Each story is an end-to-end scenario a modder (or designer) is meant to walk smoothly. The classification tag points at which planning axis carries it — see PLAN.md at the repo root for the routing rationale and dangling section.
EXPLORER
- User story — anti-G-LOC modding from
ItmLeggings01Skilled-modder traversal: leggings → ThreshStatGrav threshold-shift dial. - User story — anti-G-LOC modding for a newcomerSame destination as leggings story but the explorer has to teach the rungs.
- User story — Free Traits Modtraitscores schema + folder navigation; covered by basic search + ref blocks.
- User story — HygieneStation ModTemplate-hub pages (UX 3.2) + cross-folder ref traversal from the Sink pattern.
- User story — Starter Ship Plus ModFolder index + cross-folder ref traversal from character-creation entries to ships.
- User story — Suppress needs via player traitMostly served by the shipped needs-suppression handoff page; remaining gaps are schema descriptions.
EXPLORER + AST partial
- User story — modding the work/needs/atrophy loopTick-effect tracing is data-side; the AI-scoring 'why leisure when needs green' piece needs PLAN-AST Phase 2.
AST
- User story — debugging a broken
Destructableline on a custom turretPhase 2 territory. Structured positional-arg render of aUpdateCommands entries with resolution-failure markers. - User story — rewiring a CO2 alarm to a remote O2 pumpPhase 3 territory. Runtime-wired panel ports rendered as dashed edges with explainer banners.
- User story — tracing
DcGasPpO2from a TI to its producerPhase 2 territory. Engine-emitted conditions get populated detail pages with code:component producers.
DANGLING
- User story — Understanding why the needs loop feels like a treadmillDesigner-exploration story; spans data + code + a framing gap. Neither plan addresses the diagnostic-framing UX.
UNROUTED
- User story — Building an NPC vendor (and the
aInversemisread)Not yet classified in PLAN.md.