Files
cosmoteer-pressure-relief-r…/mod.rules
T
TotenKnopfandClaude Opus 5 3ad03d7964 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
2026-08-28 23:37:21 +02:00

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// ABOUT ME
// Manifest and patch list for "Auto Radiator".
//
// What it does: radiators stop dumping heat that the ship still wants. Thermal
// Canister Missiles are built from the ship's own heat, so a radiator running
// flat out is competing with the launchers for ammunition -- in vanilla they
// 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.
//
// Nothing here changes a stat or a number. It only changes when radiators run.
ID = ganter.auto_radiator
Name = "Auto Radiator"
Version = 1.1.0
CompatibleGameVersions = ["0.30.4c", "0.30.4"]
ModifiesGameplay = true
Author = "Tobias Ganter"
Description = "Radiators only vent surplus heat instead of running constantly.\n\n"\
"Thermal Canister Missiles are built from your ship's own heat, and in vanilla "\
"your radiators compete with your launchers for it -- the heat network is drained "\
"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"\
"- 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."
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
AddBaseTo = "<ships/terran/missile_launcher/missile_launcher.rules>/Part/Components"
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 ---------------------------------------------------------
{
Action = AddBase
AddBaseTo = "<ships/terran/radiator/radiator.rules>/Part/Components"
BaseToAdd = &<components/radiator_auto.rules>
}
// --- Rewire the radiator ---------------------------------------------
//
// The radiator's dissipation is gated on PowerToggle directly, not on its
// IsOperational toggle, so each of these three components is repointed at
// the new gate. IsOperational and CommandConsumer are deliberately left
// alone: an idling radiator still holds its command points, because it is
// still assigned and will resume without player input.
// The actual heat removal.
{
Action = Overrides
OverrideIn = "<ships/terran/radiator/radiator.rules>/Part/Components/HeatDissipationConverter"
Overrides
{
OperationalToggle = AutoPowerToggle
}
}
// The steam plume, so an idling radiator looks idle.
{
Action = Overrides
OverrideIn = "<ships/terran/radiator/radiator.rules>/Part/Components/SteamEffects"
Overrides
{
OperationalToggle = AutoPowerToggle
}
}
// The dissipation value that drives the glow and the network load readout.
{
Action = Overrides
OverrideIn = "<ships/terran/radiator/radiator.rules>/Part/Components/DissipationSmoothingTargetValue"
Overrides
{
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
}
}
]