{
  "edition": "selected-completion-06",
  "budget": {
    "maximum_total_calls": 16,
    "maximum_calls_per_batch": 4,
    "includes_generative_edits_and_retries": true,
    "calls_used_in_this_programme": 15,
    "separate_from_website_allowance": true
  },
  "calls": [
    {
      "call": 1,
      "asset_id": "C06-A01",
      "batch": "W1-A",
      "method": "built-in image_gen",
      "status": "rejected by user: excessive photorealism and fine surface detail",
      "prompt": "Use case: stylized-concept. Create a SUBSTELLAR Minecraft-inspired voxel industrial concept sheet at a modest working resolution, landscape 3:2. One large view across a believable regional ore preparation workshop occupying a stone and timber riverside shed, plus two smaller close detail views along the bottom. Industry must feel physical: a guarded dark-iron hopper crusher at left, a separate copper and dark-metal sloping wash/classification table at center with visible shallow water channels and two collection bins, a clearly separate closed process-water tank at rear, and a dry repair and sample bench at right. Visible copper pipes route tank water to the table; return water ends in a settling vessel. Covered residue bins and useful aggregate baskets are physically separate from finished concentrate trays. A block-shaped adult player operates from a clear dry aisle; broad maintained floor and reachable valves. Heavy bolted-looking frames, ceramic liners, warm wood racks, neutral stone, copper accents; modest worn materials. Natural daylight and warm practical lamps, restrained atmospheric treatment, not a screenshot or a promise of shaders. Bottom detail views: distinguish washed mineral fractions in trays; show isolated stopped equipment with replaceable screen and accessible service hatch. Preserve an intelligible walkway and machine separation. This is game-design concept art, not a real industrial engineering diagram. No exact quantities, dimensions, interface text, arrows, captions, brand logos or watermarks. No universal futuristic glowing cube, no huge factory, no melted objects, no extra mandatory starter-Tier-1 processor.",
      "references": [],
      "selected": false,
      "rejected_output_sha256": "4545ddcdc98fcf796d5a69a27ce96f98e884b580a13709e9233eaf14f8ea5885"
    },
    {
      "call": 2,
      "asset_id": "C06-A02",
      "batch": "W1-A",
      "method": "built-in image_gen",
      "status": "rejected by user: excessive photorealism and fine surface detail",
      "prompt": "Use case: stylized-concept. SUBSTELLAR voxel-game materials reference board, modest working resolution, landscape 3:2, six clear equal panels in two rows of three, thin unobtrusive gutters, no baked-in text. Each panel has a source sample on the left, a manufactured component center, a small practical application at right, carefully separated on a neutral workshop tray. Panel 1: muted copper and tin metal stock, bronze elbow fitting and hand-operated valve fitted to a repairable pump. Panel 2: layered warm clay and cloth/resin swatches, fired cream insulating tiles and a replaceable sealed cloth patch on a rugged service housing. Panel 3: grey lunar regolith and dark impact-glass chips, pale dusty ceramic panel and glass-filament spool, installed into a small windowed lunar instrument housing. Panel 4: rusty mineral/composite sample, open reddish-grey lattice frame member, removable cargo-rack corner; this is a manufactured Mars Ferric Lattice, not a naturally growing metal truss. Panel 5: small sealed blue-grey gel cartridge and muted amber polymer swatch, flexible gasket and panel sleeve fitted to a cold-environment service connector. Panel 6: contained pale branching ceramic growth and tough teal-grey fibers, inert fired-looking pale panel and a tidy fiber spool, installed into a simple inhabited-room screen; clearly a contained source and finished inert product, no uncontrolled spread. Strong readable blocky shapes, physically coherent materials, restrained color, soft even light, very small practical applications, no giant machinery. A material library for a fictional survival adventure, not chemical instructions. No recipes, exact measurements, prices, fake symbols, labels, arrows, brand marks or watermark. No luminous ore, no implied real engineering certification.",
      "references": [],
      "selected": false,
      "rejected_output_sha256": "213ca377f4f888780dfee7731c0ac12c03a8368a61f02abae15200ee607170c6"
    },
    {
      "call": 3,
      "asset_id": "C06-A01",
      "batch": "W1-style-correction",
      "method": "built-in image_gen edit",
      "status": "selected after style correction and visual review",
      "prompt": "Restyle Image 1 completely to the authentic Minecraft model-and-texture language of Image 2 (the user's approved Tier 1 sheet). Image 1 provides only the subject and panel composition: regional workshop with a separate crusher, wash table, water tank, residue receivers, dry service aisle, a blocky player, and two lower detail panels. Image 2 is the binding style reference, especially its small Blocks & Machines and Key Items. Rebuild all forms as economical Minecraft cuboids with clearly visible COARSE 16x16-style pixel textures, flat pixel color patches, simple hard edges, square connectors, chunky framed openings. Do not merely pixelate a realistic photo. The crusher is a readable few cuboid model parts; machine fasteners are square painted texture pixels, not dozens of modeled tiny bolts. Pipes are simple square segmented game-model tubes. Mineral feed is a few blocky ore chunks, with sparse flat colored pixels in ordinary stone faces; absolutely no individual gravel grains, realistic ore glints, powdered particles, real metal grain or micro-scratches. Wood must have broad vanilla-Minecraft-like pixel patterns rather than woodgrain; cloth is flat pixel texture without weave. The player is a simple Minecraft player with cuboid head, torso, arms and legs. Preserve separate inputs, outputs and service access. Soft beautiful Minecraft shader-like daylight is welcome, but the underlying assets must look like game blocks, not real industrial products or high-resolution texture-pack assets. Working concept quality, not a 4K product render. Wide 3:2, keep the big workshop plus two small bottom detail panels, no baked-in labels, no arrows, no watermark. Do not insert the rocket or suit from Image 2 into this workshop.",
      "references": [
        "rejected call 1; see rejected_output_sha256",
        "REF15"
      ],
      "selected": true,
      "revision_reason": "User required Minecraft geometry, coarse pixel materials and inventory-scale item simplicity.",
      "original": "images/originals/c06-a01.png",
      "display": "images/c06-a01.webp",
      "dimensions": [
        1536,
        1024
      ],
      "sha256": "41da6b0facca33511c29dfc5f0b18dc474b88e7f58051c452f845c3aaa6fbe56",
      "review": "Corrected Minecraft output restored and matched to the pre-reset selected SHA256. Coarse pixel materials and economical cuboids replace the user-rejected realistic candidates. No new generation call used for recovery."
    },
    {
      "call": 4,
      "asset_id": "C06-A02",
      "batch": "W1-style-correction",
      "method": "built-in image_gen edit",
      "status": "selected after style correction and visual review",
      "prompt": "Rebuild Image 1 as a MINECRAFT ITEM-AND-BLOCK CONCEPT SHEET, using Image 2 as the binding style reference. Image 1 is only a content/composition guide. Image 2's small Key Items and Blocks & Machines establish the required low-detail cuboid model language and coarse pixel textures. Keep the six groups in a clean 2-row by 3-column layout, but replace every realistic object. Each group contains just 3 or 4 simple Minecraft-like item/block models on a plain dark neutral background, drawn like a clean mod asset sheet, with enough space around them. The texture resolution should feel like vanilla 16x16/32x32 game textures: large visible square color patches, limited colors, no subpixel surface detail, no photorealistic materials. Row 1 group 1: simple flat extruded pixel-art copper and tin ingot silhouettes, chunky bronze elbow/valve and compact cuboid pump. Group 2: clay block with broad flat bands, plain ceramic slab, a flat two-tone cloth patch and cubic insulated housing. Group 3: one grey regolith cube, a few simple black glass shard item silhouettes, pale ceramic panel and a square filament spool beside a cubic instrument. Row 2 group 1: iron-bearing ore cube with sparse orange texture pixels, simple manufactured reddish lattice beam and a rectangular cargo-rack corner. Group 2: a squared sealed gel cartridge, flat amber polymer sheet and chunky dark gasket beside a simple cold-service connector; frost is a few pale square texture marks. Group 3: a contained small angular pale growth on a block, an inert cream panel, a squared teal-grey fiber spool and a simple perforated room-screen block. INGOTS must look like Minecraft inventory items, never realistic cast metal bars. DUST must be represented as a flat pixel-art item or a solid block with a broad pixel pattern, NEVER loose granules. Fiber has flat pixel stripes, NEVER visible individual woven or frayed strands. No realistic threads, machined surfaces, fine scratches, bevel-polished metals, cinematic depth-of-field product photography, tiny bolts or real-world sample realism. Soft pleasing game lighting is allowed. No text labels, no recipe arrows, no numbers, no logos. Do not reproduce the rocket, suit or text from Image 2. The priority is authentic Minecraft asset readability, not fine detail.",
      "references": [
        "rejected call 2; see rejected_output_sha256",
        "REF15"
      ],
      "selected": true,
      "revision_reason": "User required Minecraft geometry, coarse pixel materials and inventory-scale item simplicity.",
      "original": "images/originals/c06-a02.png",
      "display": "images/c06-a02.webp",
      "dimensions": [
        1536,
        1024
      ],
      "sha256": "cbdd8bf4ce630761c437c9ae7330732f25abde7127453b614e57d48184cdcf48",
      "review": "Corrected Minecraft output restored and matched to the pre-reset selected SHA256. Coarse pixel materials and economical cuboids replace the user-rejected realistic candidates. No new generation call used for recovery."
    },
    {
      "call": 5,
      "asset_id": "C06-A05",
      "batch": "W2-ecology",
      "method": "built-in image_gen reference-guided concept",
      "status": "selected after visual review",
      "prompt": " Create a companion Minecraft-themed SUBSTELLAR concept sheet using the attached corrected item board ONLY as the binding geometry and texture-detail reference. Authentic economical Minecraft cuboids and broad flat membrane planes, clearly visible coarse 16x16/32x32-style pixel patches, few colors per surface. Do not copy its products. Absolutely no photorealistic surfaces, biological pores, individual fibers, wet skin, tiny particles, fine veins or realistic wildlife rendering. Beautiful soft game lighting is allowed, but forms must be convincingly modelable as simple Minecraft assets. Modest working concept resolution, landscape 3:2. No text, lettering, arrows, UI, labels, logos or watermark. Three clearly separated vertical columns. Each column shows one isolated creature/colony shape above and the same family in a small coherent habitat scene below. Left: luminous drifter, a compact few-cuboid suspended pale cyan body with one broad light patch and short chunky angular trailing forms; two or three examples drift beside enormous stepped blue ice keels in the dark Lantern Ocean. Center: ribbon grazer, a short broad segmented flat ribbon, blocky simple head, muted blue-gray pixel stripes and a small number of stepped bending joints; it grazes a sheltered flat rock ledge beneath ice, with a plain route nearby. Right: filter colony, three attached blocky fan/cup forms on a broad pale mineral base; a few plates visibly open toward a bounded local water flow near a Vent Garden interface, with dark plain rock relief and a safe observation shelf. Ecological concept fiction. Distinguish suspended, mobile ribbon and fixed filtering forms. Clear ordinary poses and recognizable habitats; no tropical coral fish or realistic jellyfish, no sprawling high-frequency coral texture. Keep luminous patches restrained and geometry sharply block-built. No human settlement interiors or spacecraft.",
      "references": [
        "C06-A02 corrected texture/model style only"
      ],
      "selected": true,
      "original": "images/originals/c06-a05.png",
      "display": "images/c06-a05.webp",
      "dimensions": [
        1536,
        1024
      ],
      "sha256": "e6e61a38aeb8a4a9cad877db9284a992613229bef3b14f4f6bc4c544c5de47d3",
      "review": "Selected concept with readable Minecraft cuboids and coarse pixel-scale materials. Artistic lighting is illustrative; shapes, capacity, exact recipes and runtime behaviour remain proposed."
    },
    {
      "call": 6,
      "asset_id": "C06-A06",
      "batch": "W2-ecology",
      "method": "built-in image_gen reference-guided concept",
      "status": "selected after visual review",
      "prompt": " Create a companion Minecraft-themed SUBSTELLAR concept sheet using the attached corrected item board ONLY as the binding geometry and texture-detail reference. Authentic economical Minecraft cuboids and broad flat membrane planes, clearly visible coarse 16x16/32x32-style pixel patches, few colors per surface. Do not copy its products. Absolutely no photorealistic surfaces, biological pores, individual fibers, wet skin, tiny particles, fine veins or realistic wildlife rendering. Beautiful soft game lighting is allowed, but forms must be convincingly modelable as simple Minecraft assets. Modest working concept resolution, landscape 3:2. No text, lettering, arrows, UI, labels, logos or watermark. Three clearly separated vertical columns, each with a simple isolated ecological form in its top third and a small environment below. Left: Titan mat colony, LOW overlapping square amber/slate pads on a mineral block, visibly flat layered surfaces, some edges beginning to fold; habitat is a sheltered dark mineral interface under orange haze, with broad plain walking shelves. Center: membrane fan, short angular support with two or three broad flat ochre and pale panels, a few coarse stripe pixels; show one open form and a much smaller folded pose, then a discrete attached group on a sheltered Slow Garden ledge. Right: drifting seed form, central small cuboid seed with two or three flat angular sail-like fins; show a simple fully spread silhouette over a calm enclosed-air corridor with a recognizable receiver shelf and dark lake shore far beyond. Low, suspended and folded life, not an Earth jungle. The habitat's fog is broad and gentle, never fine particle clouds. No realistic feathers, cloth weave, leaves, translucent veins, moisture droplets or individual vapor particles. Emphasize spare Minecraft model shapes with large pixel textures and bounded local scenes.",
      "references": [
        "C06-A02 corrected texture/model style only"
      ],
      "selected": true,
      "original": "images/originals/c06-a06.png",
      "display": "images/c06-a06.webp",
      "dimensions": [
        1536,
        1024
      ],
      "sha256": "0c548a8b3e890a265459d853c9fc7eacf7cc67e5318dfcbf5d58919128761252",
      "review": "Selected concept with readable Minecraft cuboids and coarse pixel-scale materials. Artistic lighting is illustrative; shapes, capacity, exact recipes and runtime behaviour remain proposed."
    },
    {
      "call": 7,
      "asset_id": "C06-A07",
      "batch": "W2-ecology",
      "method": "built-in image_gen reference-guided concept",
      "status": "selected after visual review",
      "prompt": " Create a companion Minecraft-themed SUBSTELLAR concept sheet using the attached corrected item board ONLY as the binding geometry and texture-detail reference. Authentic economical Minecraft cuboids and broad flat membrane planes, clearly visible coarse 16x16/32x32-style pixel patches, few colors per surface. Do not copy its products. Absolutely no photorealistic surfaces, biological pores, individual fibers, wet skin, tiny particles, fine veins or realistic wildlife rendering. Beautiful soft game lighting is allowed, but forms must be convincingly modelable as simple Minecraft assets. Modest working concept resolution, landscape 3:2. No text, lettering, arrows, UI, labels, logos or watermark. Four equal panels in a clean 2x2 grid, one clearly different fictional ecological family per panel in its habitat, with a small simple alternate posture near that family's edge. Top left: fan growth, broad teal/cream flat angular fan planes on a few sturdy stepped ribs, framing a bare stone clearing in Dawn Canopy; a folded fan makes an unmistakably different silhouette. Top right: hanging membrane growth, just three large broad pixel-textured sheets on visible rock attachments in Rooted Vaults, a clear lower stone bypass beneath them; one sheet folded aside. Bottom left: bundled pillar growth, a small bundle of thick angular block-built stems with visible grounded contacts and a tolerant ramp-like surface alongside normal stone, no wild harvesting, pale/dark teal broad pixel bands. Bottom right: basin colony, low broad hinged cups and fan plates at a bounded shallow basin edge in Tide Orchards, some open and some folded, raised ordinary ground providing a visible fallback path. Morrow feels hopeful, strange and inhabited by coherent local ecology. Materials are coarse pixel art on cuboids/flat planes, not realistic trees, coral or wet biological tissue. No ordinary jungle vines, furry moss, realistic water droplets or finely detailed plants. Restrained color and beautiful Minecraft-like lighting, not neon fantasy effects.",
      "references": [
        "C06-A02 corrected texture/model style only"
      ],
      "selected": true,
      "original": "images/originals/c06-a07.png",
      "display": "images/c06-a07.webp",
      "dimensions": [
        1536,
        1024
      ],
      "sha256": "330f9b42bf330c41f31c3d8a8f0c4f79cb339e2998a9fc1220b612ef70f75a4c",
      "review": "Selected concept with readable Minecraft cuboids and coarse pixel-scale materials. Artistic lighting is illustrative; shapes, capacity, exact recipes and runtime behaviour remain proposed."
    },
    {
      "call": 8,
      "asset_id": "C06-A03",
      "batch": "W2-W3-places",
      "method": "built-in image_gen reference-guided concept",
      "status": "selected after visual review",
      "prompt": "Binding style: the attached image is the reference for Minecraft model and texture fidelity only. Create a new SUBSTELLAR companion concept sheet using simple Minecraft cuboids, stairs, slabs and coarse 16x16/32x32 pixel textures. Broad pixel colors, economical shapes, no real-world microdetail. Attractive artistic shader-like lighting is allowed, but no realistic metal grain, fine gravel, cloth fibers, plant veins, tiny bolts, photorealistic faces or product-photography surfaces. Landscape 3:2, modest working concept quality. No words, captions, arrows, UI, logos or watermark. Four equal environment panels in a 2x2 grid, each with a small blocky player for scale and an obvious ordinary walking/camp area. Top left Drybell Vaults: broad dry pale-stone roof dome, simple blocky gravel fans, narrow chimney light, large plain stable floor and modest supplies on a dry ledge, sparse life. Top right Quietwood Hollows: dry stone bowls, pale angular woody growth with sparse broad pixel foliage, sheltered pool, wide clear gaps, a comfortable small field shelter, low restrained localized light and no glowing jungle everywhere. Bottom left Saltmirror Halls: pale mineral crust edging contained dark pools under high clean rock vaults, strong nonemissive reflections from a few warm player lamps, thick solid alternate shore path and a modest survey landing, no bright crystal forest. Bottom right Ashen Hollows in the Mantle: quiet dry chamber of broad pale dusty block banks, stable dark basalt islands and inactive flow traces, one tiny distant warm fissure, a clear protected storage ledge, mostly grey and charcoal instead of wall-to-wall orange lava. All four scenes are contrasting inhabited-scale exploration spaces, not a diagram, not four generic huge empty caves. Dirt or dust is a block texture, never individual grains.",
      "references": [
        "images/originals/c06-a01.png"
      ],
      "selected": true,
      "original": "images/originals/c06-a03.png",
      "display": "images/c06-a03.webp",
      "dimensions": [
        1536,
        1024
      ],
      "sha256": "fb7d8f37eaab88829619e329851abd47516148c14174fd665175f3cf81fb3c22",
      "review": "Selected concept with readable Minecraft cuboids and coarse pixel-scale materials. Artistic lighting is illustrative; shapes, capacity, exact recipes and runtime behaviour remain proposed.",
      "historical_input_paths": [
        "/workspace/scratch/4ac00c567f3b/edition06/substellar/images/originals/c06-a01.png"
      ],
      "reference_path_base": "substellar/"
    },
    {
      "call": 9,
      "asset_id": "C06-A04",
      "batch": "W2-W3-places",
      "method": "built-in image_gen reference-guided concept",
      "status": "selected after visual review",
      "prompt": "Binding style: the attached image is the reference for Minecraft model and texture fidelity only. Create a new SUBSTELLAR companion concept sheet using simple Minecraft cuboids, stairs, slabs and coarse 16x16/32x32 pixel textures. Broad pixel colors, economical shapes, no real-world microdetail. Attractive artistic shader-like lighting is allowed, but no realistic metal grain, fine gravel, cloth fibers, plant veins, tiny bolts, photorealistic faces or product-photography surfaces. Landscape 3:2, modest working concept quality. No words, captions, arrows, UI, logos or watermark. One large main view with two smaller bottom vignettes. The large view is a modest lived-in Minecraft valley market beside a working GRAIN mill and a small workshop. Familiar timber beams, stone foundations, cream plaster accents, muted red and ochre stall awnings, coarse pixel wood textures, a repaired short crossing visible along a public path. A small grain mill with a chunky waterwheel and separate side delivery door stands by the water; simple sack-shaped cuboid items and meal crates communicate grain, not timber. Several ordinary Minecraft block-headed residents use a few stalls, with guesthouse entrance nearby and open public walking space. Workshop deliveries occupy a clear side yard rather than crossing the stalls. The occasion feels earned and welcoming, not crowded medieval fantasy or a giant city. Bottom left: simple cuboid grain sack, guarded stone milling mechanism, meal receiver and small provision counter inside the mill; meal shown as a flat item icon or pale blocky stack, never realistic powder. Bottom right: a resident accepting a simple repaired tool or bracket at a timber stall, a quarry stone display, a clear event-board shape with no writing. No bread microtextures, real woven sacks, detailed faces or hyperreal workshop machinery. Coherent coarse Minecraft art throughout.",
      "references": [
        "images/originals/c06-a01.png"
      ],
      "selected": true,
      "original": "images/originals/c06-a04.png",
      "display": "images/c06-a04.webp",
      "dimensions": [
        1536,
        1024
      ],
      "sha256": "6a5fdc6e42df7e905c403e4c09c7117481980e5ef5c14ffd5d31fffb5940f403",
      "review": "Selected concept with readable Minecraft cuboids and coarse pixel-scale materials. Artistic lighting is illustrative; shapes, capacity, exact recipes and runtime behaviour remain proposed.",
      "historical_input_paths": [
        "/workspace/scratch/4ac00c567f3b/edition06/substellar/images/originals/c06-a01.png"
      ],
      "reference_path_base": "substellar/"
    },
    {
      "call": 10,
      "asset_id": "C06-A08",
      "batch": "W2-W3-places",
      "method": "built-in image_gen reference-guided concept",
      "status": "selected after visual review",
      "prompt": "Binding style: the attached image is the reference for Minecraft model and texture fidelity only. Create a new SUBSTELLAR companion concept sheet using simple Minecraft cuboids, stairs, slabs and coarse 16x16/32x32 pixel textures. Broad pixel colors, economical shapes, no real-world microdetail. Attractive artistic shader-like lighting is allowed, but no realistic metal grain, fine gravel, cloth fibers, plant veins, tiny bolts, photorealistic faces or product-photography surfaces. Landscape 3:2, modest working concept quality. No words, captions, arrows, UI, logos or watermark. Use the supplied reference ONLY to preserve the white/light-grey and orange Minecraft suit, dark blue opaque visor, compact equipment language and coarse pixel geometry. Three clear vertical panels showing later Moon activities, not another first landing hero. Left: Shadow Basin, a dark stepped crater hollow with a solid conservative walking shelf, a short chain of chunky reflector/relay posts and a white/orange suited player checking one post; a bright rim remains an obvious return landmark. Center: Glassfall Vaults, steep geological basalt ledges with a few large angular dark impact-glass seam blocks catching carried light, a suited player carrying a compact closed sample case along a supported ledge, a visible anchor/tether route and a plain resting shelf; no alien temple or monsters. Right: Basalt Gallery with a SMALL separate pale sealed workshop/refuge module on a broad stable tube floor. Show a closed pressure hatch, exterior dust/service porch, coarse ceramic-panel stock and simple power equipment; a window gives a modest warm interior hint. The whole cave is vacuum, not a breathable village. All people outside wear the confirmed suit/helmet. No new rocket tier, no open fire outside, no moon plants, no ambient glowing ore. The mood is useful and beautiful, with strong block terrain and sparse detail. No tiny dust particles, realistic glass-shard heaps or hyperdetailed fabric.",
      "references": [
        "images/originals/ref15.png"
      ],
      "selected": true,
      "original": "images/originals/c06-a08.png",
      "display": "images/c06-a08.webp",
      "dimensions": [
        1536,
        1024
      ],
      "sha256": "4959bb437ad2fe0bc6ff625d633bc50864f6269c7f27c769e74ef0ed7e4d3530",
      "review": "Selected concept with readable Minecraft cuboids and coarse pixel-scale materials. Artistic lighting is illustrative; shapes, capacity, exact recipes and runtime behaviour remain proposed.",
      "historical_input_paths": [
        "/workspace/scratch/4ac00c567f3b/substellar/images/originals/ref15.png"
      ],
      "reference_path_base": "substellar/"
    },
    {
      "call": 11,
      "asset_id": "C06-A09",
      "batch": "W3-final-concepts",
      "method": "built-in image_gen reference-guided concept",
      "status": "selected after visual review",
      "prompt": "Create a SUBSTELLAR Minecraft-themed concept sheet at working concept quality, landscape 3:2. Authentic economical cuboids, stairs and slab geometry; visibly coarse 16x16/32x32-style pixel textures, broad square color patches and a limited palette per face. Every object should look modelable as a modest Minecraft mod asset. Absolutely no photorealistic metal grain, micro-scratches, finely machined components, fabric weave, individual dust grains, organic pores or realistic faces. Nice artistic Minecraft shader-like lighting is welcome, but asset detail must stay simple and pixel-textured. Keep warm white/light-grey casings, dark support frames, orange markings and small dark-blue displays as a coherent family where appropriate. No text, labels, dimension lines, logos or watermark. Image 1 is the confirmed Part Fabrication Table, Image 2 the confirmed Rocket Assembly Station. Preserve their distinctive component arrangement and proportions from their hero views, including pale framed tables, dark corner feet, orange-striped vertical corner structures, dark inset machinery and one small control screen. Image 3 governs the maximum coarse texture/item detail. Compose one large top scene in an open-sided stone/timber Earth workshop and two smaller bottom vignettes. Top scene: the narrower Part Fabrication Table is at left with a few simple pixel-item components on a nearby rack; the larger square Rocket Assembly Station is at center; farther right is a CLEARLY SEPARATE open, full-size flat vehicle berth marked by simple corner fixtures, with a plain upright partial block frame standing on its own floor. A simple visible segmented cable links the assembly station controller to the separate berth. Clear walkway between all three areas, one ordinary Minecraft-shaped suited technician for scale. Do not put a complete rocket on either table, do not depict a new rocket tier, do not turn the berth into a third crafting machine, do not add an overhead robot factory. Bottom left show a small table-level component being fabricated with simple active indicator pixels; bottom right show the empty/stopped separate berth and reachable isolated service fittings. No new cockpit layout. This is a concept of layout and preserved equipment identity, not a measured final assembly or confirmed capacity.",
      "references": [
        "images/originals/ref10.png",
        "images/originals/ref09.png",
        "images/originals/c06-a02.png"
      ],
      "selected": true,
      "original": "images/originals/c06-a09.png",
      "display": "images/c06-a09.webp",
      "dimensions": [
        1536,
        1024
      ],
      "sha256": "3de3fde129374cd7a5976e94e7d1b804ad4353441791485148ad4a54e4758b80",
      "review": "Selected concept with readable Minecraft cuboids and coarse pixel-scale materials. Artistic lighting is illustrative; shapes, capacity, exact recipes and runtime behaviour remain proposed.",
      "historical_input_paths": [
        "/workspace/scratch/4ac00c567f3b/substellar/images/originals/ref10.png",
        "/workspace/scratch/4ac00c567f3b/substellar/images/originals/ref09.png",
        "/workspace/scratch/4ac00c567f3b/edition06/substellar/images/originals/c06-a02.png"
      ],
      "reference_path_base": "substellar/"
    },
    {
      "call": 12,
      "asset_id": "C06-A10",
      "batch": "W3-final-concepts",
      "method": "built-in image_gen reference-guided concept",
      "status": "selected after visual review",
      "prompt": "Create a SUBSTELLAR Minecraft-themed concept sheet at working concept quality, landscape 3:2. Authentic economical cuboids, stairs and slab geometry; visibly coarse 16x16/32x32-style pixel textures, broad square color patches and a limited palette per face. Every object should look modelable as a modest Minecraft mod asset. Absolutely no photorealistic metal grain, micro-scratches, finely machined components, fabric weave, individual dust grains, organic pores or realistic faces. Nice artistic Minecraft shader-like lighting is welcome, but asset detail must stay simple and pixel-textured. Keep warm white/light-grey casings, dark support frames, orange markings and small dark-blue displays as a coherent family where appropriate. No text, labels, dimension lines, logos or watermark. The first reference only establishes coarse asset detail. The second reference establishes the existing industrial and white/orange suit family; do not copy the rocket. A clean 2x2 board: left column Survey Rover, right column Cargo Crawler. Top left on plain dark background: proposed compact low rectangular rover, small sealed angular cab, square dark window, chunky visible wheel assemblies, reachable side boarding step, simple rear modular sample rack, short instrument mast, distinct outside service box. Top right: proposed sturdy low cargo crawler, long flat modular load deck with one restrained cuboid secured cargo crate, chunky visible segmented tracks, a small protected control cab at one end, clear side loading access. Do not add weapons, robotic limbs or enormous realistic suspension. Bottom left: rover parked on a wide stepped rusty Mars terrace near a small already established sealed refuge; a white/orange block-suited player carries a simple sealed sample case along a clearly walking-only continuation. No Mars plants. Bottom right: crawler has stopped in a modest Earth regional workshop yard beside a simple receiving platform, ready to unload ordinary rectangular material crates, with unobstructed public walking route. Vehicles should be small useful game machines, distinct in silhouette and jobs, not automotive product renders. Shapes are exploratory proposals, not final dimensions or crew-count promises.",
      "references": [
        "images/originals/c06-a02.png",
        "images/originals/ref15.png"
      ],
      "selected": true,
      "original": "images/originals/c06-a10.png",
      "display": "images/c06-a10.webp",
      "dimensions": [
        1536,
        1024
      ],
      "sha256": "19d340fcb488342410356c2b8413099ec50647198af493abe95db4defc8e7da0",
      "review": "Selected concept with readable Minecraft cuboids and coarse pixel-scale materials. Artistic lighting is illustrative; shapes, capacity, exact recipes and runtime behaviour remain proposed.",
      "historical_input_paths": [
        "/workspace/scratch/4ac00c567f3b/edition06/substellar/images/originals/c06-a02.png",
        "/workspace/scratch/4ac00c567f3b/substellar/images/originals/ref15.png"
      ],
      "reference_path_base": "substellar/"
    },
    {
      "call": 13,
      "asset_id": "C06-A11",
      "batch": "W3-final-concepts",
      "method": "built-in image_gen reference-guided concept",
      "status": "selected after visual review",
      "prompt": "Create a SUBSTELLAR Minecraft-themed concept sheet at working concept quality, landscape 3:2. Authentic economical cuboids, stairs and slab geometry; visibly coarse 16x16/32x32-style pixel textures, broad square color patches and a limited palette per face. Every object should look modelable as a modest Minecraft mod asset. Absolutely no photorealistic metal grain, micro-scratches, finely machined components, fabric weave, individual dust grains, organic pores or realistic faces. Nice artistic Minecraft shader-like lighting is welcome, but asset detail must stay simple and pixel-textured. Keep warm white/light-grey casings, dark support frames, orange markings and small dark-blue displays as a coherent family where appropriate. No text, labels, dimension lines, logos or watermark. The first reference is the binding coarse asset-detail style; the second supplies the pale/orange industrial and helmeted suit identity only. A clean 2x2 board, left column Ice Submersible and right column Atmospheric Survey Skiff. Top left isolated on a dark background: small proposed cuboid/faceted protected submersible body, angular square forward window, two readable guarded lamps, simple bounded maneuvering housings, one short chunky sample arm, external sample boxes and a clearly closed hatch. Not a real submarine, not sleek or hyperdetailed. Top right isolated: compact angular protected gondola beneath a visibly braced support frame carrying broad block-stepped lift cells; a few simple steering surfaces and accessible landing feet, small secured instrument rack. NOT a helicopter and NOT an orbital rocket. Coarse pixel sheets on the lift cells, no woven fibers. Bottom left: the submersible returns horizontally toward a small known illuminated underwater pressure dock beside a massive stepped ice keel in Europa's ocean; ice ceiling is continuous above, no direct ascent through ice, no plants or real fish. Bottom right: skiff secured on a broad sheltered landing shelf with a small sealed refuge under Titan's orange haze, a helmeted Minecraft worker placing a compact observation instrument. A known supported local corridor appears behind the landing, no implied unlimited flight. Lighting restrained and beautiful. The craft geometry is a proposal, no claim of real pressure engineering, exact dimensions, cabin capacity or performance.",
      "references": [
        "images/originals/c06-a02.png",
        "images/originals/ref15.png"
      ],
      "selected": true,
      "original": "images/originals/c06-a11.png",
      "display": "images/c06-a11.webp",
      "dimensions": [
        1536,
        1024
      ],
      "sha256": "a4511e60de81056a98e7b0c7e8fc707879ae94c7a480944da32f638931a55ebb",
      "review": "Selected concept with readable Minecraft cuboids and coarse pixel-scale materials. Artistic lighting is illustrative; shapes, capacity, exact recipes and runtime behaviour remain proposed.",
      "historical_input_paths": [
        "/workspace/scratch/4ac00c567f3b/edition06/substellar/images/originals/c06-a02.png",
        "/workspace/scratch/4ac00c567f3b/substellar/images/originals/ref15.png"
      ],
      "reference_path_base": "substellar/"
    },
    {
      "call": 14,
      "asset_id": "C06-A12",
      "batch": "W3-final-concepts",
      "method": "built-in image_gen reference-guided concept",
      "status": "failed: referenced file disappeared during workspace reset",
      "prompt": "Create a SUBSTELLAR Minecraft-themed concept sheet at working concept quality, landscape 3:2. Authentic economical cuboids, stairs and slab geometry; visibly coarse 16x16/32x32-style pixel textures, broad square color patches and a limited palette per face. Every object should look modelable as a modest Minecraft mod asset. Absolutely no photorealistic metal grain, micro-scratches, finely machined components, fabric weave, individual dust grains, organic pores or realistic faces. Nice artistic Minecraft shader-like lighting is welcome, but asset detail must stay simple and pixel-textured. Keep warm white/light-grey casings, dark support frames, orange markings and small dark-blue displays as a coherent family where appropriate. No text, labels, dimension lines, logos or watermark. The references set the coarse Minecraft asset detail and pale/orange industrial identity; do not reproduce a rocket, T2/T3 hulls or a chart. Four clean panels in a 2x2 sheet. Top left: a compact proposed Home Orbit Anchorage outside over a BLOCK-TEXTURED Earth, a short modular occupied core, one chunky docking collar, a separate sealed window room, clear dark-panel power surfaces and modest external service boxes; readable cuboid modules, not dense aerospace greebles. Top right: a somewhat longer proposed Transfer Yard, a simple cargo spine with a couple of separated capped docking branches, identifiable closed refuge modules and external service face, above a distant stylized banded gas giant. No giant city, ring megastructure or open rooms in vacuum. Bottom left: inside the Home Orbit window room, a large stepped square window with Earth view, simple wood seat and shelf, two pixel-textured display samples, a modest instrument and an unobstructed door to a short pressure corridor; warm small lamps, player-scale cosy space. Bottom right: inside a station's storage/working corridor: distinct closed transfer hatch at the far end, recessed cargo bays, a small dry workbench and a clearly separate closed refuge door on the side, simple service panels out of the walking aisle. A Minecraft-shaped suited visitor makes scale readable; no exposed unprotected people outside. This board expresses place, module language and usable working areas only; it must not suggest measured final fit, unlimited room capacity, seamless flight or approved simulation.",
      "references": [
        "images/originals/c06-a02.png",
        "images/originals/ref15.png"
      ],
      "selected": false,
      "historical_input_paths": [
        "/workspace/scratch/4ac00c567f3b/edition06/substellar/images/originals/c06-a02.png",
        "/workspace/scratch/4ac00c567f3b/substellar/images/originals/ref15.png"
      ],
      "reference_path_base": "substellar/"
    },
    {
      "call": 15,
      "asset_id": "C06-A12",
      "batch": "W3-interrupted-request-retry",
      "method": "built-in image_gen reference-guided concept",
      "status": "selected after visual review",
      "prompt": "Create a SUBSTELLAR Minecraft-themed concept sheet at working concept quality, landscape 3:2. Authentic economical cuboids, stairs and slab geometry; visibly coarse 16x16/32x32-style pixel textures, broad square color patches and a limited palette per face. Every object should look modelable as a modest Minecraft mod asset. Absolutely no photorealistic metal grain, micro-scratches, finely machined components, fabric weave, individual dust grains, organic pores or realistic faces. Nice artistic Minecraft shader-like lighting is welcome, but asset detail must stay simple and pixel-textured. Keep warm white/light-grey casings, dark support frames, orange markings and small dark-blue displays as a coherent family where appropriate. No text, labels, dimension lines, logos or watermark. The references set the coarse Minecraft asset detail and pale/orange industrial identity; do not reproduce a rocket, T2/T3 hulls or a chart. Four clean panels in a 2x2 sheet. Top left: a compact proposed Home Orbit Anchorage outside over a BLOCK-TEXTURED Earth, a short modular occupied core, one chunky docking collar, a separate sealed window room, clear dark-panel power surfaces and modest external service boxes; readable cuboid modules, not dense aerospace greebles. Top right: a somewhat longer proposed Transfer Yard, a simple cargo spine with a couple of separated capped docking branches, identifiable closed refuge modules and external service face, above a distant stylized banded gas giant. No giant city, ring megastructure or open rooms in vacuum. Bottom left: inside the Home Orbit window room, a large stepped square window with Earth view, simple wood seat and shelf, two pixel-textured display samples, a modest instrument and an unobstructed door to a short pressure corridor; warm small lamps, player-scale cosy space. Bottom right: inside a station's storage/working corridor: distinct closed transfer hatch at the far end, recessed cargo bays, a small dry workbench and a clearly separate closed refuge door on the side, simple service panels out of the walking aisle. A Minecraft-shaped suited visitor makes scale readable; no exposed unprotected people outside. This board expresses place, module language and usable working areas only; it must not suggest measured final fit, unlimited room capacity, seamless flight or approved simulation.",
      "references": [
        "images/originals/c06-a02.png",
        "images/originals/ref15.png"
      ],
      "selected": true,
      "reason": "Call14 could not read a reference after temporary working-folder reset; same approved brief, within16callbudget.",
      "original": "images/originals/c06-a12.png",
      "display": "images/c06-a12.webp",
      "dimensions": [
        1536,
        1024
      ],
      "sha256": "0faf54d33b77c714197d87c959f768706b483277036586ea7d223fe74508292a",
      "review": "Selected concept with readable Minecraft cuboids and coarse pixel-scale materials. Artistic lighting is illustrative; shapes, capacity, exact recipes and runtime behaviour remain proposed.",
      "historical_input_paths": [
        "/workspace/scratch/4ac00c567f3b/edition06/substellar/images/originals/c06-a02.png",
        "/workspace/scratch/4ac00c567f3b/substellar/images/originals/ref15.png"
      ],
      "reference_path_base": "substellar/"
    }
  ],
  "selection_policy": "Balanced shared concept sheets. Existing artwork retained. Exact diagrams are authored SVG. All edits, retries and interrupted requests count against this programme cap.",
  "style_correction": {
    "authority": "User feedback during execution",
    "applies_to": "Every new illustration and generative edit",
    "requirements": [
      "Minecraft cuboids, slabs, stairs and economical models",
      "Coarse 16x16/32x32-style pixel materials with broad color patches",
      "Simple Minecraft inventory-item ingots, dust icons and block forms",
      "Artistic shader-like lighting is allowed as illustration",
      "No photorealistic metal grain, powder granules, fabric fibers/weave, pores, fine scratches, tiny realistic hardware or detailed human faces",
      "Do not pixelate a realistic photo as a substitute for game-model design"
    ],
    "budget_unchanged": true
  },
  "path_note": "Reference asset paths are relative to the substellar folder. historical_input_paths retain the actual tool-input locations for audit only and are not required for reopening the package. Prompts remain unchanged.",
  "non_generative_display_export_corrections_06_r1": [
    {
      "asset_id": "C06-A05",
      "source": "images/originals/c06-a05.png",
      "display": "images/c06-a05.webp",
      "source_sha256": "e6e61a38aeb8a4a9cad877db9284a992613229bef3b14f4f6bc4c544c5de47d3",
      "display_sha256": "d03c0467d3cf07d9ed48821ebbc09e75d046485e8bcf12011746712262d4957c",
      "display_bytes": 1410780,
      "dimensions": [
        1536,
        1024
      ],
      "method": "Pillow lossless WebP, quality 100, method 6; no resizing or pixel edits",
      "pixels_equal_to_selected_original": true,
      "generation_calls": 0
    },
    {
      "asset_id": "C06-A07",
      "source": "images/originals/c06-a07.png",
      "display": "images/c06-a07.webp",
      "source_sha256": "330f9b42bf330c41f31c3d8a8f0c4f79cb339e2998a9fc1220b612ef70f75a4c",
      "display_sha256": "09aab37adc1bd88b6117a6b3dc72326ba67ad352b138858225a498d521e153a2",
      "display_bytes": 2042316,
      "dimensions": [
        1536,
        1024
      ],
      "method": "Pillow lossless WebP, quality 100, method 6; no resizing or pixel edits",
      "pixels_equal_to_selected_original": true,
      "generation_calls": 0
    }
  ],
  "revision_generation_calls": 0
}
