fix: carry signals as NetworkValue, not NetworkToggle
v1.0.0 loaded cleanly and did nothing in game. Every vanilla use of NetworkToggle and NetworkToggleReceiver -- all three of them -- sets IncludeInPhysical = false. They are blueprint stat-display plumbing and carry no signal on a real ship, so the receivers always read off, the vent gate stayed open, and radiators behaved exactly as in vanilla. Broadcast 1/0 through NetworkValue and threshold it back into a toggle on the receiving side. That is what the thermal amplification pump uses to drive physical behaviour, and vanilla never sets IncludeInPhysical on it anywhere. Also repoint the radiator's power indicator at the gate, so an auto-idled radiator is visibly idle instead of looking identical to a working one. Tests grow a guard against the blueprint-only types, plus a check that re-verifies that premise against the installed game data so the guard cannot go stale, and a name-collision check against vanilla components. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011oLWY1G6S8U35bi2FxVWni
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@@ -124,14 +124,37 @@ so a broken parser fails loudly instead of passing everything.
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Set `COSMOTEER_DATA` to point at a different install.
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## How to tell it is working
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There is no separate "auto" mode and nothing to reset. The radiator's on/off
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switch is an AND gate:
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- switch **off** → radiator is off, and stays off. The mod never turns it back on.
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- switch **on** → the automation decides, moment to moment.
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An auto-idled radiator shows the same "powered off" indicator icon as a manually
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switched-off one, and stops emitting its steam plume. That icon appearing on a
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radiator you did *not* switch off is the mod working.
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## Status
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Validated against game data version 0.30.4c. The logic is verified statically —
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every patch target, component reference and component type is checked against
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the shipped `.rules` files — but it has not yet been run in-game. Worth watching
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on the first run: whether `NetworkToggleReceiver` with `AllowUncategorized =
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false` reads *off* on a ship with no broadcaster, which is the assumption the
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vanilla-fallback behaviour rests on.
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Validated against game data version 0.30.4c, and confirmed to load cleanly
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(`Enabled mods: [User Folder] - ganter.auto_radiator`).
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**v1.0.0 loaded without error and did nothing in game.** It broadcast its
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signals with `NetworkToggle` / `NetworkToggleReceiver`. All three vanilla uses of
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those types set `IncludeInPhysical = false` — they are blueprint stat-display
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plumbing and carry no signal on a real ship, so every receiver read off, the
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vent gate was permanently open, and radiators behaved exactly as in vanilla.
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**v1.1.0** carries the signals as `NetworkValue` / `NetworkValueReceiver`
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instead, which is what vanilla's thermal amplification pump uses to drive actual
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physical behaviour, and which never sets `IncludeInPhysical` anywhere in the
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shipped data. `tests/test_mod.py` now fails on any use of the blueprint-only
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types, and separately re-checks that premise against the installed game so the
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guard cannot quietly go stale.
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The v1.1.0 logic is verified statically but has not yet been confirmed in-game.
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## Possible additions
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