A fixture that invents curve and tier values measures a game nobody plays,
so the tool reads Assets/Resources/Settings.asset, whose GameSettings holds
plain ServerShared classes, and fills them by field name. The settings
command asserts counts rather than non-null: an empty array reads as
populated, and that lie cost two rounds of parsing bugs in sequences.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Eight factions pointed at one boss hull GUID that no longer resolves,
shared wreckage from the database loss. PlaceFactionsMain gives a boss zone
to every faction carrying a BossHull, so each dangling link claimed a
chokepoint that could never spawn a boss.
AetherDb.Open no longer registers the name file store. CultCache subscribes
Add to a store EntryAdded, MultiFileBackingStore.PullAll re-emits what it
loads, and Add pushes to that type store, whose Push writes a file: opening
the cache rewrote all twelve name files, 4.4 MB, on every command. They were
byte identical, and it only surfaced as an error because Unity had one of
them memory mapped. Name files now load only on request, and the scope doc
records the underlying smell.
Adds commands: factions, clear-boss-hulls, save, loadout (runs the real
LoadoutGenerator against every hull), hardpoint-fit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Running loose script files caches a build per script and does not rebuild
when the referenced project changes, so scripts silently ran against stale
schemas: item-census held a binary predating FactionProductData and failed
with a TypeLoadException surfacing as a NullReferenceException elsewhere,
and station-fit last ran on a pre-role build. One project with commands
(doctor, census, station-fit, migrate-products) rebuilds through the normal
project graph, and shares one Open.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A design lists role names; a faction product is a manufacturer's branded
build of one, carrying its name, its flavor text, and a pseudo-gaussian
quality distribution per role whose mean is the technology put in and
whose deviation is their quality control. A PerformanceStat may name the
role whose quality it reads, unset reading the item own workmanship as
before, so old saves behave unchanged. Generation selects products rather
than designs, which makes what a faction makes the availability rule.
This is Njordr shape at one dimension: role names, per-role derivation
and per-product distributions carry over when quality widens into
dimensions. No parts exist yet; the product authors the role quality.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Counts equippable items by kind and manufacturer and lists same-footprint
items duplicated across manufacturers.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Aetheria.Shared.csproj compiles ServerShared with MessagePack, UniRx
core, Ink and Unity.Mathematics from source against .NET Standard 2.1
(Unity's API level) with no Unity defines; a clean build checks that the
simulation stays engine-independent. tools/AetherDb opens AetherDB.msgpack
through the game's own CultCache for file-based C# scripts; station-fit
checks every station hull can take a docking bay.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>