Operator ask (2026-09-19): thruster particles only reflected thrust intent,
so a cooked or starved thruster looked identical to a healthy one.
EquippedItem.ConditionRatio (Entity.cs) resolves a stat's actual value
against what the same item, same lot, same modifiers would produce with
Heat/Durability/PowerSupply pinned to their identity (NominalContext) --
quality and lot are not part of "perfect", so a cheap item still reads 1
at full health. The nominal side bypasses the resolver's cache (which is
keyed only by (owner, stat) and would otherwise collide with the real
cached value) with one direct Evaluate call, a handful of flops.
Thruster.Condition and AetherDrive.Condition expose that ratio against
each behaviour's own governing stat (Thrust, Torque) for presentation to
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>