Understand the failure.
Verify the repair.
Small, reproducible software failures. The broken implementation, the fix that didn’t work, and the one that passed—preserved together.
Explore the cases ↓How results are verified ↗WHAT THE ARCHIVE CONTAINS
100840 executable cases. 20168 are open.
Every case records the implementation that fails, the fix that did not work, and the repair that passed its checks—with recorded outputs and source hashes. This release adds 100840 cases across 20168 failure mechanisms and 254 domains.
The open tier gives you the failure and the unsuccessful fix for one case in every mechanism. The remaining 80672 cases, 5 variants per mechanism, are member-only: the verified repair, its recorded checks, and the full fixture suite are held in the member archive. Read the methodology ↗
A RECORD OF WHAT WENT WRONG
Browse the archive / 100840
Gem combining cascade: An exact triple does not combine · case 01
Exactly three gems stay uncombined.
Gem combining cascade: An exact triple does not combine · case 02
Exactly three gems stay uncombined.
Gem combining cascade: An exact triple does not combine · case 03
Exactly three gems stay uncombined.
Gem combining cascade: An exact triple does not combine · case 04
Exactly three gems stay uncombined.
Gem combining cascade: An exact triple does not combine · case 05
Exactly three gems stay uncombined.
Gem combining cascade: Budget is not reduced by earlier tiers · case 01
A cascade spends more gold than the budget.
Gem combining cascade: Budget is not reduced by earlier tiers · case 02
A cascade spends more gold than the budget.
Gem combining cascade: Budget is not reduced by earlier tiers · case 03
A cascade spends more gold than the budget.
Gem combining cascade: Budget is not reduced by earlier tiers · case 04
A cascade spends more gold than the budget.
Gem combining cascade: Budget is not reduced by earlier tiers · case 05
A cascade spends more gold than the budget.
Currency exchange desk: Same-currency exchange charges a fee · case 01
Converting gold to gold loses money.
Currency exchange desk: Same-currency exchange charges a fee · case 02
Converting gold to gold loses money.
Currency exchange desk: Same-currency exchange charges a fee · case 03
Converting gold to gold loses money.
Currency exchange desk: Same-currency exchange charges a fee · case 04
Converting gold to gold loses money.
Currency exchange desk: Same-currency exchange charges a fee · case 05
Converting gold to gold loses money.
Currency exchange desk: Exchange fee truncates · case 01
Small conversions avoid most of the fee.
Currency exchange desk: Exchange fee truncates · case 02
Small conversions avoid most of the fee.
Currency exchange desk: Exchange fee truncates · case 03
Small conversions avoid most of the fee.
Currency exchange desk: Exchange fee truncates · case 04
Small conversions avoid most of the fee.
Currency exchange desk: Exchange fee truncates · case 05
Small conversions avoid most of the fee.
Currency exchange desk: Empty exchange charges the minimum fee · case 01
Exchanging nothing produces a negative balance.
Currency exchange desk: Empty exchange charges the minimum fee · case 02
Exchanging nothing produces a negative balance.
Currency exchange desk: Empty exchange charges the minimum fee · case 03
Exchanging nothing produces a negative balance.
Currency exchange desk: Empty exchange charges the minimum fee · case 04
Exchanging nothing produces a negative balance.
Currency exchange desk: Empty exchange charges the minimum fee · case 05
Exchanging nothing produces a negative balance.
Currency exchange desk: Change ignores the fee · case 01
Change returned is computed before deducting the fee.
Currency exchange desk: Change ignores the fee · case 02
Change returned is computed before deducting the fee.
Currency exchange desk: Change ignores the fee · case 03
Change returned is computed before deducting the fee.
Currency exchange desk: Change ignores the fee · case 04
Change returned is computed before deducting the fee.
Currency exchange desk: Change ignores the fee · case 05
Change returned is computed before deducting the fee.
Profession skill-up colors: Recipe cannot be crafted at its learn level · case 01
A freshly learned recipe reports skill too low.
Profession skill-up colors: Recipe cannot be crafted at its learn level · case 02
A freshly learned recipe reports skill too low.
Profession skill-up colors: Recipe cannot be crafted at its learn level · case 03
A freshly learned recipe reports skill too low.
Profession skill-up colors: Recipe cannot be crafted at its learn level · case 04
A freshly learned recipe reports skill too low.
Profession skill-up colors: Recipe cannot be crafted at its learn level · case 05
A freshly learned recipe reports skill too low.
Profession skill-up colors: Skill passes the hard cap · case 01
Crafting at 300 raises skill to 301.
Profession skill-up colors: Skill passes the hard cap · case 02
Crafting at 300 raises skill to 301.
Profession skill-up colors: Skill passes the hard cap · case 03
Crafting at 300 raises skill to 301.
Profession skill-up colors: Skill passes the hard cap · case 04
Crafting at 300 raises skill to 301.
Profession skill-up colors: Skill passes the hard cap · case 05
Crafting at 300 raises skill to 301.
Profession skill-up colors: Yellow threshold stays orange · case 01
Crafting at the yellow threshold still guarantees a skill-up.
Profession skill-up colors: Yellow threshold stays orange · case 02
Crafting at the yellow threshold still guarantees a skill-up.
Profession skill-up colors: Yellow threshold stays orange · case 03
Crafting at the yellow threshold still guarantees a skill-up.
Profession skill-up colors: Yellow threshold stays orange · case 04
Crafting at the yellow threshold still guarantees a skill-up.
Profession skill-up colors: Yellow threshold stays orange · case 05
Crafting at the yellow threshold still guarantees a skill-up.
Profession skill-up colors: Gray recipes still grant skill · case 01
Trivial recipes keep leveling the profession.
Profession skill-up colors: Gray recipes still grant skill · case 02
Trivial recipes keep leveling the profession.
Profession skill-up colors: Gray recipes still grant skill · case 03
Trivial recipes keep leveling the profession.
Profession skill-up colors: Gray recipes still grant skill · case 04
Trivial recipes keep leveling the profession.
Profession skill-up colors: Gray recipes still grant skill · case 05
Trivial recipes keep leveling the profession.
Profession skill-up colors: Roll zero skills up on gray · case 01
A zero roll yields a skill-up on gray recipes.
Profession skill-up colors: Roll zero skills up on gray · case 02
A zero roll yields a skill-up on gray recipes.
Profession skill-up colors: Roll zero skills up on gray · case 03
A zero roll yields a skill-up on gray recipes.
Profession skill-up colors: Roll zero skills up on gray · case 04
A zero roll yields a skill-up on gray recipes.
Profession skill-up colors: Roll zero skills up on gray · case 05
A zero roll yields a skill-up on gray recipes.
Daily market rebalance: Price spikes are uncapped · case 01
A single sell-out day multiplies the price.
Daily market rebalance: Price spikes are uncapped · case 02
A single sell-out day multiplies the price.
Daily market rebalance: Price spikes are uncapped · case 03
A single sell-out day multiplies the price.
Daily market rebalance: Price spikes are uncapped · case 04
A single sell-out day multiplies the price.
Daily market rebalance: Price spikes are uncapped · case 05
A single sell-out day multiplies the price.
Daily market rebalance: Price drops round against the seller · case 01
Prices fall one coin more than the floor rule.
Daily market rebalance: Price drops round against the seller · case 02
Prices fall one coin more than the floor rule.
Daily market rebalance: Price drops round against the seller · case 03
Prices fall one coin more than the floor rule.
Daily market rebalance: Price drops round against the seller · case 04
Prices fall one coin more than the floor rule.
Daily market rebalance: Price drops round against the seller · case 05
Prices fall one coin more than the floor rule.
Daily market rebalance: Cheap items never rise · case 01
Low-priced items stay flat despite a 1% overshoot.
Daily market rebalance: Cheap items never rise · case 02
Low-priced items stay flat despite a 1% overshoot.
Daily market rebalance: Cheap items never rise · case 03
Low-priced items stay flat despite a 1% overshoot.
Daily market rebalance: Cheap items never rise · case 04
Low-priced items stay flat despite a 1% overshoot.
Daily market rebalance: Cheap items never rise · case 05
Low-priced items stay flat despite a 1% overshoot.
Daily market rebalance: Rebalanced price ignores the ceiling · case 01
Popular items climb past the configured ceiling.
Daily market rebalance: Rebalanced price ignores the ceiling · case 02
Popular items climb past the configured ceiling.
Daily market rebalance: Rebalanced price ignores the ceiling · case 03
Popular items climb past the configured ceiling.
Daily market rebalance: Rebalanced price ignores the ceiling · case 04
Popular items climb past the configured ceiling.
Daily market rebalance: Rebalanced price ignores the ceiling · case 05
Popular items climb past the configured ceiling.
Daily market rebalance: Untargeted items skip the band · case 01
Items without a sales target keep out-of-band prices.
Daily market rebalance: Untargeted items skip the band · case 02
Items without a sales target keep out-of-band prices.
Daily market rebalance: Untargeted items skip the band · case 03
Items without a sales target keep out-of-band prices.
Daily market rebalance: Untargeted items skip the band · case 04
Items without a sales target keep out-of-band prices.
Daily market rebalance: Untargeted items skip the band · case 05
Items without a sales target keep out-of-band prices.
Crafting station queue: Fast crafters finish instantly · case 01
Short jobs take zero time at high speed.
Crafting station queue: Fast crafters finish instantly · case 02
Short jobs take zero time at high speed.
Crafting station queue: Fast crafters finish instantly · case 03
Short jobs take zero time at high speed.
Crafting station queue: Fast crafters finish instantly · case 04
Short jobs take zero time at high speed.
Crafting station queue: Fast crafters finish instantly · case 05
Short jobs take zero time at high speed.
Crafting station queue: Sped-up durations round up · case 01
Speed bonuses are worth less than the floor rule.
Crafting station queue: Sped-up durations round up · case 02
Speed bonuses are worth less than the floor rule.
Crafting station queue: Sped-up durations round up · case 03
Speed bonuses are worth less than the floor rule.
Crafting station queue: Sped-up durations round up · case 04
Speed bonuses are worth less than the floor rule.
Crafting station queue: Sped-up durations round up · case 05
Speed bonuses are worth less than the floor rule.
Crafting station queue: Jobs are dealt round-robin · case 01
A long job blocks its station while another sits idle.
Crafting station queue: Jobs are dealt round-robin · case 02
A long job blocks its station while another sits idle.
Crafting station queue: Jobs are dealt round-robin · case 03
A long job blocks its station while another sits idle.
Crafting station queue: Jobs are dealt round-robin · case 04
A long job blocks its station while another sits idle.
Crafting station queue: Jobs are dealt round-robin · case 05
A long job blocks its station while another sits idle.
Crafting station queue: Jobs wait for every station · case 01
Parallel stations behave like one serial station.
Crafting station queue: Jobs wait for every station · case 02
Parallel stations behave like one serial station.
Crafting station queue: Jobs wait for every station · case 03
Parallel stations behave like one serial station.
Crafting station queue: Jobs wait for every station · case 04
Parallel stations behave like one serial station.
Crafting station queue: Jobs wait for every station · case 05
Parallel stations behave like one serial station.
INSPECTABLE BY DESIGN
Every result has a runnable source.
Runnable implementations with recorded outputs, source hashes, and explicit contracts. Related variants share a failure mechanism and belong together in evaluation splits.
Read the methodology ↗