root agent idle; waiting up to 30m0s for 1 background task(s)
Running the initial Blender build, texture bake, GLB export, and renders on `gex44` via [build_colony-mothership.py](file:///tmp/agy-author/colony-mothership-v1/build_colony-mothership.py); waiting for completion notification.
Running the refined Blender build and renders on `gex44` via [build_colony-mothership.py](file:///tmp/agy-author/colony-mothership-v1/build_colony-mothership.py); waiting for completion notification.
Running pass 3 Blender build and renders on `gex44` via [build_colony-mothership.py](file:///tmp/agy-author/colony-mothership-v1/build_colony-mothership.py); waiting for completion notification.
Running the tuned pass 3 Blender build and renders on `gex44` via [build_colony-mothership.py](file:///tmp/agy-author/colony-mothership-v1/build_colony-mothership.py); waiting for completion notification.
Running the updated [build_colony-mothership.py](file:///tmp/agy-author/colony-mothership-v1/build_colony-mothership.py) build, material bakes, renders, and GLB export on `gex44`; waiting for the job to finish.
0. **Blocked on you**: nothing.
1. **What you changed**: Built the 2000 m x 600 m x 600 m generation colony mothership ([colony-mothership.glb](file:///tmp/agy-author/colony-mothership-v1/colony-mothership.glb), 11.23 MiB / 11.78 MB, 165,764 triangles) from a single clean run of [build_colony-mothership.py](file:///tmp/agy-author/colony-mothership-v1/build_colony-mothership.py) on `gex44` (completed at 22:49 CET), along with [final.png](file:///tmp/agy-author/colony-mothership-v1/final.png), [side.png](file:///tmp/agy-author/colony-mothership-v1/side.png), [clay.png](file:///tmp/agy-author/colony-mothership-v1/clay.png), [paints.png](file:///tmp/agy-author/colony-mothership-v1/paints.png), [nodes.json](file:///tmp/agy-author/colony-mothership-v1/nodes.json), and [NOTES.md](file:///tmp/agy-author/colony-mothership-v1/NOTES.md).
2. **How you know it works**: Verified in Blender 5.2 on `gex44` and inspected all four renders ([final.png](file:///tmp/agy-author/colony-mothership-v1/final.png), [side.png](file:///tmp/agy-author/colony-mothership-v1/side.png), [clay.png](file:///tmp/agy-author/colony-mothership-v1/clay.png), [paints.png](file:///tmp/agy-author/colony-mothership-v1/paints.png)) against [sheet.jpg](file:///tmp/agy-author/colony-mothership-v1/sheet.jpg): exact `[600.0, 600.0, 2000.0]` m glTF bounding box (`+Z` nose, `+Y` up, origin at `(0,0,0)`), 30-degree pivot test on all 11 moving parts (`Ring_1..3`, `Turret_1..4`, `Gun_1..4`) without leaving their sockets, 22 empty game sockets (`Thruster_1..4`, `Dock_1..6`, `Muzzle_1..4`, `Hardpoint_1..4`, `Camera_Chase`, `Light_Nav_L/R`, `Light_Beacon`), 9 Cycles-baked materials using Poly Haven `metal_plate_02`, `rusty_metal_03`, and `rusty_painted_metal` (`Base` <= 1024 px JPEG, `Normal` and `ORM` <= 512 px PNG), and 6 faction recolours in [paints.png](file:///tmp/agy-author/colony-mothership-v1/paints.png).
3. **What would break if you were wrong**: If a moving part had its transform applied or its origin off-axis, rotating `Ring_1..3` or `Turret_1..4`/`Gun_1..4` in a game engine would swing the mesh out of place; to undo or adjust, edit the pivot coordinates in [build_colony-mothership.py](file:///tmp/agy-author/colony-mothership-v1/build_colony-mothership.py) and re-run it on `gex44`.
4. **What you did NOT do**: Did not leave the four escort shuttles floating in empty space as in the 2D painting; attached them to the docking hub with physical umbilical booms so no geometry floats.
