Operator ruling, 2026-09-30, on the Autocannon: "Leave the autocannon unsold,
we'll need to author a bunch more hulls before all the gear variety in the game
has a home." The fit rule gets one owner, HardpointData.Takes (the gear's type,
laid in at the hardpoint's rotation, filling every cell); LoadoutGenerator's
hardpoint picks, its reuse of a previous product and `AetherDb hardpoint-fit`
all read it. RandomProducts, which both station stock and NPC loadouts draw
through, offers only gear with a home: Tool gear, hulls, or hardpoint gear some
hull in the catalog takes. The Autocannon keeps its product and price.
Test: the Autocannon is never drawn in 2000 draws of its hardpoint type; after
a scratch hull whose hardpoint takes it is authored, it is.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Update cleared `_updatedOrbits` and only then waited on the previous tick's
asteroid-belt tasks, which read the cache through GetOrbitPosition. A task
still running could see the set mid-clear ("concurrent update ... corrupted its
state") or recompute an orbit into last tick's position. The wait now comes
first.
Test (Soul's orbit counter, committed): 3000 back-to-back 0.02 s ticks of a
quiet arena, and no orbit stands still against its parent. Clearing first gave
500+ stalls or the corruption exception. Measured against the parent because a
moon can genuinely pause in zone space: one such reading (tick 1321, a moon
whose motion cancels its planet's) is real motion, not the race.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Operator ruling, 2026-09-30: "Yep, we need a station reactor." Zenith's 16-cell
Reactor hardpoint had no design to fill it, so generated stations had no power.
A transient `AetherDb station-reactor [apply]` authored it from Manhattan, the
largest and most industrial reactor, scaled by cells (16/9):
Station Reactor (GearData, Reactor hardpoint, full 4x4)
mass 500 -> 888.9, price 750,000 -> 1,350,000 (to the nearest 50,000),
charge 500..1000 -> 888.9..1777.8; every other value, the efficiency,
overload and throttling stats and all stat terms, the roles (core,
regulator), temperatures, durability and sound bank are Manhattan's.
Product "Station Reactor" by Zhestokost (Manhattan's maker), default role
quality.
Station generation fills the slot through its ordinary hardpoint pass. Tests:
every generated station carries one heater and a reactor; an idle station (a
quiet arena, nothing else running) holds its heater's cells above freezing over
the second five of ten minutes (unpowered they fell to ~247 K); a station hull
with no room for a heater fails generation by name instead of skipping it
(Soul's S11 survived before).
The station's border cells still sit near 265 K with the heater and reactor
running (the reactor core reaches ~433 K); how warm the whole hull should run
is left as a tuning question.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Operator ruling, 2026-09-30: an idle station has no heat source and cools
toward freezing and invisibility, so station generation (LoadoutGenerator, the
one owner of station loadouts) equips one heater after the docking bay, from
the products whose design is Tool gear with a low-pass Thermotoggle and Heat,
the cockpit's thermostat composition. It is required, like the docking bay.
Not yet warm: generated stations have no reactor (no reactor product fits
Zenith's 16-cell Reactor hardpoint), so the heater's EnergyDraw gets no supply
and the station still cools (280 K to ~247 K over ten idle minutes). The test
that an idle station stays above freezing waits on that.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Q3 with the 2026-09-30 ruling: a design no product sells is a scenario test
design and nothing else. A test design is recognised as one a scenario places:
its preset's hull or a slot of it, or cargo it carries. The census holds for
the shipped catalog (today there is no unsold design at all), and in a scratch
copy a new unsold design is flagged until a scenario places it, once through a
preset slot and once as an entity's cargo.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Operator rulings, 2026-09-30 (docs/scenarios-cut.md, "the ten real designs with
no product"), landed through a transient `AetherDb product-gap [apply]`:
- Deleted, nothing referencing them: Assembly Line, Deep Ore Extractor, Surface
Ore Extractor, Refinery, Shipyard (RTS-era placeholders, price and durability
0, three with unreadable behaviour entries).
- Products, maker taken from the nearest analogue's product:
Autocannon -> Autocannon by Zhestokost (DeathCluster: Ballistic, 4 cells, AutoWeapon)
LRMM72 -> LRMM72 by Rossum & Douglas (GT 3K: the only other unguided launcher)
SRMM72 -> SRMM72 by Death Monkey Explosives (scorched void policy: guided, nearest size and price)
Tractor Beam -> Space Tractor by Ewan Hart Inc (no analogue; the wishlist's
"Space Tractor: It's a tractor. In space.", content-batch-one section 10)
Industrial Thermostatic Heater -> same name by Lightsail Express (Cockpit 2x2,
the same Thermotoggle/EnergyDraw/Heat group)
Each product carries its design's roles at the default quality (0.5 +- 0.15).
- The heater design kept (operator), with Price 0 -> 100,000 (between Cockpit
2x2 and Fire Control Array) and Durability 0 -> 100 (Cockpit 2x2's): at zero
price generation never offers it, at zero durability it never comes online.
The rewrite stores every weapon record at the current schema, so
FireControlCut124's shipped-catalog check now expects an Exact migration
report instead of drift with slot 32 defaulted. `AetherDb census` reports no
unsold design. Tractor Beam keeps price 0, durability 0 and no behaviour.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
AddTransition's graph walk kept its visited, leaf and ignore sets in static
lists, so two Minions built at once on different threads (zones are built in
parallel) walked and cleared each other's state. Soul hit it as "collection
was modified" during parallel test runs. The sets are now the call's own.
BaseStateTests starts sixteen walks together behind a barrier, fifty rounds,
over prebuilt 200-state chains; with the statics restored every run failed
(several hundred of 800 walks wrong or throwing); with locals, clean.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every entity's zone-removal subscription dropped its IFF override for whatever
left the zone, and TryDock removes the docking ship, so a scenario stance was
lost one way (the other entity forgot; the docked ship, deactivated, kept its
own) as soon as the player docked. The removal event already tells the two
apart: TryDock parents the ship to its dock before removing it, and every
leaving-for-good path (death, warp, unload) leaves with no parent. The override
is now dropped only for an entity that leaves unparented.
Tests: a hostile stance holds both ways, including the live hostility each side
tracks, across dock and undock; a destroyed entity takes the player's stance
toward it with it. UndockingAdmitsWithNoAgent commits Soul's probe: undock
admits unpiloted, active, with no agent.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The quiet-arena test ran with an empty Narrative directory, so the story-station
branch of ZoneGenerator never ran under Ambient: false and keeping its turrets
went unnoticed (Soul's S06). The test now places a story station in the entrance,
as the narrative loader would, and checks it is generated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
"Zone unchanged on failure" was defended only by xunit formatting an entity
sequence until the test host overflowed its stack. SafeAssert.Unchanged compares
the zone's entities and agents by identity and order and names what changed by
hull name; every Assert.Contains over zone.Entities in RunStartTests goes through
SafeAssert.In for the same reason.
AMissingDesignFailsNamedAndChangesNothing gains the partial-admission case: a
player and a piloted entity that build cleanly, then a later entity whose preset
is missing. Admitting the built player before the all-or-nothing return now fails
by name ("the zone's entities changed, 5 -> 6: added [Djinni]").
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An admitted entity that was never activated tracks no hostility, so
targeting and grudges never see the stance. The stance test now also reads
each side's live EntityHostility, which only activation populates; dropping
Activate from Zone.Admit survived the suite before this.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The zone's gravity moves every ship, so an unpiloted scenario ship drifts
(about 14 m over 5 s at the test's spot) with nothing flying it. The rule is
"no agent steers it": the test now checks its movement and look inputs stay
untouched every tick, and that it still has no agent afterwards.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entity.Update walks _orderedEquipment, which only TryEquip and TryUnequip
set, so an entity nothing was ever equipped on threw a
NullReferenceException on its first tick. Scenario presets stage bare hulls
(a turret, an unpiloted target), and RunStartTests found it: MapEntity now
sets the ordered equipment to the hull alone when it adds the hull.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
StartGame's new-run branch no longer generates, unpacks or admits the
player: RunStart generates the arena and stages the run, and StartGame
enters the zone and binds the returned player (docs/scenarios-cut.md, 2.2,
deletion line). PopulateLevel's warp arrival and the spawnturret console
command admit through Zone.Admit, unpiloted. The console commands stay (Q4);
give's hull route moors a ship at the docked entity and joins a zone only
through Entity.TryUndock, which already admits.
Needs the Unity batchmode compile; Assembly-CSharp is not built headless.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RunStart (ServerShared, no Unity type) owns what a new run starts with
(docs/scenarios-cut.md, 2.2):
- GenerateArena: the galaxy's entrance pack, generated under the scenario's
Ambient rule. ZoneGenerator.GenerateZone gains `ambient`; false keeps
planets, orbits and stations and generates no ship, turret or wanderer.
- Check: every failure staging a scenario would hit, found with no zone,
touching no store.
- Stage: all-or-nothing. With no scenario, the generated starting-hull ship
at the origin, as StartGame built it. With one, the player preset and the
entities at their authored place and heading with cargo, stance set both
ways through SetIff, a Minion for each piloted one; all through Zone.Admit.
Scenario (aetheria.scenario v1) joins AetheriaStores.CatalogTypes.
RunStartTests stage into a real prelude arena from the shipped catalog and
authored settings.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two rules on Loadouts.Materialize (docs/scenarios-cut.md, 2.2, Q3):
- A design no product makes is outside the economy and is built unbranded,
with no maker, at Loadouts.UnbrandedQuality (.95, the console give's).
A design whose products are all unavailable still fails, as before.
- The hull's type picks the entity: a ship hull builds a Ship, a turret hull
an OrbitalEntity with no orbit; a station hull is refused. Materialize now
returns Entity.
Loadouts.Resolve is the one rule for how a design is built; RunStart uses it
for scenario cargo. LoadoutTests.MissingDesignReports no longer uses the
product-less "Orphan" as a failure (it now builds); two tests pin the Q3 rule
and the unavailable-product contract it does not loosen.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Zone.Admit(entity, piloted) adds the entity to Entities, activates it and,
when piloted, gives it the zone's Minion. It is the only writer of
Entities.Add and the only creator of agents (docs/scenarios-cut.md, 2.2).
The constructor's pack loop admits every packed ship but the player's as
piloted and keeps its own origin-scatter rule, which is generation
placement, not admission. Entity.TryUndock admits the undocked ship
unpiloted.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Q1 A, Q2 B, Q3 A. Q4: every console command stays ("never toss a
single one"), so Cut 0 is cancelled and give/spawnturret admit through
Zone.Admit in Cut 1. Self restores the smoke weapons in the operator
tree when Cut 4 lands.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Imagination pass 1 against dcd7bbc5, designed from the operator's own
words (quoted in the map). Cuts 0-4; four operator questions open
(Q1 arena in a real run, Q2 who records results, Q3 test-only designs,
Q4 which ad hoc affordances retire).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Fire-control batches 1-8 with Soul passes, verified headless (Aetheria
Shared tests). Play smoke 2026-09-30: compile clean, steps 3-6 played
(pass/partial), steps 7-20 and fire-control checks A-F unplayed. The
operator preferred to merge now; Self ruled merge, with the unplayed
checks carried as open behaviours to verify through authored main-menu
scenarios (new Eureka cut). Report: docs/merge-to-master-checklist.md
section 8.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- ConsoleView appended the control characters text input delivers (\b, \r),
so Backspace inserted a glyph and Enter's \r got every command refused
since d503f076 made the parser refuse instead of strip. Control characters
are no longer text; Backspace deletes like Delete.
- give reports an unknown name or a full cargo bay. A ship hull is refused
unless docked, and when docked is commissioned through
ActionGameManager.CommissionShip, the primitive TradeMenu.Buy now uses: a
bare player ship moored at the docked entity, no docking bay. Non-ship
hulls are refused.
- Record play smoke results for steps 3-6 and the docking bay finding.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Missing catalog or save capabilities are added to AetherDb as commands,
not written as scratch projects, loose scripts or byte readers. Records
the serializer options and the CultLib pin gate an agent hits on first use.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ARPG.unity gains Debug Info Panel and Debug Info Text, which
ActionGameManager.DebugInfoText drives as the fire-control debug HUD.
FieldShieldTest.unity gains the ShieldInterceptor, ShieldEnvelope and
Panel prototype rig from shield-panel Cut 4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Regenerate AetheriaInput.cs from the committed Aetheria.inputactions so the
wrapper carries Cycle Target Item, and bind it through Input.Player like the
other target actions. The by-name FindAction lookup was a stopgap from when
the generator could not be run outside the editor.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One Solve decision feeds Fire, Inspect and Refuses. Literal arming distance
on every detonation path; no-lock rounds of any fuse stop at the first hull;
a round fired at a target that leaves does not burst; refusal is free,
cooldown included; AI decides per weapon and never fires a refused weapon;
the HUD shows the outcome. Soul passes 5-7; batch 8 closes their follow-ups.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After its fade a round kept integrating Velocity through the BindingLifetime wait, then a Hit (which carries
no burst point) played HitEffect at the drifted position. The wait now holds still; a hit without a point
plays the effect at the round's target position, and is skipped when the round never knew one. OnEnable resets
BindingLifetime so a pooled split child, which is never bound, does not inherit the last round's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A released charge has a burst pending and no cooldown until its first round, so a second Activate in that
window started a second charge; Activate now asks CanFire. The round that starts a burst's cooldown does so
after the tick's decrement, which made every cooldown one tick long; it now charges that tick to the cooldown.
Pins both, and that a burst triggered after a fired one is not ready before its first round.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A burst is sized from stats the first Execute resolves, so the untouched fixture gun fired nothing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
BurstCount is set by the first Execute, so a trigger pulled with no tick has no burst pending. The
tests now run one tick and read whether the cooldown started.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The cooldown now starts at a burst's first fired round, so Progress no longer moves at the trigger.
IffAndCombatTests read CanFire (false while a burst is pending) instead, and the charged-weapon
control uses the charge-start event name the sound bank resolves.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A burst whose every round is refused fires nothing and leaves no cooldown: the cooldown moves from
Trigger to the first round Execute does not refuse, and CanFire holds a triggered burst that has not
yet fired. ChargedWeapon.Activate asks FireControl before it starts charging, so a refused weapon pays
no charge heat or audio. InReach is deleted: Designated carries the one range test and the lock gate,
and Combat reads it. GuidedProjectile answers Resolve while alive and keeps its binding through the
shot's flight time, so a faded round still shows the simulation's detonation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The mutation pass on the fuse fixes left one survivor: a no-lock round whose
aim ends inside the blast radius (a designated target out of arc) flew only to
its aimed point instead of the arming distance, and nothing noticed. Its arrival
is now pinned to the arming distance, beside the targeted case.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Operator ruling 2026-09-30: a no-lock round of any fuse stops at the first hull
on its aim line and detonates there (bomb fishing still bursts at max range on
a clear line). CommitBurst no longer special-cases Contact.
Soul's findings on 14f66634..7e620ff9:
- Arming (HIGH): a contact or delayed blast on a hull nearer the muzzle than the
blast radius detonated at the hull. Armed is now the one owner of the arming
rule; Solve plans its burst point through it and ApplyBlastHit pushes the hull
point through it.
- A refused beam never starts (ConstantWeapon.Activate asks Refuses), so
OnStartFiring no longer flashes visuals and audio for a beam that fires nothing.
- Step removes a shot from the queue before Apply runs damage observers, so a
throwing observer cannot make the blast repeat every tick.
- AgentFires consults Solve for a fused weapon: a refused weapon is never fired
and Combat's group pick no longer counts its damage.
- SingleAmmoBurst pays at its first unrefused round in Execute, judged with the
Range that round flies with, instead of at the trigger on the previous tick's.
- Inspect reads Designated from Solve (FireSolution.Designated) instead of
recomputing visible, in-range and locked; FireControlDiagnostic drops those
three fields and the debug HUD shows the one. Combat's group range test is
FireControl.InReach, the range half of Designated (a LockWeapon must be
activated to acquire its lock, so Combat cannot ask Designated itself).
Tests pin each rule, plus the two surviving gaps: a pushed-out targeted round's
arrival at the arming distance, and the AgentMinHitProbability boundary.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The overshoot branch of GuidedProjectile.Update (out of range, or flown past
its target) instantiated HitEffect whatever the simulation had decided. A round
the simulation never detonated could therefore explode on screen. The branch now
fades the round out; Resolve stays the one place a HitEffect is shown for a
detonation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The trigger's own refusal check stopped a short-Range round before Execute
ever reached its refusal, so wear, heat, visibility and sound left ahead of
Execute's `continue` survived every mutation. The cost theory now also
authorises a burst directly, the way a trigger that passed leaves it, and the
separate ammo-only test folds into it.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Unity-only, compile-checked by reading.
* F5: GuidedProjectile.Binding is one owner: a new binding disposes the one it
replaces, Kill disposes it, and OnDestroy does too, so a projectile torn down
with its scene cannot leave an observer on the zone's subjects to touch a
destroyed transform.
* F6: Resolve takes whether the simulation detonated. A miss (a contact or
delayed round that missed, a target that left) fades out with no explosion.
* F7: BurstAt resets the previous target position and target velocity, so the
retarget jump does not feed the guidance a bogus target velocity.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Operator rulings 2026-09-30.
* Combat and TurretController ask FireControl.AgentFires for each weapon. A
fused weapon fires whenever its target is designated (Designated, the one
visible / in-range / locked predicate PFire already used), whatever the arc;
an agent never fires one at nothing. A direct-hit weapon keeps the
AgentMinHitProbability threshold. The group's first weapon no longer speaks
for the group, and the turret's own range test is gone.
* FireControl.Solve is the one decision about what a round does, extracted
from Fire: Direct, Burst at a reach, or Refused. Fire, Inspect and the
weapons' refusal check all read it. Inspect gains Outcome and BurstReach and
the debug HUD prints them for fused weapons.
* A refused round costs nothing. InstantWeapon asks before its ammo and energy
spend (at the trigger and at each round), ConstantWeapon folds the refusal
into the gate its power request and Execute already share, so a refused beam
draws no power, wear, heat or visibility and stops.
* The arming distance is BlastRadius, measured from the shooter's position and
blind to hull size. HullAhead's exit, ArmingDistance and
PendingShot.ArmingDistance are deleted; HullAhead survives as HullEntry for
the contact fuse. A round fired at a valid target inside the radius is pushed
out along its line but keeps its target, so a departed target cancels it.
* Step settles a shot's queue state before publishing about it, so a throwing
presentation observer costs its own notification and cannot re-commit or
re-resolve the shot on every later tick.
Tests: FireControlPerWeaponTests (new; includes a fused-beam fixture), the
arming tests in FireControlCut124Tests rewritten to the literal distance,
the hull-inclusive probe premises deleted.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- GuidedProjectileManager passed target.transform to OnFireGuided for a
no-target fused round: a NullReferenceException inside InstantWeapon.Execute
after the shot was queued, which skipped audio, wear, heat and visibility
and unwound Zone.Update. The tuple's transform is null-safe now, and the
trackmissile console command falls back to the missile.
- Presentation follows the commit rather than predicting it. The manager binds
each guided round to Zone.ShotCommitted (retarget to the burst point the
commit names, so a Contact round bursts at its hull and a Range-clamped
burst is not overshot) and ShotResolved (burst there, then). The binding is
disposed when the projectile dies, so a pooled round does not accumulate them.
- Beams and barrel-fired projectiles stay with F5.
Unity-only; compile-checked by reading.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>