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
81 lines
2.0 KiB
Plaintext
81 lines
2.0 KiB
Plaintext
// ABOUT ME
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// Components merged into the Thermal Battery. The battery is the ship's heat
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// gauge, so it is what decides whether the heat network has surplus worth
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// venting, and broadcasts that decision to every radiator on the network.
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//
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// Polarity is deliberate: the battery broadcasts "HOLD" (do not vent), not
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// "vent". A ship with no thermal battery therefore has no broadcaster, every
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// radiator's receiver reads off, and radiators behave exactly as in vanilla.
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//
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// Heat storage fullness causes no damage on its own -- damage only occurs when
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// the network refuses heat and it overflows onto the producing part
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// (base_part_overclock.rules: HeatDistributionStorage adds InOrder, network
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// first, OverflowHeatStorage second). So the band sits high on purpose, keeping
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// the network full as a deep ammunition reserve for Thermal Canister Missiles.
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// Vent when the battery is essentially full.
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VentCeiling
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{
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Type = ThresholdToggle
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ValueFrom = HeatStorage
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MinAmount = 98%
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}
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// Stop venting once there is real headroom again.
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VentFloor
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{
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Type = ThresholdToggle
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ValueFrom = HeatStorage
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MaxAmount = 94%
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}
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VentCeilingTrigger
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{
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Type = ToggleTrigger
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Toggle = VentCeiling
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TriggerWhenOn = true
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TriggerWhenOff = false
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}
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VentFloorTrigger
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{
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Type = ToggleTrigger
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Toggle = VentFloor
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TriggerWhenOn = true
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TriggerWhenOff = false
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}
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// The deadband: latches on at the ceiling, stays on until the floor is reached.
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// Without this the radiators would chatter on and off at the threshold.
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VentLatch
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{
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Type = TriggeredToggle
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OnTrigger = VentCeilingTrigger
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OffTrigger = VentFloorTrigger
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}
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// OR the raw ceiling back in, so a ship that loads already above the ceiling
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// vents immediately instead of waiting for a threshold crossing that never comes.
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VentActive
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{
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Type = MultiToggle
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Toggles = [ VentLatch, VentCeiling ]
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Mode = Any
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}
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HoldVent
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{
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Type = MultiToggle
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Toggles = [ VentActive ]
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Mode = None
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}
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NetworkedHoldVent
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{
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Type = NetworkToggle
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ToggleSource = HoldVent
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Categories = [ auto_radiator_hold ]
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IncludeInPhysical = true
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IncludeInBlueprints = false
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}
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