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cosmoteer-pressure-relief-r…/mod.rules
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TotenKnopfandClaude Opus 5 da331e955c fix: measure the network, not a battery's storage
v2.0.0 held heat forever: thermal batteries visibly full, parts taking
heat damage, radiators still idle. That is the dangerous direction.

The ceiling read a thermal battery's own HeatStorage with a percentage
threshold. That storage is wrapped by a NetworkResourceStore, and the
local read never crossed 98% however full the network actually got, so
the battery broadcast "hold" permanently.

Measure the network's remaining room directly instead, from the radiator
itself, with a bare NetworkResourceInput -- the same way the heat
exchanger decides whether it can still push heat. Vent below ~2000 status
heat of headroom, hold again above ~6000. Absolute headroom is also the
better metric: what matters is room against the generation rate, not a
percentage of whatever storage happens to be installed.

Polarity is now fail-safe. Holding requires positive evidence of
headroom, so anything missing or unmeasurable vents rather than holds --
the opposite of the failure above.

This deletes both broadcasters. The thermal battery and base_part_overclock
are no longer patched at all, and the mod touches two parts instead of
four. The launcher ammo signal stays; it is confirmed working in both
directions.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011oLWY1G6S8U35bi2FxVWni
2026-08-29 00:49:53 +02:00

129 lines
5.0 KiB
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// 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 two vanilla parts -- the radiator, which
// decides and acts, and the missile launcher, which reports whether thermal
// ammunition is in use -- and then repoint the radiator's heat dissipation,
// steam plume, dissipation readout and power indicator from the raw PowerToggle
// to the AutoPowerToggle gate defined in components/radiator_auto.rules.
//
// The radiator measures the heat network's remaining room itself, so nothing
// patches the thermal battery or the overclock base. Holding requires positive
// evidence of headroom; anything missing or unmeasurable results in venting.
//
// Nothing here changes a stat or a number. It only changes when radiators run.
ID = ganter.auto_radiator
Name = "Auto Radiator"
Version = 2.1.0
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 as the "\
"network runs out of room.\n\n"\
"- Only applies when a launcher is actually set to Thermal Canister Missiles. "\
"Otherwise radiators behave exactly as in vanilla.\n\n"\
"- Your manual radiator on/off switch still overrides everything.\n\n"\
"- Fail-safe: holding heat requires measured headroom on the network. If that "\
"headroom runs low, or cannot be measured at all, radiators vent."
Actions
[
// 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>
}
// --- Receiver ---------------------------------------------------------
{
Action = AddBase
AddBaseTo = "<ships/terran/radiator/radiator.rules>/Part/Components"
BaseToAdd = &<components/radiator_auto.rules>
}
// --- Attach the radiator's receivers to the network -------------------
//
// A network component only reaches the network if a route leads to it. The
// radiator's ports anchor on NetworkedHeatBuffer, and its existing Router
// bridges that anchor to the other network components -- which is how
// vanilla's own NetworkedThermalDissipationLoadValue gets connected.
// Without these three entries the receivers are inert and read nothing,
// which makes the vent gate permanently open.
{
Action = AddMany
AddTo = "<ships/terran/radiator/radiator.rules>/Part/Components/Router/RouteGenerators/0/Routes"
ManyToAdd
[
[NetworkedHeatBuffer, AutoRad_NetworkSpace, 0]
[NetworkedHeatBuffer, AutoRad_ThermalAmmoSignal, 0]
]
}
// --- 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
}
}
// The "powered off" indicator icon, so an idling radiator is visibly idle
// rather than looking identical to a working one. Without this the only cue
// that the mod is doing anything is the absence of the steam plume.
{
Action = Overrides
OverrideIn = "<ships/terran/radiator/radiator.rules>/Part/Components/Indicators/Indicators/0"
Overrides
{
Toggle = AutoPowerToggle
}
}
]