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>
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1 changed files with 11 additions and 2 deletions
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@ -343,8 +343,17 @@ Unity 6000.3.24f1: compile clean; `ShipModPlaySmoke.Run` (edit mode, real preloa
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the generated mesh fixture. Owed: the operator's play-mode checks (menu dialog for excluded mods, New Game/Continue
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with a mod, zone entry, wormhole, Continue after removal). Recorded, not fixed: two processes sharing
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`Aetheria.modded.cc`; preload running inside the `CultCache` getter; a mod updated in place that changes a hull
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passes the gate; the `equipment` role (operator question). Interim ruling: a non-thruster/radiator/weapon mount
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must be an `articulation` anchor.
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passes the gate. The interim ruling that a non-thruster/radiator/weapon mount must be an `articulation` anchor is
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superseded by the ruling below.
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**Mount-point ruling (operator, 2026-09-30):** "Regarding mount points, they're only really needed for hardpoints
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that are externally visible in some way. That's just weapons, radiators, thrusters right now." So a mount anchor
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exists only for the `weapon`, `radiator` and `thruster` roles. There is no `equipment` role and no plain mount.
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Other hardpoints are internal and carry no anchor. Articulation points (turret pivots, `ArticulationPoint.Group`)
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are a separate concept and are not mounts. They stay. Follow-up for S3 prep: find out whether
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`EquipmentHardpoints` (line 314) has a consumer outside anchor wiring. If it has none, delete it, and have the
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validator refuse a mount with any other role. Also: the operator said "Missing design refusal on catalog entries
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is good": keep it.
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### S3. Gate 4: a built player
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