BLACKOUT v3.5: extend v3.4 (job 3470cfdb, same repo). NO DEPLOY. Keep v3.4 unless changed below.
X: https://x.com/IMDBlackout | Site: playblackout.xyz | Free pack claim (live): https://playblackout.xyz/freepack
GOAL: token-first economy. Maintaining a farm stays profitable from mining alone; growing it (enhance, rooms, locks, lobby) costs more tokens than it mines, so growers buy the token. All token prices scale with mining (hours/days of yield at the last settled rate, with floors), never fixed amounts.
- TOKEN-ONLY
- Packs only for the token (remove ETH packs). VRGDA in tokens, no ETH peg.
- PACK PRICE RESEARCH: 2-3 parameter sets (start/floor/ceiling/decay/target), each as "pack = N days of average farm mining, pays back in X days". Simulate hype/steady/weak and a 50% token drop: week 1/2/3 cohort payback, team ETH, drawdown. Recommend one; requester picks; easy to switch before deploy.
- "Buy with ETH" zap: one tx swaps ETH via the official pool (min-out) and buys the pack.
- Packs and lobby split: 88% reward pool (tokens), 10% team, 2% heartbeat. Team/heartbeat shares sold to ETH by FeeRouter in small batches (max once per 5 min, 150 bps slippage, vs 30-min average, size adapts to depth). System sells pay normal fee only. Heartbeat cap 1 ETH, excess stays in pool.
- Other token spends 100% to the reward pool. No burns. Swap fees unchanged.
- Rooms: room 1 free; 2/3/4 cost 2/5/10 days of the farm's mining. Age/level gates stay.
- REPAIR
- Wear 1%/active epoch; idle farms don't wear. Output tiers: 100-80% =100%, 80-60 =85%, 60-40 =65%, 40-20 =40%, <20 =0 (overheated). Event damage uses tiers.
- Each 10% restored costs N hours of that item's mining (N default 6, swarm range 4-8). Optional auto-repair below a player threshold (default 80%) at settlement.
- Targets: repair returns >=2x cost; sink ~10% of active mining; repairers net 85-90% vs <60% for non-repairers over 25 days.
- ENHANCEMENT (replaces overclock)
- success / on failure / hash bonus / cost in item yield days:
+1 95% none +3% 0.25 | +2 90% none +6% 0.5 | +3 80% none +10% 1 | +4 70% -1 lvl +14% 1.5 | +5 60% -1 +19% 2.5 | +6 50% -1, 10% burn +25% 4 | +7 40% -1, 25% burn +32% 6 | +8 30% -1, 50% burn +40% 9
- Build up to +16, cap +8 at launch; swarm may raise to +12 then +16, upward only, >=30 days apart, announced. +9..+16 (success/burn on fail/bonus/days): 25/55/44/12, 22/60/48/15, 20/65/52/19, 18/70/56/24, 15/75/60/30, 12/80/64/37, 10/85/67/45, 8/90/70/55.
- Commit + future block randomness, re-arm on expiry, no retry. +6..+8 need level 7, +9+ need level 10. One global cap for enhance+combos+sets. Simulate +12/+16 unlocks.
- LOCKS AND DISTRICT STAKE
- Lock 7d (>=5 days of farm mining) =+5% hash, 14d (>=10) =+10%, 30d (>=20) =+20%. No early unlock. Redistribution within emission, capped.
- Locked tokens = district grid stake. By district share of city stake: largest = negative events x0.5, positive x1.5; average x1; near zero = negative x1.5, positive x0.5. Never immune. Wallet max 10% of district stake.
- Lobby token-only (split as above), 3-day boost, combined with stake into one "grid stability" per district. Fix: Green wave AND Cheap tariff favor stable districts.
- SEASON PRIZES
- 50% of sell surcharge ETH buys tokens into a weekly pot. Best farm 40% + existing 1% weekly mining (minimum). Lottery 3 winners 30% + Epic/Legendary item. Best district 30% to paying farms + Rare pack. Unclaimed rolls over after 4 weeks. Prize items unscrappable until first paid purchase.
- FREE PACK ALLOWLIST (https://playblackout.xyz/freepack, max 500)
- Merkle claim, one starter pack per wallet. Swarm sets root once within 7 days after launch, then immutable. 30-day claim window.
- All starter-flagged items (allowlist + Identity MD) unscrappable until the farm's first paid purchase; mining normal.
- ui/: "Claim your free pack" for listed wallets, link to the claim page for others.
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METADATA: FarmItems.uri(id) on-chain JSON (e.g. "+7 ASIC", rarity, durability, tier, starter) + on-chain pixel SVG per kind/rarity (navy/purple, #39E6FF, #FFE600, #FF3DF2), glow at +12. Still soulbound.
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BILLBOARDS: 8 (one per district), weekly token auction, 32-char text + X handle, no links, swarm may blank offensive text, 100% to pool. Views for site and letters.
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EXTENSIBILITY
- buyPackFor(recipient) for future gifting add-ons.
- Reserved events, weight 0: Heatwave (extra cooling wear; Airflow/Cold Power protected), Festival (+5-15% district output).
- Once per season the swarm may give one district 0-15% output for a week.
- Documented read API: farms, items by owner, tiers, repair/enhance quotes, locks, stability, events, season and pot, billboards, launch status.
- DORMANT MODULES (deployed off, not in public docs/site). Swarm enables each once with 48h notice. Tested now.
- District war: 48h, two districts, token war chests (wallet max 10%), score = chest + active hash. Winner +10% output a week, chest back + half of loser chest pro-rata; other half to pool.
- Grid collapse: city-wide 24h token goal. Met = Green wave for all for a day; missed = one city-wide outage epoch. Tokens to pool.
- Black market: weekly descending-price auction of 1-3 rare items for tokens, limited supply, to pool.
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PACKAGING: max 8 contracts per IMD contract job. Propose merged modules or a third launch via GameRegistry. Keep v3.4 binding/readiness guarantees.
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SIMULATION: maintain-only players profitable; growers spend 1.3-1.5x what they mine (report share bought on market). Report pack options, repair groups, enhance outcomes, sinks by type, locked supply, season pot (target 0.3-1 ETH value/week steady), team ETH after token sales, system sell pressure, cohort payback, drawdown, vs v3.4.
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GENERAL: no upgrades. Pause only new pack purchases (incl. zap) and black market buys, 72h max, auto-expiry. Update ui/ (not dormant modules). forge build/test/fmt pass; invariants for token conservation, pricing, locks, allowlist, pot. Second contributor adversarial review; fix high/medium. Report: changes, tests, sim tables, pack options with recommendation, open questions. No deploy, no broadcast, no token actions.