Ships map: S2 status (landed, Unity smokes pass, operator checks owed)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-30 11:28:10 +02:00
commit 6f5ce55138

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@ -335,6 +335,17 @@ resolve the package on first open, like the CultMath tag already does (`docs/mer
- **Subtraction estimate:** 0 removed, about 150 added (loader, template, preload). This is the capability gate 4
buys.
**S2 status (2026-09-30, Self):** landed on `codex/moddable-ships` through `48cabc5f`. Soul passes on S2 and its
fixes (bad packages excluded and named, never fatal; mount anchors typed by hardpoint; `capturepreset` refuses mod
designs; explicit null checks at Continue; compose failure falls back to the shipped catalog). Headless 684/684.
Unity 6000.3.24f1: compile clean; `ShipModPlaySmoke.Run` (edit mode, real preload and `Instantiate`) prints
`SHIP_MOD_PLAY_SMOKE thrusters=1 weapons=1 collider=ok mapicon=ok`; `ShipModPreview.Smoke -assemble` passes against
the generated mesh fixture. Owed: the operator's play-mode checks (menu dialog for excluded mods, New Game/Continue
with a mod, zone entry, wormhole, Continue after removal). Recorded, not fixed: two processes sharing
`Aetheria.modded.cc`; preload running inside the `CultCache` getter; a mod updated in place that changes a hull
passes the gate; the `equipment` role (operator question). Interim ruling: a non-thruster/radiator/weapon mount
must be an `articulation` anchor.
### S3. Gate 4: a built player
A player build loads a composed mod ship without the Editor or Blender. Only Self (the batchmode build) and the