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:
@@ -52,52 +52,50 @@ about **172 status/sec per tile** while fully overflowing, so roughly **2
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seconds of continuous, total overflow** before fire risk even arms. Radiators
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react within **0.5 s** (`HeatDissipationConverter { Interval = 0.5 }`).
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At a 98% ceiling on a single 15000-capacity thermal battery, the overshoot
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during that reaction window is about 625 status heat spread over 16 tiles —
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roughly **39 per tile**, against a threshold of 350. Holding the network near
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full is safe with a wide margin, and every percent of ceiling given up is
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ammunition thrown away for nothing.
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With ~2000 status heat of headroom left when venting starts, one overclocked
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large reactor takes about 0.7 s to consume it, against a 0.5 s radiator reaction
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time — so the overshoot lands well under the 350-per-tile threshold at which
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anything begins to happen. Holding the network near full is safe with a wide
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margin, and headroom given up beyond that is ammunition thrown away for nothing.
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The genuine constraint is not the threshold. It is total radiator throughput
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(1100/sec each) versus sustained generation. If you are short on radiators you
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overflow continuously and no threshold value saves you — which is what the
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safety net below is for.
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overflow continuously and no threshold value saves you.
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## What the mod does
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Radiators vent when **any** of these is true:
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A radiator vents when **either**:
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1. The heat network is not asking them to hold — the thermal battery is at or
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above 98% full (dropping the hold again at 94%, a deadband so radiators do
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not chatter at the threshold).
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2. No launcher on the network is set to Thermal Canister Missiles. If you are
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not spending heat as ammunition there is nothing to hoard, so radiators
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1. **The heat network is running out of room.** The radiator measures this
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itself, with a bare `NetworkResourceInput` — the same way the heat exchanger
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decides whether it can still push heat (`heat_exchanger.rules`:
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`IsNetworkHeatNonFull`). Vent below ~2000 status heat of remaining headroom,
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hold again above ~6000, a deadband so radiators do not chatter.
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2. **No launcher on the network is set to Thermal Canister Missiles.** If you
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are not spending heat as ammunition there is nothing to hoard, so radiators
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behave exactly as in vanilla.
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3. **Safety net:** some part is actually overflowing heat right now. This reads
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the engine's own `OverflowHeatStorage`, so it fires the moment the network
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genuinely refuses heat — regardless of thresholds, pipe topology, or whether
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your radiator capacity was ever sufficient. Latched for 3 seconds so a
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stream of per-tick overflow events becomes one steady signal.
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Your manual radiator on/off switch still overrides all of it. The automation can
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only idle a radiator you have left switched on.
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Your manual radiator on/off switch still overrides both. The automation can only
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idle a radiator you have left switched on.
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Ships with no thermal battery have no broadcaster, so nothing changes for them.
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The signal polarity is deliberately "hold", not "vent", so that the absence of
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any part of this mod's machinery always falls back to vanilla behaviour.
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The design is **fail-safe**: holding heat requires positive evidence that the
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network has room to spare. Anything missing, disconnected or unmeasurable ends
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up venting, which is vanilla behaviour. Headroom is measured in absolute heat
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rather than as a percentage, because what actually matters is headroom against
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your generation rate — 2000 status heat is under a second of one overclocked
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large reactor.
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No stat or number is changed. Only *when* radiators run.
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## Layout
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```
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mod.rules manifest + patch actions
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components/thermal_battery_vent.rules decides when there is surplus
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components/launcher_ammo_signal.rules reports thermal ammo in use
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components/overclock_overflow_signal.rules safety net, reports real overflow
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components/radiator_auto.rules combines the signals into one gate
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tests/ offline validation suite
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install.sh validate + copy into the Mods folder
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mod.rules manifest + patch actions
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components/radiator_auto.rules measures network headroom, decides, acts
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components/launcher_ammo_signal.rules reports thermal ammo in use
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tests/ offline validation suite
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tools/dotnet_enum.py reads component schemas out of Cosmoteer.dll
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install.sh validate + copy into the Mods folder
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```
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## Install
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@@ -141,11 +139,24 @@ holding heat back for your launchers.
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## Status
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Working, confirmed in game on 2026-08-29 against game data version 0.30.4c.
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**Partly confirmed.** Against game data 0.30.4c, as of 2026-08-29:
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Getting there took four builds that each loaded without a single error and did
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nothing, for four different reasons. Cosmoteer reports none of them, so each one
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now has a mutation-verified test:
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- Confirmed: the gate closes and idles a radiator when thermal ammo is in use.
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- Confirmed: with no launcher on thermal ammo, behaviour is vanilla.
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- **Not yet confirmed: the release path.** v2.0.0 held heat *forever* — thermal
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batteries visibly full, parts taking heat damage, radiators still idle.
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That failure was the dangerous direction, and it came from reading the wrong
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thing. v2.0.0 put a percentage threshold on a thermal battery's own
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`HeatStorage`, which is wrapped by a `NetworkResourceStore`; that local read
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never crossed its ceiling however full the network got. v2.1.0 measures the
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network's remaining room directly instead, from the radiator, using the same
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bare `NetworkResourceInput` the heat exchanger uses — and the polarity is now
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fail-safe, so an unmeasurable signal vents rather than holds.
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Getting this far took five builds that each loaded without a single error and
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misbehaved silently. Cosmoteer reports none of these, so each has a
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mutation-verified test:
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| Silent failure | Guard |
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|---|---|
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@@ -153,16 +164,14 @@ now has a mutation-verified test:
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| 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 |
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| A network component no route reaches never attaches, and reads as absent forever | `test_network_components_are_routed` |
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| An `Overrides` value naming a component that is not there reverts the gate to nothing | `test_override_values_name_real_components` |
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| 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 |
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The third was the actual cause. A network component is only attached if a
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**route** reaches it: the part's `NetworkPort` anchors on one component, and a
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`NetworkRouter` bridges that anchor to every other network component on the
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part. That is how vanilla connects the radiator's own
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`NetworkedThermalDissipationLoadValue`, and how the amplification pump reaches
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the resonance beam turret. Routes now run from each part's anchor —
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`NetworkedHeatBuffer` on the radiator through its existing `Router`, plus a new
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`NetworkRouter` on the thermal battery, the missile launcher and
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`base_part_overclock`, none of which ships one.
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Routing was the cause of the first three builds doing nothing. A network
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component is only attached if a **route** reaches it: the part's `NetworkPort`
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anchors on one component, and a `NetworkRouter` bridges that anchor to every
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other network component on the part. That is how vanilla connects the radiator's
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own `NetworkedThermalDissipationLoadValue`, and how the amplification pump
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reaches the resonance beam turret. Many parts ship no router at all.
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None of this is documented: the wiki's modding pages cover no network components
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at all, so the game's own `.rules` files are the only reference.
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@@ -1,66 +0,0 @@
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// ABOUT ME
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// Components merged into base_part_overclock, the shared base for every
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// overclockable part. They form the mod's safety net.
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//
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// Why it exists: the threshold band on the thermal battery is a prediction. It
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// can be wrong -- if the ship generates heat faster than its radiators can
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// clear it, or if heat pipe topology cannot deliver to the batteries quickly
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// enough, heat overflows regardless of what percentage the band is set to.
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//
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// OverflowHeatStorage is the engine's own ground truth for that: heat only ever
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// reaches it when the network has already refused the heat, which is the exact
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// moment the part starts cooking itself. Any part in that state forces every
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// radiator on the network to vent, ignoring the band entirely.
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//
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// The timer holds the signal for a few seconds so a stream of per-tick overflow
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// events becomes one steady "vent now" rather than a flicker.
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//
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// Carried as a NetworkValue rather than a NetworkToggle: vanilla marks every
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// NetworkToggle IncludeInPhysical = false, so they do not carry a signal on a
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// real ship.
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AutoRad_OverflowTimer
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{
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Type = Timer
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Duration = 3
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StartExpired = true
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StartTrigger = OverflowHeatStorage
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ResetTrigger = OverflowHeatStorage
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}
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AutoRad_One { Type = StaticValue; Value = 1 }
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AutoRad_Zero { Type = StaticValue; Value = 0 }
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AutoRad_OverflowValue
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{
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Type = ToggleValueSelector
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Toggle = AutoRad_OverflowTimer
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ToggleOnValue = AutoRad_One
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ToggleOffValue = AutoRad_Zero
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}
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AutoRad_NetworkedForceVent
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{
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Type = NetworkValue
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ValueSource = AutoRad_OverflowValue
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Categories = [ auto_radiator_force_vent ]
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IncludeInBlueprints = false
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}
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// Routes the broadcast onto the heat network. NetworkHeatInput is what this
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// base's thermal ports anchor on (BASE_THERMAL_PORT: RouteSource =
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// &../HEAT_NETWORK_INPUT).
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AutoRad_Router
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{
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Type = NetworkRouter
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RouteGenerators
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[
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{
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Type = Bidirectional
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Routes
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[
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[NetworkHeatInput, AutoRad_NetworkedForceVent, 0]
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]
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}
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]
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}
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@@ -1,31 +1,99 @@
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// ABOUT ME
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// Components merged into the Radiator. They receive the three network values
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// this mod broadcasts and combine them into a single gate, AutoPowerToggle,
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// which mod.rules then substitutes for the radiator's vanilla PowerToggle on
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// the parts of the radiator that actually dissipate heat.
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//
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// Each broadcast arrives as a number, 1 or 0, summarised across the network by
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// a NetworkValueReceiver and turned back into a toggle by a threshold at 0.5.
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// A network with no broadcaster at all yields 0, which is why a ship without
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// thermal batteries or thermal launchers keeps vanilla behaviour.
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// Components merged into the Radiator. They decide whether this radiator should
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// vent or hold, and combine that into a single gate, AutoPowerToggle, which
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// mod.rules substitutes for the radiator's vanilla PowerToggle on the parts of
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// the radiator that actually dissipate heat.
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//
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// The player's manual on/off switch (PowerToggle) is preserved and still wins:
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// a radiator the player has switched off stays off. The automation can only
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// idle a radiator the player has left on.
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//
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// A radiator vents when ANY of these hold:
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// - the network is not asking it to hold (no battery, or battery full)
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// A radiator vents when EITHER:
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// - the heat network is running out of room, or
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// - no launcher on the network is using thermal ammunition
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// - some part is overflowing heat right now (safety net, overrides all)
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//
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// The design is fail-safe: holding requires positive evidence that the network
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// has room to spare. Anything missing, disconnected or unmeasurable results in
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// venting, which is vanilla behaviour.
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AutoRad_HoldSignal
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||||
// --- Is the heat network running out of room? -------------------------------
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//
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// Measured locally, exactly the way the heat exchanger decides whether it can
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// still push heat into the network (heat_exchanger.rules: IsNetworkHeatNonFull
|
||||
// reads a bare NetworkResourceInput). A NetworkResourceInput's value is how much
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// the network can still accept.
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||||
//
|
||||
// Reading a thermal battery's own HeatStorage does NOT work for this. That
|
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// storage is wrapped by a NetworkResourceStore, and v2.0.0 held heat forever --
|
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// 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 ]
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||||
Mode = Max
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||||
AllowUncategorized = false
|
||||
Type = NetworkResourceInput
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||||
ResourceType = heat
|
||||
Mode = DistributeProportionallyByAvailable
|
||||
}
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||||
|
||||
// Under ~2000 status heat of headroom left: vent.
|
||||
AutoRad_SpaceLow
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||||
{
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||||
Type = ThresholdToggle
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||||
ValueFrom = AutoRad_NetworkSpace
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||||
MaxAmount = 2000000
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||||
}
|
||||
|
||||
// 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
|
||||
|
||||
@@ -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]
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -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
@@ -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):
|
||||
|
||||
Reference in New Issue
Block a user