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Rebuild without asking, spawn the producer always, read the comp as a system
Three lessons from the Tortuga containment-map run. The first rebuild directive now executes immediately, informing the user instead of asking permission to fix a failure; consultation waits for a second rebuild verdict or user-approved content at risk. The asset producer spawns on every subagent-capable run even when produce looks empty, because its manifest is the independent check on the inventory's media and the skipped spawn marks every all-CSS failure to date. And the inventory now opens by reading the comp as a design system (component grammar, corners, line weights, elevation, type ramp), because the sections the comp does not show get built from that record, and without it the fallback is the stock kit: square boxes, 1px grids, bentos, hard shadows. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -28,7 +28,7 @@ After approval, record the choice where tools can find it: the approved comp's p
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## Inventory implementation fidelity
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Before building, inventory the approved comp's major visible ingredients in writing (a short table in the surface brief or working notes; the finish reviewer audits shipped assets against it) and choose an implementation medium for each: semantic HTML/CSS/SVG, existing project asset, generated raster, sourced raster, icon library, canvas/WebGL, or accepted omission. The same written inventory names the comp's compositional commitments: navigation items and icons, headline levels and their scale relationship, signature geometry such as seams, masks, and overlaps, and each section's arrangement and density. The primary action gets its own row with its own medium: when the comp dissolves, stamps, erodes, or otherwise physically works the main CTA, that treatment is signature material on the page's most important element, and shrinking it to a border trick or a few decorative pixels is the compliance-token version of commitment. An element never written down is the element the build silently drops, and the direction contract's 150 words cannot carry this list, so this inventory is where it lives.
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Before building, read the approved comp as a design system and record it in the brief: component grammar, corner language, line weights, elevation treatment, and the type ramp, because everything the comp does not show gets built from this record, and without it the fallback is the model's stock kit of square boxes, 1px grids, bento cells, and hard shadows. Then inventory the comp's major visible ingredients in writing (a short table in the surface brief or working notes; the finish reviewer audits shipped assets against it) and choose an implementation medium for each: semantic HTML/CSS/SVG, existing project asset, generated raster, sourced raster, icon library, canvas/WebGL, or accepted omission. The same written inventory names the comp's compositional commitments: navigation items and icons, headline levels and their scale relationship, signature geometry such as seams, masks, and overlaps, and each section's arrangement and density. The primary action gets its own row with its own medium: when the comp dissolves, stamps, erodes, or otherwise physically works the main CTA, that treatment is signature material on the page's most important element, and shrinking it to a border trick or a few decorative pixels is the compliance-token version of commitment. An element never written down is the element the build silently drops, and the direction contract's 150 words cannot carry this list, so this inventory is where it lives.
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The medium column is where an approved design most often dies, so it obeys a gate: the medium is decided by what the comp region shows, never by what feels buildable in the current stack. A human figure, a product object, machinery, or any material with lighting and depth is raster whatever the stack, and so is any texture by that name alone: woven cloth, paper grain, fabric, leather, brushed metal need no depth argument, because a CSS gradient or layered background is not a texture medium and "layered CSS textures" is not a medium at all. Writing "silhouette" for a photographic figure, or "CSS" for a sculpted panel's finish or a cotton field's weave, is not a medium choice, it is the quiet deletion of the approved design, and it is how a comp full of physical material becomes a flat page with the same section order. Style does not move this boundary: a comp region with perspective, shading, figure drawing, or dense mechanical detail is illustration however line-drawn it looks, and no build session can author illustration as vectors, so it regenerates as raster like any photograph. Authored SVG covers what a session can specify exactly, diagrams with countable elements, controls, flat shape systems, and it ends where drawing skill begins; an instruction-manual world does not convert its illustrations into diagrams, it makes them line-art illustrations. Produce such regions by regenerating them cleanly, with the approved comp and its embedded prompt as the reference for a fresh render at asset resolution; never crop pixels out of the comp itself, whose effective resolution sits far below asset grade. Dropping an image-native region instead of producing it is a scope decision the user makes at the approval point, never a silent flattening after it. Generated imagery is a material, not a claim: evidence rules bind assertions, specs, testimonials, and photographs presented as real, never render fidelity, so "no photography on hand" forbids fake proof, not an illustrated hero.
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@@ -42,6 +42,6 @@ Treat the comp as a north star, not something to trace, and know what that allow
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Generation context is part of the asset: a build composed by a thread that never saw the prompts places assets it does not understand. So prefer generating build-critical imagery in the build thread when the budget allows, and when a subagent produces assets instead, every asset must carry its prompt, and the builder reads those prompts before composing a single one of them. The carrier is uniform across harnesses: after generating any image with any tool, native or `generate-image.mjs` (which does it automatically), run `node {{scripts_path}}/embed-prompt.mjs <image> --prompt "<the prompt used>"` so the intent lives inside the file itself and survives copies between machines and harnesses; `--read` recovers it from any impeccable-generated image.
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When clean raster ingredients are required and the harness runs subagents, use the shipped asset producer, `impeccable-asset-producer` (`impeccable_asset_producer` in codex; `/impeccable-asset-producer` in Cursor; on GitHub Copilot say "Use the impeccable-asset-producer agent"): give it the approved comp, output paths, required dimensions and formats, transparency needs, crop notes, and what must remain semantic code. Otherwise produce the minimum required assets in the current thread by the book: load [degraded/asset-producer.md](degraded/asset-producer.md) and follow it inline, with whatever generation exists, the native tool or generate-image.mjs.
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When the harness runs subagents, spawn the shipped asset producer every time, even when the inventory's produce bucket looks empty: its manifest is the independent second opinion on your media, and runs that skipped the spawn are the runs whose cotton became CSS. An honestly empty manifest costs one cheap spawn; a wrongly empty produce bucket costs the build its materials. Use the producer, `impeccable-asset-producer` (`impeccable_asset_producer` in codex; `/impeccable-asset-producer` in Cursor; on GitHub Copilot say "Use the impeccable-asset-producer agent"): give it the approved comp, output paths, required dimensions and formats, transparency needs, crop notes, and what must remain semantic code. Otherwise produce the minimum required assets in the current thread by the book: load [degraded/asset-producer.md](degraded/asset-producer.md) and follow it inline, with whatever generation exists, the native tool or generate-image.mjs.
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Return to [new-work.md](new-work.md) for the direction contract, implementation, and the finishing pass.
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