpolate by the multiplier ladder above. Sensor L3 adds +1 Shard to every band's lower and upper bound.
| Color | Harvester L0 band | Harvester L3 band | Lumen Crystal drop |
|---|---|---|---|
| Crimson | 2–4 Shards | 4–8 Shards | 0.2% per harvest |
| Azure | 1–2 Shards | 2–4 Shards | 0% |
| Emerald | 0–1 Shards | 0–2 Shards | 1% per harvest |
| Violet | 0–1 Shards | 1–2 Shards | 0% |
A Crimson nebula with a Warp Jumper running harvester L3 + Sensor L3 therefore yields 5–9 Shards per attempt (4–8 band, +1 sensor bonus), which sets the upper bound for solo extraction throughput.
Lumen Crystal sourcing¶
Lumen Crystals have two canonical sources — primary harvest drops, plus a refining path at high-class stations.
Primary: nebula harvest drops. - Emerald nebulae: 1% per harvest. The dominant source. - Crimson nebulae: 0.2% per harvest. A rare bonus on the highest-Shard color. - Azure and Violet nebulae do not drop Lumen Crystals. - Amber and Obsidian harvest properties are 📐 Design-only (see the canonical color table).
Secondary: Shard-to-Crystal refining at Class-5+ stations. A Class-5 (or higher) station with a quantum_refining service consumes 100 Quantum Shards to produce 1 Lumen Crystal, with a 12-hour real-time refining timer (half the Quantum Crystal refine for the higher-tier Lumen output). The refining service is gated by the same exotic_technology-class venue list as Quantum Crystal refining. This path lets gate-builders convert abundant Shard supply into the rarer Crystal at a credit cost (the station's refining fee, ~10,000 cr per job) — making Lumen Crystals scarce-but-reachable rather than blocked behind 1% RNG.
Both paths feed the same Player.lumen_crystal_inventory count; downstream consumers (warp gates, Warp Jumper builds) don't distinguish source.
Combined per-gate demand: 50 Lumen Crystals (30 at Phase 3 anchor + 20 in the Warp Jumper recipe — see ./warp-gates.md). At 1% Emerald drop that's ~50 lucky harvests; via refining that's 5,000 Shards (achievable in days of dedicated harvesting). The two paths can be mixed. Per ADR-0037.
Nebula depletion¶
Per-sector depletion mirrors the asteroid-field model documented in ../economy/mining.md, with three states (Healthy, Light depletion, Heavy depletion) and a self-replenishment timer that ticks regardless of player presence.
| Sub-type | Depletion per harvest | Heavy-depletion threshold | Full-reset replenishment |
|---|---|---|---|
| Crimson | Heaviest (most fragile) | After ~10 harvests in 24 h | 14 real-time days |
| Azure | Light | After ~30 harvests in 24 h | 5 real-time days |
| Emerald | Light | After ~30 harvests in 24 h | 5 real-time days |
| Violet | Light | After ~30 harvests in 24 h | 5 real-time days |
While a sector is in Light depletion, yield bands shift down by 1 (lower and upper bound). While in Heavy depletion, harvest attempts return 0 Shards and 0 Crystals but still cost turns. Depletion state is per-sector, not per-cluster, so adjacent nebula sectors of the same sub-type replenish independently.
Faction reputation hooks¶
📐 Design-only. Cross-link to factions-and-teams.md#reputation-triggers for the underlying reputation API and decay rules.
| Trigger | Reputation effect |
|---|---|
| Harvest Quantum Shards in any nebula | +1 Nova Scientific Institute rep per 3 Shards harvested |
| First-scan a nebula sector before any harvest | +15 Nova Scientific Institute rep (one-shot per sector, intelligence value) |
| Harvest in a Crimson nebula specifically | +1 Nova Scientific Institute rep per Shard (4× the baseline rate; Nova prizes high-field-strength data) |
| Lumen Crystal drop reported to a Nova-flagged station | +10 Nova Scientific Institute rep per Crystal |
| Harvest in a nebula adjacent to an Astral Mining-influence sector with no Astral Mining license | +5 Frontier Coalition rep per harvest, −5 Astral Mining Consortium rep per harvest |
The Crimson-specific bonus stacks on top of the baseline "+1 NS / 3 Shards" hook. The asymmetric Astral Mining contest is the primary three-way tension surface for nebula harvesters: Frontier Coalition gains rep for contested extraction, Astral Mining loses rep at the same magnitude, and the player keeps the harvest output regardless.
Combat and hazard interaction¶
Nebulae occlude long-range scans (canonical per ../economy/black-market.md) and additionally:
- Reduce ship
current_speedby 25% while the ship is inside a nebula sector. Movement turn costs are unchanged; the speed reduction surfaces in encounter resolution and chase mechanics. - Disable Quantum Jump origination from inside a nebula sector. A Warp Jumper must travel to a clear-space sector before initiating Phase 1 of a Quantum Jump (cross-link to
./sectors.md#quantum-jump-warp-jumper).
Violet nebulae apply the strongest occlusion factor among the four sub-types and are the preferred staging environment for stealth play; Crimson sits at the standard nebula occlusion level. Cross-link to ./sectors.md for sector-level runtime mechanics.
PvP interaction¶
Mirroring asteroid mining (cross-link to ../economy/mining.md), harvesting freezes the ship in place for the duration of the attempt: Ship.status = MINING. While MINING:
- The ship cannot move, dock, or initiate combat actions.
- Incoming combat from another player or NPC immediately cancels the harvest. The cancelled harvest yields 0 Shards and 0 Crystals, and the player is refunded 50% of the 8-turn cost (4 turns returned).
- The 50% turn refund applies regardless of whether the interrupting attacker successfully damages the ship.
- The harvester upgrade and Sensor upgrade are not damaged by an interrupted harvest.
Combat interrupts are the dominant PvP pressure surface against solo Crimson harvesters — a Crimson nebula's depletion fragility plus its 14-day replenishment make a contested Crimson sector an attractive denial target.
Refining shards into crystals¶
5 Quantum Shards → 1 Quantum Crystal, performed at any Class-3+ station or SpaceDock.
| Attribute | Value |
|---|---|
| Inputs | 5 Quantum Shards |
| Output | 1 Quantum Crystal |
| Refining fee | 10,000 cr |
| Refining time | Instant (services/gameserver/src/services/refining_service.py) |
| Failure rate | 0% (deterministic) |
| Concurrency | Multiple jobs per player allowed |
Refining flow¶
- Player docks at a Class-3+ station or SpaceDock (Quantum Crystal refine) or Class-5+ station (Lumen Crystal refine per ADR-0037).
- Submit a refine request — server runs an atomic shard-consumption transaction per ADR-0049:
SELECT Player FOR UPDATE, validatequantum_shard_inventory >= required, decrement inventory, deduct 10,000 cr, credit 1 Quantum Crystal. All in one transaction. Concurrent refining attempts referencing the same shard inventory hit the row-lock and fail the inventory check. - The crystal appears in the player's inventory immediately; no pickup or queue step required.
A timed RefineJob queue (24h timer per job, multiple slots per station) is a deferred design option for a future balance pass and is not part of the v1 shipped model.
Status: ✅ Shipped —
services/gameserver/src/services/refining_service.pyhandles instant 5-shard → 1-crystal conversion at 10,000 cr at any Class-3+ station or SpaceDock.
Storage¶
Shards and Crystals occupy player cargo holds at 1 unit per piece (matching the standard cargo unit cost). A Light Freighter with 100 cargo can carry up to 100 shards (= 20 crystals' worth). Shards and crystals stack as integers on the player's inventory record (currently held in PlayerInventory / equivalent quantum-resource columns or generic resource map).
Status: ✅ Shipped — shards and crystals are stored as
Player.quantum_shardsandPlayer.quantum_crystalscolumns on thePlayermodel (services/gameserver/src/models/player.py); theARIAQuantumCachemodel (models/aria_personal_intelligence.py) caches ARIA ghost-trade superposition states and is unrelated to the quantum-resource ledger.
Uses¶
Crystal uses¶
| Consumer | Quantum Crystals required | Notes |
|---|---|---|
| Player-built warp gate (Phase 1 beacon deploy) | 1 | ✅ Shipped. warp_gate_service.deploy_beacon consumes 1 Quantum Crystal (PHASE1_QUANTUM_CRYSTALS) at Phase 1 beacon deploy at the source sector — not at the destination focus anchor. Locks Crystal-risk to the source side of the expedition; mid-travel combat losses do not drop the Crystal. See warp-gates.md and ADR-0029. |
| Warp Jumper construction | 1,000 shards (no crystals) | Quantum drive component. |
| Genesis Device (advanced tier) | 1 (target) | Future enhancement; see genesis-devices.md. |
| ARIA neural enhancement | TBD | Future. |
| End-game weapons | TBD | Future. |
The dominant consumer for the foreseeable game phase is warp-gate construction.
Shard uses¶
| Consumer | Quantum Shards required | Notes |
|---|---|---|
| Crystal refining (per Crystal) | 5 | See refining shards into crystals. |
| Warp Jumper construction | 1,000 | One-time hull material cost; see warp-gates.md. |
| Quantum Charge refining (per Quantum Jump activation) | 1 | ✅ Shipped — quantum_service.refine_charge (services/gameserver/src/api/routes/quantum.py:109, POST /quantum/refine-charge). 1 Quantum Shard → 1 Quantum Charge on the piloted Warp Jumper at any Class-3+ station or SpaceDock; charge consumed at Quantum Jump commit. Per-jump cost on the Warp Jumper's directional FTL; see ADR-0030. |
| Far-band quantum scan | 1 | 📐 Design-only. Per Far-band scan only — short-range scans do not consume shards. |
Cost-to-craft summary (one Crystal)¶
| Step | Time | Cost |
|---|---|---|
| Gather 5 shards (Crimson, average yield 2.5/harvest) | 2 harvests × (8 turns + 2 h cooldown) ≈ 4 h real | 0 cr |
| Refine 5 → 1 crystal | Instant | 10,000 cr |
| Total per Crystal | ~4 h real, 16 turns | 10,000 cr |
A complete warp-gate build (1 Crystal) therefore prices the quantum portion at ~12,000 cr; the bulk of the gate cost lives in the deployment fees and the Warp Jumper itself. See warp-gates.md for the full economic breakdown.
Status: 📐 Design-only — Genesis advanced-tier crystal consumption is not currently coded; current advanced tier sacrifices the Colony Ship instead.
Player-facing affordances¶
- Cargo screen shows shards and crystals as separate stackable lines, with a tooltip explaining the 5-to-1 conversion.
- Sector view in a nebula sector exposes a "Harvest" button when a Quantum Field Harvester is fitted; greyed out when on cooldown, with a real-time countdown.
- Galaxy map highlights nebula clusters by tint (Crimson red, Azure blue, etc.); hovering shows the inferred field-strength range.
- Station services menu at Class-3+ stations exposes a "Refine Quantum Shards" entry with current job count and queue position.
- Notifications fire on harvest success (with yield), critical-yield triggers, refine completion, and shard transfer between players.
- Black-market shard listings show in the port UI only for players whose Federation reputation gates them in (negative standing required).
Status: 🚧 Partial — generic cargo and station UIs exist; quantum-specific harvest and refine UIs are 📐 Design-only until the backing services land.
Anti-cheat / safety¶
- Harvest, refine, and shard-grant endpoints are server-authoritative and atomic — no client-side yield resolution.
- Yield rolls use a cryptographically secure RNG (matching the standard set in generation.md for Genesis device rolls).
- Per-ship cooldown timestamps are stored on the ship row, not derived client-side.
- Shard and crystal grants are written inside the same transaction as the resource deduction (credits, turns) to prevent double-credit on failure.
- Refine jobs are heartbeated server-side; cancellation is a separate explicit endpoint.
Source map¶
| Topic | Path |
|---|---|
| Resource type enum (Shard/Crystal) | services/gameserver/src/models/resource.py:ResourceType |
| Player inventory (target columns) | services/gameserver/src/models/player.py (target) |
| Quantum harvest service (target) | services/gameserver/src/services/quantum_service.py (target) |
| Harvester module on ship | services/gameserver/src/models/ship.py (quantum_harvester_slot — target) |
| Nebula generation | services/gameserver/src/services/galaxy_service.py |
| Nebula sector flag | services/gameserver/src/models/sector.py:SectorType.NEBULA |
| Cluster nebula properties (target) | services/gameserver/src/models/cluster.py (nebula_type, quantum_field_strength — target) |
| Refining service (target) | services/gameserver/src/services/refining_service.py (target) |
| Anomaly investigation (target) | services/gameserver/src/services/anomaly_service.py (target) |
| Black-market shard stock (target) | services/gameserver/src/services/port_service.py (target) |
| ARIA quantum cache (NOT inventory) | services/gameserver/src/models/aria_personal_intelligence.py:ARIAQuantumCache |
Related¶
- warp-gates.md — primary consumer; the Phase 1 beacon deploy burns 1 Quantum Crystal at the source sector.
- ADR/0029 — W4 Warp Jumper consumption at gate creation — Phase 1 Crystal consumption rationale.
- ADR/0030 — Q1 Quantum Jump multi-step commit — per-jump Shard consumption (Quantum Charge refining).
- sectors.md — nebula sector mechanics, harvesting flow inside sector runtime.
- generation.md — where and how nebulae are placed during galaxy generation.
- genesis-devices.md — future Crystal consumer (advanced-tier Genesis).
- ../../DATA_MODELS/galaxy.md — Cluster / Sector schemas.
- ../../DATA_MODELS/jsonb-schema.md — JSONB key shapes for nebula and resource fields.