Feature 07 / FF Utils
One toolkit,eight services
Wardrobe, puzzle circuits, terminals, power and solar, UAV automation, ready rooms, weapon faults and field utilities. Each service is independent and opt-in; the suite never starts one for you.
full, curated or mission loadout
AND / OR / NOT / XOR, no scripts
boot, credentials, services, channels
capacitors, safe windows, trips
XOR pairing, coupled dials
follow, patrol, watch, live feed
assembly, questions, votes, release
reservations and specialist jams
Illustrative toolbox. Services share validation and cleanup rules, not a single global switch.
The services
Small systems, sharp edges.
Wardrobe
A server-published policy plus a client arsenal builder: full arsenal, curated or mission loadout, with electronics filtering and loadout preservation.
Circuits
Eden modules as producers, gates and consumers. Direction comes from named input IDs; the server revalidates the whole circuit before writing state.
Terminals
Boot phases, credentials, powered services, archives, exports and shared channels. The player panel is a real browser page.
Power and solar
Capacitors, safe windows, trips and supply edges; XOR pairing, active-low flags, coupled dials and dwell.
UAV automation
One airframe, one assignment: follow, escort, patrol, hold, watch, and publish a camera feed to players, curators or named UIDs.
Ready room
Assembly, questions, votes, chat and release, with a briefing bed that uses the Cinematic music hold.
Weapon faults
Specialist jams, reservations and pulses. Faults are deliberate and recoverable, not random punishment.
Field utilities
Blackout, flashlights, PASS, ammo provisioning, loadout recovery and drone feeds — each bounded and opt-in.
Persistence
Optional equipment, position or vehicle-seat recovery after a disconnect. It never handles death; the soul template owns that.
Circuits
Puzzles without a script file.
Producers
playerItem— exact class and count in the player inventorycontainerItem— direct cargo of the synchronized containerobjectVariable— boolean or numeric equality on the objectmissionVariable— boolean inmissionNamespace
Circuits check conditions; they never consume or transfer items.
Gates and consumers
AND, OR, NOT and XOR. OR and XOR exist so alternate keys or routes open the same door without extra scripting.
A consumer creates an ACE action only when the circuit passes. On use the server validates curator/owner relationship, distance, liveness and the full circuit again.
Late joiners receive the consumer's action setup when they connect.
A cycle or a forgotten sync line keeps the action unavailable instead of producing a random result. That is the design: silent failure beats unpredictable success.
Power
Electricity is a graph, not a switch.
The power service models capacitors, safe windows, trips and supply edges. Solar commissioning pairs arrays with XOR, reads active-low flags and couples dials with dwell. Terminals read the result and expose services, archives and channels.
Transfer
Draw, store and release power without a mission-specific script for every generator.
Trip and reset
Faults are state, not a timer. Reset is a deliberate action with a safe window.
On supply
Hooks let UAVs, terminals and lamps react to power changes without polling the generator.
Nothing is forced
Load it now. Enable it when the mission needs it.
- Loading Utils starts no UAV worker and changes no vehicle.
- Every airframe is registered explicitly by the server; the service never guesses a route.
- Wardrobe policy is published, not applied behind the mission's back.
- Persistence is optional and defers to the soul template for death.
Feature 07 / 08 Every system deep dive