COLOR LEGEND
NODES
Knot City (major hub)
Distribution Center / Waystation
Prepper shelter
Facility (Wind Farm, Timefall, etc.)
🔒 Locked — Sam required
ROUTES
Safe path (low risk)
Moderate risk
High risk
Dangerous / Blocked
Paved road (quality 2)
Highway (quality 3, max)
PORTERS ON MAP
SAM C.P. (unlocks nodes)
Carrying cargo, good (>60%)
Cargo degrading (25–60%)
Cargo critical (<25%)
Traveling to pickup (no cargo)
HAZARD ZONES
BT Territory — 3%/s cargo damage
⚡ Timefall — 0.05%/s cargo damage
MECHANICS
👤 SAM PORTER
Sam physically treks to locked nodes to connect them to the Chiral Network. He can only reach nodes within ~0.32 map units of a connected node. After each mission he rests (15s first time, 40s after). His path wanders naturally across terrain.
✏ DRAWING ROUTES
Click ✏ then click a connected node to start. Click waypoints across the map. Click a destination node to save. Blue pixels = water (blocked). Black void = blocked. Routes are colour-coded by terrain risk. Draw around hazards.
📦 DISPATCHING PORTERS
Click a node on the map to see its orders. Select an order, choose a porter, click DISPATCH. Porters travel to the pickup node first if they're elsewhere, then collect cargo and deliver. Their location updates after each delivery.
⬡ ROAD UPGRADES
Select a path in the ROADS tab and spend Chiral Crystals + Materials to upgrade: Dirt → Trail → Paved → Highway. Better roads = faster porters. Paved+ can clear MULE blockages during construction.
⚠ ALERTS & DECISIONS
BT attacks and MULE blockages trigger alert cards on the map. Choose: Push Through (risky), Reroute (safer), Abort (cargo lost), or Clear Route (costs 60 Materials). Unresolved alerts freeze that porter.
📋 EXPORTING NODE POSITIONS
Use ✎ Edit Mode (map bottom-right) to drag nodes to their correct positions on your map.jpg. Then click 📋 to export positions as code and paste into the NODES array in index.html to hardcode them permanently.