Aetheria/docs/mining-cut.md
Meta Vens 2a6323cc72 Docs: mark the mining cut maps superseded in part and F1 fixed after the mining merge
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 18:29:32 +02:00

79 KiB
Raw Permalink Blame History

Mining: Target and Cut Map

Superseded in part (master df7c44f2). Chunk reach and picking no longer go through Zone.ChunksNear or an ActionGameManager candidate list. Zone.Targets (ServerShared/Targeting/) answers range and best-first queries, Entity owns the reticle, next, previous and nearest rules, and belt tasks, SettleBelts, BeltUpdates and MineAsteroid are gone. Read the as-built section "Mining index: as built" in docs/aetheria-release-map.md (branch eureka/aetheria-release-target) before any anchor below that names ChunksNear, VisibleChunksInReach's old body, ActionGameManager target code or belt threading.

Date: 2026-09-25 (corrected for M0, 2026-09-30)

Status: target and cut map, from an Imagination pass. Cuts 1 and 2 have landed on codex/mining (see the status header in Part III), which was merged with master at M0 to carry fire control. The first half is the target (the ends). The second half is the cut map (the means). When the campaign closes, split the target out as docs/mining-target.md and keep this file as history.

Anchors are against codex/fire-control-12 HEAD 8bd25f6f, read from a clean worktree of that commit. Every anchor in a fire-control file is stale at b66ba524 (FireControl.cs is 1,614 lines there; Splash is gone); Cuts 3 and 4 below carry the re-anchored versions, and the 8bd25f6f anchors elsewhere are history. Claims marked (probe) were measured by running code; claims marked (read) come from source at the cited anchor. Probes live in the session scratchpad and are not kept in the repo:

  • miningprobe: a console build against Aetheria.Shared and tools/AetherDb (CultLib 45c2f40, CultMath v0.2.4). It opens the catalog and a copy of the operator's real save (GameData/run.cc, 2026-09-22), reads PlanetSettings and GameplaySettings from Assets/Resources/Settings.asset through AuthoredSettings, builds the densest saved zone as a real Zone (entities stripped so the belt cost is isolated), and times Zone.Update over 3000 ticks at dt 1/60. Run ten times.
  • miningcensus: walks every stored document in GameData/Aetheria.cc.
  • sensorbench: the inner loop of Sensor.Execute (Behaviors/Sensor.cs:163-189) against a ReactiveDictionary carrying the one ObserveReplace subscriber Entity.Activate installs (Entity.cs:237-253).
  • The legacy record: scratchpad/legacy-0305.json and legacy-0414.json (decoded AetherDB.msgpack history and Legacy/AetherDB.2021-04-14.msgpack), and the deleted GameData/SimpleCommodityData/*.json at c6ffcad3^.

Scope: mining only. Fire control Cut 12.4 closed 2026-09-29 (c50029d5; 362 tests at that close) and is on master (dcd7bbc5, 2026-09-30), merged into this branch at M0. Cuts 3 and 4 below edit FireControl.cs and Entity.cs, code fire control rewrote after this map was first written, so they are re-anchored to b66ba524. Cut 1 and Cut 2 touched no fire-control code. §Overlap names every shared line.


Part I: Target

Operator's words (2026-09-25)

On the asteroid simulation:

"Calculating the positions and sampling all those gravity wells for every asteroid was literally the heaviest operation in the game, which is why it got explicit multi threading"

"Would be nice if we could slim that down"

The campaign:

"Make that the mining campaign, then. You target the chunk, hit it with a weapon that does the right kind of damage for the ore you want to extract, and each chunk rolls its loot table with a weight determined by some arcane combination of the damage type, the chunk's composition, and the stats of the weapon you hit it with."

Standing rulings this campaign obeys (not re-litigated)

  • Same inputs. "Player and AI are controlling the same ship with the same inputs" (docs/locomotion-cut.md R2, branch codex/locomotion). A chunk becomes a target through the same slot, the same writer and the same fire path for both.
  • Reciprocal formulas. "When the formula is unintuitive, we don't make the handle more opaque for correctness, we fix the formula. Plenty of core gameplay formulas are reciprocal just for this reason." Every weapon stat in the loot weight reads as a benefit.
  • WeaponModifiers are labels, not behaviour (fire-control Cut 12 ruling). The loot roll reads weapon data fields (WeaponData.DamageType, Damage, Penetration), never WeaponModifiers.
  • Provenance (docs/item-provenance-target.md): mined ore enters the economy as a lot in the one ProvenanceLedger. Aetheria grows no second provenance owner. Branding is derived, never stored.
  • Content audits check pre-breach history. Absence from GameData/Aetheria.cc is not absence. Recoverable content is an operator review item (Cut 7).
  • A shot is decided at Commit and performed at arrival (fire-control R4). The shot's dice are its own (Cut 6b, 9.1: MixSeed(CombatSeed, ShotId)); nothing reads a shared stream.
  • Delete before adding. A gap goes to its owner. A new persisted field on an existing document is nullable, or has a default that the MessagePack nil rule already produces.

Objective

A player or an AI targets an asteroid chunk, fires the weapon whose damage type suits the ore it wants, and each hit yields ore into its cargo, weighted by the chunk's composition, the damage type and the weapon's stats. Every unit is born as a lot with honest provenance: extracted, here, from this belt. The belt simulation behind it costs nothing per tick.

Invariants

  1. A chunk's pose is a pure function of time. Position and rotation are evaluated when something asks: the renderer, targeting, range, hit resolution. Nothing stores a pose. There is one orbit function, and if a GPU copy is ever added, a parity test pins it to that function.
  2. Zone.Update does no per-asteroid work and starts no threads.
  3. One target slot. A ship has one current target, which is either a ship or a chunk, set by one writer path that both the player and the AI call. The fire path reads the slot, not a parallel channel.
  4. One fire path. A shot at a chunk is a PendingShot that goes through FireControl.Fire, Step, Commit and Apply, priced from the same factor functions a shot at a ship uses: Accuracy, PSensor, Sigma, PSpread and the exact Gaussian mass over a silhouette. A chunk's silhouette is its disc.
  5. The loot is decided at Commit. The yield and the ore picks come from the shot's own generator, in a fixed draw order after the hit draw. Apply only performs them.
  6. Every mined unit carries a lot. The lot is Extracted from this zone and this belt, and stacks merge only within one lot. A mined unit never exists without a ledger entry.
  7. A chunk never yields more than its authored total, whatever weapon breaks it.
  8. Composition is derived, never stored (recommended in Q7): a pure function of the belt's identity and the catalog's ore table.

Canonical implementations

  • Orbit evaluation: OrbitData.Evaluate (ZoneData.cs) and Zone.GetOrbitPosition (Zone.cs:182-217). Chunk pose gets one owner beside them.
  • The hit model: FireControl (FireControl.cs), Cut 12 shape.
  • Cargo: EquippedCargoBay.TryStore(SimpleCommodity) (Entity.cs:1808-1861). Pickup already uses Entity.CargoBays.Any(c => c.TryStore(item)) (Gameplay/ShieldManager.cs:44).
  • Provenance: ProvenanceLedger, Lot, Extracted (Provenance.cs); mints through ItemManager.
  • Deterministic dice: FireControl.MixSeed (FireControl.cs:461) and Zone.CombatSeed (Zone.cs:60).

Not consumers

  • AetheriaEve and the old daemon rebuild: taxidermy.
  • Njordr: shape precedent only (Extracted { source, at }, njordr-engine/src/lib.rs:98), adopted as local typed state, as the provenance campaign already did.
  • Agents/Tasks/Survey.cs, HaulingTask.cs, StationTowing.cs: data-only task classes with no reader. They are not touched.
  • The commented-out 2020 MiningController (399b933a, deleted in c6ffcad3): design intent only. It drove MiningTool through a Switch. The operator's model replaces that tool.

Out of scope

  • Backward economy generation, routes and piracy (next scope, docs/three-gates-scope.md:141-145). This campaign writes the first real Extracted lots, and generation will later synthesize more of the same shape.
  • Refining, crafting from ore, prices for ore (every live simple commodity has Price 0 except Ammo, priced 1000 (merged-tree census)).
  • AI cargo offload at a home station (the 2020 controller's GoHome). An AI miner with full cargo stops mining.
  • Electronic-warfare clutter and masking beyond reflected light ("a ship ... can float in a debris field or asteroid belt and pass as junk", docs/three-gates-scope.md:155-157) stays parked there, and so does black-body emission for chunks. Detection of a chunk by reflected light is in this campaign (Q2 correction, 2026-09-30; Cut 3).
  • Orbits beyond belts. Zone.Update still steps the planet orbits (:156-161), which cost about 31 us/tick in the probe zone. That is cheap and out of scope.

0b. Identity, lifecycle, authority

Kind What names it What happens to it over time Who decides
Chunk ChunkId = (CultRecordKey Field, int Index). Field is the field's record key in the run store (today always an AsteroidBeltData; debris fields are another kind, Q2); Index indexes its chunks (Asteroids for a belt). Stable across save/continue, because RunSave.Commit writes the run store's whole view, bodies included (SavedGame.cs:97-99), and nothing rewrites Asteroids after generation. Born at zone generation (ZoneGenerator.cs:141-153). Lives for the run. Removed with every BodyData by RunSave.Clear (SavedGame.cs:124). ZoneGenerator writes Asteroids once. Nothing else may write it.
Chunk pose (position, rotation, velocity) Derived: (ChunkId, zone time). Never stored. Evaluated on demand. One function on AsteroidBelt (Cut 1). Forbidden writers: any stored pose array, any per-tick loop.
Chunk wear (damage taken, broken-until time) Keyed by ChunkId inside the owning Zone. Damage accumulates at Apply. When it reaches the chunk's hitpoints, the chunk breaks with RespawnAt = zone time + AsteroidRespawnTime(size). At time >= RespawnAt it is whole again, read lazily with no timer. Persisted in ZonePack (new nullable key 6) with the zone's own Time, and pruned of expired entries at pack. FireControl.Apply through one Zone method is the only writer. Zone owns the storage.
Chunk composition Derived: (belt identity, ChunkId, catalog ore table). Never stored (recommended, Q7). A retune of the catalog retunes every belt. The catalog author, through per-ore data on SimpleCommodityData. The derivation function is the only reader of that data for belts.
Ore affinity and abundance Per ore: new nullable fields on SimpleCommodityData (keys 12 and 13 are free. Only key 11 is retired on SimpleCommodityData; keys 6, 7 and 8 are live, inherited from ItemData (SpecificHeat, Conductivity, Price, ItemData.cs:291-298 @b66ba524). The comment at ItemData.cs:304 wrongly lists 6, 7, 8 and 11). Authored in Studio. Changes with the catalog. Catalog author.
Global loot tunables GameplaySettings / PlanetSettings fields (Cut 5). Authored. Today they live in Settings.asset. They move with the settings-globals campaign (docs/settings-globals-cut.md, mapped, not landed). Catalog author.
Mined lot LotId in the run's ProvenanceLedger. Lot { Design = the commodity, Origin = Extracted { Zone, Commodity, Body }, Quality, Roles = null }. Minted at the first extraction from a (zone index, belt, commodity) source (Q6). Reused for later units from that source. Collected by Reachable when no instance reaches it. A later extraction after collection mints a fresh lot. ItemManager.ExtractedLot(zone, belt, commodity) is the only writer. Its source→lot index is derived at load, not persisted.
Mined unit A SimpleCommodity instance, Data = commodity, Lot = the source lot (Lot moves to the ItemInstance base, key 11). Stored in cargo. Stacks merge only within the same Data and Lot. A split copies Lot. EquippedCargoBay owns placement. The mint owns Lot.
Current target Entity.Target (runtime; not packed, EntitySerializer.cs has no target field (read)). Set by targeting inputs or AI state. Cleared by the existing entity-removal paths. A broken chunk stays held and prices 0 until retargeted (Cut 3). Player: the ActionGameManager targeting handlers. AI: the Minion states. Both write the one slot.
Mining shot ShotId (Zone.NextShotId), as every shot. Fire → Commit → arrival. Never serialized (FireControl.cs:852-855). FireControl.

No cell is empty. The cells marked "recommended" depend on the rulings below and are rewritten if a ruling goes the other way.


Operator questions, in the order they block cuts

The 2026-09-30 rulings on Q4-Q13 are recorded in the Part III status header. Where a question below was written before its ruling, the ruling wins and the recommendation text is history.

Self delivers these one at a time (memory: pace operator questions). Cut 1 needs no ruling. The CPU-versus-GPU belt renderer is a stated default: CPU, one orbit function, so no parity test is needed. Reopen it on request.

Q1 (blocks Cut 2). What becomes of MiningTool, ResourceScanner and the Drill Bit? Ruled 2026-09-25: A. Operator: "Bring back the drill, indeed." The operator's model is "hit it with a weapon". MiningTool (Behaviors/MiningTool.cs, 76 lines) is a separate damage channel with its own DPS, efficiency, penetration and range. Nothing assigns its target (AsteroidBelt and Asteroid have no writer), and it throws KeyNotFoundException if it ever executes with an unset belt (:59 indexes before the IsSet check at :60). No live item carries it. The legacy catalog did: Drill Bit (GearData; MiningToolData DPS 1-2.5, efficiency 2-5, penetration 1-5, range 5-20) and Resource Scanner (ResourceScannerData range 100-200, minimum density 25-5, scan duration 5-2) are in both legacy-0305 and legacy-0414 (probe).

  • A: Delete MiningTool and MineAsteroid. Retire union tag 26 (comment, do not reuse). Restore the Drill Bit in Cut 7 as a short-range weapon, a ConstantWeaponData beam at Kinetic, penetration high and range 5-20, so content keeps its meaning through the one fire path.
  • B: Keep MiningTool as a second extraction channel beside weapons.
  • Recommended: A. B is a second hit path with its own dice and its own yield rule, which is exactly the split Cut 3 of fire control removed. ResourceScanner stays parked (Q2 correction, 2026-09-30).

Q2 (blocks Cut 3). How does a chunk become a target? Ruled 2026-09-25: A, one slot, two kinds. Operator: "Note that I have been saying chunks specifically because this should generalize to more than just asteroid fields ("rocks"), there's various kinds of debris fields we'd want to represent, too. Maybe that's pedantic, it doesn't change the schema. One target slot, two kinds." So a target is an Entity or a chunk of a field; asteroid belts are one kind of field and debris fields another. ChunkId is (Field, Index) (landed in Cut 2); new chunk-surface code speaks of chunks and fields, never belts or rocks. Composition and loot tables (Q4, Q7) are per field kind: a debris field rolls salvage through the same weighted roll.

Detection (operator correction, 2026-09-30, replacing the 2026-09-25 "deferred to the electronic-warfare campaign" text). Operator: "We can just assign a reflectivity and cross section to each chunk just like we do with entities, then their visibility depends on how much light is shining on them, no new mechanism needed ... This is what I actually intended with my ruling about deferring detection."

The options as mapped, kept for the record: The options below were costed against the live code:

  • A. One slot, two kinds. Entity.Target becomes ReactiveProperty<TargetRef>, where TargetRef is a small readonly value that is either an Entity or a ChunkId, with value equality. Readers that need a ship read Target.Value.Entity (null for a chunk). FireControl's factor functions take a TargetRef, with the chunk branch at each target-shaped read. Blast radius (read): the count has grown since the first read. At b66ba524: 28 Target reads in ActionGameManager.cs, 22 in FireControl.cs, 11 in Entity.cs, plus Unity weapon-manager sites (GuidedProjectileManager, LightningGunManager, ConstantParticleWeaponManager, GuidedProjectile) the first count omitted. The first read was about 60 in 12 files (ActionGameManager.cs 20, FireControl.cs 11, Entity.cs 8, TurretController.cs 7, LockWeapon.cs 5, EntityInstance.cs 3, Weapon.cs 2, Combat.cs, Minion.cs, Ship.cs:84, ActionBarSlot.cs), plus PendingShot.Target and ShotOutcome.Target. Most sites are mechanical (.Entity).
  • B. A parallel chunk slot. Entity.TargetChunk (a ReactiveProperty<ChunkId?>) sits beside Target, behind one writer that clears the other. About 15 sites. It represents one concept in two fields, and every reader must know to check both.
  • C. Chunks become Entities. Rejected on cost (probe). One sensor-bearing entity pays 184 ns per observed entity per tick, which is 149 us/tick for the 809 chunks of the probe zone. With ten ships in a zone that is about 1.5 ms/tick, the same order as the per-asteroid gravity sampling the operator just asked to remove (1.9 ms/tick, below). It would also add 809 entries and subscriptions to every entity's EntityInfoGathered, a hull and schematic per rock, and Entity.Update per rock.
  • D. Promote a chunk to an Entity while targeted. Rejected: its identity flips kind mid-shot, and a pending shot would outlive its target's kind.

Recommended: A, sequenced after fire-control Cut 12 closes. "A ship has one target, and a target is a ship or a rock" is the one-owner sentence, and it matches the parked electronic-warfare direction: "every body presents a signature through the shared detection interface". Consequences that come with A, named here and not decided later:

  • Visibility. Superseded twice; the live design is Cut 3 (a chunk is detected by reflected light through the shared sensor gain rule). The scanner-as-chunk-sensor plan, the fallback range tunable, unconditional visibility and PSensor 1 are all struck. ResourceScanner stays parked.
  • Stance. StanceAllowsFire (Weapon.cs:101) allows fire on a chunk.
  • Lock weapons. Launchers cannot lock a chunk. LockWeapon.cs:86 requires IsHostileTo, and rocks are not hostile, so guided and lock launchers (GT 3K, LRMM72, SRMM72, pswarm, scorched void policy) cannot mine. Rule it if that is wrong.
  • Blasts (fire-control 12.4). Superseded by Q10 (ruled A, 2026-09-30): a blast covers every chunk it overlaps, and the shooter gets the loot (Cut 4). The text this replaces was written against Splash, which Cut 12.4 replaced with Detonate(Zone, float2 worldPlanar, float radius, float damage, DamageType) (FireControl.cs:1074 @b66ba524); that function takes no shooter and walks zone.Entities only (:1084), so a blast beside a rock did nothing to it.

Q3 (blocks Cut 2). Do chunks respawn, and does wear survive save/continue? Ruled 2026-09-25: A. Today MineAsteroid sets RespawnTimers (Zone.cs:316), but nothing ever decrements them, and AsteroidExists (:247) ignores them. A broken asteroid renders at size 0 forever and can still be mined (read). None of this is persisted.

  • A: Respawn after AsteroidRespawnTime(size) (authored 10-100 s), as an absolute RespawnAt, and persist wear in ZonePack.
  • B: Depletion is permanent for the run, persisted.
  • C: No persistence. A belt heals when the zone reloads.
  • Recommended: A. It keeps the authored curve, costs no timer, and makes save/continue honest. C turns a reload into a belt reset.

Q4 (blocks Cut 5). The loot weight formula. The operator owns this ("some arcane combination"). Proposed:

For one hit by weapon w (damage type d, damage D, penetration P) on chunk c (size s):

  • Units: n = min(D, remaining HP) / HP(s) × Yield(s), taken as its floor plus one Bernoulli draw on the remainder. HP is the existing AsteroidHitpoints curve (authored 10-200). Yield is a new PlanetSettings ExponentialLerp. Why: a chunk yields the same total however it is broken (Invariant 7). Damage is a benefit because it gets you there faster.
  • Weight of ore o: w(o) = Affinity_o(d) × Comp_c(o)^(1/Depth), with Depth = 1 + P × MiningDepthPerPenetration.
    • Comp_c(o): what is in this rock (Q7).
    • Affinity_o(d): the right tool for the ore. It is authored per ore and per damage type, and defaults to 1.
    • Depth: penetration digs past the common stuff. It flattens the composition toward the rare ores and never makes the common ore impossible. Precedent: the 2020 and live rule pow(x.Value, 1f / penetration) (Zone.cs:323). It is written as 1 + P·k so that penetration 0, which covers 15 of 18 live weapons, reads as the raw composition rather than dividing by zero.
  • Each unit's ore is drawn from the normalized weights, in a fixed order after the hit draw.

Worked examples. Composition is Rock .60, Water .20, Gold .15, Uranium .05. Illustrative affinities: Rock Kinetic 1.5, Water Thermal 2, Gold Electric 2, Uranium Optical 2, and 0.5 elsewhere. MiningDepthPerPenetration = 4. Computed, not estimated:

Weapon (live stats) d P Rock Water Gold Uranium
Kinetic, pen 0 (Earp) Kinetic 0 .818 .091 .068 .023
Autocannon Kinetic .25 .687 .132 .115 .066
pretty pretty bang bang Thermal 0 .375 .500 .094 .031
ChargeBlast+- Electric 0 .414 .138 .414 .034
ColdFire Optical 0 .522 .174 .130 .174
Optical at pen .25 (none exists) Optical .25 .309 .179 .155 .357

So the right damage type roughly triples an ore's share, and penetration multiplies a rare ore's share further. Alternatives to put to the operator:

  • A: the formula above (Damage sets quantity; damage type and penetration set weights).
  • B: A, plus DamageSpread as breadth: a yield multiplier 1 + DamageSpread × k, which strips more rock per hit at the raw composition. It is a benefit, and GT 3K, plight, pswarm, SRMM72 and scorched void policy author it (probe).
  • C: A, with no penetration term (damage type and composition only). This is the simplest to read.
  • Recommended: A. Every term is one sentence, and every weapon stat in it is a benefit. B is a clean add later, because it changes no weight. Note: penetration is scheduled for a retune (fire-control F12-2, "Retuning penetration is a follow up"). MiningDepthPerPenetration is the one knob that absorbs that retune.

Tunables: Affinity and Abundance per ore on SimpleCommodityData (catalog, Studio). MiningDepthPerPenetration on GameplaySettings. AsteroidYield and ChunkCompositionVariance on PlanetSettings. Hazard: none of them may be CultMath-typed while settings are Unity-serialized (memory: Unity-serialized CultMath fields load as zero).

Q5 (blocks Cut 5). Is the roll per hit, or once when the chunk breaks?

  • A: Per hit, with units ∝ damage (as in Q4). Each hit's own weapon decides its ore, so switching guns mid-rock matters, and the only state kept is HP.
  • B: Once at break, weighted by the weapon that broke it.
  • C: Once at break, with hits accumulating per-ore weight as they land. This needs per-chunk, per-ore state.
  • Recommended: A. The operator's sentence ties each weight to "the weapon you hit it with". A gives continuous feedback and keeps no memory. B lets a chip shot from the wrong gun at the end decide the whole rock.

Q6 (blocks Cut 5). Where does the ore go, and how big is a lot?

  • Destination. A: straight into the shooter's cargo at arrival, where a full hold loses the overflow. B: a floating pickup. Recommended: A. Pickups are Unity-only (ItemPickup and collection by ShieldManager.cs:40-55), so an AI could never collect them, which would break the same-inputs rule.
  • Lot granularity. A: one lot per (zone, belt, commodity) source. B: one lot per hit. Recommended: A. B makes every hit a separate cargo stack, because stacks merge only within one lot, and it grows the ledger per shot. A is what backward generation will synthesize anyway: an extraction source at a place.
  • Lot quality: 1 for extracted lots. Nothing reads a SimpleCommodity's quality (price and tier read CraftedItemInstance only, ItemManager.cs:114,224). Grade can arrive as its own ruling later.

Q7 (blocks Cut 5). Where does composition live? Resolved 2026-09-30: A′ (a per-kind entry list of commodity, abundance and affinity, derived, never stored per chunk), with Q11 (field kinds are authored catalog records yielding simple commodities). The per-ore Abundance on SimpleCommodityData recommended below is superseded: it gives one table for every field kind, which the Q2 ruling (tables are per field kind) contradicts. BodyData.Resources (key 4, ZoneData.cs:53-54) is on every body and has never had a writer since the 2020 generator (17673cd2) was commented out. Its only reader is MineAsteroid (Zone.cs:322-323). No live belt has resources (probe: 8 belts, 0 authored).

  • A: Composition is derived: Comp_c(o) = Abundance_o × exp(Variance × g(hash(belt key, index, o))), normalized, with g ∈ [-1, 1]. Nothing is stored. Existing saves work, and key 4 is retired.
  • B: ZoneGenerator writes BodyData.Resources per belt at generation, and the chunk jitter is derived. Belts in runs started before Cut 5 have empty compositions until New Game.
  • C: Per-belt only, with no per-chunk variation.
  • Recommended: A. It has one owner (the catalog) and nothing to migrate. It follows the same "derived, never stored" spirit as branding. The operator's wording ("the chunk's composition") argues against C. If B is chosen, its generator must seed from the belt's identity, not the shared generation stream (ZoneGenerator.cs:48), because a new draw there would shift every later placement in newly generated zones.

Q8 (blocks Cut 7). The catalog has no Corrosive or Ionizing weapon, now or in its history. Live weapons use Kinetic (9), Optical (3), Electric (3) and Thermal (3) (probe). legacy-0305 and legacy-0414 use the same four types (probe). An ore whose affinity peaks at Corrosive or Ionizing is unreachable.

  • A: Author affinities over the four types that exist, and add Corrosive and Ionizing weapons when content wants them.
  • B: Author new Corrosive and Ionizing weapons in Cut 7.
  • Recommended: A, with the gap recorded in Cut 7's review sheet.

Q9 (blocks Cut 6). Which AI ships mine? Ruled 2026-09-30: C (defer; against the recommendation below). Cut 6 is deleted. Nothing assigns a Mining task today. Zone.CreateAgent (Zone.cs:122-129) gives every NPC a PatrolOrbitsTask.

  • A: In a zone with belts, an NPC whose loadout has a weapon with nonzero affinity to some belt ore gets a Mining task on the nearest belt, with an authored share (GameplaySettings.AgentMinerShare).
  • B: Only dedicated miner hulls or factions mine. This needs faction-territory roles (docs/faction-territory-target.md:36-49, "extraction").
  • C: Defer AI mining. The same path is proven by a test agent only.
  • Recommended: A for this campaign. B is the faction-territory campaign's call and can replace A's eligibility rule without touching the path.

Part II: Body map

The belt simulation today

(read) Zone owns belts (Zone.cs:26, built at :91-92). Each tick, Zone.Update (:149-179):

  1. advances _time (:151) and clears _updatedOrbits (:152);
  2. waits on last tick's belt tasks (:153-155);
  3. steps every orbit (:156-161);
  4. for each belt, copies NewTransforms into Transforms, copies NewOrbitPosition into OrbitPosition, and starts one Task.Run(UpdateAsteroidTransforms) (:163-168).

UpdateAsteroidTransforms (:249-275) evaluates every asteroid into a float4 (x, y, rotation, damage-scaled size). The per-asteroid gravity sample is commented out (:272). The shader applies height instead: Asteroid.shader:28-32 samples _NebulaSurfaceHeight per vertex and adds _AsteroidVerticalOffset, and the renderer sets that offset globally (ZoneRenderer.cs:442).

Findings (probe), on the densest zone of the operator's save (EAC-2265, radius 5418, 8 belts of 123, 29, 101, 132, 269, 99, 30 and 26 asteroids, 809 in total, 56 bodies; that save has generated 1 of its 64 zones):

  • Cost before: shipped Zone.Update with entities stripped costs 400-1760 us wall per tick (the main thread blocks in t.Wait() at :153-154) and 125-420 us process CPU per tick, over 5 clean runs.
  • Cost after (the same zone with no belt work): 31-39 us wall, 26-37 us CPU per tick. Belts become free per tick.
  • The belt arithmetic alone, run sequentially, is 76-94 us/tick for all 809 asteroids. The threading bought no speed: task scheduling and the blocking wait cost more than the work.
  • One asteroid on demand costs 186-224 ns (OrbitPeriod.Evaluate, OrbitData.Evaluate and the parent orbit lookup). A targeting query over the largest belt (269 asteroids) is about 55 us, paid when asked and not per tick.
  • The threading is a data race. 4 of 10 probe runs died with InvalidOperationException: Operations that change non-concurrent collections must have exclusive access, thrown from Zone.GetOrbitPosition (:209/:216) inside a belt task. Parallel belt tasks, and the main thread's _updatedOrbits.Clear() at :152 (which runs before the wait at :153), mutate the same HashSet and Dictionary unsynchronized. .NET detects it; Unity's Mono may corrupt silently instead. Deleting the threading is a correctness fix as well as a cost fix.
  • Every pose the sim or renderer reads is exactly one tick stale. After Update, Transforms matches the pose at the previous tick's time with 0.0000 error, and misses the current pose by 0.209 units at the measured maximum speed of 12.6 u/s. That comes from the double buffer (:165).
  • The operator's history, confirmed. GetHeight for every asteroid, the commented-out line :272, costs 1.9-2.1 ms/tick over 56 bodies. That really was the heaviest per-tick operation. It is already gone from the sim, and the shader now does the height.

Consumers of the belt state

Surface Readers (HEAD) Fate
AsteroidBelt.Transforms / NewTransforms (Zone.cs:505-506) Zone.cs:165,230,273; MiningTool.cs:62; ResourceScanner.cs:80; ZoneRenderer.cs:456,462,467,476; AsteroidBeltUI.Update (ZoneRenderer.cs:660-676) Deleted (Cut 1). The renderer fills its own buffers from the one function.
AsteroidBelt.OrbitPosition / NewOrbitPosition (:508-509) Zone.cs:166,256,271; ZoneRenderer.cs:449,451,662 Deleted. The belt centre is Zone.GetOrbitPosition(parent). AsteroidBeltUI already stores _orbitParent (:593,613) and never reads it.
BeltUpdates (:46) :153-155,167 Deleted.
NearestAsteroid (:226-245) none. It reads Transforms[i].xz (x and rotation) where it means .xy Deleted. Cut 3 adds the one chunk query.
AsteroidExists (:247) MiningTool.cs:61 Replaced by Zone.ChunkExists in Cut 2.
RespawnTimers, Damage, MiningAccumulator (:510-512) Zone.cs:260-264,306-318 Replaced by the wear store (Cut 2).
Zone._random (:33,71) MineAsteroid only (:323-324) Deleted with MineAsteroid, Q1=A. It is a shared stream, which Cut 6b forbids for combat dice.
ActionGameManager save/continue no belt reader. RunSave.Capture packs entities, orbits and planet refs only Gains wear through Zone.PackZone (Cut 2).
SectorRenderer.cs:84 (belt count), MapRenderer.cs:55-73 and MainMenu.cs:257-259 (ShowAsteroidUI toggles) none read poses Untouched.

The mining path today, end to end

Unreachable (read): MiningTool.Execute (MiningTool.cs:56-75) range-checks against the stale Transforms and calls Zone.MineAsteroid (Zone.cs:297-335). That accumulates damage and a per-miner accumulator, picks a resource from the always-empty beltData.Resources, and mints nothing: the SimpleCommodity mint is commented out (:327-333, // TODO: Drop item onto the Grid). No code assigns MiningTool.AsteroidBelt or Asteroid. The AI MiningController that did (399b933a) was deleted in c6ffcad3. Agents/Tasks/Mining.cs has no reader, and AgentTask is "owned by their Agent and not persisted" (AgentTask.cs:10).

How FireControl sees a target (what a chunk must answer)

History, anchored at 8bd25f6f. Every line number below is stale (FireControl.cs is 1,614 lines at b66ba524, Splash is gone, and the chunk visibility and info rows are superseded by Cut 3). The re-anchored, live version is in Cuts 3 and 4.

(read, FireControl.cs at 8bd25f6f):

Read Where For a chunk
source.Target.Value Fire :332 the slot (Q2)
target.Position, range PFire :170-171, Inspect :246-247 Zone.ChunkPosition
source.VisibleEntities.Contains PFire :173, Inspect :248 within chunk detection range (Q2)
EntityInfoGathered[target] → PSensor PFire :179-180 info 1
LockWeapon.IsLocked PFire :175 never locked (Q2)
InArc(toTarget) PFire :176 unchanged
target.Velocity PredictedIntercept :135-138, Fire :349 Zone.ChunkVelocity: analytic orbital velocity plus the parent Orbit.Velocity (Zone.cs:160)
target.Hull, Silhouette(target, hull, aimed, bearing, precision) Forecast :196-205, CommitProbability :486-487, Commit :531 a disc of radius r / SchematicCellSize cells, one interval [-R, R), a = 0, bearing-free
DeviationProbability (live position) :310-316 unchanged in shape. A chunk's curvature over a 2 s flight is v²t²/2R ≈ 0.16 u at the probe belt, well inside any Tracking
zone.Entities.Contains(target) (gone → miss) Step :409 !Zone.ChunkExists (broken) → miss
Shield Commit :552-555, Apply :570-575 none
ApplyHit Apply :581 Zone.Mine(...): wear plus the decided loot
Splash over zone.Entities :613-642 (being replaced by 12.4) Q2: targeted chunk only

Silhouette (:679-726) does three things: builds the intervals, merges them, and integrates the Gaussian. The integration (:710-716) and Span (:718) are the only parts a disc needs. Cut 4 extracts that tail as the one integrator, used by the hull path and Silhouette.Disc alike, so no second copy of Phi summation exists.

The catalog and the legacy record (probe)

  • Live simple commodities (13): Minerals: Hydrogen, Potassium, Rock. Metals: Gold, New Metals, Uranium. Compounds: Methane, Water. Organics: Algae, Animal Products, Bacteria, Fungi. Ammo: Ammo. Every one is priced 0 except Ammo (1000). The catalog oid moved after 8bd25f6f (4f218e85, dd437580, locomotion Cut 1): 1862ddc4 then, 2aa79c0a at b66ba524.
  • Legacy (30, identical in legacy-0305 and legacy-0414): the 13 live ones, plus Crystal, Silicon, Carbon, Nitrogen (Minerals); Iron, Titanium, Copper, Lead (Metals); Ethanol, Hydrocarbons, Acid, Oxygen, Carbon Dioxide (Compounds); Plant Matter (Organics); and Autocannon, Charged Shotgun, Flak Cannon and Auto Shotgun ammo. That is 17 missing from live, 14 of them plausible ores.
  • Resource-distribution data does not survive. The 2020 fields (ResourceDensity map layers, Minimum, Maximum, Exponent, Floor; 17673cd2) were keys 6, 7, 8 and 11 on SimpleCommodityData. Only key 11 stays retired there; 6, 7 and 8 are live ItemData keys (SpecificHeat, Conductivity, Price). No values remain in the deleted JSON records at c6ffcad3^ (for example, Uranium.json carries only name, mass and category) or in either msgpack.
  • Mining gear: Drill Bit and Resource Scanner exist in legacy only (Q1). Surface Ore Extractor and Deep Ore Extractor are behaviourless husks in both live and legacy (docs/item-provenance-substrate.md:62-64), and Mining Rights is a compound commodity. None of these are touched here. The extractors are station factory gear for backward generation.
  • Weapons: see Q8. The catalog has no BodyData (bodies are run records).

Provenance: how a mined lot is born

Lot is on CraftedItemInstance at key 11 (ItemInstance.cs:38). The provenance map put it there on purpose, "SimpleCommodity gets no lot ... Moving it to the base later with the same key is byte-identical (probe Q4), so mining yield adds without reshaping" (docs/item-provenance-cut.md:150-156). SimpleCommodity uses key 2 (ItemInstance.cs:47), so key 11 is free on it.

The mint:

  • Who: the shooter's shot, at Apply.
  • What: the commodity (Lot.Design). Extracted.Commodity repeats Lot.Design, and the provenance cut chose that deliberately (Provenance.cs:116-120). It is left alone.
  • Where: Extracted.Zone, which is the run's zone index (Array.IndexOf(Galaxy.Zones, GalaxyZone), the index savedzone-{i} uses, SavedGame.cs:103), plus a new Extracted.Body (key 2, CultRecordRef<BodyData>, nil on any older record). That is Njordr's "source".
  • Quality: 1 (Q6). Roles: null.

Three existing rules must learn about simple lots:

  • RunSave.Commit collects lot roots from OfType<CraftedItemInstance>() only (SavedGame.cs:110-114). Mined lots would be garbage-collected at the first save unless the roots take every ItemInstance with Lot != 0.
  • The stack merge (Entity.cs:1838) matches on Data only.
  • The stack split (Entity.cs:1916) does not copy Lot.

A SimpleCommodity with Lot == 0 is unattributed: the ledger starts at 1 (Provenance.cs:14), so 0 never names a lot. That includes every existing loadout ammo stack. Reading such a lot through the ledger's indexer still throws.

Overlap with work in flight

  • Fire control (main tree, other agents). Cuts 3 and 4 edit FireControl.cs at Fire, Step, PFire, Forecast, HitProbability, Inspect, CommitProbability, Commit, Apply, Silhouette, PendingShot and ShotOutcome, and they touch Splash's successor from 12.4. They must follow Cut 12.4. Cuts 1, 2 and 5-7 do not touch FireControl.cs, except Cut 5's loot-draw lines inside Commit, which also wait for 12.4.
  • Locomotion (codex/locomotion). Its Cut 4 rewrites MoveTo and the heading planner. Cut 6 is deleted (Q9 = C), so this campaign no longer depends on locomotion Cut 4.
  • Settings globals (docs/settings-globals-cut.md). Cut 5's new tunables join GameplaySettings and PlanetSettings wherever those live when it lands.
  • The uncommitted AetheriaInput.cs change in the main tree ("Cycle Target Item") is fire-control work. Cut 3's targeting handlers sit beside it in ActionGameManager.cs:372-404.

Part III: Cut map

Status header

Status: cut map. Ends are owned by Part I of this document; Part III owns the means. Updated at M0, 2026-09-30.

M0 (2026-09-30): codex/mining merged with master (fire control, dcd7bbc5) and this map corrected against docs/mining-cut-refresh.md (v2). Cuts 3 and 4 below are the refresh's versions. The refresh's Cut 5 and Cut 7 texts are the current proposals and are not yet folded into this file; where they differ, the refresh wins.

Rulings (operator), 2026-09-25: Q1 = A, Q2 = A (one slot, two kinds; field generalization), Q3 = A.

Rulings (operator), 2026-09-30:

Q Ruling
Q4 A, the formula as written (Cut 5)
Q5 A, per hit (Cut 5)
Q6a A, straight into cargo; overflow lost (Cut 5)
Q6b A, one lot per (zone, field, commodity) source (Cut 5)
Q7 A′, a per-kind entry list (commodity, abundance, affinity), derived, never stored per chunk (Cuts 3 and 5)
Q8 B, author Corrosive and Ionizing weapons (Cut 7), against the earlier recommendation
Q9 C, AI mining deferred; the path is proven by a test agent in Cut 5. Cut 6 is deleted
Q10 A, a blast covers every chunk it overlaps; the shooter gets the loot (Cuts 4 and 5)
Q11 field kinds are authored catalog records; tables yield simple commodities only (Cuts 3, 5, 7)
Q12 A, launchers cannot mine (Cuts 3 and 4)
Q13 A, reach is the longest active weapon range
Q2 correction Chunks are detected by the existing reflectance rule (reflectivity and cross-section, lit by the suns), not deferred to EW. Struck: the scanner as chunk sensor, the fallback range tunable, unconditional visibility, PSensor 1. ResourceScanner stays parked

Q14 A and Q16 B are operator rulings (confirmed 2026-09-30: "Q14. A (thought I ruled on that previously). Q16. B."). Cut 3 is written for them and is unblocked.

M-Soul content unknown: no Soul report for Cuts 1-2 exists; the mutation sweep at 22fb4021 stands in. Cut 3 does not start until M-Soul is closed or empty.

Still owed:

  • From Cut 1: a Unity compile of the ZoneRenderer and AsteroidBeltUI change (M0 runs it), an isolated Stryker rerun, and the operator's fly-through. Nothing after d9c887c1 records any of them.
  • From Cut 2: Soul has not verified the two-commit fix (34994732, 93bfdebd). It folds into Cut 3's Soul pass.

Test counts: the map's 274 after Cut 2 were counted on its own 8bd25f6f base. On the merged tree (fc90e936, master plus mining) the suite is 498 tests, all passing on Yggdrasil (CultLib 45c2f40, CultMath 6d5e209).

Cut 2: landed 2026-09-25 at 3b9f0f1d, c924bae0, daa64560. 272 tests; production net −73 lines; AetherDb census byte-identical; break threshold kept strictly >; ZonePack key 6 nullable, proven by a raw-MessagePack older-record test. Spec discrepancy fixed: the retirement comment for union tag 26 no longer names MiningToolData, which the cut's own negative grep forbids. Soul found one real defect, dormant until Cut 4 wires FireControl.Apply into Wear: a hit on a chunk that was already broken reset BrokenUntil and resurrected it on the spot (any shot resolving after the chunk broke — travel time, two shots close together). Fixed at 34994732: a hit on a broken chunk changes nothing and Wear returns false; pinned below and above hitpoints and across a save taken inside the respawn window (both tests fail on the old code). 93bfdebd removes the dead MiningDifficulty: 500 still serialized in Settings.asset. Soul also confirmed the strict > threshold cannot stall (wear accumulates across hits; only zero damage never breaks). 274 tests. Closed; the two-commit fix's own check folds into Cut 3's Soul pass.

Cut 1: landed 2026-09-25 at 22a54ccb and d9c887c1 (Stryker fix batch: EvaluateBelt had no coverage and Radius's Max→Min survived). 262 tests. Probe on the operator's densest zone, 10 runs each: before, 541-3654 µs wall and 120-391 µs CPU per tick with 3/10 runs crashing on the belt-task race; after, 95-185 µs wall and 99-152 µs CPU, 0/10 races. Soul closed it: no thread or task left in ServerShared, poses a pure function of zone time (formula byte-identical to e729e6d6), one owner, no per-frame renderer allocation (the buffer is allocated once in LoadPlanet).

Correction to this map's own baseline: the "31-39 µs with no belt work" figure above does not reproduce for a zone of this shape. Soul's independent probe of the same 56-body, 8-belt layout: 100 µs per tick with belts, 114 µs with the belts replaced by plain bodies at equal orbit count — belts cost nothing per tick. The ~100 µs that remains is the pre-existing per-body orbit step (about 2 µs per orbit over ~57 orbits), untouched by this cut. The 31-39 µs was measured on a smaller body count.

Still owed for Cut 1: a Unity compile of the renderer change (ZoneRenderer.cs, AsteroidBeltUI), which runs when this branch meets a tree Unity can open; an isolated Stryker rerun by a later Soul (the closing pass's run collided with its own concurrent build); and the operator's fly-through.

Follow-ups outside this campaign:

  • AsteroidBeltUI.Update feeds Quaternion.Euler(90, transform.z, 0) a rotation in radians where the API takes degrees (ZoneRenderer.cs:666). It is a presentation defect and is not fixed here.
  • The planet orbit step stays per tick (Zone.cs:156-161). It is now the whole of the zone's per-tick cost (~2 µs per orbit). 2 µs for one orbit evaluation is more than its arithmetic warrants — curve evaluation or the _updatedOrbits memo is the likely cost. Measure before touching it; a candidate follow-up, not scope.

Cut order

Cut Nature Depends on
1 Subtraction: belts evaluated on demand. No threads, no stored poses. none
2 Subtraction plus one owner: the dead mining path goes, and chunk identity and wear get one owner Q1, Q3
M0 Placement: merge master, correct the map fire-control-12 on master
M-Soul Fix slot for the parallel Soul pass over Cuts 1-2 (content unknown) Soul report
3 A chunk is a target, detected by reflected light; the field-kind record appears M0, M-Soul (Q14 A, Q16 B ruled)
4 A shot at a chunk goes through FireControl; blasts cover chunks 3; the fire-control no-target fuse ruling
5 Composition, loot roll, provenance, deposit 4; Q4-Q7
6 Deleted (Q9 = C); the test agent moved into Cut 5 none
7 Content: ores, affinities, abundance, Drill Bit, Corrosive and Ionizing weapons (operator review) 5; Q1, Q8

Cuts 1 and 2 are kept apart so Soul can falsify "nothing changed" (Cut 1) separately from "the dead path is gone and wear has one owner" (Cut 2).


Cut 1. Belts are evaluated when asked

  • Repo/branch: Aetheria, codex/mining from codex/fire-control-12 8bd25f6f. Depends on nothing.
  • First: re-run miningprobe on the branch point and record the before numbers in the commit message (wall and CPU per tick, and the race count over 10 runs).
  • Deletes first (Zone.cs at 8bd25f6f):
    • :9-10 using System.Threading; using System.Threading.Tasks; (2 lines);
    • :46 BeltUpdates (1);
    • :153-155, the wait loop (3);
    • :163-168, the per-belt copy and Task.Run (6);
    • :226-245 NearestAsteroid (20);
    • :249-275 UpdateAsteroidTransforms (27);
    • :505-506 and :508-509, the four AsteroidBelt pose fields, and :517-518, their allocations (6).
    • About 65 lines in total.
  • Keeps: AsteroidBelt.Data, Radius (ZoneRenderer.cs:452), and the wear dictionaries (Cut 2 replaces them). The per-orbit step :156-161.
  • Adds: on AsteroidBelt, one function that is the only place a chunk pose is computed: Pose(int index, double time, float2 parentPosition, PlanetSettings) → (position, rotation). It is the formula of :269-271, verbatim, with time in double exactly as _time is used now. There is also a size read, Size(int index, PlanetSettings), which is the rule of :259-267 moved unchanged, and a batch Evaluate(Span<float4> into, double time, float2 parent, PlanetSettings) that loops Pose and Size for the renderer. Zone exposes them at its own time: ChunkPose(CultRecordKey belt, int i) and EvaluateBelt(CultRecordKey belt, Span<float4> into). They read _time (double) and GetOrbitPosition(parent), so no caller passes a float time.
  • Per-file changes:
    • Zone.cs:149-179: Update loses the belt block entirely.
    • MiningTool.cs:59-62 and ResourceScanner.cs:80: read Zone.ChunkPose instead of Transforms. No behaviour change; they die or reshape in Cut 2.
    • ZoneRenderer.cs:447-477: per visible belt, Zone.EvaluateBelt into a renderer-owned float4[] (allocated in LoadPlanet, :340-362, sized to the belt). The matrices are built from that buffer as before. The visibility bounds use Zone.GetOrbitPosition(parent) in place of belt.OrbitPosition (:449-452).
    • ZoneRenderer.cs:660-676: AsteroidBeltUI.Update takes the renderer's buffer, and its bounds use its own _orbitParent (:593,613) through _zone.GetOrbitPosition.
  • Behaviour change, named: poses are read at the current time instead of one tick behind. The measured maximum difference is 0.21 u in the probe zone. No sim reader is reachable (MiningTool has no writer). The renderer draws the rocks where they are now.
  • Authority map:
    • Owner: AsteroidBelt.Pose and AsteroidBelt.Size.
    • Inputs: the asteroid record, the parent orbit position at zone time, zone time (double), PlanetSettings, and wear (size only).
    • Outputs: position, rotation, size, on request.
    • Derived state: every renderer buffer is display-only, owned by ZoneRenderer.
    • Forbidden writers: any stored per-asteroid pose in ServerShared, any Task or thread in Zone, and any second copy of the orbit formula.
    • Shared paths: renderer, minimap (AsteroidBeltUI), and every sim reader, through Zone.
    • Deletion line: the listed deletes land in the same commit as the adds. No reader of Transforms survives.
  • Verification:
    • builds: Aetheria.Shared, tests/Aetheria.Shared.Tests, tools/AetherDb, each with both roots (-p:CultLibRoot=... -p:CultMathRoot=...). The Unity compile is Self's or the operator's step, never batchmode against the main tree.
    • tests (new MiningCut1Tests.cs; fixture: an OrbitData and an AsteroidBeltData upserted into a run-store cache, with a non-degenerate belt of at least 20 asteroids at distinct distances, phases and sizes, and authored-shape PlanetSettings curves, not defaults):
      • ChunkPoseIsTheOrbitAtZoneTime: after N updates of uneven dt, every chunk's pose equals the closed-form orbit at the zone's time, including the parent's motion. Pins no staleness.
      • ChunkPoseDoesNotDependOnUpdateCadence: one update of 1.0 s and 60 updates of 1/60 give equal poses. Pins pure function of time.
      • DamagedChunkShrinksAndABrokenOneHasNoSize: pins the size rule moved from :259-267.
      • Stryker over AsteroidBelt and Zone.Chunk*. Every survivor is triaged.
    • negative: rg -n "Task\.Run|System\.Threading|NewTransforms|\.Transforms\b|BeltUpdates|NearestAsteroid|\.OrbitPosition\b|NewOrbitPosition" Assets/Scripts/ServerShared/Zone.cs "Assets/Scripts/Zone Display" Assets/Scripts/ServerShared/Behaviors returns only Zone.cs:301, a commented line inside MineAsteroid that Cut 2 deletes. After Cut 2 it is empty. Tested against 8bd25f6f: every other hit is a line this cut deletes or rewrites. Widening it to Assets/Scripts collides with Galaxy.cs:6-7 (System.Threading, a legitimate use) and with followOrbitPosition (ActionGameManager.cs:841-843).
    • probe: miningprobe after the cut shows belt cost 0 and 0 races over 10 runs. Record the after numbers.
    • operator: fly through a belt. The rocks orbit smoothly, the minimap asteroid overlay tracks them, and the map screen shows them.
  • Operator questions: none (the CPU renderer is the stated default).

Cut 2. The dead mining path goes, and chunks get one owner

  • Repo/branch: Aetheria, codex/mining. Depends on Cut 1, Q1 and Q3. Written for Q1=A and Q3=A.
  • Deletes first:
    • Behaviors/MiningTool.cs (76) and its .meta.
    • Behaviors.cs:173 Union(26, typeof(MiningToolData)), becoming a // Union(26, MiningToolData): retired, do not reuse comment, per the file's own precedent at :172, :174.
    • Zone.cs:297-335 MineAsteroid (39); :247 AsteroidExists (1); :33,71 _random (2); :510-512 the three dictionaries (3).
    • ResourceScanner.cs:71-107, the survey Execute (37), plus ScanTarget, Asteroid, _scanTime and _scanTarget (:38-59). Its data (Range, MinimumDensity, ScanDuration) stays until Q2 rules. If Q2 goes against the scanner-as-chunk-sensor, the whole behaviour parks at a tag instead (parked/mining-resource-scanner), because it has legacy content.
    • PlanetSettings.MiningDifficulty (Settings.cs:32). Its only reader is MineAsteroid.
    • About 160 lines in total.
  • Adds:
    • ChunkId (readonly struct, (CultRecordKey Field, int Index), with value equality).
    • The wear store on Zone: ChunkWear { float Damage; double? BrokenUntil } keyed by ChunkId.
    • Zone.ChunkExists(ChunkId): the index is in range and the chunk is not broken at zone time.
    • Zone.ChunkRadius(ChunkId): Size from Cut 1, reading wear.
    • Zone.Wear(ChunkId, float damage) → whether it broke. It is the only writer, and Cut 4's Apply is its only caller.
    • Lazy respawn: an entry whose BrokenUntil <= time reads as absent.
    • ZonePack key 6: List<ChunkWearPack> (belt key, index, damage, broken-until), nullable. It is written by PackZone (Zone.cs:131-142) with expired entries pruned, and read in the constructor after belts are built (:91-92).
  • Authority map:
    • Owner: Zone owns chunk wear. Zone.Wear is its only writer.
    • Inputs: damage delivered at Apply, zone time, AsteroidHitpoints and AsteroidRespawnTime (Settings.cs:29-30).
    • Outputs: ChunkExists, ChunkRadius, and the packed wear.
    • Derived state: respawn is a comparison, not a timer.
    • Forbidden writers: any per-tick respawn loop. MineAsteroid, MiningTool and ResourceScanner.Execute are deleted.
    • Shared paths: live play, save (RunSave.Capture → PackZone), continue (the Zone constructor), and zone re-entry.
    • Deletion line: the deletes above land before the wear store appears.
  • Verification:
    • tests:
      • WearAccumulatesAndBreaksAtHitpoints pins the threshold (strictly > as :314, or >=; say which, and pin it).
      • ABrokenChunkReturnsAtItsRespawnTime pins the lazy respawn at the authored curve.
      • WearSurvivesPackAndUnpack: a zone round trip through ZonePack MessagePack keeps damage and broken-until.
      • APackOmitsExpiredWear.
      • ARunWithoutKeySixLoadsWhole: nil key 6 means no wear.
    • negative: rg -n "MiningTool|MineAsteroid|MiningAccumulator|RespawnTimers|MiningDifficulty|AsteroidExists" Assets/Scripts tests tools is empty.
    • catalog: AetherDb census before and after is byte-identical. No live item carries tag 26 (probe).
    • operator: none (nothing reachable changes).

Cut 3. A chunk is a target, and is detected by reflected light

  • Repo/branch: Aetheria, codex/mining, after M-Soul.
  • Written for: Q13 = A with the detection correction, Q14 = A, Q16 = B (all ruled).

How detection works today (read at b66ba524)

  1. Emitters write into Entity.VisibilitySources (Entity.cs:63, a Dictionary<object, float>). Every entry is one source's contribution:

    • Reflector.cs:46: CrossSection × Zone.GetLight(Position.xz). This is the rule the operator named.
    • Black-body radiation: Entity.cs:1269.
    • Weapons: InstantWeapon.cs:257, ConstantWeapon.cs:166.
    • Thrusters: Thruster.cs:110-111.
    • Sensor pings: Sensor.cs:117.
    • Visibility.cs:44 and Radiator.cs:121.

    Sources decay each tick (Entity.cs:1083-1087, VisibilityDecay 0.5).

  2. Entity.Visibility (Entity.cs:136) is the sum of the sources.

  3. Each Sensor behaviour on an observer loops over every entity in the zone, every tick (Sensor.cs:157-189).

    • It adds a gain into EntityInfoGathered[target] (Entity.cs:64, a ReactiveDictionary).
    • Passive gain is target.Visibility × Sensitivity × SensitivityCurve(angle/π) × dt / dist (:179-184).
    • Ping gain is target.Visibility × Sensitivity × PingBoost × dist, once per ping (:170-175).
    • It then decays: next *= 1 − TargetInfoDecay × dt (:186; TargetInfoDecay 0.5 in shipped Settings.asset).
  4. Crossing TargetDetectionInfoThreshold (0.1) adds the target to or removes it from VisibleEntities, via the ObserveReplace subscriber at Entity.cs:237-253.

  5. Fire control reads both. PFire gates on VisibleEntities.Contains (FireControl.cs:173) and prices PSensor from the info value (:179). The same info also gates the armour and gear reveal thresholds (0.5 and 0.8) through IsRevealed.

  6. Light is Zone.GetLight(float2) (Zone.cs:369 @283ce7dc). It sums PowerPulse(d / LightRadius, 8) over every sun within its LightRadius. Beyond every sun's radius, light is 0.

How a chunk plugs in, without becoming an entity

Two things are needed:

  • A chunk's visibility, V(chunk, t): cross-section(chunk) × GetLight(pose(chunk, t)). This is Reflector.cs:46's rule, applied to a pose that is already a pure function of time (Cut 1). No stored source, and no decay: a chunk has only the reflected term, because rocks carry no thrusters, weapons or heat (black-body emission is out of scope, per the operator's correction).
  • An observer's info on a chunk. The gain rule is the existing one. Q14 decides how it integrates over time. Recommended: the closed-form equilibrium of the per-tick rule, evaluated on demand, with no per-tick state.

No adapter, and why that is the goal. The adapter would be a pseudo-entity per chunk, or an IDetectable wrapper, so that Sensor.Execute's loop over Zone.Entities sees rocks. That is rejected option C of the Codex Q2 in a costume:

  • It puts every chunk into every sensor's per-tick loop. The map measured 184 ns per observed body per tick, which is 149 µs per sensor-bearing ship for the 809-chunk probe zone.
  • It puts chunks into EntityInfoGathered, whose ObserveReplace subscriber builds VisibleEntities, VisibleEnemies and VisibleFriendlies. Every consumer of those collections would then have to learn that some "entities" are rocks.

The shared owner has to be the rule, not the container. The cut extracts the gain terms at Sensor.cs:170-184 into one static function, and both paths call it:

  • the entity loop, per tick, unchanged in behaviour;
  • the chunk query, on demand.

Nothing about a chunk is stored per observer.

Deletes first

  • The Codex scanner-as-sensor plan: no ChunkDetectionRange, no UnaidedChunkRange, and no scanner read anywhere in the target path.
  • The v1 placeholders: unconditional chunk visibility, and PSensor fixed at 1.
  • Optional, Self's call: the parked ResourceScanner behaviour still runs a per-tick Update over three stats no code reads (ResourceScanner.cs:35-58 @283ce7dc). Delete the Update and the properties, and keep ResourceScannerData authored.

Adds

  • Sensor.Gain(...), a static function extracted verbatim from Sensor.cs:170-175 (ping) and :179-184 (passive). Inputs: target visibility, sensitivity, the curve at the angle, distance, dt, and whether this is a ping. Sensor.Execute calls it. This is a pure extraction.

  • FieldKindData, a new catalog document type (Q11: authored catalog records). Cut 3 introduces it with only what detection needs:

    • Name ([CultName]);
    • CrossSection (float): reflectivity per schematic cell of chunk area;
    • GenerationWeight (float), for Q16.

    Cut 5 adds the yield entries. Only one kind exists at first, "Asteroid".

  • The belt names its kind. AsteroidBeltData gains a nullable CultRecordRef<FieldKindData> Kind, at the next free key after Asteroids Key(9) (ZoneData.cs:101-105 @283ce7dc).

    • ZoneGenerator writes it at generation, through one function FieldKinds.Assign(belt key, catalog): a StableHash pick weighted by GenerationWeight.
    • Under Q16 = B, a belt loaded without a kind is assigned by the same function on first load and written back. One derivation serves both the generation path and the load path.
  • Zone.ChunkVisibility(ChunkId) = kind.CrossSection × π(ChunkRadius / SchematicCellSize)² × GetLight(ChunkPose.xy).

    • Area in schematic cells keeps the numbers comparable to hull reflectors. The census has Longinus at 500-150 over 66 cells and Djinni at 2500-500 over 166, so about 2-15 per cell.
    • A worn chunk shrinks and dims. A broken chunk has radius 0, so it is invisible.
  • Entity.ChunkInfo(ChunkId): the info this observer has on the chunk, from its active Sensor behaviours through Sensor.Gain, integrated per Q14. Visible means ChunkInfo > TargetDetectionInfoThreshold.

  • TargetRef: a readonly struct holding Entity Entity and ChunkId? Chunk, with value equality and IsNone. It lives beside ChunkId (Zone.cs:527 @283ce7dc).

  • Zone.ChunksNear(float2 position, float range, List<ChunkId> into): the one chunk query.

    • Belts whose annulus cannot reach are skipped.
    • The rest are evaluated through ChunkPose (Zone.cs:285).
    • Broken chunks are skipped through ChunkExists (:231).
    • It knows nothing about detection. Callers filter by ChunkInfo.
  • Zone.ChunkVelocity(ChunkId): analytic velocity plus the parent Orbit.Velocity.

  • Entity.SetTarget(TargetRef): the one writer. The player's handlers and the Cut 5 test agent both call it (target invariant 3, "set by one writer path that both the player and the AI call"). Today every handler writes Target.Value directly (ActionGameManager.cs:377,385,395,403), so there is no one writer to share.

  • Reach (Q13 = A): cycling and any programmatic chunk pick use ChunksNear(position, longest active weapon Range.Max), then filter to chunks the observer can see.

Per-file changes (b66ba524 unless marked)

  • Sensor.cs:170-184: call Sensor.Gain. Behaviour must stay identical; the whole existing suite is the check.
  • Entity.cs:46: Target becomes ReactiveProperty<TargetRef>, written only through SetTarget.
  • Entity.cs:201, :227: entity removal clears the slot only when it holds that entity.
  • Entity.cs:229: TargetedBy fires for entities only.
  • Entity.cs:233: TargetedByCount counts entity targets only.
  • Entity.cs:298-299: today it clears a target missing from EntityInfoGathered, which would clear every chunk target on the next pass. For a chunk, it clears when ChunkInfo ≤ TargetDetectionInfoThreshold, the same "lost track" rule expressed through the chunk path. A broken chunk has 0 visibility, so it is lost the same way.
  • Entity.cs:317: TrySelectTargetItem is entity-only.
  • Entity.cs:1078: TargetRange reads the chunk position for a chunk.
  • ActionGameManager.cs:365-377 (reticle pick): pick the chunk under the reticle from ChunksNear at the reticle, if visible.
  • ActionGameManager.cs:381-388 (TargetNearest): stays enemies-only. It drives lock.
  • ActionGameManager.cs:390-404 (next and previous): include visible chunks within Q13's reach.
  • ActionGameManager.cs:412-414 (Cycle Target Item): entity-only.
  • ActionGameManager.cs:582, :745, :769, :1046, :1224, :1239, :1266-1267, :1355-1373: .Entity reads, or the chunk position for the indicator.
  • ActionGameManager.cs:1285: UpdateFireControlDebug takes TargetRef.
  • Weapon.cs:101 StanceAllowsFire: true for a chunk. Weapon.cs:110 ArcAllowsFire: position through the ref.
  • LockWeapon.cs:86: a chunk never locks (Q12 = A, ruled).
  • TurretController, Combat.cs, Minion.cs, Ship.cs, EntityInstance.cs, PropertiesPanel.cs, FieldDriver.cs, ActionBarSlot.cs: .Entity and null checks.

Authority map

  • Owners:
    • Entity.Target is the one slot, and SetTarget is its one writer.
    • Sensor.Gain is the one detection gain rule.
    • FieldKindData owns a chunk's reflectivity.
    • FieldKinds.Assign owns which kind a belt is.
  • Inputs: player handlers and the test agent; sensor stats; chunk pose and radius; sun light.
  • Outputs: the current TargetRef; ChunkVisibility; ChunkInfo.
  • Derived state:
    • ChunkVisibility and ChunkInfo are pure functions of time and are never stored.
    • TargetItem is entity-only.
    • TargetRange.
  • Forbidden writers:
    • any second target field;
    • any direct Target.Value = outside SetTarget;
    • any chunk in Zone.Entities or EntityInfoGathered;
    • any per-tick chunk detection loop;
    • any chunk-specific copy of the gain arithmetic;
    • any unconditional visibility for chunks.
  • Shared paths: reticle, cycling, the test agent, dock and undock re-activation, and belt generation and load (through FieldKinds.Assign).
  • Deletion line: no ReactiveProperty<Entity> Target remains; no Target.Value = outside SetTarget; no gain arithmetic outside Sensor.Gain.

Verification

Yggdrasil, the M0 command with --filter FullyQualifiedName~MiningCut3, then the full suite.

Test Rule it pins
SensorGainExtractionChangesNothing The existing detection tests, and a recorded EntityInfoGathered trace over N ticks for a fixed scene, are byte-equal before and after the extraction.
ChunkInfoMatchesAnEntityHeldStill Q14's parity. An entity with a Reflector of the same cross-section, at the chunk's position and held still, converges under the per-tick loop to the value ChunkInfo returns (tolerance from the discrete fixed point). One rule, two integrators.
AChunkInDarknessIsNotVisible A chunk outside every sun's LightRadius has ChunkVisibility 0 and cannot be targeted or fired on.
ABrighterOrBiggerChunkIsSeenFurther Monotone in cross-section, radius and light.
AWornChunkDims, ABrokenChunkIsInvisible Visibility follows ChunkRadius.
CyclingReachIsTheLongestActiveWeaponRange Q13. A visible chunk beyond it is not offered.
AChunkTargetSurvivesTheInfoPassWhileSeen The negative for Entity.cs:298-299. It fails on the naive retype.
AChunkTargetIsDroppedWhenItGoesDark The lost-track rule, through the chunk path.
TargetRefEquality Value equality; a chunk never equals an entity.
ChunkTargetIsNeverLocked Q12 = A.
FieldKindAssignmentIsOneFunction Generation and first-load assignment give the same kind for the same belt key; the kind is written back once.
every existing fire-control and sensor test Pass unchanged. This is the negative that ship detection and targeting did not move.

Also:

  • Negative greps: git grep -n "ReactiveProperty<Entity> Target\b" and git grep -n "Target.Value =" outside Entity.SetTarget are empty.
  • Stryker over Sensor.Gain, Zone.ChunkVisibility, Entity.ChunkInfo, ChunksNear and TargetRef.
  • Census before and after: AsteroidBeltData is a run-store type and is absent from the catalog, and FieldKindData shows one record once Cut 7's content lands. Until then, Cut 3 ships a test fixture kind and a one-record catalog write through AetherDb, flagged for operator review.
  • Unity compile: Self.
  • Operator:
    • target a lit rock with the reticle, and cycle through rocks and ships;
    • fly into a belt far from the sun and confirm its rocks cannot be picked;
    • dock and undock with a rock held.

Subtraction estimate

About 0 removed (optionally about 15 for the scanner Update). About 140 added:

  • Sensor.Gain extraction nets about 0;
  • FieldKindData plus assignment, about 40;
  • ChunkVisibility and ChunkInfo, about 30;
  • TargetRef, ChunksNear, SetTarget, about 70.

Plus about 95 mechanical site edits. One new catalog document type (FieldKindData), and one nullable run-store slot (AsteroidBeltData.Kind).

Cut 4. A shot at a chunk goes through FireControl, and blasts cover chunks (re-anchored to 12.4)

  • Repo/branch: codex/mining, after Cut 3.
  • Written for: Q10 = A, Q12 = A (both ruled).
  • Lands after: the fire-control no-target fuse ruling (docs/fire-control-cut.md, 12.4 status, "a fused weapon fired with no target bursts at the shooter's own position", FireControl.cs:389). That ruling's fix edits the same target != null branches this cut retypes (:367, :372-378, :389). If the ruling is still open, this cut preserves today's behaviour for the no-target case and says so in its commit.

Deletes first: none. PendingShot.Target (:1468) and ShotOutcome.Target (:1598) become TargetRef.

Adds:

  • Silhouette.Disc(float radiusCells, float precision). The shared integrator is extracted from Silhouette :1302-1308 (the Phi sum over merged intervals, and span). The hull path and the disc path call one function. No second Phi summation exists.
  • A chunk pass inside Detonate (Q10 = A). After the entity pass (:1084-1149):
    • ChunksNear(worldPlanar, radius + max chunk radius).
    • Each covered chunk takes damage × CircleCircleOverlap(blast, chunk) / (π r_blast²), the same normaliser the cell shares use (:1092).
    • CircleCircleOverlap is the closed-form lens area, about 12 lines, beside CircleSquareOverlap (:1153).
    • Each share goes to Zone.Wear.
    • One area rule: a blast's disc is divided over whatever it covers, whether cells or chunks. Conservation holds across both.
  • Detonate gains an optional loot sink, the detonating shot, so the shooter receives the ore (Q10 = A).
    • A sourceless blast passes null. None exists today, but a mine is one (F12-6). A null-sink blast wears chunks and yields nothing.
    • This is the only new parameter. Detonate still reads no host (12.4's rule).

Per-file changes (FireControl.cs @b66ba524):

  • PFire :161-181:
    • For a chunk, the visibility gate (:173) is ChunkInfo > TargetDetectionInfoThreshold, and info (:179) is ChunkInfo (Cut 3). This replaces v1's "no gate, info 1".
    • PSensor prices a chunk exactly as it prices a ship at the same info.
    • A LockWeapon is gated out (:175, Q12 = A). The arc stays (:176).
  • Forecast :206, HitProbability :228, Inspect :243-283: the disc silhouette. Inspect's Visible and Info come from the chunk path.
  • PredictedIntercept :133, TravelDirection :307: position and velocity through the ref. Bearing :316 is not called for a chunk, because a disc has no facing.
  • DeviationProbability :336-341: the live chunk position is Zone.ChunkPose at now.
  • Fire :355-418: freezes the ref.
  • Step :439: targetGone includes !ChunkExists.
  • CommitProbability :506-520: for a chunk, the disc (no GetData(Hull) at :516).
  • Commit :550-600: for a chunk hit, no Lane (:563-578) and no shield block (:585-592). Cell, Bearing and Lateral stay zero in MakeOutcome (:1028).
  • Apply :651-678:
    • Null fuse on a chunk: Zone.Wear(chunk, Damage) (Zone.cs:260 @283ce7dc).
    • Contact or delayed fuse on a chunk: no ApplyBlastHit, which needs a hull (:747-760). Detonate at the chunk's centre at arrival. The pose is a pure function of time, so the point is exact.
    • Proximity: Detonate as today, now with the chunk pass.
    • Contact or delayed on a ship: ApplyBlastHit as today, and its Detonate now also covers nearby chunks.
  • Unity presentation: EntityInstance.cs (4 target reads) and the four weapon managers aim at the chunk's rendered position. Presentation only.

Authority map:

  • Owner: FireControl, unchanged. Detonate stays the one area owner.
  • New inputs: chunk pose, velocity, radius and info, through Zone and Entity.ChunkInfo.
  • When blast damage to chunks is decided: at detonation. Each covered chunk is judged where it is at arrival, which is 12.4's own bystander rule (ApplyBlastHit's comment at :773-777: "every bystander is judged against where it actually is at arrival"). A direct hit on a chunk is still decided at Commit.
  • Forbidden writers:
    • any chunk hit test outside Commit, except Detonate's area pass;
    • any second area-share formula;
    • any second Phi integrator;
    • Detonate reading a host.
  • Shared paths: player trigger, the Cut 5 test agent, AI Activate (Combat.cs:121), and turrets (which never hold a chunk). Any blast from any source goes through Detonate.
  • Deletion line: none.

Verification (Yggdrasil, --filter FullyQualifiedName~MiningCut4, then the full suite):

Test Rule it pins
AChunkShotUsesTheSameFactors Accuracy, PSpread, Sigma and PSensor equal a ship shot's at equal range, precision and info. One fire path.
AnUnseenChunkCannotBeFiredOn The gate is the detection rule, not a constant.
DiscMassIsTheClosedForm POnHull = Φ(R/σ) − Φ(−R/σ): the shared integrator.
HullSilhouetteUnchangedByTheExtraction Every existing Silhouette test and the ProbeC equivalence still pass. The negative for the extraction.
AChunkThatBreaksMidFlightIsAMiss Step's gone rule.
ChunkHitsWearTheChunk, AHitOnABrokenChunkChangesNothing Wear; re-pins 34994732 through the real path.
ABlastConservesAcrossCellsAndChunks The shares delivered to cells plus chunks, plus the uncovered area, equal the damage. Same lattice style as 12.4's 1,944-disc conservation probe.
ABlastBesideAnUntargetedRockWearsIt Q10 = A.
CircleCircleOverlapIsTheLens Closed form, with the tangent, contained and disjoint cases (12.4's F1 tangent lesson).
LaunchersCannotFireOnAChunk Q12 = A.
ChunkDiceAreTheShotsOwn The same galaxy and shot id give the same outcome.

Also: Stryker over the new branches. Operator: shoot a lit rock with each damage type; it shrinks and breaks, and misses at range look plausible.

Subtraction estimate: about 5 removed (the integrator extraction) and about 115 added (the chunk pass and the lens area add about 35 over v1).


Cut 5. Composition, the loot roll, and the mined lot

  • Repo/branch: Aetheria, codex/mining. Depends on Cut 4 and Q4-Q7. Written for A in each.
  • Deletes first: BodyData.Resources (ZoneData.cs:53-54), becoming a retired-key comment (key 4). Its reader MineAsteroid is already gone. Under Q7=B it stays instead, gets a writer, and the jitter is derived.
  • Adds:
    • SimpleCommodityData key 12 Dictionary<DamageType, float> Affinity (nullable; absent means 1). Key 13 float? Abundance (null means not a belt ore).
    • PlanetSettings.AsteroidYield (ExponentialLerp) and ChunkCompositionVariance (float). GameplaySettings.MiningDepthPerPenetration (float).
    • Zone.ChunkComposition(ChunkId, Span<...>): derived (Q7), from belt-ore abundances times the StableHash jitter.
    • The loot roll inside Commit, after the hit draw, from the same per-shot generator: first the units draw, then one draw per unit for the ore. The result is frozen into ShotOutcome as Loot (commodity and count pairs, presentation-readable).
    • ItemManager.ExtractedLot(int zone, CultRecordKey belt, CultRecordRef<SimpleCommodityData>): find-or-mint, using an index derived from the ledger at construction.
    • Extracted key 2 CultRecordRef<BodyData> Body.
    • ItemInstance gains Lot at key 11. It moves from CraftedItemInstance (ItemInstance.cs:38), so the key is byte-identical per provenance probe Q4.
  • Per-file changes:
    • FireControl.Apply: after Zone.Wear, mint or find the lot and Source.CargoBays.Any(c => c.TryStore(unit)). Overflow is lost.
    • Entity.cs:1838: merge only when Data and Lot both match. :1916: the split copies Lot.
    • SavedGame.cs:110-114: the roots are every ItemInstance with Lot != 0.
    • ItemManager.cs:72 GetLot takes ItemInstance.
  • Authority map:
    • Owners: FireControl.Commit decides the loot. ItemManager mints lots. EquippedCargoBay places units.
    • Inputs: frozen damage, type and penetration; the chunk composition at commit; remaining HP at commit.
    • Outputs: ShotOutcome.Loot, units in cargo, ledger lots.
    • Derived: composition, and the source→lot index.
    • Forbidden writers: any loot draw outside Commit; any mined SimpleCommodity without a lot; any shared random stream.
    • Shared paths: player and AI shots; save GC; continue (the index is rebuilt).
    • Deletion line: BodyData.Resources retired before the composition function is added.
  • Verification:
    • tests:
      • RightDamageTypeRaisesTheOresShare (the Q4 table as a fixture).
      • PenetrationFlattensTowardRareOre.
      • ZeroPenetrationReadsTheRawComposition.
      • AChunkYieldsItsAuthoredTotalWhateverBreaksIt (Invariant 7: the sum over many shots from different weapons).
      • LootIsDecidedAtCommitAndPerformedAtArrival.
      • TheSameShotYieldsTheSameOre.
      • MinedUnitsCarryAnExtractedLotNamingZoneAndBelt.
      • UnitsFromOneSourceStack, and UnitsFromTwoSourcesDoNot.
      • ASplitStackKeepsItsLot.
      • MinedLotsSurviveSave (GC roots).
      • AFullHoldLosesTheOverflow.
      • CompositionIsStableAcrossContinue.
      • Stryker over the formula and the mint.
    • negative: rg -n "\.Resources\b" Assets/Scripts/ServerShared returns no BodyData reads.
    • catalog: AetherDb census shows keys 12 and 13 as defaulted_missing_slot until Cut 7 writes them. That is the compatible drift fire-control Cut 12 already measured.
    • operator: mine one rock with a Thermal gun and one with a Kinetic gun, and read the cargo.

Cut 6. Deleted (Q9 = C)

AI mining is deferred, and its same-path proof is the test agent in Cut 5. The original Cut 6 text (MiningState, the Mining task, the locomotion Cut 4 dependency) is in git history at 22fb4021 and in docs/mining-cut-refresh.md, Cut 6. The campaign that builds AI mining starts from Zone.CreateAgent, the Minion transitions, Entity.SetTarget and Combat.cs:121.


Cut 7. Content (operator review)

  • A content cut through an AetherDb command (mining-content [apply], dry run by default, one catalog commit; precedent: targeting-catalog). The operator reviews a sheet before apply:
    • The 14 legacy ores missing from live (Crystal, Silicon, Carbon, Nitrogen, Iron, Titanium, Copper, Lead, Ethanol, Hydrocarbons, Acid, Oxygen, Carbon Dioxide, Plant Matter), restored with their legacy mass, specific heat, conductivity and category (probe values in legacy-0414). The 3 missing ammo types are out of scope.
    • Abundance and Affinity for each belt ore, over the four damage types that exist (Q8).
    • The Drill Bit as a mining weapon (Q1), restored from legacy with its authored ranges.
    • AsteroidYield, ChunkCompositionVariance, and MiningDepthPerPenetration values.
    • The Corrosive and Ionizing gap, recorded (Q8).
  • Verification: census and dangling before and after. The loot-table fixture from Cut 5 runs against the live catalog, asserting that every belt ore is reachable by at least one live weapon's damage type.

Subtraction ledger (estimate)

Cut Removed Added Formats and targets
1 ~65 (Zone.cs), ~12 (ZoneRenderer.cs) ~35 threading removed; no new target
2 ~160 (MiningTool.cs, MineAsteroid, survey Execute, dictionaries, _random, MiningDifficulty) ~70 union 26 retired; ZonePack key 6 added
3 ~0 ~80, plus ~60 mechanical site edits Target retyped
4 ~0 ~70 PendingShot/ShotOutcome target retyped
5 2 (BodyData.Resources) ~150 SimpleCommodityData keys 12 and 13; Extracted key 2; ItemInstance.Lot moves to the base
6 deleted (Q9 = C) 0 none
7 0 content only catalog records

Net code is roughly flat against about 240 lines deleted. Every addition buys a named capability: targetable chunks, the loot roll, provenance, AI mining.

Build budget

Headless: Aetheria.Shared (netstandard2.1), tests/Aetheria.Shared.Tests (net10.0), and tools/AetherDb (net10.0), on the Windows workstation. Nothing ships from them. Both CultLib roots are passed explicitly. Unity compiles are Self's or the operator's, on the main tree, never batchmode while the editor holds the project. No new package, assembly or executable target.