Confirmed in game. The radiator's thermal-ammo and hold signals both arrive, VentAllowed goes false, and the radiator idles with its manual switch still on -- heat banked for the launchers instead of vented. The self-test probes did their job: ThresholdToggle was fine, and a mod-defined category carries a value perfectly well. The EMP probe was simply a bad probe -- it read thermal_load_dissipation, which an idled radiator broadcasts as zero, so it was correctly reporting a real zero. Routing in v1.3.0 was the actual cure. Remove the probes and the diagnostic indicators. The repointed power indicator is the one cue a player needs: it now shows on a radiator the mod has idled. Add test_override_values_name_real_components, which catches an Overrides value naming a component that does not exist -- a fourth way to produce a mod that loads clean and does nothing, and one this very commit introduced while stripping the scaffolding. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011oLWY1G6S8U35bi2FxVWni
188 lines
8.2 KiB
Markdown
188 lines
8.2 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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At a 98% ceiling on a single 15000-capacity thermal battery, the overshoot
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during that reaction window is about 625 status heat spread over 16 tiles —
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roughly **39 per tile**, against a threshold of 350. Holding the network near
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full is safe with a wide margin, and every percent of ceiling given up is
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ammunition thrown 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 — which is what the
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safety net below is for.
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## What the mod does
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Radiators vent when **any** of these is true:
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1. The heat network is not asking them to hold — the thermal battery is at or
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above 98% full (dropping the hold again at 94%, a deadband so radiators do
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not chatter at the threshold).
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2. No launcher on the network is set to Thermal Canister Missiles. If you are
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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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3. **Safety net:** some part is actually overflowing heat right now. This reads
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the engine's own `OverflowHeatStorage`, so it fires the moment the network
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genuinely refuses heat — regardless of thresholds, pipe topology, or whether
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your radiator capacity was ever sufficient. Latched for 3 seconds so a
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stream of per-tick overflow events becomes one steady signal.
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Your manual radiator on/off switch still overrides all of it. The automation can
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only idle a radiator you have left switched on.
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Ships with no thermal battery have no broadcaster, so nothing changes for them.
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The signal polarity is deliberately "hold", not "vent", so that the absence of
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any part of this mod's machinery always falls back to vanilla behaviour.
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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/thermal_battery_vent.rules decides when there is surplus
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components/launcher_ammo_signal.rules reports thermal ammo in use
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components/overclock_overflow_signal.rules safety net, reports real overflow
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components/radiator_auto.rules combines the signals into one gate
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tests/ offline validation suite
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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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Working, confirmed in game on 2026-08-29 against game data version 0.30.4c.
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Getting there took four builds that each loaded without a single error and did
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nothing, for four different reasons. Cosmoteer reports none of them, so each one
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now 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 |
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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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The third was the actual cause. A network component is only attached if a
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**route** reaches it: the part's `NetworkPort` anchors on one component, and a
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`NetworkRouter` bridges that anchor to every other network component on the
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part. That is how vanilla connects the radiator's own
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`NetworkedThermalDissipationLoadValue`, and how the amplification pump reaches
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the resonance beam turret. Routes now run from each part's anchor —
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`NetworkedHeatBuffer` on the radiator through its existing `Router`, plus a new
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`NetworkRouter` on the thermal battery, the missile launcher and
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`base_part_overclock`, none of which ships one.
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None of this is documented: the wiki's modding pages cover no network components
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at all, so the game's own `.rules` files are the only reference.
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`tools/dotnet_enum.py` reads component schemas and enum members straight out of
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`Cosmoteer.dll`, which is how the field and type questions got settled. It is
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useful on its own for any Cosmoteer modding:
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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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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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- Making the 98% / 94% band configurable.
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