fix: measure the network, not a battery's storage

v2.0.0 held heat forever: thermal batteries visibly full, parts taking
heat damage, radiators still idle. That is the dangerous direction.

The ceiling read a thermal battery's own HeatStorage with a percentage
threshold. That storage is wrapped by a NetworkResourceStore, and the
local read never crossed 98% however full the network actually got, so
the battery broadcast "hold" permanently.

Measure the network's remaining room directly instead, from the radiator
itself, with a bare NetworkResourceInput -- the same way the heat
exchanger decides whether it can still push heat. Vent below ~2000 status
heat of headroom, hold again above ~6000. Absolute headroom is also the
better metric: what matters is room against the generation rate, not a
percentage of whatever storage happens to be installed.

Polarity is now fail-safe. Holding requires positive evidence of
headroom, so anything missing or unmeasurable vents rather than holds --
the opposite of the failure above.

This deletes both broadcasters. The thermal battery and base_part_overclock
are no longer patched at all, and the mod touches two parts instead of
four. The launcher ammo signal stays; it is confirmed working in both
directions.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011oLWY1G6S8U35bi2FxVWni
This commit is contained in:
2026-08-29 00:49:53 +02:00
co-authored by Claude Opus 5
parent d82b7e43a4
commit da331e955c
6 changed files with 159 additions and 301 deletions
+52 -43
View File
@@ -52,52 +52,50 @@ about **172 status/sec per tile** while fully overflowing, so roughly **2
seconds of continuous, total overflow** before fire risk even arms. Radiators
react within **0.5 s** (`HeatDissipationConverter { Interval = 0.5 }`).
At a 98% ceiling on a single 15000-capacity thermal battery, the overshoot
during that reaction window is about 625 status heat spread over 16 tiles —
roughly **39 per tile**, against a threshold of 350. Holding the network near
full is safe with a wide margin, and every percent of ceiling given up is
ammunition thrown away for nothing.
With ~2000 status heat of headroom left when venting starts, one overclocked
large reactor takes about 0.7 s to consume it, against a 0.5 s radiator reaction
time — so the overshoot lands well under the 350-per-tile threshold at which
anything begins to happen. Holding the network near full is safe with a wide
margin, and headroom given up beyond that is ammunition thrown away for nothing.
The genuine constraint is not the threshold. It is total radiator throughput
(1100/sec each) versus sustained generation. If you are short on radiators you
overflow continuously and no threshold value saves you — which is what the
safety net below is for.
overflow continuously and no threshold value saves you.
## What the mod does
Radiators vent when **any** of these is true:
A radiator vents when **either**:
1. The heat network is not asking them to hold — the thermal battery is at or
above 98% full (dropping the hold again at 94%, a deadband so radiators do
not chatter at the threshold).
2. No launcher on the network is set to Thermal Canister Missiles. If you are
not spending heat as ammunition there is nothing to hoard, so radiators
1. **The heat network is running out of room.** The radiator measures this
itself, with a bare `NetworkResourceInput` — the same way the heat exchanger
decides whether it can still push heat (`heat_exchanger.rules`:
`IsNetworkHeatNonFull`). Vent below ~2000 status heat of remaining headroom,
hold again above ~6000, a deadband so radiators do not chatter.
2. **No launcher on the network is set to Thermal Canister Missiles.** If you
are not spending heat as ammunition there is nothing to hoard, so radiators
behave exactly as in vanilla.
3. **Safety net:** some part is actually overflowing heat right now. This reads
the engine's own `OverflowHeatStorage`, so it fires the moment the network
genuinely refuses heat — regardless of thresholds, pipe topology, or whether
your radiator capacity was ever sufficient. Latched for 3 seconds so a
stream of per-tick overflow events becomes one steady signal.
Your manual radiator on/off switch still overrides all of it. The automation can
only idle a radiator you have left switched on.
Your manual radiator on/off switch still overrides both. The automation can only
idle a radiator you have left switched on.
Ships with no thermal battery have no broadcaster, so nothing changes for them.
The signal polarity is deliberately "hold", not "vent", so that the absence of
any part of this mod's machinery always falls back to vanilla behaviour.
The design is **fail-safe**: holding heat requires positive evidence that the
network has room to spare. Anything missing, disconnected or unmeasurable ends
up venting, which is vanilla behaviour. Headroom is measured in absolute heat
rather than as a percentage, because what actually matters is headroom against
your generation rate — 2000 status heat is under a second of one overclocked
large reactor.
No stat or number is changed. Only *when* radiators run.
## Layout
```
mod.rules manifest + patch actions
components/thermal_battery_vent.rules decides when there is surplus
components/launcher_ammo_signal.rules reports thermal ammo in use
components/overclock_overflow_signal.rules safety net, reports real overflow
components/radiator_auto.rules combines the signals into one gate
tests/ offline validation suite
install.sh validate + copy into the Mods folder
mod.rules manifest + patch actions
components/radiator_auto.rules measures network headroom, decides, acts
components/launcher_ammo_signal.rules reports thermal ammo in use
tests/ offline validation suite
tools/dotnet_enum.py reads component schemas out of Cosmoteer.dll
install.sh validate + copy into the Mods folder
```
## Install
@@ -141,11 +139,24 @@ holding heat back for your launchers.
## Status
Working, confirmed in game on 2026-08-29 against game data version 0.30.4c.
**Partly confirmed.** Against game data 0.30.4c, as of 2026-08-29:
Getting there took four builds that each loaded without a single error and did
nothing, for four different reasons. Cosmoteer reports none of them, so each one
now has a mutation-verified test:
- Confirmed: the gate closes and idles a radiator when thermal ammo is in use.
- Confirmed: with no launcher on thermal ammo, behaviour is vanilla.
- **Not yet confirmed: the release path.** v2.0.0 held heat *forever* — thermal
batteries visibly full, parts taking heat damage, radiators still idle.
That failure was the dangerous direction, and it came from reading the wrong
thing. v2.0.0 put a percentage threshold on a thermal battery's own
`HeatStorage`, which is wrapped by a `NetworkResourceStore`; that local read
never crossed its ceiling however full the network got. v2.1.0 measures the
network's remaining room directly instead, from the radiator, using the same
bare `NetworkResourceInput` the heat exchanger uses — and the polarity is now
fail-safe, so an unmeasurable signal vents rather than holds.
Getting this far took five builds that each loaded without a single error and
misbehaved silently. Cosmoteer reports none of these, so each has a
mutation-verified test:
| Silent failure | Guard |
|---|---|
@@ -153,16 +164,14 @@ now has a mutation-verified test:
| A field name that does not exist in the component's real schema is ignored rather than reported | `test_component_fields_exist_in_schema`, read from the assembly's own metadata |
| A network component no route reaches never attaches, and reads as absent forever | `test_network_components_are_routed` |
| An `Overrides` value naming a component that is not there reverts the gate to nothing | `test_override_values_name_real_components` |
| A percentage threshold on a network-wrapped `ResourceStorage` never crosses, however full the network is | no test — avoid the pattern; measure the network, not a part's storage |
The third was the actual cause. A network component is only attached if a
**route** reaches it: the part's `NetworkPort` anchors on one component, and a
`NetworkRouter` bridges that anchor to every other network component on the
part. That is how vanilla connects the radiator's own
`NetworkedThermalDissipationLoadValue`, and how the amplification pump reaches
the resonance beam turret. Routes now run from each part's anchor —
`NetworkedHeatBuffer` on the radiator through its existing `Router`, plus a new
`NetworkRouter` on the thermal battery, the missile launcher and
`base_part_overclock`, none of which ships one.
Routing was the cause of the first three builds doing nothing. A network
component is only attached if a **route** reaches it: the part's `NetworkPort`
anchors on one component, and a `NetworkRouter` bridges that anchor to every
other network component on the part. That is how vanilla connects the radiator's
own `NetworkedThermalDissipationLoadValue`, and how the amplification pump
reaches the resonance beam turret. Many parts ship no router at all.
None of this is documented: the wiki's modding pages cover no network components
at all, so the game's own `.rules` files are the only reference.
@@ -1,66 +0,0 @@
// ABOUT ME
// Components merged into base_part_overclock, the shared base for every
// overclockable part. They form the mod's safety net.
//
// Why it exists: the threshold band on the thermal battery is a prediction. It
// can be wrong -- if the ship generates heat faster than its radiators can
// clear it, or if heat pipe topology cannot deliver to the batteries quickly
// enough, heat overflows regardless of what percentage the band is set to.
//
// OverflowHeatStorage is the engine's own ground truth for that: heat only ever
// reaches it when the network has already refused the heat, which is the exact
// moment the part starts cooking itself. Any part in that state forces every
// radiator on the network to vent, ignoring the band entirely.
//
// 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.
AutoRad_OverflowTimer
{
Type = Timer
Duration = 3
StartExpired = true
StartTrigger = OverflowHeatStorage
ResetTrigger = OverflowHeatStorage
}
AutoRad_One { Type = StaticValue; Value = 1 }
AutoRad_Zero { Type = StaticValue; Value = 0 }
AutoRad_OverflowValue
{
Type = ToggleValueSelector
Toggle = AutoRad_OverflowTimer
ToggleOnValue = AutoRad_One
ToggleOffValue = AutoRad_Zero
}
AutoRad_NetworkedForceVent
{
Type = NetworkValue
ValueSource = AutoRad_OverflowValue
Categories = [ auto_radiator_force_vent ]
IncludeInBlueprints = false
}
// Routes the broadcast onto the heat network. NetworkHeatInput is what this
// base's thermal ports anchor on (BASE_THERMAL_PORT: RouteSource =
// &../HEAT_NETWORK_INPUT).
AutoRad_Router
{
Type = NetworkRouter
RouteGenerators
[
{
Type = Bidirectional
Routes
[
[NetworkHeatInput, AutoRad_NetworkedForceVent, 0]
]
}
]
}
+90 -50
View File
@@ -1,31 +1,99 @@
// ABOUT ME
// 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.
// Components merged into the Radiator. They decide whether this radiator should
// vent or hold, and combine that into a single gate, AutoPowerToggle, which
// mod.rules substitutes for the radiator's vanilla PowerToggle on the parts of
// the radiator that actually dissipate heat.
//
// 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 network is not asking it to hold (no battery, or battery full)
// A radiator vents when EITHER:
// - the heat network is running out of room, or
// - no launcher on the network is using thermal ammunition
// - some part is overflowing heat right now (safety net, overrides all)
//
// The design is fail-safe: holding requires positive evidence that the network
// has room to spare. Anything missing, disconnected or unmeasurable results in
// venting, which is vanilla behaviour.
AutoRad_HoldSignal
// --- Is the heat network running out of room? -------------------------------
//
// Measured locally, exactly the way the heat exchanger decides whether it can
// still push heat into the network (heat_exchanger.rules: IsNetworkHeatNonFull
// reads a bare NetworkResourceInput). A NetworkResourceInput's value is how much
// the network can still accept.
//
// Reading a thermal battery's own HeatStorage does NOT work for this. That
// storage is wrapped by a NetworkResourceStore, and v2.0.0 held heat forever --
// batteries visibly full, parts cooking -- because a local percentage threshold
// on it never crossed. This measures the network itself instead, from the part
// that acts on the answer, so no cross-part broadcast is involved at all.
//
// Amounts are resource units: 1 status heat = 1000 resource units
// (statuses/heat/heat.rules: STATUS_TO_RESOURCE_RATIO).
AutoRad_NetworkSpace
{
Type = NetworkValueReceiver
Categories = [ auto_radiator_hold ]
Mode = Max
AllowUncategorized = false
Type = NetworkResourceInput
ResourceType = heat
Mode = DistributeProportionallyByAvailable
}
// Under ~2000 status heat of headroom left: vent.
AutoRad_SpaceLow
{
Type = ThresholdToggle
ValueFrom = AutoRad_NetworkSpace
MaxAmount = 2000000
}
// Back above ~6000 status heat of headroom: safe to bank heat again.
AutoRad_SpaceAmple
{
Type = ThresholdToggle
ValueFrom = AutoRad_NetworkSpace
MinAmount = 6000000
}
AutoRad_LowTrigger
{
Type = ToggleTrigger
Toggle = AutoRad_SpaceLow
TriggerWhenOn = true
TriggerWhenOff = false
}
AutoRad_AmpleTrigger
{
Type = ToggleTrigger
Toggle = AutoRad_SpaceAmple
TriggerWhenOn = true
TriggerWhenOff = false
}
// The deadband, so radiators do not chatter at the threshold.
AutoRad_VentLatch
{
Type = TriggeredToggle
OnTrigger = AutoRad_LowTrigger
OffTrigger = AutoRad_AmpleTrigger
}
// OR the raw low reading back in, so a ship that loads already out of room
// vents at once instead of waiting for a crossing that never comes.
AutoRad_MustVent
{
Type = MultiToggle
Toggles = [ AutoRad_VentLatch, AutoRad_SpaceLow ]
Mode = Any
}
// --- Is anything actually spending heat as ammunition? ----------------------
//
// Broadcast by the missile launcher over the heat network. Confirmed working in
// game: with a launcher on Thermal Canister ammo this reads 1, and with the
// launcher on anything else it reads 0 and radiators behave exactly as vanilla.
AutoRad_ThermalAmmoSignal
{
Type = NetworkValueReceiver
@@ -34,26 +102,6 @@ AutoRad_ThermalAmmoSignal
AllowUncategorized = false
}
AutoRad_ForceVentSignal
{
Type = NetworkValueReceiver
Categories = [ auto_radiator_force_vent ]
Mode = Max
AllowUncategorized = false
}
// "value is not zero", written the way vanilla writes it (the thermal pump's
// UtilizationToggle). The signals are only ever 0 or 1, so this is equivalent
// to a 0.5 threshold while sticking to a form the game demonstrably honours.
AutoRad_IsHolding
{
Type = ThresholdToggle
ValueFrom = AutoRad_HoldSignal
MinAmount = 0
MaxAmount = 0
Invert = true
}
AutoRad_ThermalAmmoInUse
{
Type = ThresholdToggle
@@ -63,30 +111,22 @@ AutoRad_ThermalAmmoInUse
Invert = true
}
AutoRad_ForceVent
{
Type = ThresholdToggle
ValueFrom = AutoRad_ForceVentSignal
MinAmount = 0
MaxAmount = 0
Invert = true
}
// --- The gate ---------------------------------------------------------------
AutoRad_VentAllowed
{
Type = MultiToggle
Toggles
[
{ Toggle = AutoRad_IsHolding; Invert = true }
AutoRad_MustVent
{ Toggle = AutoRad_ThermalAmmoInUse; Invert = true }
AutoRad_ForceVent
]
Mode = Any
}
// The replacement gate. PowerToggle is the radiator's vanilla UIToggle, so the
// player's switch remains the master control: it can turn a radiator off, and
// the automation can only idle one the player has left on.
// PowerToggle is the radiator's vanilla UIToggle, so the player's switch remains
// the master control: it can turn a radiator off, and the automation can only
// idle one the player has left on.
AutoPowerToggle
{
Type = MultiToggle
-113
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@@ -1,113 +0,0 @@
// ABOUT ME
// Components merged into the Thermal Battery. The battery is the ship's heat
// gauge, so it is what decides whether the heat network has surplus worth
// venting, and broadcasts that decision to every radiator on the network.
//
// 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.
AutoRad_VentCeiling
{
Type = ThresholdToggle
ValueFrom = HeatStorage
MinAmount = 98%
}
// Stop venting once there is real headroom again.
AutoRad_VentFloor
{
Type = ThresholdToggle
ValueFrom = HeatStorage
MaxAmount = 94%
}
AutoRad_CeilingTrigger
{
Type = ToggleTrigger
Toggle = AutoRad_VentCeiling
TriggerWhenOn = true
TriggerWhenOff = false
}
AutoRad_FloorTrigger
{
Type = ToggleTrigger
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.
AutoRad_VentLatch
{
Type = TriggeredToggle
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.
AutoRad_VentActive
{
Type = MultiToggle
Toggles = [ AutoRad_VentLatch, AutoRad_VentCeiling ]
Mode = Any
}
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 = ToggleValueSelector
Toggle = AutoRad_VentActive
ToggleOnValue = AutoRad_Zero
ToggleOffValue = AutoRad_One
}
AutoRad_NetworkedHold
{
Type = NetworkValue
ValueSource = AutoRad_HoldValue
Categories = [ auto_radiator_hold ]
IncludeInBlueprints = false
}
// A network component is only actually attached to the network if a route
// reaches it. The part's NetworkPort anchors on one component -- here
// NetworkedHeatStorage -- and a NetworkRouter bridges that anchor to every
// other network component on the part. The thermal battery ships no router,
// because vanilla has nothing else to reach, so the broadcast above needs one
// or it is never connected to anything and reads as absent.
AutoRad_Router
{
Type = NetworkRouter
RouteGenerators
[
{
Type = Bidirectional
Routes
[
[NetworkedHeatStorage, AutoRad_NetworkedHold, 0]
]
}
]
}
+15 -27
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@@ -7,16 +7,21 @@
// pull from the same pool, with the same Mode, in the same category, and
// Data/ships/priorities.rules defines no ordering between them.
//
// The patches below add components to four vanilla parts and then repoint the
// 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.
// The patches below add components to two vanilla parts -- the radiator, which
// decides and acts, and the missile launcher, which reports whether thermal
// ammunition is in use -- and then repoint the 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.
//
// The radiator measures the heat network's remaining room itself, so nothing
// patches the thermal battery or the overclock base. Holding requires positive
// evidence of headroom; anything missing or unmeasurable results in venting.
//
// Nothing here changes a stat or a number. It only changes when radiators run.
ID = ganter.auto_radiator
Name = "Auto Radiator"
Version = 2.0.0
Version = 2.1.0
CompatibleGameVersions = ["0.30.4c", "0.30.4"]
ModifiesGameplay = true
Author = "Tobias Ganter"
@@ -27,26 +32,16 @@ Description = "Radiators only vent surplus heat instead of running constantly.\n
"to keep radiators busy, and your missiles reload at whatever rate your reactors "\
"happen to produce.\n\n"\
"With this mod, radiators hold off while the heat network still has room, keeping "\
"your thermal batteries topped up as a deep missile reserve, and vent once the "\
"network is nearly full.\n\n"\
"your thermal batteries topped up as a deep missile reserve, and vent as the "\
"network runs out of room.\n\n"\
"- Only applies when a launcher is actually set to Thermal Canister Missiles. "\
"Otherwise radiators behave exactly as in vanilla.\n\n"\
"- Ships with no thermal battery are unaffected.\n\n"\
"- Your manual radiator on/off switch still overrides everything.\n\n"\
"- Safety net: if any part is actually overflowing heat, every radiator vents "\
"immediately regardless of the threshold."
"- Fail-safe: holding heat requires measured headroom on the network. If that "\
"headroom runs low, or cannot be measured at all, radiators vent."
Actions
[
// --- Broadcasters -----------------------------------------------------
// The thermal battery decides when the network has surplus.
{
Action = AddBase
AddBaseTo = "<ships/terran/thermal_battery/thermal_battery.rules>/Part/Components"
BaseToAdd = &<components/thermal_battery_vent.rules>
}
// The missile launcher reports whether it is set to thermal ammunition.
{
Action = AddBase
@@ -54,12 +49,6 @@ Actions
BaseToAdd = &<components/launcher_ammo_signal.rules>
}
// Every overclockable part reports when it is actually overflowing heat.
{
Action = AddBase
AddBaseTo = "<ships/base_part_overclock.rules>/Part/Components"
BaseToAdd = &<components/overclock_overflow_signal.rules>
}
// --- Receiver ---------------------------------------------------------
@@ -82,9 +71,8 @@ Actions
AddTo = "<ships/terran/radiator/radiator.rules>/Part/Components/Router/RouteGenerators/0/Routes"
ManyToAdd
[
[NetworkedHeatBuffer, AutoRad_HoldSignal, 0]
[NetworkedHeatBuffer, AutoRad_NetworkSpace, 0]
[NetworkedHeatBuffer, AutoRad_ThermalAmmoSignal, 0]
[NetworkedHeatBuffer, AutoRad_ForceVentSignal, 0]
]
}
+1 -1
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@@ -443,7 +443,7 @@ def test_component_fields_exist_in_schema():
# the components existed on the parts, and every signal read zero.
# ---------------------------------------------------------------------------
NETWORK_COMPONENT_TYPES = {"NetworkValue", "NetworkValueReceiver"}
NETWORK_COMPONENT_TYPES = {"NetworkValue", "NetworkValueReceiver", "NetworkResourceInput"}
def collect_route_names(node, found=None):