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
109 lines
4.1 KiB
Plaintext
109 lines
4.1 KiB
Plaintext
// 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 three heat-dissipating components 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 = 1.0.0
|
|
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
|
|
}
|
|
}
|
|
]
|