Ships map: mount anchors only for weapons, radiators and thrusters

Operator ruling 2026-09-30: mount points exist only for externally
visible hardpoints. No equipment role, no plain mount. Articulation
points stay; they are not mounts.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-30 12:14:27 +02:00
commit a93625c2f3

View file

@ -343,8 +343,17 @@ Unity 6000.3.24f1: compile clean; `ShipModPlaySmoke.Run` (edit mode, real preloa
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.
passes the gate. The interim ruling that a non-thruster/radiator/weapon mount must be an `articulation` anchor is
superseded by the ruling below.
**Mount-point ruling (operator, 2026-09-30):** "Regarding mount points, they're only really needed for hardpoints
that are externally visible in some way. That's just weapons, radiators, thrusters right now." So a mount anchor
exists only for the `weapon`, `radiator` and `thruster` roles. There is no `equipment` role and no plain mount.
Other hardpoints are internal and carry no anchor. Articulation points (turret pivots, `ArticulationPoint.Group`)
are a separate concept and are not mounts. They stay. Follow-up for S3 prep: find out whether
`EquipmentHardpoints` (line 314) has a consumer outside anchor wiring. If it has none, delete it, and have the
validator refuse a mount with any other role. Also: the operator said "Missing design refusal on catalog entries
is good": keep it.
### S3. Gate 4: a built player