Workshop stockpile
workshop-stockpile · an adoption of Container, version 1
Use in your game
Opens the authoring tool with these answers and settings already filled in. You still add your game's own rules and tuning.
What is in the ZIP
The ZIP holds the adoption and its acceptance tests. In the authoring tool, choose Add contract and pick this ZIP. If you keep your design as files, put them in contracts/.
The contract behind it
A delivery is items arriving at a container, such as a bag or chest, that holds distinct items. This contract says when it is full and what happens when some items do not fit. It also says which items it accepts and which slot fills or empties first. It covers slots and size budgets. Version 1 excludes item footprints; counted amounts such as gold use the Ranged value contract.
Questions
The supplied answer is marked on each question. Pick other answers to see what changes. Nothing is saved here: the ZIP and the authoring tool use the supplied answers.
What makes this container full?
Why this is asked
Capacity changes what the container can hold and how it fills. This contract supports one size measure. Containers where items occupy a width-and-height footprint are outside version 1.
A delivery reaches the container, but not all the items fit. What goes in?
- Asked when
- Capacity limit is Slot count or Size budget or Slots and size.
Why this is asked
Two containers with the same free space can act differently. One accepts what fits; the other refuses the whole delivery.
What happens to the items that do not fit?
- Asked when
- Partial acceptance is Fill what fits.
Why this is asked
Items that stay outside still need a clear home. Otherwise one build may return them while another drops or destroys them.
Several slots could hold a new item. Which slot gets it?
- Asked when
- Capacity limit is Slot count or Slots and size or No limit.
Why this is asked
Two teams building the same spec can fill the same container differently. That changes what players see and what the game removes later. Rules that score slots, rotate between containers, or use a custom sequence stay in your game's prose.
The game needs an item for one of its own rules. Which matching slot does it take from?
Why this is asked
Automatic use needs a stable choice because it can change which stack remains for the player. A rotating choice over counted amounts belongs in the Ranged value contract.
Which kinds of item can this container hold?
Why this is asked
A clear item rule prevents silent differences between what the game accepts and what the designer intended. Rules built from another list or a code callback stay in your game's prose.
Numbers2 numbers
Each value is either a number set here or a reference to one of your tuning keys.
Slot count = 24
fixed as writtenslot-count
How many slots the container has. Use at least one when slots set capacity. Use zero when this container has no slot limit. If your game stores this number elsewhere, move it here so two copies cannot disagree.
Size budget = 0
fixed as writtensize-budget
The largest total size the container holds. Your game chooses the unit, such as kilograms or bulk. Every item uses the same unit. Use zero when size does not limit the container.
Rules2 rules
A rule is a check between the numbers. Validation reports a rule that fails.
slot-count >= 0size-budget >= 0
Lists1 list
Each list holds the rows this adoption supplies. A list can be empty.
Items
items
| Id | Slot rules declared in | Stack limit | Size | When forced out | Forced out order |
|---|---|---|---|---|---|
firewood | — | 40 | — | never | — |
clay | — | 40 | — | never | — |
ore-rock | — | 40 | — | never | — |
charcoal | — | 40 | — | never | — |
kiln-brick | — | 20 | — | never | — |
kiln-lining | — | 4 | — | never | — |
copper-ingot | — | 10 | — | never | — |
glaze-slip | — | 10 | — | never | — |
wardstone | — | 1 | — | never | — |
Test inputsscope and seeds
Some tests need a scope or seeds from the adoption before they can run.
capacity-holds
Capacity holds
- Scope
- sequences of gathering yields, craft input removals, and craft output deliveries over one run of the workshop
- Seeds
["workshop-stockpile-audit-a","workshop-stockpile-audit-b"]
fill-order-holds
Fill order holds
- Scope
- 02-mechanics.md#the-workshop
draw-order-by-position
Draw order by position
- Scope
- 02-mechanics.md#the-workshop
Acceptance tests24 tests apply
The contract comes with 14 tests. A test that runs once per row is counted once for each row. Tests that do not apply to these answers are still listed, with the reason.
delivery-that-fits
a delivery that fits is accepted whole
Applies to workshop-stockpile.
A delivery workshop-stockpile has room for is accepted whole: the container gains exactly what was offered, keeps everything it already held, and nothing is left over to account for. This is the ordinary case, written down so that every other test below reads as a departure from it.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer with room for the whole of the delivery below- When
- a delivery offers n items of a type
workshop-stockpileaccepts
- a delivery offers n items of a type
- Then
workshop-stockpileholds exactly n more items of that type than it did- nothing already in
workshop-stockpileis removed, destroyed, or changed into another type - nothing is handed back, dropped, or destroyed
- Diagnostics
workshop-stockpile-contents-before-after
refuses-whole
a delivery that does not fit is refused whole
Applies to workshop-stockpile.
A delivery larger than the room available leaves workshop-stockpile untouched. Partial delivery is the failure this answer rules out: even the items that would have fitted stay out, and the delivery says so. Whether the action that offered them still occurs is decided in this game's own prose, not here.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer with room for fewer than n items of a type it accepts- When
- a delivery offers n items of that type
- Then
workshop-stockpileholds exactly what it held before- not one of the n items goes in — not even the ones that would have fitted
- the delivery reports that it did not happen
- Diagnostics
workshop-stockpile-contents-before-afterworkshop-stockpile-delivery-report
takes-what-fits
a delivery that does not fit is split
Does not apply to workshop-stockpile: partial acceptance is all or nothing, not fill what fits.
slots-are-the-limit
the container is full when its slots are full
Applies to workshop-stockpile.
This container is full when every slot stated by the value at slot-count = 24 is in use and none of them can take more of what is being offered. This test cites that value and restates the number nowhere.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer with allslot-count = 24slots in use and no slot in use able to take more of the type below- When
- a delivery offers one item of that type
- Then
workshop-stockpiletakes none of it- the number of slots in use is still the number stated by
slot-count = 24
- Diagnostics
workshop-stockpile-slot-occupancyworkshop-stockpile-delivery-report
size-is-the-limit
the container is full when its size budget is spent
Does not apply to workshop-stockpile: capacity limit is slot count, not size budget or slots and size.
never-refuses
nothing is ever refused for want of room
Does not apply to workshop-stockpile: capacity limit is slot count, not no limit.
fill-order-holds
an accepted item lands in the declared slot
Applies to workshop-stockpile.
An item workshop-stockpile accepts lands in a slot that already holds that type while any such slot can take more, and only then in the first empty slot. The rule is repeatable: the same delivery from the same starting contents lands in the same slot every time. Slot numbering is the numbering identified by this adoption's verification scope. Six externally authored games answer this question six different ways and none of them writes the answer down — this line is the whole reason the question is asked.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer holding some of a type in one slot, with at least one other slot free and at least one slot freed by an earlier removal, its slots numbered as02-mechanics.md#the-workshopsets out- When
- a delivery offers one more item of that type
- Then
- the item lands in a slot that already holds that type while any such slot can take more, and only then in the first empty slot
- the same delivery made again from the same starting contents lands in the same slot
- Diagnostics
workshop-stockpile-slot-occupancyworkshop-stockpile-fill-trace
draw-order-by-position
the game takes from the declared slot
Applies to workshop-stockpile.
A take the game makes on its own comes from the first slot in the container's own order that holds the type, moving on only when that slot is empty, repeatably, against the slot numbering at 02-mechanics.md#the-workshop. Five externally authored games answer this question and answer it five different ways, no two alike; one of them has written its answer down, and only after its own users filed a bug about the silence. If workshop-stockpile adopts nothing else from this contract, it should adopt this line.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer holding the same type in at least two slots, its slots numbered as02-mechanics.md#the-workshopsets out- When
- the game takes fewer of that type than
workshop-stockpileholds, on its own rather than at a player's direction
- the game takes fewer of that type than
- Then
- the items come from the first slot in the container's own order that holds the type, moving on only when that slot is empty
- the same take made again from the same starting contents comes from the same slot
- no slot other than the one the rule names is touched while that one can still supply the take
- Diagnostics
workshop-stockpile-slot-occupancyworkshop-stockpile-take-trace
draw-order-by-arrival
the game takes by when the stack arrived
Does not apply to workshop-stockpile: draw order is first in order, not newest first or oldest first.
stack-limit-holds · firewood
firewood stacks no higher than its limit
Applies to the firewood row.
A stack of firewood never holds more than 40. The limit belongs to the item type rather than to workshop-stockpile, which is how every surveyed game that stacks at all does it, so the same number holds in every container that carries firewood.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer with one slot holding40offirewood- When
- a delivery offers one more
firewood
- a delivery offers one more
- Then
- that slot still holds exactly
40offirewood - the extra one starts a new stack in a free slot; where this container's slots can run out and none is free, it counts as not fitting and is settled by the partial-acceptance answer
- that slot still holds exactly
- Diagnostics
workshop-stockpile-slot-occupancyworkshop-stockpile-delivery-report
stack-limit-holds · clay
clay stacks no higher than its limit
Applies to the clay row.
A stack of clay never holds more than 40. The limit belongs to the item type rather than to workshop-stockpile, which is how every surveyed game that stacks at all does it, so the same number holds in every container that carries clay.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer with one slot holding40ofclay- When
- a delivery offers one more
clay
- a delivery offers one more
- Then
- that slot still holds exactly
40ofclay - the extra one starts a new stack in a free slot; where this container's slots can run out and none is free, it counts as not fitting and is settled by the partial-acceptance answer
- that slot still holds exactly
- Diagnostics
workshop-stockpile-slot-occupancyworkshop-stockpile-delivery-report
stack-limit-holds · ore-rock
ore-rock stacks no higher than its limit
Applies to the ore-rock row.
A stack of ore-rock never holds more than 40. The limit belongs to the item type rather than to workshop-stockpile, which is how every surveyed game that stacks at all does it, so the same number holds in every container that carries ore-rock.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer with one slot holding40ofore-rock- When
- a delivery offers one more
ore-rock
- a delivery offers one more
- Then
- that slot still holds exactly
40ofore-rock - the extra one starts a new stack in a free slot; where this container's slots can run out and none is free, it counts as not fitting and is settled by the partial-acceptance answer
- that slot still holds exactly
- Diagnostics
workshop-stockpile-slot-occupancyworkshop-stockpile-delivery-report
stack-limit-holds · charcoal
charcoal stacks no higher than its limit
Applies to the charcoal row.
A stack of charcoal never holds more than 40. The limit belongs to the item type rather than to workshop-stockpile, which is how every surveyed game that stacks at all does it, so the same number holds in every container that carries charcoal.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer with one slot holding40ofcharcoal- When
- a delivery offers one more
charcoal
- a delivery offers one more
- Then
- that slot still holds exactly
40ofcharcoal - the extra one starts a new stack in a free slot; where this container's slots can run out and none is free, it counts as not fitting and is settled by the partial-acceptance answer
- that slot still holds exactly
- Diagnostics
workshop-stockpile-slot-occupancyworkshop-stockpile-delivery-report
stack-limit-holds · kiln-brick
kiln-brick stacks no higher than its limit
Applies to the kiln-brick row.
A stack of kiln-brick never holds more than 20. The limit belongs to the item type rather than to workshop-stockpile, which is how every surveyed game that stacks at all does it, so the same number holds in every container that carries kiln-brick.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer with one slot holding20ofkiln-brick- When
- a delivery offers one more
kiln-brick
- a delivery offers one more
- Then
- that slot still holds exactly
20ofkiln-brick - the extra one starts a new stack in a free slot; where this container's slots can run out and none is free, it counts as not fitting and is settled by the partial-acceptance answer
- that slot still holds exactly
- Diagnostics
workshop-stockpile-slot-occupancyworkshop-stockpile-delivery-report
stack-limit-holds · kiln-lining
kiln-lining stacks no higher than its limit
Applies to the kiln-lining row.
A stack of kiln-lining never holds more than 4. The limit belongs to the item type rather than to workshop-stockpile, which is how every surveyed game that stacks at all does it, so the same number holds in every container that carries kiln-lining.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer with one slot holding4ofkiln-lining- When
- a delivery offers one more
kiln-lining
- a delivery offers one more
- Then
- that slot still holds exactly
4ofkiln-lining - the extra one starts a new stack in a free slot; where this container's slots can run out and none is free, it counts as not fitting and is settled by the partial-acceptance answer
- that slot still holds exactly
- Diagnostics
workshop-stockpile-slot-occupancyworkshop-stockpile-delivery-report
stack-limit-holds · copper-ingot
copper-ingot stacks no higher than its limit
Applies to the copper-ingot row.
A stack of copper-ingot never holds more than 10. The limit belongs to the item type rather than to workshop-stockpile, which is how every surveyed game that stacks at all does it, so the same number holds in every container that carries copper-ingot.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer with one slot holding10ofcopper-ingot- When
- a delivery offers one more
copper-ingot
- a delivery offers one more
- Then
- that slot still holds exactly
10ofcopper-ingot - the extra one starts a new stack in a free slot; where this container's slots can run out and none is free, it counts as not fitting and is settled by the partial-acceptance answer
- that slot still holds exactly
- Diagnostics
workshop-stockpile-slot-occupancyworkshop-stockpile-delivery-report
stack-limit-holds · glaze-slip
glaze-slip stacks no higher than its limit
Applies to the glaze-slip row.
A stack of glaze-slip never holds more than 10. The limit belongs to the item type rather than to workshop-stockpile, which is how every surveyed game that stacks at all does it, so the same number holds in every container that carries glaze-slip.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer with one slot holding10ofglaze-slip- When
- a delivery offers one more
glaze-slip
- a delivery offers one more
- Then
- that slot still holds exactly
10ofglaze-slip - the extra one starts a new stack in a free slot; where this container's slots can run out and none is free, it counts as not fitting and is settled by the partial-acceptance answer
- that slot still holds exactly
- Diagnostics
workshop-stockpile-slot-occupancyworkshop-stockpile-delivery-report
stack-limit-holds · wardstone
wardstone stacks no higher than its limit
Applies to the wardstone row.
A stack of wardstone never holds more than 1. The limit belongs to the item type rather than to workshop-stockpile, which is how every surveyed game that stacks at all does it, so the same number holds in every container that carries wardstone.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer with one slot holding1ofwardstone- When
- a delivery offers one more
wardstone
- a delivery offers one more
- Then
- that slot still holds exactly
1ofwardstone - the extra one starts a new stack in a free slot; where this container's slots can run out and none is free, it counts as not fitting and is settled by the partial-acceptance answer
- that slot still holds exactly
- Diagnostics
workshop-stockpile-slot-occupancyworkshop-stockpile-delivery-report
unlisted-type-refused
a type the list does not name is refused
Does not apply to workshop-stockpile: type restriction is any item, not only these.
forced-out-holds
Row.id leaves workshop-stockpile in the declared way
Does not apply to workshop-stockpile: no row in items matches when-forced-out dropped nearby or moved to another store or destroyed.
never-forced-out · firewood
firewood is never given up by workshop-stockpile itself
Applies to the firewood row.
Nothing this container does on its own removes firewood from it: when workshop-stockpile has to shed items, this type is passed over, and only when shedding everything that can go is still not enough does workshop-stockpile refuse the change outright. A player choosing to drop, sell, or destroy firewood is a different thing entirely and is governed by this game's own rules, not by this line.
Where this game has no way to shrink workshop-stockpile or change its rules while it runs, this test has no reachable case: a builder records it as unreachable rather than inventing a trigger for it.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer holdingfirewoodat a moment when something would leave it holding more than it can — its slots shrank, or its rules changed- When
- that change is attempted
- Then
- no
firewoodleavesworkshop-stockpile: the type is passed over while types that can go are given up in their declared order - if giving up every type that can go is still not enough,
workshop-stockpilerefuses the change - no
firewoodis dropped, moved to another store, or destroyed byworkshop-stockpileitself
- no
- Diagnostics
workshop-stockpile-forced-removal-logworkshop-stockpile-contents-before-after
never-forced-out · clay
clay is never given up by workshop-stockpile itself
Applies to the clay row.
Nothing this container does on its own removes clay from it: when workshop-stockpile has to shed items, this type is passed over, and only when shedding everything that can go is still not enough does workshop-stockpile refuse the change outright. A player choosing to drop, sell, or destroy clay is a different thing entirely and is governed by this game's own rules, not by this line.
Where this game has no way to shrink workshop-stockpile or change its rules while it runs, this test has no reachable case: a builder records it as unreachable rather than inventing a trigger for it.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer holdingclayat a moment when something would leave it holding more than it can — its slots shrank, or its rules changed- When
- that change is attempted
- Then
- no
clayleavesworkshop-stockpile: the type is passed over while types that can go are given up in their declared order - if giving up every type that can go is still not enough,
workshop-stockpilerefuses the change - no
clayis dropped, moved to another store, or destroyed byworkshop-stockpileitself
- no
- Diagnostics
workshop-stockpile-forced-removal-logworkshop-stockpile-contents-before-after
never-forced-out · ore-rock
ore-rock is never given up by workshop-stockpile itself
Applies to the ore-rock row.
Nothing this container does on its own removes ore-rock from it: when workshop-stockpile has to shed items, this type is passed over, and only when shedding everything that can go is still not enough does workshop-stockpile refuse the change outright. A player choosing to drop, sell, or destroy ore-rock is a different thing entirely and is governed by this game's own rules, not by this line.
Where this game has no way to shrink workshop-stockpile or change its rules while it runs, this test has no reachable case: a builder records it as unreachable rather than inventing a trigger for it.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer holdingore-rockat a moment when something would leave it holding more than it can — its slots shrank, or its rules changed- When
- that change is attempted
- Then
- no
ore-rockleavesworkshop-stockpile: the type is passed over while types that can go are given up in their declared order - if giving up every type that can go is still not enough,
workshop-stockpilerefuses the change - no
ore-rockis dropped, moved to another store, or destroyed byworkshop-stockpileitself
- no
- Diagnostics
workshop-stockpile-forced-removal-logworkshop-stockpile-contents-before-after
never-forced-out · charcoal
charcoal is never given up by workshop-stockpile itself
Applies to the charcoal row.
Nothing this container does on its own removes charcoal from it: when workshop-stockpile has to shed items, this type is passed over, and only when shedding everything that can go is still not enough does workshop-stockpile refuse the change outright. A player choosing to drop, sell, or destroy charcoal is a different thing entirely and is governed by this game's own rules, not by this line.
Where this game has no way to shrink workshop-stockpile or change its rules while it runs, this test has no reachable case: a builder records it as unreachable rather than inventing a trigger for it.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer holdingcharcoalat a moment when something would leave it holding more than it can — its slots shrank, or its rules changed- When
- that change is attempted
- Then
- no
charcoalleavesworkshop-stockpile: the type is passed over while types that can go are given up in their declared order - if giving up every type that can go is still not enough,
workshop-stockpilerefuses the change - no
charcoalis dropped, moved to another store, or destroyed byworkshop-stockpileitself
- no
- Diagnostics
workshop-stockpile-forced-removal-logworkshop-stockpile-contents-before-after
never-forced-out · kiln-brick
kiln-brick is never given up by workshop-stockpile itself
Applies to the kiln-brick row.
Nothing this container does on its own removes kiln-brick from it: when workshop-stockpile has to shed items, this type is passed over, and only when shedding everything that can go is still not enough does workshop-stockpile refuse the change outright. A player choosing to drop, sell, or destroy kiln-brick is a different thing entirely and is governed by this game's own rules, not by this line.
Where this game has no way to shrink workshop-stockpile or change its rules while it runs, this test has no reachable case: a builder records it as unreachable rather than inventing a trigger for it.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer holdingkiln-brickat a moment when something would leave it holding more than it can — its slots shrank, or its rules changed- When
- that change is attempted
- Then
- no
kiln-brickleavesworkshop-stockpile: the type is passed over while types that can go are given up in their declared order - if giving up every type that can go is still not enough,
workshop-stockpilerefuses the change - no
kiln-brickis dropped, moved to another store, or destroyed byworkshop-stockpileitself
- no
- Diagnostics
workshop-stockpile-forced-removal-logworkshop-stockpile-contents-before-after
never-forced-out · kiln-lining
kiln-lining is never given up by workshop-stockpile itself
Applies to the kiln-lining row.
Nothing this container does on its own removes kiln-lining from it: when workshop-stockpile has to shed items, this type is passed over, and only when shedding everything that can go is still not enough does workshop-stockpile refuse the change outright. A player choosing to drop, sell, or destroy kiln-lining is a different thing entirely and is governed by this game's own rules, not by this line.
Where this game has no way to shrink workshop-stockpile or change its rules while it runs, this test has no reachable case: a builder records it as unreachable rather than inventing a trigger for it.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer holdingkiln-liningat a moment when something would leave it holding more than it can — its slots shrank, or its rules changed- When
- that change is attempted
- Then
- no
kiln-liningleavesworkshop-stockpile: the type is passed over while types that can go are given up in their declared order - if giving up every type that can go is still not enough,
workshop-stockpilerefuses the change - no
kiln-liningis dropped, moved to another store, or destroyed byworkshop-stockpileitself
- no
- Diagnostics
workshop-stockpile-forced-removal-logworkshop-stockpile-contents-before-after
never-forced-out · copper-ingot
copper-ingot is never given up by workshop-stockpile itself
Applies to the copper-ingot row.
Nothing this container does on its own removes copper-ingot from it: when workshop-stockpile has to shed items, this type is passed over, and only when shedding everything that can go is still not enough does workshop-stockpile refuse the change outright. A player choosing to drop, sell, or destroy copper-ingot is a different thing entirely and is governed by this game's own rules, not by this line.
Where this game has no way to shrink workshop-stockpile or change its rules while it runs, this test has no reachable case: a builder records it as unreachable rather than inventing a trigger for it.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer holdingcopper-ingotat a moment when something would leave it holding more than it can — its slots shrank, or its rules changed- When
- that change is attempted
- Then
- no
copper-ingotleavesworkshop-stockpile: the type is passed over while types that can go are given up in their declared order - if giving up every type that can go is still not enough,
workshop-stockpilerefuses the change - no
copper-ingotis dropped, moved to another store, or destroyed byworkshop-stockpileitself
- no
- Diagnostics
workshop-stockpile-forced-removal-logworkshop-stockpile-contents-before-after
never-forced-out · glaze-slip
glaze-slip is never given up by workshop-stockpile itself
Applies to the glaze-slip row.
Nothing this container does on its own removes glaze-slip from it: when workshop-stockpile has to shed items, this type is passed over, and only when shedding everything that can go is still not enough does workshop-stockpile refuse the change outright. A player choosing to drop, sell, or destroy glaze-slip is a different thing entirely and is governed by this game's own rules, not by this line.
Where this game has no way to shrink workshop-stockpile or change its rules while it runs, this test has no reachable case: a builder records it as unreachable rather than inventing a trigger for it.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer holdingglaze-slipat a moment when something would leave it holding more than it can — its slots shrank, or its rules changed- When
- that change is attempted
- Then
- no
glaze-slipleavesworkshop-stockpile: the type is passed over while types that can go are given up in their declared order - if giving up every type that can go is still not enough,
workshop-stockpilerefuses the change - no
glaze-slipis dropped, moved to another store, or destroyed byworkshop-stockpileitself
- no
- Diagnostics
workshop-stockpile-forced-removal-logworkshop-stockpile-contents-before-after
never-forced-out · wardstone
wardstone is never given up by workshop-stockpile itself
Applies to the wardstone row.
Nothing this container does on its own removes wardstone from it: when workshop-stockpile has to shed items, this type is passed over, and only when shedding everything that can go is still not enough does workshop-stockpile refuse the change outright. A player choosing to drop, sell, or destroy wardstone is a different thing entirely and is governed by this game's own rules, not by this line.
Where this game has no way to shrink workshop-stockpile or change its rules while it runs, this test has no reachable case: a builder records it as unreachable rather than inventing a trigger for it.
Test steps and diagnostics
- Given
the
workshop-stockpilecontainer holdingwardstoneat a moment when something would leave it holding more than it can — its slots shrank, or its rules changed- When
- that change is attempted
- Then
- no
wardstoneleavesworkshop-stockpile: the type is passed over while types that can go are given up in their declared order - if giving up every type that can go is still not enough,
workshop-stockpilerefuses the change - no
wardstoneis dropped, moved to another store, or destroyed byworkshop-stockpileitself
- no
- Diagnostics
workshop-stockpile-forced-removal-logworkshop-stockpile-contents-before-after
capacity-holds
the limit holds after every delivery and take
Applies to workshop-stockpile.
For every delivery and take in this adoption's verification scope — sequences of gathering yields, craft input removals, and craft output deliveries over one run of the workshop — the number of slots in use never goes above the container's declared slot count. The scope and seeds are supplied by this adoption through its verification inputs; the rule being checked is the one this container's own capacity answer entitles it to assert.
Test steps and diagnostics
- Diagnostics
workshop-stockpile-contents-trace- first-violating-delivery-or-take
- Holds
after every delivery and every take, the number of slots in use never goes above the container's declared slot count
- Seeds
["workshop-stockpile-audit-a","workshop-stockpile-audit-b"]- Scope
sequences of gathering yields, craft input removals, and craft output deliveries over one run of the workshop
JSONthe adoption as one file
The adoption file as supplied. Answers you try on this page are not written into it; to change an adoption, open it in the authoring tool.
{
"contract": "container",
"version": 1,
"origin": "https://opengdd.org/contracts/container-1",
"summary": "A delivery is items arriving at a container, such as a bag or chest, that holds distinct items. This contract says when it is full and what happens when some items do not fit. It also says which items it accepts and which slot fills or empties first. It covers slots and size budgets. Version 1 excludes item footprints; counted amounts such as gold use the Ranged value contract.",
"mechanism": [
"One container holds items. Two items of one type are interchangeable; items differing within a type — wear, charges — are separate types here, or this game's prose. A slot holds one stack: items of one type together.",
"The container's own order is the order the game's material numbers or lists its slots; first and last below mean first and last in it. A container with no slots has none. Containers where an item occupies a width-and-height footprint, including attaché cases and grid inventories, are outside version 1.",
"A put offers a type and an amount — a delivery. A take asks for a type and an amount; one larger than the holdings yields what is held and reports the shortfall.",
"A delivery that fits is accepted whole; one that does not is settled by partial-acceptance, and anything left over by leftover-destination.",
"A stack never holds more than the stack limit on its type's row. Past it, an amount starts a new stack in a free slot, or counts as not fitting if there is none. Under type-restriction any-item, where slots alone set the limit, a type with no row stacks one item per slot and is unmovable in a forced removal, as though when-forced-out were never; under a size budget an unlisted type has no size, so it is refused intact until a row names its size.",
"A forced removal is an item leaving without a take: the container shrank, its rules changed, or its owner is gone. Each item row says what becomes of its type and when its turn comes. In a container with slots, the last occupied slot within one type goes first.",
"One adoption file describes one container; two are two files with their own rows. Moving an item between them is a take then a delivery, and nothing binds them. Rearranging by hand is input. In a container with slots, a sort re-delivers the contents in the order the sort names; each delivery then lands by the fill-order answer. A slotless container's sort changes nothing observable.",
"The same delivery from the same contents lands the same way; the same take comes from the same slot."
],
"questions": {
"capacity-limit": {
"asks": "What makes this container full?",
"rationale": "Capacity changes what the container can hold and how it fills. This contract supports one size measure. Containers where items occupy a width-and-height footprint are outside version 1.",
"options": {
"slot-count": {
"meaning": "A fixed number of slots makes it full. A shop's twenty stock slots refuse a new kind of item when all twenty hold stacks. A matching stack with room can still accept it."
},
"size-budget": {
"meaning": "A size-budget container has no slots. A card deck with a thirty-point build budget may spend those points across cards of different costs."
},
"slots-and-size": {
"meaning": "A slot limit and a size budget both apply. A bag with three free slots can still refuse an anvil when its weight budget is full."
},
"no-limit": {
"meaning": "It never fills. A new item always has room, so nothing is refused because the container ran out of space.",
"rationale": "Use this when room can never run out. It avoids a fake large limit that readers may mistake for a real cap."
}
}
},
"partial-acceptance": {
"asks": "A delivery reaches the container, but not all the items fit. What goes in?",
"rationale": "Two containers with the same free space can act differently. One accepts what fits; the other refuses the whole delivery.",
"when": {
"flag": {
"capacity-limit": [
"slot-count",
"size-budget",
"slots-and-size"
]
}
},
"options": {
"all-or-nothing": {
"meaning": "The whole delivery is refused. A ten-arrow pickup adds no arrows when the container has room for only five. Each offered type and amount is one delivery. A craft with several outputs makes several deliveries, so some outputs may enter before another is refused. The refused items stay with whatever offered them, and what that action does next is the game's own rule."
},
"fill-what-fits": {
"meaning": "Everything that fits goes in. A ten-arrow pickup adds five when only five fit; the other five remain outside."
}
}
},
"leftover-destination": {
"asks": "What happens to the items that do not fit?",
"rationale": "Items that stay outside still need a clear home. Otherwise one build may return them while another drops or destroys them.",
"when": {
"flag": {
"partial-acceptance": [
"fill-what-fits"
]
}
},
"options": {
"back-to-the-sender": {
"meaning": "The leftover goes back to its source. Arrows that do not fit return to the chest or pickup that offered them."
},
"left-where-it-is": {
"meaning": "The leftover stays where the delivery arrived. Arrows that do not fit become a loose pickup beside the bag."
},
"another-store": {
"meaning": "The leftover moves to another store named by your game. Arrows that do not fit may go to a stash."
},
"destroyed": {
"meaning": "The leftover is destroyed. Arrows that do not fit disappear instead of returning, dropping, or moving elsewhere."
}
}
},
"fill-order": {
"asks": "Several slots could hold a new item. Which slot gets it?",
"rationale": "Two teams building the same spec can fill the same container differently. That changes what players see and what the game removes later. Rules that score slots, rotate between containers, or use a custom sequence stay in your game's prose.",
"when": {
"flag": {
"capacity-limit": [
"slot-count",
"slots-and-size",
"no-limit"
]
}
},
"options": {
"top-up-then-first-empty": {
"meaning": "Matching stacks fill before empty slots open. A potion tops up the first potion stack with room, then uses the first empty slot."
},
"first-slot-that-fits": {
"meaning": "The first slot that can hold the item gets it. An empty first hotbar slot wins over a later matching stack with room."
},
"append": {
"meaning": "New items go after everything already held. An empty slot in the middle stays unused until the items after it are gone. A bag with a slot limit can count as full while that gap remains."
},
"not-applicable": {
"meaning": "Choose this only when each item has one reserved slot. If slots are unlimited, choose Append instead."
}
}
},
"draw-order": {
"asks": "The game needs an item for one of its own rules. Which matching slot does it take from?",
"rationale": "Automatic use needs a stable choice because it can change which stack remains for the player. A rotating choice over counted amounts belongs in the Ranged value contract.",
"options": {
"first-in-order": {
"meaning": "The first matching slot supplies the item. Crafting uses the earliest stack in the bag before later stacks."
},
"last-in-order": {
"meaning": "The last matching slot supplies the item. Crafting empties the last matching stack before earlier stacks."
},
"newest-first": {
"meaning": "The stack that received items most recently supplies them first. Topping up an older potion stack makes it the newest again."
},
"oldest-first": {
"meaning": "The stack that began first supplies items first. Topping up an old potion stack does not make it newer.",
"rationale": "Use this when the longest-held stack must leave first, such as a magazine or queue."
},
"not-applicable": {
"meaning": "The game never has to choose between matching slots. The player chooses a slot, only one can match, or the container has no slots."
}
}
},
"type-restriction": {
"asks": "Which kinds of item can this container hold?",
"rationale": "A clear item rule prevents silent differences between what the game accepts and what the designer intended. Rules built from another list or a code callback stay in your game's prose.",
"options": {
"only-these": {
"meaning": "Only listed item types can enter. A potion bag says no to a sword. The sword stays where it was; nothing is destroyed. An empty list means the container accepts nothing."
},
"any-item": {
"meaning": "Every item type may enter once the contract knows how much room it needs. Where slots alone set the limit, an unlisted type — a quest letter no row names — uses one slot per item and cannot be forced out. Under a size budget, it is refused intact until a row names its size."
},
"by-slot": {
"meaning": "Each slot has its own item rule. An armour slot accepts a helmet but refuses a potion without destroying it. List every kind that needs a stacking or forced-out rule.",
"semantics": "Each item row's slot-rules-declared-in citation is binding. It points to prose that lists every slot and every item kind that slot accepts; an item not accepted there is refused intact."
}
}
}
},
"declares": {
"values": {
"slot-count": {
"description": "How many slots the container has. Use at least one when slots set capacity. Use zero when this container has no slot limit. If your game stores this number elsewhere, move it here so two copies cannot disagree."
},
"size-budget": {
"description": "The largest total size the container holds. Your game chooses the unit, such as kilograms or bulk. Every item uses the same unit. Use zero when size does not limit the container."
}
},
"rows": {
"items": {
"description": "The item types whose rules this contract records. Use one row for each type. For a restricted container, the rows are also the allowed list. An empty list means no listed types. For any-item, the rows plus the unlisted-type defaults fully decide entry, stacking, and forced removal for every type. The validator checks each row's fields; a reviewer checks that the game's own prose does not give unlisted types a rule different from the defaults.",
"record": {
"id": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"unique": true,
"description": "The item type's name, written as your game names it."
},
"slot-rules-declared-in": {
"type": "citation",
"when": {
"flag": {
"type-restriction": [
"by-slot"
]
}
},
"description": "The place in this game's prose that lists every slot and every item kind it accepts. This citation is the binding rule for the slots. Use the same citation on every row when one section holds the whole list."
},
"stack-limit": {
"type": "integer",
"when": {
"flag": {
"capacity-limit": [
"slot-count",
"slots-and-size",
"no-limit"
]
}
},
"description": "How many items of this type fit in one slot. It is required whenever the container has slots, including when it never fills. Use one for an item that does not stack, or another positive whole number."
},
"size": {
"type": "number",
"when": {
"flag": {
"capacity-limit": [
"size-budget",
"slots-and-size"
]
}
},
"description": "How much of the size budget one item uses. Use the same unit as the container's budget. Use zero or more."
},
"when-forced-out": {
"type": "string",
"required": true,
"options": [
"never",
"dropped-nearby",
"moved-to-another-store",
"destroyed"
],
"description": "What happens to this item when the container must give items up. It may stay, drop nearby, move to another store, or be destroyed. An item marked to stay is skipped. The container tries other types in their chosen order. It refuses the forced removal if too few items can leave. If destroying an item could make the game impossible to finish, say so and test it in your own rules."
},
"forced-out-order": {
"type": "integer",
"unique": true,
"when": {
"row": {
"when-forced-out": [
"dropped-nearby",
"moved-to-another-store",
"destroyed"
]
}
},
"description": "The order in which item types leave, lowest number first. Give each movable type a different number. Items of one type leave from its last occupied slot first. The size of the gaps between numbers does not matter."
}
}
}
}
},
"pack": "sha256:8f40a54e650b683136852e7a5b47976ebe709f810057f847424d6d8ab3b41b20",
"rules": {
"slot-count-not-negative": "slot-count >= 0",
"size-budget-not-negative": "size-budget >= 0"
},
"answers": {
"capacity-limit": "slot-count",
"partial-acceptance": "all-or-nothing",
"fill-order": "top-up-then-first-empty",
"draw-order": "first-in-order",
"type-restriction": "any-item"
},
"values": {
"slot-count": 24,
"size-budget": 0
},
"rows": {
"items": [
{
"id": "firewood",
"stack-limit": 40,
"when-forced-out": "never"
},
{
"id": "clay",
"stack-limit": 40,
"when-forced-out": "never"
},
{
"id": "ore-rock",
"stack-limit": 40,
"when-forced-out": "never"
},
{
"id": "charcoal",
"stack-limit": 40,
"when-forced-out": "never"
},
{
"id": "kiln-brick",
"stack-limit": 20,
"when-forced-out": "never"
},
{
"id": "kiln-lining",
"stack-limit": 4,
"when-forced-out": "never"
},
{
"id": "copper-ingot",
"stack-limit": 10,
"when-forced-out": "never"
},
{
"id": "glaze-slip",
"stack-limit": 10,
"when-forced-out": "never"
},
{
"id": "wardstone",
"stack-limit": 1,
"when-forced-out": "never"
}
]
},
"verification": {
"capacity-holds": {
"scope": "sequences of gathering yields, craft input removals, and craft output deliveries over one run of the workshop",
"seeds": [
"workshop-stockpile-audit-a",
"workshop-stockpile-audit-b"
]
},
"fill-order-holds": {
"scope": "02-mechanics.md#the-workshop"
},
"draw-order-by-position": {
"scope": "02-mechanics.md#the-workshop"
}
}
}