{
  "edition": "workshop-mars-07",
  "approved_concept_boards": 6,
  "maximum_calls": 8,
  "includes_corrections_and_failed_calls": true,
  "calls": [
    {
      "call": 1,
      "target": "C07-A01",
      "status": "selected",
      "prompt": "Use case: stylized-concept. Create a SUBSTELLAR Minecraft-themed workshop concept board, landscape 3:2, ordinary reference-board resolution (not 4K). One large upper scene and two smaller lower views, no words, logos or labels. Subject: modest power that serves useful work in a timber-and-stone Minecraft workshop. Upper scene: at left a compact block-built mechanical dynamo driven by a visible short belt; center a modest squat dark electrical storage cabinet and separate small switchboard with simple copper cable runs; at right a field-cell charging rack with two small cuboid battery cartridges and an ordinary work lamp. Clear walking aisle, understandable separate objects and reachable service sides. Lower left: simple chunky removable charged-cell items beside a work light. Lower right: open but electrically isolated maintenance face with coarse simple components, plus clear cable entry, no wiring spaghetti. Warm afternoon light and a few restrained orange indicator squares. Style is specifically a buildable Minecraft mod concept: blocky timber beams, slab floors, cuboid machines, simple slab/box/cylinder approximations, readable 16x16 or 32x32 pixel-texture appearance. Beautiful stylized game lighting is allowed. Every material surface is visibly low-detail pixel art, including metals and item surfaces. No photographic pores, realistic scratches, woven fabric detail, granular powder, tiny high-poly greebles, miniature voxel point-cloud surfaces, realistic product photography, smooth film-CGI machinery or microtexture. Simple inventory-sized battery silhouettes. One blocky Minecraft player may stand beside the rack for scale. Keep the background quiet so the four useful services are easy to distinguish. This is fictional game concept art, not an electrical engineering schematic, and does not establish dimensions or rates.",
      "method": "built-in image_gen",
      "new_generation": true,
      "original": "images/originals/c07-a01.png",
      "display": "images/c07-a01.webp",
      "visual_review": "PASS: coarse Minecraft surfaces, economical block shapes, separate useful services and simple battery items. Appearance does not establish actual energy or isolation state.",
      "original_sha256": "898bf18d0f7eca46d688fc9972d4652ba73d5a169b95cb4aea11fe7d855fc6e5",
      "review_after_user_clarification": "Retain as a functional concept study for review. Material treatment is cleaner than the explicitly confirmed REF03 and CD05-A03 benchmarks; it does not replace their style authority. Optional further polish is backlogged without new generation authorization."
    },
    {
      "call": 2,
      "target": "C07-A02",
      "status": "selected",
      "prompt": "Use case: stylized-concept. Landscape 3:2 concept board at ordinary reference resolution, not 4K. A genuinely Minecraft-style mod design: cuboids, slabs, chunky low-complexity fittings, visible 16x16/32x32 pixel texture appearance. Coarse pixel surfaces on every object. Simple inventory silhouettes, no photoreal materials, scratches, pores, microscopic weave, granular powders, tiny greebles or cinematic smooth CGI. Warm game-style lighting allowed. No text, letters, logos, numbers or labels. One large upper view, two smaller lower details, thin neutral dividers. Quiet background. Explanatory concept only; no exact dimensions or engineering claims. Subject: a shared sealed-equipment preparation workshop in a timber and stone Minecraft building, visually in the same family as sturdy iron-and-copper early machinery. Large upper view shows a modest textile frame/reel at left, a flat laminate/panel workbench in the center, and a simple cartridge-and-gasket fitting bench at right. Each has distinct input shelf, clear working surface and finished-component rack, with an open aisle in front. Show coarse flat red and beige cloth pieces, simple spools, square framed pale panels, chunky dark rubber gasket items, and small block-built filter cartridges. Ordinary work tools only; no science-fiction sterile laboratory. A blocky Minecraft craftsperson inspects a closed cartridge at the right bench. Lower left shows a very small grouping of flat pixel-art cloth swatches, one thick simple gasket shape and a closed filter cartridge. Lower right shows a serviceable panel housing and removable simple filter insert at an isolated stopped bench. Texture detail stays clearly pixelated even in closeups: absolutely no visible realistic textile threads, pleats, paper fibers, tiny pores, polished product-render material or powder grains. This sheet explains distinct preparation functions, not a universal crafting machine or finalized recipes.",
      "method": "built-in image_gen",
      "new_generation": true,
      "original": "images/originals/c07-a02.png",
      "display": "images/c07-a02.webp",
      "original_sha256": "c0a9076ed207986f0c48958910903b88886b0f2b428c1f1a4362aa462c1f8131",
      "visual_review": "PASS: coarse Minecraft materials, readable simple items and distinct work positions; explanatory appearance only, no numeric or runtime claim.",
      "review_after_user_clarification": "Retain as a functional concept study for review. Material treatment is cleaner than the explicitly confirmed REF03 and CD05-A03 benchmarks; it does not replace their style authority. Optional further polish is backlogged without new generation authorization."
    },
    {
      "call": 3,
      "target": "C07-A03",
      "status": "selected",
      "prompt": "Use case: stylized-concept. Landscape 3:2 concept board at ordinary reference resolution, not 4K. A genuinely Minecraft-style mod design: cuboids, slabs, chunky low-complexity fittings, visible 16x16/32x32 pixel texture appearance. Coarse pixel surfaces on every object. Simple inventory silhouettes, no photoreal materials, scratches, pores, microscopic weave, granular powders, tiny greebles or cinematic smooth CGI. Warm game-style lighting allowed. No text, letters, logos, numbers or labels. One large upper view, two smaller lower details, thin neutral dividers. Quiet background. Explanatory concept only; no exact dimensions or engineering claims. Subject: a compact sample and frontier-processing workshop with legible distinct equipment. Large upper scene in a practical small block-built workshop: left closed incoming sample crates and a simple observation bench; center a modest squat iron-and-copper processing vessel with thick fittings, short typed process pipe and an actual separate collection jar; right two small removable cartridge housings and a clearly separate returned-container/spent insert tray. A dry unobstructed aisle and service faces are visible. Palette stone gray, dark iron, simple copper-orange lines and a few pale ceramic surfaces; equipment is familiar chunky Minecraft-scale construction. Protected sample vials have broad simple silhouettes with flat color bands; do not show realistic liquid splashes or granular powders. Lower left focuses on one closed sample, one assembled reusable cartridge and one visibly separate inactive insert, all coarse cuboid inventory objects. Lower right shows a stopped open service access and distinct receiver location; do not draw complicated electronics. Clean contained work, no leaking chemicals, no organic mats, no flame, no glowing magical matter. The portable sample study and optional process vessel are visibly different responsibilities. It is fictional industrial game concept art, not a real laboratory procedure.",
      "method": "built-in image_gen",
      "new_generation": true,
      "original": "images/originals/c07-a03.png",
      "display": "images/c07-a03.webp",
      "original_sha256": "d7369e3ec6c402672cee37b8a0635f08ba83a1e5199125c20a56f7cc80822302",
      "visual_review": "PASS: coarse Minecraft materials, readable simple items and distinct work positions; explanatory appearance only, no numeric or runtime claim.",
      "review_after_user_clarification": "Retain as a functional concept study for review. Material treatment is cleaner than the explicitly confirmed REF03 and CD05-A03 benchmarks; it does not replace their style authority. Optional further polish is backlogged without new generation authorization."
    },
    {
      "call": 4,
      "target": "C07-A04",
      "status": "selected",
      "prompt": "Use case: stylized-concept reference-based derivative. Transform the supplied Survey Rover concept board into a new SUBSTELLAR Mars expedition activity board. Reference 1 is the canonical rover appearance and suit family: preserve its low pale cab, orange stripe, chunky four-wheel arrangement, accessible side step, rear sample rack and short instrument mast, without changing the vehicle into a different design. Reference 2 supplies the established terraced Mars geology and refuge language; preserve the region identities but use a fresh composition and no baked-in text. New composition: landscape 3:2 ordinary reference-board resolution, not 4K; one large upper scene and two lower small scenes separated by thin neutral lines. Main scene: a suited Minecraft explorer and the same Survey Rover parked on a broad flat turning shelf in the Windcut Tablelands, overlooking a branching dry Buried Delta channel. A clear wide gully route descends from the shelf and a visibly narrower walking-only continuation enters sediment cliffs. A distant dusty weather front is readable at the horizon. All nearby routes are block-built, not smooth eroded photo terrain. Lower left: rover stopped at a marked channel junction with the suited explorer comparing two sediment exposures; simple equipment, no text screens. Lower right: the same rover with closed cab beside a small sealed pale/orange refuge on a sheltered stopping shelf while the front passes in the distance. Terrain shelter is not breathable; everyone outdoors wears a fully closed helmet and suit, no bare skin. Reuse original vehicle identity, not original labels. No life, vegetation, flowing surface river, ruins, alien city, torches, flames, huge highway or unrealistic chassis redesign. Use simple electric lanterns. Strong Minecraft style, economical cuboid/slab models, clearly coarse pixel textures on all surfaces. Low-detail items and rocks; no photoreal grains, scratches, fabric weave, tiny greebles or refined 4K material texture. Warm game lighting may be beautiful but detail must stay blocky and simple. This is an explanatory concept, no model dimensions or route guarantees implied.",
      "method": "built-in image_gen, reference-based derivative",
      "reference_ids": [
        "C06-A10",
        "OV-MARS"
      ],
      "reference_files": [
        "images/c06-a10.webp",
        "images/ov-mars.webp"
      ],
      "new_generation": true,
      "original": "images/originals/c07-a04.png",
      "display": "images/c07-a04.webp",
      "original_sha256": "d39f38078b283958f2c1d35285ad22b7e402f698e29e668d681568907357b210",
      "visual_review": "PASS: Survey Rover shape retained, closed outdoor suits, block-built geology and supplied refuge; scene is representative, not measured drivable terrain or tested shelter fit.",
      "review_after_user_clarification": "Retain as a functional concept study for review. Material treatment is cleaner than the explicitly confirmed REF03 and CD05-A03 benchmarks; it does not replace their style authority. Optional further polish is backlogged without new generation authorization."
    },
    {
      "call": 5,
      "target": "C07-A05",
      "status": "selected",
      "prompt": "Use case: stylized-concept, new reference-based derivative board. Preserve the supplied Minecraft design language and identities. Landscape 3:2 at ordinary reference resolution, not 4K. All terrain, machinery, clothing, tools and sample items use coarse pixel textures and economical cuboid/slab construction. No photographic microtexture, granular powder, fine metal scratches, visible realistic woven threads, high-poly greebles or smooth refined product CGI. Warm artistic game lighting is welcome. No labels, text, logos or diagrams baked into the image. Outdoors every person wears a fully closed pale/orange suit and helmet; use electric lanterns, no fire. No native life, mats, trees, alien ruins or surface rivers. Exact service rules and measured geometry will be supplied separately. Transform the supplied Mars route board into a focused Frontier Yard activity board, keeping precisely the established Survey Rover identity: low pale cab, orange stripe, four chunky wheel assemblies, side step, modular sample rack and short mast. One large upper scene and two smaller lower scenes. The main scene is a modest, useful yard on a flat terraced Mars shelf: a compact closed pale/orange refuge with visible entry vestibule, a parked same rover beside a small simple repair frame, a weather mast, stacked protected sample boxes, and a separate attached sample-work room. Show clear pedestrian approach to refuge and enough visible turning/stopping space around the rover; the site is compact rather than a city or massive hangar. All supply lines are short and readable, not a universal glowing network. Lower left: a suited blocky worker servicing an exterior removable filter/rack component on the stopped rover with tools and spare part, preserving the actual rover shape. Lower right: a warm enclosed sample workroom seen from inside, with a closed window to the dusty yard, contained sample boxes, simple workbench and a few cuboid service cartridges; no giant laboratory and no greenhouse food implied. Doors shown closed where enclosure matters. The board should show why a player returns to this useful place.",
      "method": "built-in image_gen, reference-based derivative",
      "reference_ids": [
        "C07-A04",
        "C06-A10"
      ],
      "reference_files": [
        "images/c07-a04.webp",
        "images/c06-a10.webp"
      ],
      "new_generation": true,
      "original": "images/originals/c07-a05.png",
      "display": "images/c07-a05.webp",
      "original_sha256": "b94803e4bedcc7488d556814757ef8e7d324b452de1ef59c951bfe04854f4951",
      "visual_review": "PASS: same Survey Rover, modest clear service yard, enclosed workroom and coarse block/pixel materials; actual enclosure and vehicle clearance remain unverified.",
      "review_after_user_clarification": "Retain as a functional concept study for review. Material treatment is cleaner than the explicitly confirmed REF03 and CD05-A03 benchmarks; it does not replace their style authority. Optional further polish is backlogged without new generation authorization."
    },
    {
      "call": 6,
      "target": "C07-A06",
      "status": "rejected_for_source_fidelity",
      "prompt": "Use case: stylized-concept, new reference-based derivative board. Preserve the supplied Minecraft design language and identities. Landscape 3:2 at ordinary reference resolution, not 4K. All terrain, machinery, clothing, tools and sample items use coarse pixel textures and economical cuboid/slab construction. No photographic microtexture, granular powder, fine metal scratches, visible realistic woven threads, high-poly greebles or smooth refined product CGI. Warm artistic game lighting is welcome. No labels, text, logos or diagrams baked into the image. Outdoors every person wears a fully closed pale/orange suit and helmet; use electric lanterns, no fire. No native life, mats, trees, alien ruins or surface rivers. Exact service rules and measured geometry will be supplied separately. Transform the supplied four-panel Mars overview into a new two-scene activity board concentrating on Brine Scarps and Rootstone Chambers. Two large equally readable side-by-side scenes with a thin neutral divider, no labels. LEFT: stepped dark ochre mineral scarps with small isolated deep teal brine pockets and pale square crust blocks. A fully helmeted pale/orange Minecraft astronaut works from a stable flat ledge, using a short protected chunky sampling sleeve/tool connected to one simple closed square sample receiver; a compact electric instrument and a closed sample crate sit safely behind. Strong dry geological identity, no open river and no mushrooms or mats. RIGHT: broad traversable negative space inside an imposing Rootstone Chamber, with thick angular branching mineral ribs made of Minecraft blocks, clearly geological stone rather than organic roots. A suited astronaut sets a simple block-built survey instrument on a stable platform with a preserved walking retreat; the instrument faces separated exposures of the same mineral structure. A restrained electric lamp illuminates the ribs; no magical laser spectacle, no glowing alien symbols, no city. The scenes focus on meaningful activity and legible scale with simple game geometry. Do not create ultra-fine voxel granules to approximate photographic rocks. No quantities or confirmed dimensions.",
      "method": "built-in image_gen, reference-based derivative",
      "reference_ids": [
        "OV-MARS"
      ],
      "reference_files": [
        "images/ov-mars.webp"
      ],
      "new_generation": true,
      "rejection": "Brine Scarps incorrectly presented beneath open sky instead of the documented underground layer; requires focused roof/background correction.",
      "rejected_sha256": "a3724330a6d00f60de7a77f1cf1265805645a291bc72dcc638d714253c96fb6f"
    },
    {
      "call": 7,
      "target": "C07-A06",
      "status": "rejected_after_user_style_correction",
      "method": "built-in image_gen, focused source-fidelity correction",
      "corrects_call": 6,
      "prompt": "Edit the supplied two-panel Minecraft concept board with ONE focused correction. The LEFT panel represents Brine Scarps, a documented underground layer. Replace the open sky, distant sun and outdoor surface horizon at the top of the LEFT panel with a clearly enclosing block-built cavern roof and receding dark ochre underground walls. Preserve the left panel's terraced mineral scarps, isolated teal brine pockets, stable ledge, suited sampling worker, equipment and pixel textures. Lighting on the left should now come from restrained electric work lanterns and soft cavern bounce; no skylight or hole opening to the surface. Keep the RIGHT Rootstone survey scene, the two-panel composition, divider, suited character identities and ordinary landscape resolution unchanged as closely as possible. Keep chunky Minecraft cuboids/slabs and coarse pixel materials, no photoreal rock grain, no tiny polished machinery. Add no labels, no plant life, no mat colonies, no flames, no magical glow. Do not redesign the scene; correct the left panel's underground setting.",
      "new_generation": false,
      "generative_edit": true,
      "original_sha256": "faf2b5ca7a33c0e45f2331e728d9de8693cc4dcc6dd629dc36bd682bc7c5fe7d",
      "prior_maintainer_review": "PASS: Brine Scarps now clearly enclosed below a cavern roof; Rootstone remains a geological survey scene. Coarse Minecraft blocks and pixel surfaces retained. Geometry, light fixtures and enclosure are illustrative, not model or simulation verification.",
      "rejection": "User clarified that the simplified, clean cubic terrain and generic Mars character do not match the cinematic material richness of the original Tier 1 and homepage references. Source-fidelity roof correction alone is insufficient."
    },
    {
      "call": 8,
      "target": "C07-A06",
      "status": "selected",
      "method": "built-in image_gen, reference-based replacement after user style correction",
      "corrects_calls": [
        6,
        7
      ],
      "new_generation": true,
      "prompt": "Use case: reference-based cinematic Minecraft environmental concept. Create a replacement SUBSTELLAR Mars underground diptych at ordinary landscape reference resolution, 1536x1024-class, NOT an upscale or 4K render. The supplied images are the actual aesthetic authority: reference 1 is the confirmed Tier 1 Moon scene; reference 2 is the established Deepwilds homepage environment; reference 3 is the confirmed Tier 1 equipment family. Match their sophisticated cinematic Minecraft art standard, terrain richness, lighting and sense of place. Do not copy their text, Moon sky, greenery, rocket or architecture into Mars. The previous attempt became too clean, uniformly cubic and toy-like: avoid that mistake. Minecraft topology and recognizable block-based construction must remain, but terrain needs weathered pixel-textured stone, broken ledges, convincing stratification, irregular large-scale erosion and material variation like the lunar ground in reference 1. Beautiful shaders, restrained physical material response, rough environmental relief, distance haze and mature composition are welcome. Keep suits and equipment faithful to the reference identity with economical shapes and readable pixel materials, no microscopic item texture or high-poly gadget clutter.\n\nTwo equal side-by-side full-height scenes with a thin dark neutral divider, no captions, text or logos. Both scenes are completely UNDERGROUND with an enclosing cavern roof and no skylight, open surface horizon or visible sky. Avoid a uniformly orange lit cave. This must feel like two distinctive Martian discoveries, not an ordinary Minecraft cave recolored red.\n\nLEFT: BRINE SCARPS. A vast enclosed fracture cuts through ancient sloping mineral beds. Uneven ochre, dark iron-brown and pale mineral strata form steep broken scarps and a few clearly readable working shelves at different elevations. Thin pale crust seams and encrusted steps trace an interrupted buried drainage line; ONLY two or three small isolated dark petrol-teal brine pockets are caught on separate ledges, mostly dry space between them, no river or abundant water cave. The geology has weight and age, worn block-face variation and rough broken edges consistent with the supplied lunar terrain, not a staircase made of identical pristine cubes. The foreground shelf supports a small fully helmeted white-gray/orange astronaut using a modest protective sampling sleeve into one closed receiver, and one portable rectangular electric work light. Other ledges and the continuation of the pale mineral seam create a readable exploration route. Keep person small enough to convey meaningful geological scale. Subdued rust, umber and off-white rock; soft cool distant darkness contrasted with localized warm work light, restrained glints on dark brine, no neon.\n\nRIGHT: ROOTSTONE CHAMBERS. A genuinely surprising geological network: colossal dark ferric branching mineral ribs cross a broad hollow in multiple directions, merge into a woven stone wall and reappear across separate distant openings. Use a few massive irregular branching structures at distinct scales, angular Minecraft construction with convincing weathered rock textures and stepped mineral faces. Mineral arches and open negative spaces create a winding, navigable shelf route beneath and between the ribs. They are entirely geological, no actual tree roots, no organic wood, no carved alien cathedral, no symmetrical repeated arches or ordinary lava cave. Contrasting dusky maroon/iron-gray ribs cut across muted ochre host rock. In the foreground, one small fully suited astronaut places a simple block-built survey instrument on a stable rock platform facing two separated exposures; a few carefully placed electric work lights reveal the path, not hundreds of decorative torches. Deep atmospheric scale, a quiet sense of discovery, reference-quality cinematic light. No magical glow or lasers. No plants, mats, native creatures, alien ruins, Earth mushrooms, flames or lava in either scene.\n\nThe visual should sit comfortably beside the supplied Tier 1 Moon and homepage images. Environmental richness is welcome; simplistic childlike cubes and photoreal inventory-item microdetail are both wrong. This board illustrates existing geological identities and activities; it does not define numerical dimensions, shader implementation, pressure containment, or final models.\n",
      "reference_ids": [
        "REF03",
        "EAR03_H",
        "REF15"
      ],
      "reference_files": [
        "images/ref03.webp",
        "images/ear03-h.webp",
        "images/ref15.webp"
      ],
      "original": "images/originals/c07-a06.png",
      "display": "images/c07-a06.webp",
      "original_sha256": "b3f72a983e3c86d11a11a9e3d03e6460b849e7ed9d670579a0aebf708f9f5633",
      "visual_review": "SELECTED FOR REVIEW: richer broken stratification and weathered game materials now follow REF03/REF15 and the homepage environment; Rootstone has dominant connected dark mineral ribs and distinct negative space. Brine Scarps remains underground with localized pockets. This is maintainer selection, not new user approval or final geometry evidence."
    }
  ],
  "art_direction": "Match the actual Tier 1 and homepage references: cinematic Minecraft environments with weathered, varied material richness and recognizable block topology; economical readable equipment and items, without photoreal item microdetail. Avoid clean toy-like cubes or flattening all materials into the same coarse pattern.",
  "prior_editions_not_charged_to_this_budget": true,
  "calls_used": 8,
  "selected_boards": 6,
  "calls_remaining": 0,
  "generation_complete": true,
  "user_clarification": "2026-10-07: No 4K item detail did not mean childlike simplicity. Preserve the mature cinematic Minecraft standard of the homepage and Tier 1 Moon references; make Mars geology distinctive."
}
