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
This commit is contained in:
2026-08-28 23:37:21 +02:00
co-authored by Claude Opus 5
parent 831a628b53
commit 3ad03d7964
7 changed files with 250 additions and 73 deletions
+29 -6
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@@ -124,14 +124,37 @@ so a broken parser fails loudly instead of passing everything.
Set `COSMOTEER_DATA` to point at a different install.
## How to tell it is working
There is no separate "auto" mode and nothing to reset. The radiator's on/off
switch is an AND gate:
- switch **off** → radiator is off, and stays off. The mod never turns it back on.
- switch **on** → the automation decides, moment to moment.
An auto-idled radiator shows the same "powered off" indicator icon as a manually
switched-off one, and stops emitting its steam plume. That icon appearing on a
radiator you did *not* switch off is the mod working.
## Status
Validated against game data version 0.30.4c. The logic is verified statically —
every patch target, component reference and component type is checked against
the shipped `.rules` files — but it has not yet been run in-game. Worth watching
on the first run: whether `NetworkToggleReceiver` with `AllowUncategorized =
false` reads *off* on a ship with no broadcaster, which is the assumption the
vanilla-fallback behaviour rests on.
Validated against game data version 0.30.4c, and confirmed to load cleanly
(`Enabled mods: [User Folder] - ganter.auto_radiator`).
**v1.0.0 loaded without error and did nothing in game.** It broadcast its
signals with `NetworkToggle` / `NetworkToggleReceiver`. All three vanilla uses of
those types set `IncludeInPhysical = false` — they are blueprint stat-display
plumbing and carry no signal on a real ship, so every receiver read off, the
vent gate was permanently open, and radiators behaved exactly as in vanilla.
**v1.1.0** carries the signals as `NetworkValue` / `NetworkValueReceiver`
instead, which is what vanilla's thermal amplification pump uses to drive actual
physical behaviour, and which never sets `IncludeInPhysical` anywhere in the
shipped data. `tests/test_mod.py` now fails on any use of the blueprint-only
types, and separately re-checks that premise against the installed game so the
guard cannot quietly go stale.
The v1.1.0 logic is verified statically but has not yet been confirmed in-game.
## Possible additions
+22 -9
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@@ -1,23 +1,36 @@
// ABOUT ME
// A single component merged into the Missile Launcher. It broadcasts, over the
// heat network, whether this launcher is currently set to Thermal Canister
// Missiles.
// Components merged into the Missile Launcher. They broadcast, over the heat
// network, whether this launcher is currently set to Thermal Canister Missiles.
//
// Why it exists: banking heat is only worth anything if something on the ship
// actually spends heat as ammunition. On a ship with no thermal launchers,
// holding the heat network near full buys nothing, so the radiators should just
// behave as they do in vanilla. Radiators treat the absence of this broadcast
// as permission to vent freely.
// behave as they do in vanilla. Radiators treat a received 0 as permission to
// vent freely.
//
// ThermalMissilesToggle is the launcher's own vanilla mode toggle
// (ModeToggle, Mode = MissileType, OnMode = 4), so this signal follows the
// player's ammunition selection live, including mid-battle switches.
//
// Carried as a NetworkValue rather than a NetworkToggle: vanilla marks every
// NetworkToggle IncludeInPhysical = false, so they do not carry a signal on a
// real ship.
NetworkedThermalAmmoUser
AutoRad_One { Type = StaticValue; Value = 1 }
AutoRad_Zero { Type = StaticValue; Value = 0 }
AutoRad_ThermalAmmoValue
{
Type = NetworkToggle
ToggleSource = ThermalMissilesToggle
Type = ToggleValueSelector
Toggle = ThermalMissilesToggle
ToggleOnValue = AutoRad_One
ToggleOffValue = AutoRad_Zero
}
AutoRad_NetworkedThermalAmmo
{
Type = NetworkValue
ValueSource = AutoRad_ThermalAmmoValue
Categories = [ auto_radiator_ammo_user ]
IncludeInPhysical = true
IncludeInBlueprints = false
}
+19 -5
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@@ -14,8 +14,12 @@
//
// The timer holds the signal for a few seconds so a stream of per-tick overflow
// events becomes one steady "vent now" rather than a flicker.
//
// Carried as a NetworkValue rather than a NetworkToggle: vanilla marks every
// NetworkToggle IncludeInPhysical = false, so they do not carry a signal on a
// real ship.
Overflow_VentTimer
AutoRad_OverflowTimer
{
Type = Timer
Duration = 3
@@ -24,11 +28,21 @@ Overflow_VentTimer
ResetTrigger = OverflowHeatStorage
}
Overflow_NetworkedForceVent
AutoRad_One { Type = StaticValue; Value = 1 }
AutoRad_Zero { Type = StaticValue; Value = 0 }
AutoRad_OverflowValue
{
Type = NetworkToggle
ToggleSource = Overflow_VentTimer
Type = ToggleValueSelector
Toggle = AutoRad_OverflowTimer
ToggleOnValue = AutoRad_One
ToggleOffValue = AutoRad_Zero
}
AutoRad_NetworkedForceVent
{
Type = NetworkValue
ValueSource = AutoRad_OverflowValue
Categories = [ auto_radiator_force_vent ]
IncludeInPhysical = true
IncludeInBlueprints = false
}
+42 -25
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@@ -1,60 +1,77 @@
// ABOUT ME
// Components merged into the Radiator. They combine the three network signals
// this mod broadcasts into a single gate, AutoPowerToggle, which mod.rules then
// substitutes for the radiator's vanilla PowerToggle on the parts of the
// radiator that actually dissipate heat.
// Components merged into the Radiator. They receive the three network values
// this mod broadcasts and combine them into a single gate, AutoPowerToggle,
// which mod.rules then substitutes for the radiator's vanilla PowerToggle on
// the parts of the radiator that actually dissipate heat.
//
// Each broadcast arrives as a number, 1 or 0, summarised across the network by
// a NetworkValueReceiver and turned back into a toggle by a threshold at 0.5.
// A network with no broadcaster at all yields 0, which is why a ship without
// thermal batteries or thermal launchers keeps vanilla behaviour.
//
// The player's manual on/off switch (PowerToggle) is preserved and still wins:
// a radiator the player has switched off stays off. The automation can only
// idle a radiator the player has left on.
//
// A radiator vents when ANY of these hold:
// - the heat network is not asking it to hold (no battery, or battery full)
// - the network is not asking it to hold (no battery, or battery full)
// - no launcher on the network is using thermal ammunition
// - some part is overflowing heat right now (safety net, overrides all)
HoldVentReceiver
AutoRad_HoldSignal
{
Type = NetworkToggleReceiver
Type = NetworkValueReceiver
Categories = [ auto_radiator_hold ]
Mode = Any
Mode = Max
AllowUncategorized = false
}
ThermalAmmoReceiver
AutoRad_ThermalAmmoSignal
{
Type = NetworkToggleReceiver
Type = NetworkValueReceiver
Categories = [ auto_radiator_ammo_user ]
Mode = Any
Mode = Max
AllowUncategorized = false
}
ForceVentReceiver
AutoRad_ForceVentSignal
{
Type = NetworkToggleReceiver
Type = NetworkValueReceiver
Categories = [ auto_radiator_force_vent ]
Mode = Any
Mode = Max
AllowUncategorized = false
}
NotHolding
AutoRad_IsHolding
{
Type = MultiToggle
Toggles = [ HoldVentReceiver ]
Mode = None
Type = ThresholdToggle
ValueFrom = AutoRad_HoldSignal
MinAmount = 0.5
}
NoThermalAmmo
AutoRad_ThermalAmmoInUse
{
Type = MultiToggle
Toggles = [ ThermalAmmoReceiver ]
Mode = None
Type = ThresholdToggle
ValueFrom = AutoRad_ThermalAmmoSignal
MinAmount = 0.5
}
VentAllowed
AutoRad_ForceVent
{
Type = ThresholdToggle
ValueFrom = AutoRad_ForceVentSignal
MinAmount = 0.5
}
AutoRad_VentAllowed
{
Type = MultiToggle
Toggles = [ NotHolding, NoThermalAmmo, ForceVentReceiver ]
Toggles
[
{ Toggle = AutoRad_IsHolding; Invert = true }
{ Toggle = AutoRad_ThermalAmmoInUse; Invert = true }
AutoRad_ForceVent
]
Mode = Any
}
@@ -63,6 +80,6 @@ VentAllowed
AutoPowerToggle
{
Type = MultiToggle
Toggles = [ PowerToggle, VentAllowed ]
Toggles = [ PowerToggle, AutoRad_VentAllowed ]
Mode = All
}
+34 -22
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@@ -3,18 +3,26 @@
// gauge, so it is what decides whether the heat network has surplus worth
// venting, and broadcasts that decision to every radiator on the network.
//
// Polarity is deliberate: the battery broadcasts "HOLD" (do not vent), not
// "vent". A ship with no thermal battery therefore has no broadcaster, every
// radiator's receiver reads off, and radiators behave exactly as in vanilla.
// The broadcast is a NetworkValue carrying 1 (hold) or 0 (vent), not a
// NetworkToggle. Every NetworkToggle in vanilla sets IncludeInPhysical = false
// -- they exist only for blueprint stat display and do not carry a signal on a
// real ship. NetworkValue has no such restriction and is what the thermal
// amplification pump uses to drive actual physical behaviour.
//
// Polarity is deliberate: the battery broadcasts "HOLD", not "vent". A ship
// with no thermal battery has no broadcaster, every radiator reads 0, and
// radiators behave exactly as in vanilla.
//
// Heat storage fullness causes no damage on its own -- damage only occurs when
// the network refuses heat and it overflows onto the producing part
// (base_part_overclock.rules: HeatDistributionStorage adds InOrder, network
// first, OverflowHeatStorage second). So the band sits high on purpose, keeping
// the network full as a deep ammunition reserve for Thermal Canister Missiles.
//
// All names are prefixed to avoid colliding with vanilla component names.
// Vent when the battery is essentially full.
VentCeiling
AutoRad_VentCeiling
{
Type = ThresholdToggle
ValueFrom = HeatStorage
@@ -22,59 +30,63 @@ VentCeiling
}
// Stop venting once there is real headroom again.
VentFloor
AutoRad_VentFloor
{
Type = ThresholdToggle
ValueFrom = HeatStorage
MaxAmount = 94%
}
VentCeilingTrigger
AutoRad_CeilingTrigger
{
Type = ToggleTrigger
Toggle = VentCeiling
Toggle = AutoRad_VentCeiling
TriggerWhenOn = true
TriggerWhenOff = false
}
VentFloorTrigger
AutoRad_FloorTrigger
{
Type = ToggleTrigger
Toggle = VentFloor
Toggle = AutoRad_VentFloor
TriggerWhenOn = true
TriggerWhenOff = false
}
// The deadband: latches on at the ceiling, stays on until the floor is reached.
// Without this the radiators would chatter on and off at the threshold.
VentLatch
AutoRad_VentLatch
{
Type = TriggeredToggle
OnTrigger = VentCeilingTrigger
OffTrigger = VentFloorTrigger
OnTrigger = AutoRad_CeilingTrigger
OffTrigger = AutoRad_FloorTrigger
}
// OR the raw ceiling back in, so a ship that loads already above the ceiling
// vents immediately instead of waiting for a threshold crossing that never comes.
VentActive
AutoRad_VentActive
{
Type = MultiToggle
Toggles = [ VentLatch, VentCeiling ]
Toggles = [ AutoRad_VentLatch, AutoRad_VentCeiling ]
Mode = Any
}
HoldVent
AutoRad_One { Type = StaticValue; Value = 1 }
AutoRad_Zero { Type = StaticValue; Value = 0 }
// 1 while the network should hold its heat, 0 while it should vent.
AutoRad_HoldValue
{
Type = MultiToggle
Toggles = [ VentActive ]
Mode = None
Type = ToggleValueSelector
Toggle = AutoRad_VentActive
ToggleOnValue = AutoRad_Zero
ToggleOffValue = AutoRad_One
}
NetworkedHoldVent
AutoRad_NetworkedHold
{
Type = NetworkToggle
ToggleSource = HoldVent
Type = NetworkValue
ValueSource = AutoRad_HoldValue
Categories = [ auto_radiator_hold ]
IncludeInPhysical = true
IncludeInBlueprints = false
}
+16 -3
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@@ -8,14 +8,15 @@
// Data/ships/priorities.rules defines no ordering between them.
//
// The patches below add components to four vanilla parts and then repoint the
// radiator's three heat-dissipating components from the raw PowerToggle to the
// AutoPowerToggle gate defined in components/radiator_auto.rules.
// radiator's heat dissipation, steam plume, dissipation readout and power
// indicator from the raw PowerToggle to the AutoPowerToggle gate defined in
// components/radiator_auto.rules.
//
// Nothing here changes a stat or a number. It only changes when radiators run.
ID = ganter.auto_radiator
Name = "Auto Radiator"
Version = 1.0.0
Version = 1.1.0
CompatibleGameVersions = ["0.30.4c", "0.30.4"]
ModifiesGameplay = true
Author = "Tobias Ganter"
@@ -105,4 +106,16 @@ Actions
Toggle = AutoPowerToggle
}
}
// The "powered off" indicator icon, so an idling radiator is visibly idle
// rather than looking identical to a working one. Without this the only cue
// that the mod is doing anything is the absence of the steam plume.
{
Action = Overrides
OverrideIn = "<ships/terran/radiator/radiator.rules>/Part/Components/Indicators/Indicators/0"
Overrides
{
Toggle = AutoPowerToggle
}
}
]
+87 -2
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@@ -231,7 +231,19 @@ def test_component_references_resolve():
toggles = component.get("Toggles")
if toggles is not None and toggles.kind == "list":
for key in toggles.order:
ref = toggles.children[key].value.strip()
entry = toggles.children[key]
if entry.kind == "group":
# Inline form: { Toggle = Something; Invert = true }
inner = entry.get("Toggle")
ref = inner.value.strip() if inner is not None else None
check(
ref is not None,
f"{name}: {component_name}.Toggles has an inline entry with no Toggle",
)
else:
ref = entry.value.strip()
if ref is None:
continue
check(
ref in known,
f"{name}: {component_name}.Toggles references unknown component '{ref}'",
@@ -280,7 +292,80 @@ def test_component_types_exist():
# ---------------------------------------------------------------------------
# 5. The mod manifest must declare the fields Cosmoteer requires.
# 5. Signals must use a mechanism that works on a physical ship.
# Regression guard: version 1.0.0 broadcast with NetworkToggle, which loaded
# without error and did nothing in game. Every NetworkToggle and
# NetworkToggleReceiver in vanilla sets IncludeInPhysical = false -- they are
# blueprint stat-display plumbing only. NetworkValue carries the signal on a
# real ship, and is what vanilla's thermal amplification pump uses.
# ---------------------------------------------------------------------------
BLUEPRINT_ONLY_TYPES = {"NetworkToggle", "NetworkToggleReceiver"}
def test_no_blueprint_only_signal_types():
for mod_file, _ in added_component_sets():
added = rules_parser.parse_file(mod_file)
name = os.path.basename(mod_file)
for component_name in added.order:
component = added.children[component_name]
if component.kind != "group":
continue
type_node = component.get("Type")
if type_node is None:
continue
check(
type_node.value not in BLUEPRINT_ONLY_TYPES,
f"{name}: {component_name} uses '{type_node.value}', which vanilla only ever "
f"uses with IncludeInPhysical = false and which carries no signal in game",
)
def test_vanilla_marks_those_types_blueprint_only():
"""The premise of the guard above, re-checked against the installed game."""
pattern = re.compile(
r"Type\s*=\s*(NetworkToggle|NetworkToggleReceiver)\b(.*?)(?=\n\s*\})",
re.DOTALL,
)
sites = 0
physical_false = 0
for root, _dirs, files in os.walk(DATA):
for filename in files:
if not filename.endswith(".rules"):
continue
with open(os.path.join(root, filename), "r", encoding="utf-8", errors="replace") as handle:
for match in pattern.finditer(handle.read()):
sites += 1
if "IncludeInPhysical = false" in match.group(2):
physical_false += 1
check(sites > 0, "expected vanilla to use NetworkToggle somewhere")
check(
sites == physical_false,
f"premise broken: {sites - physical_false} of {sites} vanilla NetworkToggle sites "
f"are physical, so the guard in test_no_blueprint_only_signal_types may be wrong",
)
# ---------------------------------------------------------------------------
# 6. Added components must not silently overwrite a vanilla component.
# ---------------------------------------------------------------------------
def test_no_name_collisions_with_vanilla():
for mod_file, vanilla_components in added_component_sets():
if vanilla_components is None:
continue
added = rules_parser.parse_file(mod_file)
name = os.path.basename(mod_file)
for component_name in added.order:
check(
component_name not in vanilla_components.children,
f"{name}: '{component_name}' already exists on the vanilla part and would "
f"be overwritten",
)
# ---------------------------------------------------------------------------
# 7. The mod manifest must declare the fields Cosmoteer requires.
# ---------------------------------------------------------------------------
def test_manifest_is_well_formed():