Files
cosmoteer-pressure-relief-r…/README.md
T

202 lines
8.8 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Auto Radiator
A Cosmoteer mod. Radiators stop dumping heat the ship still wants.
## The problem
Thermal Canister Missiles are built from the ship's own heat. The game says so
itself, in `Data/strings/en.rules`:
> Manufactures guided Thermal Canister Missiles that take thermal energy from
> their own ship's heat pipe network and inflict it upon the target.
The launcher charges each missile from the heat network — `HEAT_PER_MISSILE =
8500`, two missiles buffered per launcher. A radiator pulls from that same
network, through a component that is behaviourally identical to the launcher's:
| | Radiator | Thermal launcher |
|---|---|---|
| Type | `NetworkResourceOutput` | `NetworkResourceOutput` |
| Mode | `DistributeProportionallyByAvailable` | `DistributeProportionallyByAvailable` |
| Categories | `[ thermal_storage ]` | `[ thermal_storage ]` |
`Data/ships/priorities.rules` defines priorities for crew and supply only —
nothing for heat. So the two compete flat, proportionally, and a radiator
running constantly is spending your ammunition to make steam.
## Why holding heat is safe
Heat storage being full does not hurt you. Damage comes only from *overflow*.
Every overclocked part routes its heat through this
(`Data/ships/base_part_overclock.rules`):
```
HeatDistributionStorage
{
Type = MultiResourceStorage
ResourceStorages = [NetworkHeatInput, OverflowHeatStorage]
AddMode = InOrder
}
```
`InOrder` means the network is tried first, and `OverflowHeatStorage` only
receives what the network refuses. Overflow then applies the `cosmoteer.heat`
status to the producing part's own tiles.
From `Data/statuses/heat/heat.rules`, that status does nothing whatsoever below
**350** per tile (`RequireValueRangeForTick = [350, Infinity]`). Fire chance
ramps from 350 to 2500; thermal damage begins at 700.
An overclocked large reactor produces 2750 heat/sec over its 4×4 footprint —
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.
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.
## What the mod does
Radiators vent when **any** of these is true:
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
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.
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.
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
```
## Install
```sh
./install.sh
```
Then enable **Auto Radiator** in the game's Mods menu. `./install.sh --uninstall`
removes it. If the script cannot find your Mods folder, set `COSMOTEER_MODS_DIR`.
## Tests
```sh
python3 tests/test_mod.py
```
Cosmoteer applies mod actions to vanilla data at load time, and a path that does
not resolve, a component reference pointing at nothing, or a misspelled
component `Type` all fail identically: the game crashes on startup and leaves a
log file. The suite parses the installed game's `.rules` tree and checks all
three offline. It also self-checks the parser against known vanilla facts first,
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.
## Reading the diagnostic icons
The radiator reports its own internal state through indicator icons. An icon is
drawn while its toggle is **off**, so:
| Icon on a radiator | Meaning |
|---|---|
| 🔧 wrench (`MissingComponent`) | **Always expected.** Its absence means the mod's components never merged onto the part, and nothing else in the mod is running. |
| thermal missile | No thermal-ammo signal is reaching this radiator — no launcher on its heat network is set to Thermal Canister Missiles. |
| resource | No hold signal is reaching this radiator — no thermal battery on its network is asking it to hold. |
| power-off | The radiator is idle: either you switched it off, or the automation idled it. |
A correctly working setup, on a ship with a thermal launcher and a battery below
the vent ceiling, shows **the wrench alone**.
These make the failure legible rather than guessable: wrench missing points at
the patch mechanism, either other icon points at the specific signal that is
dead.
## Status
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** carried the signals as `NetworkValue` / `NetworkValueReceiver`
instead, which is what vanilla's thermal amplification pump uses to drive actual
physical behaviour. That was necessary but not sufficient: it also loaded
cleanly and did nothing.
**v1.2.0** added the diagnostic indicator icons, which is what finally located
the fault. The wrench icon was present — so `AddBase` and the `Overrides` had
been applying correctly the whole time — while both signal icons showed,
meaning both `NetworkValue`s read zero.
**v1.3.0** fixes the actual cause. A network component is only attached to the
network 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. Unrouted components are not an error — they simply
never connect and read as absent forever.
Routes were added 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.
Three separate mechanisms have now each produced a mod that loads without a
single error and silently does nothing. The test suite has a mutation-verified
guard for each: blueprint-only signal types, fields that do not exist in the
real schema, and unrouted network components.
## Possible additions
- A per-radiator UI toggle for auto/manual, which needs a new `ChoiceID` wired
into `Data/gui/game/parts/part_toggles.rules`.
- Making the 98% / 94% band configurable.