Variant C and the Earnings reshaping reverted: Mine and Earnings are exactly as shipped in 0.3.14. Kept from the
polish round: every strip, ask and clock card on the brand tokens (the row surface, a 1 px ember hairline on top,
ash text, ember only on the dot and the chevron; no filled brown or mustard field anywhere; the update strip and the
job strip share .notice), the plain-language strip and event sentences with the technical line behind the chevron,
the header baseline and the pill wording. 36 UI tests pass.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
the project lead picked C. The Mine hero is the fleet rate at 84 px on a graphite-to-obsidian fade with W, £ a day and blocks
beside it, Start/Stop as a full-width bar under it; Earnings carries the same shape with the £ figure big. The
?variant switch is gone. Every strip, ask and clock card is one component: the row surface, a 1 px ember hairline on
top, ash text, ember only on the dot and the chevron; no filled brown or mustard field anywhere in the app (the rail's
active item, the pill, the ghost-on button, the option, the ring, the log hit and mark lost their tints). The update
strip and the job strip share .notice. 36 UI tests pass.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
No raw job, manifest or relay text on a user surface: the job strip reads 'A job from the team ran: update check,
0 min.' with the technical line behind a chevron; 'Updated to 0.3.14 at 18:52.'; the Activity feed maps every engine
event string to a sentence (View.plainEvent, 80 patterns, the engine line as the tooltip) with a kind dot. The header
puts the title, subtitle and pill on one baseline; the pill is a sentence with a coloured dot (Mining · 511 MH/s,
Paused, Syncing the node, Node restarting, Engine not answering). Three Mine layouts behind ?variant=a|b|c (quieter,
denser, hero number) for the project lead to pick. 390 px strip on one line. 36 UI tests pass.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The audit (docs/plans/miner-ui-3-audit.md, 27 screenshots): no money anywhere, three red n/a per Apple row,
tuning split across two pages, 370 px of controls per card, Prove's 95 words and four zeros, Node's eleven
numbers, the jobs table on every Updates page, fixes two taps away, no light mode, no layout under 900 px,
developer lines on user surfaces.
The design (docs/plans/miner-ui-3.md): four sections (Mine, Earnings, Prove, Settings); the card row carries the
state word with its reason, MH/s, W with MH/W, £ a day at the user's electricity price, °C, Tune, the switch,
and its details under a chevron (cap slider, identities, pin, telemetry, the tune table); the tune line per row
(not tuned yet / tuning: step k of n with a bar / tuned N ago · point · next check <weekday> / measured only and
why / pinned / stopped / fleet pause); Tune all; the goal (Efficiency, Balanced, Maximum) with its £ a day; Power
control as one switch where it is the fix; the node as one line with Details; updates as one card; earnings money
first, IGN second; proving as a tier sentence per card; every costly action confirmed in place (quit, change
address, show key, trust mode), no dialogs; light and dark; a bottom tab bar under 720 px.
The build: index.html, app.css, app.js rewritten on the same engine routes; the pure blocks keep their API and
carry ember-tune's tuneNotice, tuneWord, toggle states and tune-line test (0bf27b1) so the merge is clean; the
update card is named Igneum Miner; the Rust side is untouched. node --test on the four UI files: 35 pass.
Screenshots of the result: docs/plans/miner-ui-3/n00 to n26.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>