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Primacode

Questlog and quests

A pane showing the threads in play, so you can see and correct what the agent thinks it is doing.

Live Built and working today on the surface this card describes.

What it does

A quest is a long-lived unit of intent that accepts signals. The questlog is the pane that draws them, and it is a pure projection of the underlying store: there is deliberately no second data structure for drawing.

Quests have names and states. A failure shows up as something you have to deal with rather than as a grey line.

A quest carries a gear, which is how much model it is worth: quick, core, deep, or the layered runtime.

awaiting_human is a state of its own, because it is the one most often forgotten. A thread blocked on a person looks different from a thread that is running.

Inputs and outputs

Quest states draft (fragments gathering, not dispatched) · awaiting_human · running · done · abandoned · failed.
Gears quick · core · deep · layered.
Signals in Fragments from intake, delivered as injected, queued, restarted or recorded.
Pane Drawn from the store, with no separate display state.

Configuration

Nothing to configure The questlog has no settings. What appears in it is decided by intake.
Re-filing A misclassified fragment can be re-filed from the pane, including into a thread that is already running.

Limits

  • The fleet view is not built: no lanes per agent, and no collision detection for two agents claiming the same paths.
  • The inner dialogue is not built: what intake understood before it acted is not shown.
  • Engraving a finished questline as a page is not built. It is designed as a distilled page per finished questline, and it is tracked.

Example

the states a quest can be in

draft            fragments gathering, not yet dispatched
awaiting_human   blocked on a person
running
done
abandoned
failed

Source of truth

  • philosophers_stone/platform/primacode.md § What it is (the questlog as a pane over the threads in play)
  • philosophers_stone/platform/primacode.md § Status (what is not built: the fleet view, the inner dialogue, quest engraving)
  • primacode/packages/primacode/src/intake/types.ts (StorylineStatus, Gear, the pane as a pure projection)