Disassembling Cosmoteer.dll (tools/ildump.py) shows PartThresholdToggle compares plain floats with no percent logic, and that a NetworkResourceInput's Value is the free fraction (0..1) of the connected network. v2.1.0 compared that against 2000000, so it always vented. Thresholds are now 5% / 10% free as local constants. New guard test_threshold_amounts_match_value_scale fails on the old values. README corrects the earlier wrong diagnosis of v2.0.0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011oLWY1G6S8U35bi2FxVWni
10 KiB
Auto Radiator
A Cosmoteer mod. Radiators stop dumping heat the ship still wants.
The problem
Thermal Canister Missiles are built from the ship's own heat. The game says so
itself, in Data/strings/en.rules:
Manufactures guided Thermal Canister Missiles that take thermal energy from their own ship's heat pipe network and inflict it upon the target.
The launcher charges each missile from the heat network — HEAT_PER_MISSILE = 8500, two missiles buffered per launcher. A radiator pulls from that same
network, through a component that is behaviourally identical to the launcher's:
| Radiator | Thermal launcher | |
|---|---|---|
| Type | NetworkResourceOutput |
NetworkResourceOutput |
| Mode | DistributeProportionallyByAvailable |
DistributeProportionallyByAvailable |
| Categories | [ thermal_storage ] |
[ thermal_storage ] |
Data/ships/priorities.rules defines priorities for crew and supply only —
nothing for heat. So the two compete flat, proportionally, and a radiator
running constantly is spending your ammunition to make steam.
Why holding heat is safe
Heat storage being full does not hurt you. Damage comes only from overflow.
Every overclocked part routes its heat through this
(Data/ships/base_part_overclock.rules):
HeatDistributionStorage
{
Type = MultiResourceStorage
ResourceStorages = [NetworkHeatInput, OverflowHeatStorage]
AddMode = InOrder
}
InOrder means the network is tried first, and OverflowHeatStorage only
receives what the network refuses. Overflow then applies the cosmoteer.heat
status to the producing part's own tiles.
From Data/statuses/heat/heat.rules, that status does nothing whatsoever below
350 per tile (RequireValueRangeForTick = [350, Infinity]). Fire chance
ramps from 350 to 2500; thermal damage begins at 700.
An overclocked large reactor produces 2750 heat/sec over its 4×4 footprint —
about 172 status/sec per tile while fully overflowing, so roughly 2
seconds of continuous, total overflow before fire risk even arms. Radiators
react within 0.5 s (HeatDissipationConverter { Interval = 0.5 }).
With 5% of one thermal battery (750 status heat) left when venting starts, one overclocked large reactor takes about 0.27 s to consume it, against a 0.5 s radiator reaction time — so the overshoot lands well under the 350-per-tile threshold at which anything begins to happen. Holding the network near full is safe with a wide margin, and headroom given up beyond that is ammunition thrown away for nothing.
The genuine constraint is not the threshold. It is total radiator throughput (1100/sec each) versus sustained generation. If you are short on radiators you overflow continuously and no threshold value saves you.
What the mod does
A radiator vents when either:
- The heat network is running out of room. The radiator measures this
itself, with a bare
NetworkResourceInput— the same component an overclocked part pushes its heat through (base_part_overclock.rules:NetworkHeatInput), so it sees exactly what a producer sees. Vent while less than 5% of the network's heat storage is free, hold again once 10% is free — a deadband so radiators do not chatter. Both numbers are named constants at the top ofcomponents/radiator_auto.rules. - No launcher on the network is set to Thermal Canister Missiles. If you are not spending heat as ammunition there is nothing to hoard, so radiators behave exactly as in vanilla.
Your manual radiator on/off switch still overrides both. The automation can only idle a radiator you have left switched on.
The design is fail-safe: holding heat requires positive evidence that the network has room to spare. Anything missing, disconnected or unmeasurable ends up venting, which is vanilla behaviour.
On one thermal battery (15000 status heat) 5% free is 750 of headroom. An overclocked large reactor fills that in ~0.27 s against the radiator's 0.5 s interval, so the worst overshoot is ~45 heat per tile, an order of magnitude under the 350 where anything starts to happen. More storage means more absolute headroom at the same percentage.
No stat or number is changed. Only when radiators run.
Layout
mod.rules manifest + patch actions
components/radiator_auto.rules measures network headroom, decides, acts
components/launcher_ammo_signal.rules reports thermal ammo in use
tests/ offline validation suite
tools/dotnet_enum.py reads component schemas out of Cosmoteer.dll
tools/ildump.py disassembles component methods to readable CIL
install.sh validate + copy into the Mods folder
Install
./install.sh
Then enable Auto Radiator in the game's Mods menu. ./install.sh --uninstall
removes it. If the script cannot find your Mods folder, set COSMOTEER_MODS_DIR.
Tests
python3 tests/test_mod.py
Cosmoteer applies mod actions to vanilla data at load time. Some mistakes crash
the game on startup — an unresolvable path, a misspelled component Type — and
the suite catches those by parsing the installed game's .rules tree offline.
The more dangerous mistakes do not crash anything. They load perfectly and silently do nothing; see Status below for the four this project hit and the guard for each. The suite also self-checks its own parser against known vanilla facts first, so a broken parser fails loudly instead of passing everything.
Set COSMOTEER_DATA to point at a different install, and COSMOTEER_ASSEMBLY
for the schema checks.
How to tell it is working
There is no separate "auto" mode and nothing to reset. The radiator's on/off switch is an AND gate:
- switch off -> radiator is off, and stays off. The mod never turns it back on.
- switch on -> the automation decides, moment to moment.
An auto-idled radiator shows the "powered off" indicator icon and stops emitting its steam plume. That icon on a radiator you did not switch off is the mod holding heat back for your launchers.
Status
Unconfirmed. Against game data 0.30.4c, as of 2026-08-29:
- Confirmed in game: the gate closes and idles a radiator when thermal ammo is in use, and with no launcher on thermal ammo behaviour is vanilla.
- Not yet confirmed: the release path — that radiators start venting as the network fills. v3.0.0 is the first build whose threshold is on the right scale, and it has not been played yet.
What the assembly says
Nothing about these components is documented, and guessing cost six builds.
tools/ildump.py disassembles Cosmoteer.dll, and three methods settle how
the measurement actually works:
PartThresholdToggle.OnAmountChanged:IsToggleOn = (Value >= MinAmount && Value <= MaxAmount) != Invert. Plain floats. There is no percent logic —88%in a.rulesfile is simply 0.88.BaseResourceStorage.get_Value:Lerp(ProvidedValueRange, Resources / MaxResources) + Resources × ProvidedValuePerResource. The default range is[0, 1], so a storage's value is its fill fraction. That is why vanilla can writeMaxAmount = 88%against a network-wrappedHeatStorage(resonance_beam_turret.rules).PartNetworkResourceInput.get_Value:Lerp(ProvidedValueRange, 1 − Resources / MaxResources), whereResourcesis the connected sinks' used capacity andMaxResourcestheir total. So its value is the free fraction of the network, and 0 when nothing is attached.
v2.1.0 compared that 0..1 free fraction against 2000000. "Space low" was
therefore permanently true, radiators always vented, and the mod was a no-op
with a clean load. v2.0.0's failure was elsewhere, in a battery-to-radiator
broadcast chain that v2.1.0 had already removed.
Silent failures and their guards
Every build so far loaded without a single error. Cosmoteer reports none of these, so each has a mutation-verified test:
| Silent failure | Guard |
|---|---|
NetworkToggle / NetworkToggleReceiver carry no signal on a physical ship (every vanilla use sets IncludeInPhysical = false) |
test_no_blueprint_only_signal_types, plus test_vanilla_marks_those_types_blueprint_only so the premise cannot go stale |
| A field name that does not exist in the component's real schema is ignored rather than reported | test_component_fields_exist_in_schema, read from the assembly's own metadata (ALL_CAPS local constants exempt, the vanilla convention) |
| A network component no route reaches never attaches, and reads as absent forever | test_network_components_are_routed |
An Overrides value naming a component that is not there reverts the gate to nothing |
test_override_values_name_real_components |
| A threshold on a fraction-valued source compared against an absolute number is permanently on or off | test_threshold_amounts_match_value_scale |
Routing was the cause of the first three builds doing nothing. A network
component is only attached if a route reaches it: the part's NetworkPort
anchors on one component, and a NetworkRouter bridges that anchor to every
other network component on the part. That is how vanilla connects the radiator's
own NetworkedThermalDissipationLoadValue, and how the amplification pump
reaches the resonance beam turret. Many parts ship no router at all.
Tools
tools/dotnet_enum.py reads component schemas and enum members straight out of
Cosmoteer.dll with no dependencies:
python3 tools/dotnet_enum.py /path/to/Cosmoteer.dll PartThresholdToggleRules
python3 tools/dotnet_enum.py /path/to/Cosmoteer.dll MultiToggleMode
tools/ildump.py goes further and disassembles methods, resolving calls,
fields and strings to names. It needs dnfile and dncil (pure Python; set
ILDUMP_PKGS to a directory of unpacked wheels if they are not installed):
python3 tools/ildump.py /path/to/Cosmoteer.dll PartNetworkResourceInput get_Value
python3 tools/ildump.py /path/to/Cosmoteer.dll BaseResourceStorageRules .ctor
Version 1.4.0 in the git history carries a probe build that makes a radiator report its own internal state through indicator icons, if this ever needs debugging again.
Possible additions
- A per-radiator UI toggle for auto/manual, which needs a new
ChoiceIDwired intoData/gui/game/parts/part_toggles.rules. - Exposing the 5% / 10% band in the game UI rather than as file constants.