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cosmoteer-pressure-relief-r…/components/thermal_battery_vent.rules
T
TotenKnopfandClaude Opus 5 831a628b53 feat: auto-gate radiators on heat network surplus
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
2026-08-28 23:24:32 +02:00

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// 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.
//
// Polarity is deliberate: the battery broadcasts "HOLD" (do not vent), not
// "vent". A ship with no thermal battery therefore has no broadcaster, every
// radiator's receiver reads off, 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.
// Vent when the battery is essentially full.
VentCeiling
{
Type = ThresholdToggle
ValueFrom = HeatStorage
MinAmount = 98%
}
// Stop venting once there is real headroom again.
VentFloor
{
Type = ThresholdToggle
ValueFrom = HeatStorage
MaxAmount = 94%
}
VentCeilingTrigger
{
Type = ToggleTrigger
Toggle = VentCeiling
TriggerWhenOn = true
TriggerWhenOff = false
}
VentFloorTrigger
{
Type = ToggleTrigger
Toggle = 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.
VentLatch
{
Type = TriggeredToggle
OnTrigger = VentCeilingTrigger
OffTrigger = VentFloorTrigger
}
// 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.
VentActive
{
Type = MultiToggle
Toggles = [ VentLatch, VentCeiling ]
Mode = Any
}
HoldVent
{
Type = MultiToggle
Toggles = [ VentActive ]
Mode = None
}
NetworkedHoldVent
{
Type = NetworkToggle
ToggleSource = HoldVent
Categories = [ auto_radiator_hold ]
IncludeInPhysical = true
IncludeInBlueprints = false
}