Rulings ballistics-real-ammo and ballistics-cycle-power, follow-up launcher-ammunition. The Munitions batch adds the Missiles
commodity (a high-explosive warhead and a rocket motor at the munitions works; guidance waits on the electronics chain) and sets
AmmoType=Missiles on the five launcher designs; reactor energy per shot stays as authored.
InstantWeapon: the reload used to refill the magazine on its timer and never reach the cargo branch in UseAmmo, so no ammunition-fed
weapon ever paid a round. The refill now takes one unit of AmmoType from cargo (TakeReloadRound) and, with none, the magazine stays
empty; UseAmmo only starts a reload when a unit is there. Weapon.Reserve exposes the cargo count and the HUD shows rounds/reserve for
magazine weapons.
Tests: shipped launchers all name Missiles and Missiles has a recipe; a fed weapon fires its magazine and no more without crates,
reloads once per crate; Reserve equals the cargo count and falls per reload. The commodity count pin goes 22 to 23.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Read-only audit command, so ammunition rulings are checked against the catalog and not against names.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
A mod package edited in place keeps its hull key, so RequireDesigns passed while
saved gear could sit outside the new hardpoints or interior cells and be dropped
on load. RequireLayouts applies the equip rules (HardpointData.TakesAt, interior
cells for tools) to each saved entity and names the changed hulls.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
#3 landed the same --top-speed fix this branch already carried; both
conflicting files keep this branch's version (same behavior, stronger test).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Nothing reads or writes them (audio is native Unity plus AquaSynth). Keys 21, 22 and 13 to 15 stay
reserved as never-reuse comments, as with the earlier retirements. The shipped catalog still holds old
values; the reader skips unknown keys.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
create without --like makes a hull with no behaviors, Validate refuses a ship hull without a VelocityLimit, and stats --top-speed refused any hull without exactly one: no command could give such a hull a top speed. The first --top-speed now adds the one limit; two or more are still refused.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
RunSave.Capture wrote Factions in HomeZones key order and Relationships in
galaxy.Factions order; Galaxy's save constructor paired them by index, so a
galaxy whose two orders differed resumed with standings on the wrong factions.
SavedGame.Standings (Key 16) now carries each standing with its faction ref.
A save without it still reads Relationships by index, the only record it holds.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
A hull no maker offers is drawn by no generator, so fly now falls back to a catalog
Loadout of the named ship hull (Loadouts.Materialize with the game's chooser). The
authoring doc claimed a product-less package is console-only; it is unreachable
unless a Loadout fits it.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
e0c1daa4e made thrust a tenth of authored by default (GameplaySettings.ThrustScale = .1), which broke twelve tests that pin what a thruster, a hull or a brain does (Brownout, ConditionRatio, Longinus top speed, the evasion, approach and envelope tests, SimRateEquivalence). Their fixtures now state ThrustScale 1: they pin mechanics, and a retune of the global knob does not move them.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Written by ship-authoring starter --like Djinni, priced, with an unoffered Aeronautics Unlimited product (so the census counts it sold and no faction fields a box). Tests: it composes into the catalog, its mounts take catalog gear, and the fitted ship moves under thrust. Drop the directory to remove it; replace the model through Blender and Package to make it a real hull.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Writes <mods>/<id>/ship.cc and ship.glb: a shipped hull's stats, a 4x6 grid with two drives, a radiator, two energy guns and the internal modules, and a boxed model carrying every anchor. The package is read back through ShipModCatalog.ReadPackage, so the GLB's node ids and mesh roles are judged by the reader the game boots with. Refuses to overwrite a package.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
validate refuses a ship hull with no top speed, and stats --top-speed refused a hull with none, so a package made without --like could not be made valid by any command (follow-up package-hull-top-speed). The flag now adds exactly one VelocityLimit and edits it on a later run; two stay refused.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The target names the Unity player, its executable and the runtime AetherDb is published for.
Without the argument it builds win64 as before. Built 0.2.0 for both targets on Starfire
(Linux cross-built with Mono); both stop at the aetherdb step, because Aetheria compiles
CultMath from two CultLib pins and dotnet publish refuses the duplicated shader files.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The shader dithered and wrote depth, but its one pass had no LightMode, so under the deferred
camera it drew in the forward pass, after the depth texture is taken from the G-buffer. The
nebula march read no depth there and fogged straight over every dithered particle (missile
trails, explosions, lasers, guns). Same cause and cure as Stardust (2e9d97661): black,
unreflective and emissive in the G-buffer. The colour pass is now ForwardBase only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Docking deactivates the ship, and Entity.Update returned before the parent pin, so a docked ship
kept integrating its own velocity and gravity (Ship.Update) for as long as it sat in the bay, and
undocked wherever it had fallen to at whatever speed it had reached. Drag used to bleed that
off; with no drag below top speed it flung the ship into the void.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The horizon fault was the level XZ projection, not the distance (operator, 2026-10-29). The untargeted look point is 10000 along the aim again, so the camera no longer jumps where the view ray crosses a terrain discontinuity; group aim points and crosshairs lift each planar firing bearing by the aim's pitch. Reverts the surface march of aba02182b and the field-height crosshair of a9bbea509.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 10x nerf reached yaw through Torque * thrust and made turning painfully slow (operator, 2026-10-29). Column and Execute apply the scale to the push; Thrust and NominalThrust read the authored stat.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Carries out aetheria-gravity:ruling:no-drag-below-top-speed (2026-10-14), which the code never implemented (operator, 2026-10-29). The VelocityLimit clamp still caps speed; the soft cap is the ruling's remaining half.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Most ships cannot climb straight out of a well and use orbits; an overspecced hull like the Longinus still can (operator direction, 2026-10-29). DragScale defaults to 1, unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The allocator already serves a turn by the best-ratio thrusters first; the axis was a fraction of total yaw, so a hull whose best-ratio pair holds little of it (the Longinus's front pair) saturated them in the first tenth of input and lurched on its drives. Ship.BandedTurn maps the player's axis so each band joins over an equal share of travel; full input is still full yaw. AI and the allocator are unchanged (operator request, 2026-10-29).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Release or reversal starts the ramp again from zero (operator request, 2026-10-29: the Longinus lurches).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Only slots the input settings define, only groups with weapons, and never over gear or consumables the player placed. Runs on binding to a ship and after a save's bindings restore. Replaces a lazy Zip that never ran (operator request, 2026-10-29).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
At BeforeImageEffectsOpaque the dust was drawn after the depth texture the nebula march reads, so the fog treated dust pixels as far background and wiped them out (operator report, 2026-10-29). A Deferred pass writes black, unreflective, emissive G-buffer texels and depth at AfterGBuffer. FlowFieldSceneVerify still expects the old event and needs updating.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With no target the look point sat 10000 along the camera direction, so crosshairs and shot visuals aimed at the horizon (operator report, 2026-10-29).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a slope the level projection floated over downhill aim and sank into uphill aim (operator report, 2026-10-29).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The copy had drifted far behind (no Megiddo or Wavecrafters pages) and an agent
edited it as if it were canon on 2026-10-28.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Aether gains what the field answers to (consensus, load-bearing belief, a self not
compute, unopposed small effects, density, attention). Necrotech gains the ARI
spectrum from factory stamps to bound espers. Megiddo gets a page: right about the
mechanism, wrong that there is a way back. Pseudospace ties flatness to consensus.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>