diff --git a/docs/moddable-ships-cut.md b/docs/moddable-ships-cut.md index 1b9e428fc..72bde88a6 100644 --- a/docs/moddable-ships-cut.md +++ b/docs/moddable-ships-cut.md @@ -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