# Contact F76.WORLD Engineering & Maintainer Team

F76.WORLD is built and maintained by owlyyy industries. We develop browser-native WebAssembly reverse engineering suites, BA2 archive explorers, and NIF mesh block auditors for Fallout 76.

## 1. Transmission Directory & Communication Channels
- **Assistance & Ops Mail:** ops@f76.world (checked for community bug reports and disclosures)
- **Discord Community:** owlyyy industries discord (`#f76-dev` channel)
- **Nostr Cryptographic Dispatch:** Maintainer public key placeholder `npub1...`
- **Source Code & Issue Tracker:** [Community Repository Pending]

## 2. Creation Engine Binary Specifications Matrix
| Parameter | Legacy v1 Format | Skyline Valley v7 Format | Patch 70 v8 Format |
| :--- | :--- | :--- | :--- |
| **Magic Identifier** | `BTDX` (0x58445442) | `BTDX` (0x58445442) | `BTDX` (0x58445442) |
| **Header Version** | `0x00000001` (1) | `0x00000007` (7) | `0x00000008` (8) |
| **Archive Types** | `GNRL` (General) & `DX10` (Textures) | `GNRL` & `DX10` Textures | `GNRL` & `DX10` Textures |
| **Compression** | Zlib / Deflate Streams | Zlib / Deflate Streams | Zlib / Deflate Streams |
| **Toolkit Downgrade** | Native Compatibility | Supported to v1 (Header Rewrite) | Supported to v1 (Header Rewrite) |

## 3. Binary Diagnostic & Bug Triage Guidelines
When reporting extraction failures or parser anomalies in the BA2 / NIF Developer Toolkit:
1. **Header Identification:** Provide the archive header magic bytes (`BTDX`), the uint32 version at offset 4 (e.g. `0x01` legacy v1 vs `0x07`/`0x08` Next-Gen v7/v8), and total archive byte size.
2. **Decompression Errors:** Note whether the failure occurs during GNRL Deflate stream decompression or DX10 texture chunk slicing.
3. **NIF Mesh Diagnostics:** Include the failing block index and unrecognized block type (e.g. `BSLightingShaderProperty`, `BSTriShape`, `NiNode`).
4. **Environment Context:** State your browser engine (Chromium, Firefox, WebKit), operating system, and attach the full browser console log.

## 4. Responsible Security Disclosure
- **Triage Protocol:** Inquiries and vulnerability disclosures received at ops@f76.world are reviewed as maintainer bandwidth permits.
- **Privacy Model:** The F76 Developer Toolkit operates entirely client-side via WebAssembly; proprietary game archives are never transmitted to our servers.
- **Scope:** API endpoints (`/api/`), cryptographic authentication tokens, board rate limiters, and CORS/CSP headers.

## 5. Frequently Asked Questions
- **What data should I provide when reporting a BA2 extraction bug?**
  Please provide archive header version, total byte size, archive type (GNRL or DX10), and browser console error logs.
- **Are my game files uploaded when using the toolkit or reporting bugs?**
  Never. All archive parsing, header fixing, texture slicing, and mesh auditing executes 100% locally in your browser memory buffers via WebAssembly. No archive bytes leave your machine.
- **How quickly does the engineering team respond to technical issues?**
  We review ops@f76.world transmissions regularly and triage reproducible binary parser bug reports as bandwidth permits.
- **Can I automate batch extraction using headless CLI tools?**
  Yes, community scripts and offline tools can interface with the open f76-repo-spec-v1 manifest specification.
