# Occupied places and working machinery — a focused visual review ## OS05-01 — What these views need to explain The next visual detail pass follows the player into three places where useful work has a visible result: the Old Valley guesthouse, the starter lunar refuge, and an early forming press. The existing opening and machinery boards establish their broader setting. These views concentrate on occupation, access, service and change. Their purpose is to help a reader judge the experience before production models or a complete terrain template are commissioned. The guesthouse should communicate that restoration has made an existing room genuinely useful. The lunar refuge should communicate that a protected interior is the result of a commissioned structure and supported supplies. The press should communicate a physical process with a deliberate input, a recognisable operation and a usable output. Together they connect the familiar work of making a home with the less familiar work of sustaining an expedition. CD05-A01, CD05-A02 and CD05-A03 are concept boards. Their drawn details suggest appearance and occupation; they do not approve dimensions, recipes, inventory limits or material consumption. The accompanying CD05-D04 relationship diagram and CD05-D05 decision comparison establish precise stated relationships separately. Existing full specifications remain available through FP-PLAN-03, MO-PLAN-06, T1-SPEC-15, T1-DEC01, T1-DEC02 and IND-M04. Each visual has one finite question. For the guesthouse: can the player recognise their room and the shared place around it? For the refuge: can the player understand how to enter, service equipment, occupy the room and prepare to leave? For the press: can the player see what is being shaped and where to act when work stops? A successful picture makes those questions easier to discuss. It does not need to display every possible object or interface simultaneously. ## OS05-02 — Guesthouse: essential restoration before optional embellishment Old Valley is already inhabited when the player arrives. The public doorway, dry awning, stored timber and maintained parts of the building establish a place with existing occupants. The required restoration should belong to that building. It must not appear that the player has purchased an entirely new inn with a small repair order. The essential project retains a recognisable entrance, sleeping place, storage and common area. FP-C01 already supplies the proposed restoration bill and FP-PLAN-03 already defines the two short stages. This visual review adds no third compulsory stage. The first stage restores the needed enclosure and approach. The second commissions the room, storage assignment and common-space access. Retained walls, furniture and fittings remain visible across the sequence so the change is legible. The before view should show a repairable space rather than a completely erased interior. A bed or its repairable furnishing belongs to the original site. The repair does not secretly require a newly crafted bed, a particular sheep, a specialist machine or stock beyond the river. A room that appears accessible before commissioning can still show its actual broken approach or incomplete fittings. The illustration should not suggest that an invisible quest wall is the only problem. The occupied view should communicate personal and shared space through arrangement. The sleeping position and assigned container form an understandable personal corner. A modest common table or ordinary crafting corner remains approachable by other occupants. The public route does not pass through a player's private storage, and the innkeeper remains available without forcing a precise appointment. NPC01 and NPC02 identify existing planning roles; the board does not invent replacement names or personalities. | Relationship | Visual requirement | Design consequence | | --- | --- | --- | | Public approach to restored entrance | A continuous, readable approach with retained structure | The player can understand what their first repair restores. | | Entrance to sleeping place | The sleeping place is visible or clearly approached from the room | Claiming the room has a spatial meaning beyond a journal update. | | Personal storage to common area | Assigned and shared containers have distinct positions and clear explanation | Cooperation does not require guessing which supplies belong to whom. | | Common work corner to quarry work bay | Ordinary crafting is available here; the specialist repair bench belongs later at the quarry | Guesthouse restoration does not acquire an industrial prerequisite. | | Essential restoration to optional decoration | Usable room functions are complete before ornamental expansion | A player can continue the journey without finishing an entire interior catalogue. | Warm light, timber, familiar stone, stored supplies and a restrained amount of lived-in detail continue the existing Old Valley atmosphere. The object density should let the player read the doorway and circulation. A crowded decorative market, a powered fabrication hall or a new guild system would change the brief and are outside this particular room view. A cooperative version may add supported sleeping positions or a clear local recovery alternative. It should preserve one shared construction bill for the project. Each player's personal claim and equipment remain separate. The concept does not establish actual respawn behaviour; the real game's supported bed and recovery rules must eventually be checked. In the document, the promised outcome is explicit enough that this cannot be mistaken for a decorative bed alone. ## OS05-03 — Reading the restoration sequence The visual sequence should preserve a consistent architectural identity. A repair view may expose an unfinished edge, blocked opening or temporarily placed material, while the occupied view restores it. The camera can show a different useful angle if necessary, but it should not imply that a different building has replaced the original. Construction is an authored, bounded operation. Its site preview distinguishes retained structure, intended repair and player obstruction. If a chest occupies a placement cell, the explanation identifies that conflict before the affected stage consumes its stock. A player standing in the work area causes a temporary wait. These are documented behaviours to show in the exact state explanation, not reasons to fill the concept board with warning text. The commissioning moment should have a practical demonstration. The player enters through the repaired approach, identifies the sleeping place, claims storage and uses the common corner. The innkeeper's response acknowledges the changed space. The next invitation can point toward the crossing while the guesthouse chapter remains responsible for its complete essential outcome. Optional free building remains available. A personal cabin elsewhere can be a useful home without automatically completing the authored guesthouse project. That distinction should appear in the chapter description and controller explanation. The project recognises the intended restored site, while the wider game respects the player's independent construction. The visual review is complete when the before/repair/occupied relationship is clear, the required functions can be located, and the depiction does not introduce a hidden additional bill or station. It does not require a final block-by-block structure manifest. That later production document should account for retained, repaired and added geometry explicitly. ## OS05-04 — Lunar refuge: protection that the player can read The first lunar refuge develops the compact white-and-orange habitat direction in REF03. The clean exterior panels, warm contained light, dark utilities and readable service area connect it to the Explorer family. The Moon around it remains exposed and lifeless. A lamp, an open cave or a picturesque doorway does not establish breathable conditions. The first complete refuge is supplied from Earth. Its initial cell, commissioning resources and supported services cannot require the lunar material that the first underground expedition is supposed to obtain. The functioning Explorer remains the retreat while construction proceeds. The refuge is commissioned before the first committed descent into Regolith Hollows and the accessible Basalt Gallery overlook. T1-SPEC-15 records a proposed seven-by-nine footprint and related approach allowances for T1-S02. This is a design candidate, not a measured plan supplied by REF03. The concept board should be labelled as a layout concept and should avoid printed measurements. CD05-D04 records adjacency and access relationships; final cabin and shelter clearance still need their appropriate fit review. The refuge is useful as a small set of connected functions: a dust-aware entry, an occupied protected cell, a defined equipment service point, recognised storage, and a place to inspect the next journey. Those functions should not disappear beneath decorative consoles. The suit, backpack and portable supply arrangement should remain visually compatible with the confirmed Tier 1 references. The dust porch provides a place to manage exposed equipment before entering the clean area. It is not automatically a second fully equipped workshop, a limitless decontamination machine or a source of atmosphere. Entry state and service state must be understandable separately. A completed enclosure without adequate supported supplies remains an incomplete service outcome, even if its appearance looks finished. The first commissioned airlock and sleeping/service cell already support the initial expedition. MO-PLAN-06 places the larger dust porch and organised stores in a later convenience stage. A board that shows that addition illustrates a useful expanded arrangement, not a new prerequisite for the first descent. The working layout should label that distinction so an attractive complete room does not silently enlarge the initial construction bill. | Refuge area | What the player should understand | Boundary to preserve | | --- | --- | --- | | Exterior approach | Where to stand, bring cargo and request entry | The usable route stays separate from a blocked construction footprint. | | Dust porch or entry threshold | Where exposed equipment is handled and entry conditions are shown | Local dust management does not create breathing supply. | | Protected cell | Where the player can occupy a recognised commissioned room | Occupation depends on the documented enclosure and services. | | Service position | Which equipment is being inspected, charged or refilled | Fuel, breathing supply, electrical power and control data remain distinct. | | Storage and samples | Which items are mission stock, personal equipment or returned finds | A sample container does not silently spend protected return stock. | | Map and departure preparation | What route is known, what has been learned and whether departure is ready | The mission may be successful without every optional branch visited. | The interior can be warm and modestly personal. A seat, clear work surface, bedding arrangement where supported, a view toward the approach and a few carefully placed containers can make it feel occupied. Those details do not imply unlimited comfort systems or a self-sufficient settlement. The first lunar foothold is deliberately small enough that the player can understand its requirements. ## OS05-05 — A refuge used before and after the expedition Before departure, the refuge is a preparation place. The player checks their equipped supplies, the planned route, the service inventory and the protected return arrangement. Equipment taken into the field is identified as field equipment. Materials retained for refuge operation or spacecraft return remain accounted for at their actual location. An interface can explain the allocation without pretending every service is one interchangeable energy number. After the expedition, the room makes the outcome visible. Dusty equipment returns to its service position. Samples move into recognised storage. The route record gains the measured or observed landmarks described in the mission. A small recovered ceramic feedstock and glass-bearing sample can be brought home for a useful first batch; the player does not need to install a lunar factory before the trip counts as worthwhile. The quiet contrast matters. The Regolith Hollows descent asks the player to watch footing, markers and reserves. The larger gallery introduces scale and a view toward light. Returning to a contained room lets the player inspect what changed and choose a next action without a constant emergency. Warmth in the image expresses that relief; the document supplies the actual conditions that make it dependable. An interruption should produce a comprehensible state. If a service input is missing, the relevant action waits and identifies the missing supply. If storage is full, the player chooses what to retain or move. If the outward route no longer fits the available reserve, the plan points toward a shorter objective, the refuge or the return craft. A recovery beacon remains an explicitly bounded recovery service; it does not conjure fuel or provide the normal solution to an impossible mission budget. The refuge may later gain stores, a work bay, an observation mast or a larger settlement role under the existing lunar plan. These are visible future opportunities. The starter board should keep the current first-expedition functions distinct from that later growth, so the reader can judge the cost and character of the foothold itself. ## OS05-06 — A forming press that belongs in the workshop IND-M04 combines a forming press and rolling stand role within TEC03. It shapes ordinary or refined metal stock into recognised plates, brackets, beams and other supported forms. Its value is reliable repeated shaping at a useful scale. Earlier simple shaping remains available, so the installation does not become a hidden compulsory factory gate for the first rocket. The visual should make the process readable from player height. Incoming stock has an identifiable staging position. A supported forming or rolling area explains where the transformation occurs. The output position is reachable without walking through moving machinery. Reusable patterns are organised as meaningful choices, rather than a separate unique mould for every trivial component. Feed, operation and collection have distinct places. The press can have the substantial physical presence requested for SUBSTELLAR industry: a stable frame, visible working elements, a practical control surface, power access and a serviceable mechanical arrangement. The picture should fit the existing early-machinery family. It should not introduce glowing late-tier exotic materials, a universal processing cube or unexplained output streams. A stopped machine should still be understandable. The player can see the stock waiting, the relevant output lane and the control that explains the next action. The operating image should reserve a plausible human interaction area. Protective enclosure, supports and mechanical proportion are design intentions; exact collision, reach and renderer behaviour remain future implementation checks. | Operating situation | Observable appearance | Information the interface must supply | | --- | --- | --- | | Idle | Working elements settled; input and output areas readable | The selected supported job, if any, and the action that starts it. | | Ready | Accepted stock is staged and the selected form is clear | Required supply and available output capacity. | | Active | Bounded motion follows the actual processing step | Progress or the current operation, without making animation the source of production. | | Output blocked | Motion stops at a documented safe point; finished stock remains attributable | Which output position needs attention and what has already been produced. | | Paused | The machine rests in a stable, resumable presentation | Why activity is paused and what will resume it. | | Service required | A clear service indication points to the relevant component or supply | The necessary action and its effect; cosmetic wear alone does not create an arbitrary punishment. | The state explanation should distinguish a missing input from a full output or an unavailable power supply. A single red lamp cannot communicate all three reliably. Labels and shapes carry the meaning; colour reinforces it. A close-up of a service hatch or control surface can help a reader compare the proposed operation with the full industrial catalogue. ## OS05-07 — Connections and access before decorative detail Physical connections have a declared purpose. Power provides the selected energy abstraction. Process input accepts the recipe's actual stock. Output holds the resulting recognised item family. Control exposes orders and state; it does not silently transfer material. A human interaction position is not a machine port merely because the drawing places both near a front panel. The same discipline applies to the nearby Tier 1 stations. The Part Fabrication Table prepares the confirmed component families. The Rocket Assembly Station accepts those components and controls the visible assembly sequence in its linked berth. The optional forming press can improve stock preparation without becoming a third compulsory interpretation of those two stations. Existing labels and aliases stay traceable to REF09, REF10 and the Tier 1 reconciliation. CD05-D05 should help the reader separate two questions: what the stations do, and which of the preserved appearance variants best serves those roles. The proposed smaller fabrication surface and broader assembly station remain the recommended distinction. Displaying their candidate footprints is useful for review, but does not constitute final model approval. Likewise, the Explorer's proposed envelope is only a candidate until the cabin, access, airlock, supplies and silhouette can be reconciled. A concept image may suggest occupation while being geometrically inconsistent. The decision comparison should therefore show the evidence and identify the unresolved fit, rather than select a final interior by visual confidence alone. ## OS05-08 — Figure review and completion criteria Review the guesthouse for continuity of retained architecture, the complete essential room functions, and clear personal/shared use. Review the refuge for a recognisable entry sequence, supported protected occupation, reachable service areas, sample storage and a believable relationship to the exterior. Review the press for its input/process/output relationship, operator access and states that explain interruption. The three new boards provide additional context for specific documented places and machinery. They do not complete every resident portrait, every shelter stage, every machine state or every regional variation in the historical artwork register. Their captions and current coverage records identify exactly what each board contributes. Original confirmed artwork remains available at full quality and keeps its authority over appearance. Precise figure checks are separate from concept review. Diagram labels must resolve to the correct source roles. Route arrows must not imply an unavailable resource or mandatory later expedition. Service lines must remain typed. A conceptual floor plan must identify its lack of measured production approval. These relationships can be checked in the document now, while actual model fit and in-game behaviour remain future work. This slice is complete when all three concept boards and the relevant editable diagrams are present, legible, linked to their source context and accurately described; when the two Tier 1 form questions remain visible; and when the reader can state what the player does in each place. The Website agent receives original assets, display copies, figure metadata and source IDs so these views can be used in the appropriate pages without losing their status or context.