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