FAILURE MAP

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 ↗
100840Executable case variants
20168Distinct failure mechanisms
302520Executed implementations
20168Open-access cases

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

Python · Standard library
REFERENCEFAILURE MECHANISMDOMAINACCESS
FA-86701

Decoration scatter with quadrant quota: Tile lookup transposed · case 01

Props appear inside walls on non-square maps.

Procedural level generation constraints● Open access↗
FA-86702

Decoration scatter with quadrant quota: Tile lookup transposed · case 02

Props appear inside walls on non-square maps.

Procedural level generation constraints◈ Members↗
FA-86703

Decoration scatter with quadrant quota: Tile lookup transposed · case 03

Props appear inside walls on non-square maps.

Procedural level generation constraints◈ Members↗
FA-86704

Decoration scatter with quadrant quota: Tile lookup transposed · case 04

Props appear inside walls on non-square maps.

Procedural level generation constraints◈ Members↗
FA-86705

Decoration scatter with quadrant quota: Tile lookup transposed · case 05

Props appear inside walls on non-square maps.

Procedural level generation constraints◈ Members↗
FA-86706

Heightmap smoothing and biome classes: Map edges sink into the sea · case 01

Border cells are averaged as if missing neighbours were zero.

Procedural level generation constraints● Open access↗
FA-86707

Heightmap smoothing and biome classes: Map edges sink into the sea · case 02

Border cells are averaged as if missing neighbours were zero.

Procedural level generation constraints◈ Members↗
FA-86708

Heightmap smoothing and biome classes: Map edges sink into the sea · case 03

Border cells are averaged as if missing neighbours were zero.

Procedural level generation constraints◈ Members↗
FA-86709

Heightmap smoothing and biome classes: Map edges sink into the sea · case 04

Border cells are averaged as if missing neighbours were zero.

Procedural level generation constraints◈ Members↗
FA-86710

Heightmap smoothing and biome classes: Map edges sink into the sea · case 05

Border cells are averaged as if missing neighbours were zero.

Procedural level generation constraints◈ Members↗
FA-86711

Heightmap smoothing and biome classes: Smoothed heights round to nearest · case 01

Coastlines shift inland compared to the floor rule.

Procedural level generation constraints● Open access↗
FA-86712

Heightmap smoothing and biome classes: Smoothed heights round to nearest · case 02

Coastlines shift inland compared to the floor rule.

Procedural level generation constraints◈ Members↗
FA-86713

Heightmap smoothing and biome classes: Smoothed heights round to nearest · case 03

Coastlines shift inland compared to the floor rule.

Procedural level generation constraints◈ Members↗
FA-86714

Heightmap smoothing and biome classes: Smoothed heights round to nearest · case 04

Coastlines shift inland compared to the floor rule.

Procedural level generation constraints◈ Members↗
FA-86715

Heightmap smoothing and biome classes: Smoothed heights round to nearest · case 05

Coastlines shift inland compared to the floor rule.

Procedural level generation constraints◈ Members↗
FA-86716

Heightmap smoothing and biome classes: Window skips the row below · case 01

Smoothing is biased toward northern neighbours.

Procedural level generation constraints● Open access↗
FA-86717

Heightmap smoothing and biome classes: Window skips the row below · case 02

Smoothing is biased toward northern neighbours.

Procedural level generation constraints◈ Members↗
FA-86718

Heightmap smoothing and biome classes: Window skips the row below · case 03

Smoothing is biased toward northern neighbours.

Procedural level generation constraints◈ Members↗
FA-86719

Heightmap smoothing and biome classes: Window skips the row below · case 04

Smoothing is biased toward northern neighbours.

Procedural level generation constraints◈ Members↗
FA-86720

Heightmap smoothing and biome classes: Window skips the row below · case 05

Smoothing is biased toward northern neighbours.

Procedural level generation constraints◈ Members↗
FA-86721

Heightmap smoothing and biome classes: Left edge wraps to the right edge · case 01

The first column is smoothed with values from the opposite side.

Procedural level generation constraints● Open access↗
FA-86722

Heightmap smoothing and biome classes: Left edge wraps to the right edge · case 02

The first column is smoothed with values from the opposite side.

Procedural level generation constraints◈ Members↗
FA-86723

Heightmap smoothing and biome classes: Left edge wraps to the right edge · case 03

The first column is smoothed with values from the opposite side.

Procedural level generation constraints◈ Members↗
FA-86724

Heightmap smoothing and biome classes: Left edge wraps to the right edge · case 04

The first column is smoothed with values from the opposite side.

Procedural level generation constraints◈ Members↗
FA-86725

Heightmap smoothing and biome classes: Left edge wraps to the right edge · case 05

The first column is smoothed with values from the opposite side.

Procedural level generation constraints◈ Members↗
FA-86726

Heightmap smoothing and biome classes: Beach band too wide · case 01

Grassland at sea+2 is classed as beach.

Procedural level generation constraints● Open access↗
FA-86727

Heightmap smoothing and biome classes: Beach band too wide · case 02

Grassland at sea+2 is classed as beach.

Procedural level generation constraints◈ Members↗
FA-86728

Heightmap smoothing and biome classes: Beach band too wide · case 03

Grassland at sea+2 is classed as beach.

Procedural level generation constraints◈ Members↗
FA-86729

Heightmap smoothing and biome classes: Beach band too wide · case 04

Grassland at sea+2 is classed as beach.

Procedural level generation constraints◈ Members↗
FA-86730

Heightmap smoothing and biome classes: Beach band too wide · case 05

Grassland at sea+2 is classed as beach.

Procedural level generation constraints◈ Members↗
FA-86731

Rotated prefab stamping: Rotation is a transpose · case 01

Rotated prefabs appear mirrored.

Procedural level generation constraints● Open access↗
FA-86732

Rotated prefab stamping: Rotation is a transpose · case 02

Rotated prefabs appear mirrored.

Procedural level generation constraints◈ Members↗
FA-86733

Rotated prefab stamping: Rotation is a transpose · case 03

Rotated prefabs appear mirrored.

Procedural level generation constraints◈ Members↗
FA-86734

Rotated prefab stamping: Rotation is a transpose · case 04

Rotated prefabs appear mirrored.

Procedural level generation constraints◈ Members↗
FA-86735

Rotated prefab stamping: Rotation is a transpose · case 05

Rotated prefabs appear mirrored.

Procedural level generation constraints◈ Members↗
FA-86736

Rotated prefab stamping: Negative rotations are ignored · case 01

Counter-clockwise requests leave prefabs unrotated.

Procedural level generation constraints● Open access↗
FA-86737

Rotated prefab stamping: Negative rotations are ignored · case 02

Counter-clockwise requests leave prefabs unrotated.

Procedural level generation constraints◈ Members↗
FA-86738

Rotated prefab stamping: Negative rotations are ignored · case 03

Counter-clockwise requests leave prefabs unrotated.

Procedural level generation constraints◈ Members↗
FA-86739

Rotated prefab stamping: Negative rotations are ignored · case 04

Counter-clockwise requests leave prefabs unrotated.

Procedural level generation constraints◈ Members↗
FA-86740

Rotated prefab stamping: Negative rotations are ignored · case 05

Counter-clockwise requests leave prefabs unrotated.

Procedural level generation constraints◈ Members↗
FA-86741

Rotated prefab stamping: Transparent cells overwrite terrain · case 01

Prefab holes erase existing walls.

Procedural level generation constraints● Open access↗
FA-86742

Rotated prefab stamping: Transparent cells overwrite terrain · case 02

Prefab holes erase existing walls.

Procedural level generation constraints◈ Members↗
FA-86743

Rotated prefab stamping: Transparent cells overwrite terrain · case 03

Prefab holes erase existing walls.

Procedural level generation constraints◈ Members↗
FA-86744

Rotated prefab stamping: Transparent cells overwrite terrain · case 04

Prefab holes erase existing walls.

Procedural level generation constraints◈ Members↗
FA-86745

Rotated prefab stamping: Transparent cells overwrite terrain · case 05

Prefab holes erase existing walls.

Procedural level generation constraints◈ Members↗
FA-86746

Rotated prefab stamping: Prefab stamped transposed · case 01

Non-square prefabs land rotated a quarter turn.

Procedural level generation constraints● Open access↗
FA-86747

Rotated prefab stamping: Prefab stamped transposed · case 02

Non-square prefabs land rotated a quarter turn.

Procedural level generation constraints◈ Members↗
FA-86748

Rotated prefab stamping: Prefab stamped transposed · case 03

Non-square prefabs land rotated a quarter turn.

Procedural level generation constraints◈ Members↗
FA-86749

Rotated prefab stamping: Prefab stamped transposed · case 04

Non-square prefabs land rotated a quarter turn.

Procedural level generation constraints◈ Members↗
FA-86750

Rotated prefab stamping: Prefab stamped transposed · case 05

Non-square prefabs land rotated a quarter turn.

Procedural level generation constraints◈ Members↗
FA-86751

Rotated prefab stamping: Locked tiles are overwritten · case 01

Quest-critical locked tiles get replaced by prefabs.

Procedural level generation constraints● Open access↗
FA-86752

Rotated prefab stamping: Locked tiles are overwritten · case 02

Quest-critical locked tiles get replaced by prefabs.

Procedural level generation constraints◈ Members↗
FA-86753

Rotated prefab stamping: Locked tiles are overwritten · case 03

Quest-critical locked tiles get replaced by prefabs.

Procedural level generation constraints◈ Members↗
FA-86754

Rotated prefab stamping: Locked tiles are overwritten · case 04

Quest-critical locked tiles get replaced by prefabs.

Procedural level generation constraints◈ Members↗
FA-86755

Rotated prefab stamping: Locked tiles are overwritten · case 05

Quest-critical locked tiles get replaced by prefabs.

Procedural level generation constraints◈ Members↗
FA-86756

Rotated prefab stamping: Rejected stamp leaks partial tiles · case 01

A failed placement leaves half a prefab in the level.

Procedural level generation constraints● Open access↗
FA-86757

Rotated prefab stamping: Rejected stamp leaks partial tiles · case 02

A failed placement leaves half a prefab in the level.

Procedural level generation constraints◈ Members↗
FA-86758

Rotated prefab stamping: Rejected stamp leaks partial tiles · case 03

A failed placement leaves half a prefab in the level.

Procedural level generation constraints◈ Members↗
FA-86759

Rotated prefab stamping: Rejected stamp leaks partial tiles · case 04

A failed placement leaves half a prefab in the level.

Procedural level generation constraints◈ Members↗
FA-86760

Rotated prefab stamping: Rejected stamp leaks partial tiles · case 05

A failed placement leaves half a prefab in the level.

Procedural level generation constraints◈ Members↗
FA-86761

Encounter pacing along the critical path: Proposals processed in input order · case 01

Gaps are checked against later positions, spacing encounters backwards.

Procedural level generation constraints● Open access↗
FA-86762

Encounter pacing along the critical path: Proposals processed in input order · case 02

Gaps are checked against later positions, spacing encounters backwards.

Procedural level generation constraints◈ Members↗
FA-86763

Encounter pacing along the critical path: Proposals processed in input order · case 03

Gaps are checked against later positions, spacing encounters backwards.

Procedural level generation constraints◈ Members↗
FA-86764

Encounter pacing along the critical path: Proposals processed in input order · case 04

Gaps are checked against later positions, spacing encounters backwards.

Procedural level generation constraints◈ Members↗
FA-86765

Encounter pacing along the critical path: Proposals processed in input order · case 05

Gaps are checked against later positions, spacing encounters backwards.

Procedural level generation constraints◈ Members↗
FA-86766

Encounter pacing along the critical path: Encounter on the exit tile · case 01

Players fight on the level exit.

Procedural level generation constraints● Open access↗
FA-86767

Encounter pacing along the critical path: Encounter on the exit tile · case 02

Players fight on the level exit.

Procedural level generation constraints◈ Members↗
FA-86768

Encounter pacing along the critical path: Encounter on the exit tile · case 03

Players fight on the level exit.

Procedural level generation constraints◈ Members↗
FA-86769

Encounter pacing along the critical path: Encounter on the exit tile · case 04

Players fight on the level exit.

Procedural level generation constraints◈ Members↗
FA-86770

Encounter pacing along the critical path: Encounter on the exit tile · case 05

Players fight on the level exit.

Procedural level generation constraints◈ Members↗
FA-86771

Encounter pacing along the critical path: Only the first checkpoint resets pacing · case 01

Later rest stops do not give breathing room.

Procedural level generation constraints● Open access↗
FA-86772

Encounter pacing along the critical path: Only the first checkpoint resets pacing · case 02

Later rest stops do not give breathing room.

Procedural level generation constraints◈ Members↗
FA-86773

Encounter pacing along the critical path: Only the first checkpoint resets pacing · case 03

Later rest stops do not give breathing room.

Procedural level generation constraints◈ Members↗
FA-86774

Encounter pacing along the critical path: Only the first checkpoint resets pacing · case 04

Later rest stops do not give breathing room.

Procedural level generation constraints◈ Members↗
FA-86775

Encounter pacing along the critical path: Only the first checkpoint resets pacing · case 05

Later rest stops do not give breathing room.

Procedural level generation constraints◈ Members↗
FA-86776

Encounter pacing along the critical path: First encounter ignores the start gap · case 01

Enemies appear right at the level entrance.

Procedural level generation constraints● Open access↗
FA-86777

Encounter pacing along the critical path: First encounter ignores the start gap · case 02

Enemies appear right at the level entrance.

Procedural level generation constraints◈ Members↗
FA-86778

Encounter pacing along the critical path: First encounter ignores the start gap · case 03

Enemies appear right at the level entrance.

Procedural level generation constraints◈ Members↗
FA-86779

Encounter pacing along the critical path: First encounter ignores the start gap · case 04

Enemies appear right at the level entrance.

Procedural level generation constraints◈ Members↗
FA-86780

Encounter pacing along the critical path: First encounter ignores the start gap · case 05

Enemies appear right at the level entrance.

Procedural level generation constraints◈ Members↗
FA-86781

Encounter pacing along the critical path: Encounters one tile too far apart · case 01

Levels contain fewer encounters than designed.

Procedural level generation constraints● Open access↗
FA-86782

Encounter pacing along the critical path: Encounters one tile too far apart · case 02

Levels contain fewer encounters than designed.

Procedural level generation constraints◈ Members↗
FA-86783

Encounter pacing along the critical path: Encounters one tile too far apart · case 03

Levels contain fewer encounters than designed.

Procedural level generation constraints◈ Members↗
FA-86784

Encounter pacing along the critical path: Encounters one tile too far apart · case 04

Levels contain fewer encounters than designed.

Procedural level generation constraints◈ Members↗
FA-86785

Encounter pacing along the critical path: Encounters one tile too far apart · case 05

Levels contain fewer encounters than designed.

Procedural level generation constraints◈ Members↗
FA-86786

Door placement between rooms: Doors between rooms with no wall · case 01

Doors are placed between touching rooms and inside the neighbour.

Procedural level generation constraints● Open access↗
FA-86787

Door placement between rooms: Doors between rooms with no wall · case 02

Doors are placed between touching rooms and inside the neighbour.

Procedural level generation constraints◈ Members↗
FA-86788

Door placement between rooms: Doors between rooms with no wall · case 03

Doors are placed between touching rooms and inside the neighbour.

Procedural level generation constraints◈ Members↗
FA-86789

Door placement between rooms: Doors between rooms with no wall · case 04

Doors are placed between touching rooms and inside the neighbour.

Procedural level generation constraints◈ Members↗
FA-86790

Door placement between rooms: Doors between rooms with no wall · case 05

Doors are placed between touching rooms and inside the neighbour.

Procedural level generation constraints◈ Members↗
FA-86791

Door placement between rooms: Door placed beyond the shared wall · case 01

Doors open into solid rock beside the smaller room.

Procedural level generation constraints● Open access↗
FA-86792

Door placement between rooms: Door placed beyond the shared wall · case 02

Doors open into solid rock beside the smaller room.

Procedural level generation constraints◈ Members↗
FA-86793

Door placement between rooms: Door placed beyond the shared wall · case 03

Doors open into solid rock beside the smaller room.

Procedural level generation constraints◈ Members↗
FA-86794

Door placement between rooms: Door placed beyond the shared wall · case 04

Doors open into solid rock beside the smaller room.

Procedural level generation constraints◈ Members↗
FA-86795

Door placement between rooms: Door placed beyond the shared wall · case 05

Doors open into solid rock beside the smaller room.

Procedural level generation constraints◈ Members↗
FA-86796

Door placement between rooms: Doors on corner-touching rooms · case 01

Rooms that only meet at a corner get a door.

Procedural level generation constraints● Open access↗
FA-86797

Door placement between rooms: Doors on corner-touching rooms · case 02

Rooms that only meet at a corner get a door.

Procedural level generation constraints◈ Members↗
FA-86798

Door placement between rooms: Doors on corner-touching rooms · case 03

Rooms that only meet at a corner get a door.

Procedural level generation constraints◈ Members↗
FA-86799

Door placement between rooms: Doors on corner-touching rooms · case 04

Rooms that only meet at a corner get a door.

Procedural level generation constraints◈ Members↗
FA-86800

Door placement between rooms: Doors on corner-touching rooms · case 05

Rooms that only meet at a corner get a door.

Procedural level generation constraints◈ Members↗

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 ↗