Radiators and Thermal Canister Missile launchers pull from the same heat pool with identical NetworkResourceOutput settings, and priorities.rules defines no ordering for heat. A constantly-running radiator therefore spends missile ammunition to make steam. Gate radiator dissipation on three network signals instead of the raw PowerToggle: a 98%/94% hysteresis band on the thermal battery, whether any launcher is actually set to thermal ammo, and an override driven by the engine's own OverflowHeatStorage as a safety net. Storage fullness causes no damage on its own -- only overflow does, and only above 350 status per tile -- so the band sits high deliberately to keep the network full as a missile reserve. Signal polarity is "hold", not "vent", so any ship missing a broadcaster falls back to vanilla behaviour. Includes an offline validation suite that resolves every patch target, component reference and component Type against the installed game data, since all three otherwise fail only as a crash on game load. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011oLWY1G6S8U35bi2FxVWni
35 lines
1.2 KiB
Plaintext
35 lines
1.2 KiB
Plaintext
// 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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Overflow_VentTimer
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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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Overflow_NetworkedForceVent
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{
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Type = NetworkToggle
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ToggleSource = Overflow_VentTimer
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Categories = [ auto_radiator_force_vent ]
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IncludeInPhysical = true
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IncludeInBlueprints = false
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}
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