517 KiB
Aetheria Release: Map
Date: 2026-10-03
This map holds body facts, the model page and rationale for campaign
aetheria-release. It has no progress section, no per-cut sections, no rulings
and no ledger: those are typed documents in the Eureka mind. Ends live in
docs/aetheria-release-target.md. The Eyes inventory this pass started from is
F:\Projects\aetheria-release-inventory.md, which is outside the repo.
Every anchor below is against origin/master f1dee184 and was read in a sparse
scratch worktree on 2026-10-03, unless the line or its section says otherwise. The section "Demo scope" holds
the 2026-10-06 re-scope: the release this campaign plans is the demo.
Body facts
B1. No impact event carries a world point.
Entity.IncomingHit(ServerShared/Entity.cs:138) carries only the source.ArmorDamage(:139) carries a schematic cell.ItemDamage(:140) carries the item.HullDamage(:143) carries the amount.Zone.ShotCommittedandShotResolved(Zone.cs:41-42) carry aShotOutcome(FireControl.cs:1902-1930), which holds a schematic cell, bearing and lateral offset but no world point.- The world point of a direct hit is never computed.
ApplyDirectHit(FireControl.cs:944-998) walks lanes in the schematic frame. A contact or delayed blast computes it at:1030and:1043and passes it toDetonate.Detonate(:1341-1414) has the world point and the share each entity took, and publishes neither. - So nothing can show a hit at the place it landed without recomputing
FireControl's geometry.
B2. Weapon hits on a shield show nothing. ShieldManager.ShowHit
(Gameplay/ShieldManager.cs:88) has one caller, ship-on-ship collision (:80).
FireControl calls Shield.TakeHit and Break (FireControl.cs:952-956,
:1378-1385) with no presentation hook. The inventory's "shield impact: present"
refers to the shield-panel rig, which FieldTester drives in FieldShieldTest.unity.
It does not run in the game.
B3. A capability event contract already exists for this. CapabilityEvents
(ServerShared/CapabilityEvents.cs) defines AbsorbEvent (position, direction,
magnitude, damage type) and one Subject per event kind.
CapabilityPresentationBinder (Gameplay/CapabilityPresentationBinder.cs) wires
IAbsorbPresenter components on an object and its children. The contract's own
comment says the simulation will own and publish these events, and presentations
will subscribe and decide nothing (ruling fork L, 2026-09-17). Today its only
publisher is FieldTester. AbsorbEvent has no way to tell a shield absorb from a
hull absorb.
B4. The weapons already announce what they do.
InstantWeapon.OnFire(shotId)(Behaviors/InstantWeapon.cs:272) fires only for a round that was not refused.ChargedWeaponhasOnStartCharging,OnStopCharging,OnChargedandOnFailed(ChargedWeapon.cs:87-90).ConstantWeaponhasOnStartFiringandOnStopFiring.EntityInstance.SetEntitysubscribes the effect managers to all of these (Gameplay/EntityInstance.cs:209-240).
B5. The Wwise-shaped audio path is dead at its source.
EquippedItem.SoundBank(Entity.cs:1353) is never assigned outside two tests (FireControlPerWeaponTests.cs:424,:672).- So every
FireAudioEventandSetAudioParametercall returns at its null check. The calls sit inInstantWeapon.cs:275,ChargedWeapon.cs:137,154,169,185,Reactor.cs:97,Thruster.cs:96andAetherDrive.cs:170-172. - No production code subscribes to
EquippedItem.AudioEvents(:1375). WwiseSoundBindingandWwiseLoopingSoundBinding(WwiseSoundBinding.cs) have zero use sites.GameData/SoundbanksInfo.json(2,648 lines) is read by no code. Onlydocs/build-delivery-cut.md:231mentions copying it.EntityInstance.cs:243-251readsitem.Data.SoundBankand does nothing with it.- Catalog fields that hold Wwise ids:
EquippableItemData.SoundBank(ItemData.cs:403);AetherDriveData.RpmAudioParameterandTorqueRatioAudioParameter(AetherDrive.cs:44-48, keys 11 and 12);Faction.OverworldMusic,CombatMusicandBossMusic(Corporations.cs:52-59, keys 13 to 15).
B6. Unity audio is switched off and has no listener.
ProjectSettings/AudioManager.asset has m_DisableAudio: 1. A YAML grep found
AudioListener: count 0 in ARPG.unity and in Main Menu.unity; the two test
scenes have one each. The editor is Unity 6000.3.24f1
(ProjectSettings/ProjectVersion.txt).
B7. The 2021 sound library is on disk and usable.
- The Wwise project is
Aetheria-Economy_WwiseProject.wproj,WwiseVersion="v2021.1.1"andSchemaVersion="103". - Its 225
.wavare in LFS and present in the operator's checkout:Originals/SFXholds 731 MB. - The SFX include fire, hit and miss for cannon, ioncannon, lightingGun, machinegun and railgun. They also include charge and charge-fail, ship destroyed (two), and shield up, down and active. Overheat alarm, docking, undocking, wormhole, reactor states and sensor ping are there too.
- Interface sounds are
blip,equip,mouseover,pickup,putdown, and trade buy and sell. - Music: menu, Gen overworld and combat, Metal overworld, combat and boss, Daya overworld, Kawaii Future Bass. There are also 30 ambience layers.
- The 20
Originals/Plugins/SoundSeed Grainsources feed a Wwise plugin, and their procedural behaviour does not carry over outside Wwise. *.wavis an LFS pattern in.gitattributes.
B8. The camera has the tooling for shake; nothing uses it.
com.unity.cinemachine 2.10.7 is in Packages/manifest.json. It ships
CinemachineImpulseSource and CinemachineImpulseListener. A grep found no
Impulse and no shake in Assets/Scripts. The follow camera is
ActionGameManager.FollowCamera (ActionGameManager.cs:122).
B9. Graphics settings are not saved.
MainMenu.ShowGraphicsSettings's Back button (UI/MainMenu.cs:258-263) never callsActionGameManager.SavePlayerSettings().- Gameplay's Back button does call it (
:236-241). PlayerGraphicsSettings(ServerShared/PlayerSettings.cs:63-67) holds keys 0 and 1.PropertiesPanel.AddField(name, float read, write, min, max)exists (UI/Properties Panel/PropertiesPanel.cs:290).
B10. The lanes overlap the feedback files in these hunks (git diff origin/master...origin/<lane> hunk headers):
- mining (
83d8371e):FireControl.csat:72and:522;Entity.csat:43,:198-240,:295-395and:1075;EntityInstance.csat:236and:410;ActionGameManager.csacross:362-1432, including:1076-1100;ZoneRenderer.csandZone.cs.
- scenarios (
aa3baf12):Entity.csat:204,:601and:786-1003;ActionGameManager.csat:583,:732and:801.
- moddable-ships (
a93625c2):ActionGameManager.csat:42-70;ZoneRenderer.cs;Packages/manifest.json, which adds glTFast.
feedback-1's edits are disjoint from these: FireControl.cs:944-1045 and
:1375-1412, Entity.cs:138-150, and EntityInstance.cs:159-170.
B11. The headless tests compile only ServerShared. That covers
Aetheria.Shared/Aetheria.Shared.csproj:20 and tests/Aetheria.Shared.Tests. A rule
that must be pinned headless must live in ServerShared.
Model page
| Kind | Identity | Lifecycle | Authority |
|---|---|---|---|
Impact (AbsorbEvent with a layer) |
Transient. The receiving entity's Capabilities stream, plus the shot. It is not stored. |
Published once per landed hit, before the hull damage is applied. It is never replayed or persisted. | FireControl alone, in ApplyDirectHit and Detonate. Presenters only read it. |
| Impact cue | Derived from one impact and the receiver. | Computed at presentation time and discarded. | Feedback (engine-free, ServerShared). Visual and audio presenters render it and do not re-derive it. |
| Player feedback preferences (shake, volumes) | PlayerSettings global, player store, keys under GraphicsSettings (shake) and a new AudioSettings (volumes). |
Edited in the settings menu and saved on Back. A new key defaults on load. | The player, through the menu. No runtime writer. |
| Presentation tuning (effect prefab, intensity scale, impulse shape, sound bank) | A Unity component or asset in Assets/Content. |
Authored in the editor and versioned with the scene. | The operator. It stays Unity-serialized by fork M (a). |
| Sound assets | The file under Assets/Audio, copied from the Wwise Originals. Provenance is recorded per file. |
Added per cut. The Wwise project stays as the source archive until audio-route and audio-source-rights are ruled. |
The operator, on rights (audio-source-rights). |
Ship content (ShipAuthoring with GLB) |
aetheria.ship_authoring id. GLB nodes carry an aetheria.id extra. |
Adopted by this campaign (ruling adopt-moddable-ships). Rows for the package, its anchors and the derived catalog are in "Content: the moddable-ships lane" below. |
The moddable-ships rulings (MQ1-MQ5) and this campaign's content strand. |
No cell is empty for the two mapped cuts. The content rows are mapped in their own section below.
Rationale
Why the impact is published by FireControl and not derived in Unity. B1 shows
that the world point exists only inside FireControl's lane walk and blast
resolution. If a presenter derived it, it would have to recompute lanes from the
ShotOutcome. That rebuilds the second hit authority that fire control Cuts 3 to
12.4(b) deleted. So the owner of where a round landed publishes where it landed.
Why reuse CapabilityEvents rather than a new subject. The contract was ruled
for exactly this (B3): the simulation publishes absorbs and presenters subscribe.
Its binder already exists. Reusing it adds one field (the layer) instead of a
second event family. It also brings the shield-panel presenters within reach of real
hits later, with no new wiring.
Why the cue derivation lives in ServerShared. Intensity and shake are rules
("in proportion to the damage", "zero at zero preference"). B11 says only
ServerShared is under headless test and Stryker.NET. Keeping the function
engine-free puts the rules where mutation testing reaches them. Audio then renders
the same cue (target: one cue, two channels).
Why native Unity audio is recommended (question audio-route):
-
The simulation already announces fire, charge, impact and death (B4 and
feedback-1). -
The Wwise path is dead at its source (B5).
-
Unity audio is only switched off (B6).
-
Of the Wwise project, what carries over is the wav files (B7). The 2021.1 project, its events, banks and SoundSeed plugin sources would need migrating to a Wwise release that supports Unity 6.
-
Wwise adds three costs:
- a native plugin per platform;
- a second authoring application;
- a sound-bank build step. Its authoring console runs on Windows and macOS, not on Yggdrasil's Linux.
Agents cannot easily author Wwise work units, and the operator's AquaSynth renders would have to pass through it.
-
Licensing is not the obstacle. Wwise is free under a $250K development budget, with no asset limit (Audiokinetic pricing page and indie-license blog). FMOD is free under $200K yearly revenue and a $500K budget.
-
What the middleware would buy is interactive music and parameter-driven mixing, authored by a sound designer. The release bar asks for neither yet.
-
Unity's limits are known: 32 real voices by default (
AudioManager.assetm_RealVoiceCount), no authored containers or RTPC graph, and mixer assets that cannot be created from script. -
Unity 6's
AudioRandomContainerhas no public scripting API for its clip list. The first cut therefore uses a smallScriptableObjectsound bank with random pick and jitter.
Confidence: medium-high. It falls to medium if the operator expects a contracted sound designer working in Wwise, or adaptive music with transitions and stingers before release.
Why content runs in parallel. The release quota is met at the operator's pace, one hull a day, and that clock starts only when the first Tripo mesh flies. The steps in front of it are the operator's owed S2 play checks, the moddable-ships merge, and the add-on's package action. Each is cheap and none depends on feedback or audio. Serializing them behind audio would idle the slowest resource in the project.
Sources consulted for the audio fork:
- https://www.audiokinetic.com/en/wwise/pricing/
- https://www.audiokinetic.com/en/community/blog/free-wwise-for-indie-developers/
- https://www.gamedeveloper.com/audio/small-developers-and-creators-can-now-use-fmod-studio-for-free
- https://gamefromscratch.com/fmod-studio-now-free-for-indie-game-developers/
Two claims were not verified from primary sources on 2026-10-03: which Wwise
release first supports Unity 6000.x, and the scripting surface of
AudioRandomContainer.
Demo scope
Re-scope of 2026-10-06 (rulings first-release-is-a-demo, demo-cut-fixed-region,
demo-cast, miss-terris-belongs-to-emily-r3, ship-authors-need-no-unity). The
release this campaign plans is the demo: one gate, one region, one boss, a fixed cast.
The design review that prompted it is F:\Projects\aetheria-game-design-review-2026-10-05.md,
outside the repo. Anchors in this section are against origin/master df7c44f2 (the
mining merge), read with git show and git grep from the Aetheria object store on
2026-10-06.
Body facts
- D1. A fixed-cast generator already exists: the prelude.
Galaxy.cs:150-262builds a galaxy from named factions: protagonist, antagonist, buffer, quest and neutrals, resolved by name prefix (ResolveFaction,:141-144). It places homes so the antagonist is far from the protagonist and the buffer between them, and sets the entrance near the protagonist's home. Its settings areAssets/Resources/Settings.assetTutorialGenerationSettings(an LFS object, read withgit lfs smudge): protagonistMiss, antagonistZhe, bufferLuc, neutralsAeroandFinch, questAdras, 64 zones.TutorialGalaxystages it. The main galaxy (Galaxy.cs:96-131) drawsMegaCount12 factions at random from the catalog, placesBossCount3 boss zones, and has 128 zones. A prelude galaxy guarantees a station at its entrance (ZoneGenerator.cs:223-224) and lets generation use any product (LoadoutGenerator.cs:184). - D2. Boss zones and the exit exist only in the main galaxy.
PlaceFactionsMain(Galaxy.cs:265-309) fillsBossZoneson chokepoints; the main constructor setsExitto the most isolated zone (:123). The prelude sets neither. Both persist (SavedGamekeys 3 and 5). - D3. Nothing spawns a boss.
Faction.BossHullis key 10 (Corporations.cs:43-44) and is unset on all 12 catalog factions. Outside the field andGalaxy.BossZones,BossHullis read only bytools/AetherDb.ZoneGeneratorgenerates stations, turrets, faction ships and wanderers (:280-365) and no boss. - D4. Wormholes are built in Unity, and the exit does nothing.
ZoneRenderer.cs:225-236adds oneWormhole { Position, Target }per adjacent zone. Interact (ActionGameManager.cs:321-327) enters any wormhole in range;EnterWormhole(:660) populates the target zone. Nothing checksGalaxy.Exit. - D5. Station services are buy-only and credits are not saved.
TradeMenuhasBuy(CraftedItemInstance)(:366) andBuy(SimpleCommodity, int)(:405) and no sell. "Repair" appears in no gameplay or UI script (only AetherDb comments). Credits arepublic int Credits = 15000000onActionGameManager(:114);SavedGame(keys 0-12) does not carry them, so Continue resets them. The hull branch ofBuychecksGetPrice(:369-370) and chargesdata.Price(:378). Durability is per instance (ItemInstance.cs:53) against the design's (ItemData.cs:371), and falls under fire (Entity.cs:645-664). - D6. The catalog has no Pirates and the demo cast sells no ship hull. Decoded from
git show df7c44f2:GameData/Aetheria.cc | git lfs smudgewith Pythonmsgpack, using the store's own schema table for slot names. Factions (12): Zhestokost, Finch Cybernetics, Lightsail Express, NiteLife Energy, Death Monkey Explosives, Aeronautics Unlimited, Lucent Media, Alakrita, Ewan Hart Inc, Rossum & Douglas, Adrasteia, Miss Terri's. Hulls (5): Longinus and LonginusX (Alakrita, ship), Djinni (Rossum & Douglas, ship), Zenith (AU, station), Turret (Zhestokost, turret). 64 products; by maker AU 11, Lightsail 9, NiteLife 9, Lucent 7, Death Monkey 6, Zhestokost 6, Rossum & Douglas 6, Alakrita 5, Finch 2, Miss Terri's 1, Adrasteia 1, Ewan Hart 1.
Why the demo is a prelude galaxy
D1 is already the demo's shape: named factions in fixed roles, a small galaxy, an
entrance station. The demo needs a different cast from the tutorial (the Pirates as the
ally, not Miss Terri's), a boss zone and an exit. So the demo is a compiled scenario
whose script carries its cast and calls the prelude constructor, then places the gate at
the antagonist's home (cut-demo-galaxy). The tutorial's settings and Miss Terri's
prelude role are untouched. A demo mode flag on the galaxy was rejected: the scenario
script is the owner the scenario rulings already name.
The gate is in the boss zone itself: an exit wormhole there opens when the zone's boss
is dead (cut-boss-gate). Locking every wormhole out of a boss zone, as Three Gates
item 2 describes, is the full game's three-section rule; the demo needs one gate and
lets the player retreat.
Scope sort
Every cut spec and follow-up in force under root aetheria-release on 2026-10-06, after
this pass's admissions. "Landed" means the spec has a report; it stays in force as a
record.
| Kind | Id (local) | Scope | Reason |
|---|---|---|---|
| spec | demo-galaxy |
demo | The demo scenario, its cast and the gate's placement. |
| spec | boss-gate |
demo | The one boss and the sealed gate; the win. |
| spec | station-services |
demo | Sell, repair and saved credits: the run pays. |
| spec | feedback-1 |
demo | Every hit seen where it lands (target line 5). |
| spec | audio-1 |
demo | Every action makes a sound (line 4). |
| spec | faction-play-1 |
demo | Doctrine and the flight for the cast; needs r2 (follow-up faction-play-reanchor-demo). |
| spec | faction-play-2 |
demo | Lucent's duel is the featured neutral's spectacle; needs r2. |
| spec | faction-play-3 |
demo | Support and anchors; the played proof moves here for the cast; needs r2. |
| spec | faction-play-4 |
full game | The tender loop on real rounds is depth past the demo's proof. |
| spec | loot-1 |
demo | Floating items in the simulation; loot is what the player sells. |
| spec | loot-2 |
demo | Pickup as a capability. |
| spec | loot-3 |
demo | The grab presented in Unity; merges the loot branch. |
| spec | ballistic-ammo |
demo | Ruled for everyone and unblocked; ammunition is a cargo good in the Pirates' game. Needs a balance pass. |
| spec | ships-player |
demo | A built player loads package hulls: every demo hull needs it. |
| spec | ships-addon-frame |
demo | The Blender step from a Tripo mesh to a hull, no Unity. Stale against ship-data-all-in-cc if demo-ship-cc-timing rules before-hulls. |
| spec | ships-addon-mounts |
demo | Mount helpers for demo hulls. Same caveat. |
| spec | ships-hull-material |
demo | One hull shader painted from a mask: the demo's material under demo-material-scope's recommended option. |
| spec | ships-addon-paint |
demo | The mask authored in Blender for that shader. |
| spec | ships-hull-livery |
demo | Faction liveries for the cast; its Faction key collides (follow-up livery-key-collision). |
| spec | scenarios-smoke |
demo | Test designs and smoke scenarios: the verification path. |
| spec | mining-merge-unity |
demo | The Unity half of the merge that landed. |
| spec | material-graph |
full game | Graph record and judge; not demo-bearing under demo-material-scope (recommended). |
| spec | material-library-export |
full game | Same. |
| spec | material-lowering |
full game | Same. |
| spec | hull-bakes |
full game | Same. |
| spec | ships-studio-schematic |
full game | Authoring comfort in Studio; the demo's few hulls do not need it. |
| spec | ships-addon-gizmos |
full game | Same. |
| spec | mining-index-tree |
full game | Sublinear index: wanted, not critical (ruling). |
| spec | mining-belt-cells |
full game | Same. |
| spec | ships-merge, ships-mounts, ships-addon-package, ships-bind-path, cut-ship-render-fixes |
demo, landed | The package path the demo hulls use. |
| spec | scenarios-adopt, scenarios-menu |
demo, landed | Scenarios: the demo is one. |
| spec | mining-index, mining-target-queries, mining-index-pins, mining-merge |
demo, landed | Targeting through the index; the belt freeze is gone. |
| follow-up | pirates-catalog-record |
demo | The ally needs a Faction record and products. |
| follow-up | zhestokost-boss-hull |
demo | The boss hull and BossHull. |
| follow-up | demo-cast-hulls |
demo | A hull per cast faction. |
| follow-up | faction-play-reanchor-demo |
demo | Re-anchor faction play, add the Pirates, play the cast. |
| follow-up | livery-key-collision |
demo | Two specs claim Faction key 16. |
| follow-up | demo-ux-ledger |
demo | The bar's UX polish pass has no owner. |
| follow-up | demo-difficulty-onramp |
demo | "Game is hard"; the region needs a ramp. |
| follow-up | vault-docs-sweep |
demo | Stale vault notes mislead the faction-play revision. |
| follow-up | controls-facing-and-aim |
demo | Under demo-controls-rebuild's recommended option. |
| follow-up | release-target-is-a-demo |
demo | This pass; Self closes it with target r3. |
| follow-up | release-map-not-on-master |
demo | Land this map and the target doc on master. |
| follow-up | wwise-catalog-fields |
demo | The audio sequel removes the Wwise ids; the boss music field is among them. |
| follow-up | scenarios-batch4-minors |
demo | Inventory drag and station-reactor quality: UX ledger items. |
| follow-up | hull-damage-wear |
demo | Damage visible on the hull (line 6). |
| follow-up | mod-ship-single-existence-gate |
demo | A skipped package throws on spawn; demo hulls are packages. |
| follow-up | ambiguous-hardpoint-origin |
demo | Save correctness for package hulls. |
| follow-up | remove-sbsar-files |
demo | Clean break from Substance before a public build. |
| follow-up | delaunay-exact-predicates |
demo | Galaxy links; a silently unlinked zone could strand a demo run. |
| follow-up | failed-start-scene-halts |
demo | The New Game failure path the demo's missing-cast refusal uses. |
| follow-up | stale-docs-after-scenarios-menu |
demo | Docs that describe the old New Game path. |
| follow-up | scratch-carry-drafts |
demo | The ship .cc draft bears on demo-ship-cc-timing. |
| follow-up | faction-lore-notes-r3 |
full game | Vault setting notes; no demo cut reads them. |
| follow-up | mining-impacts-through-contract |
full game | Mining Cut 4 is parked. |
| follow-up | mining-cuts-4-5-7 |
full game | Yield and content; no buyer for ore in the demo. |
| follow-up | mining-target-pin-gaps |
full game | Low test pin gaps in landed code. |
| follow-up | belt-render-reads-index |
full game | Belt rendering through the index. |
| follow-up | c4-ship-element-ids |
full game | Variants campaign. |
| follow-up | variants-python-raw-push |
full game | Variants campaign. |
| follow-up | mod-hull-changed-under-run |
full game | Mod edits under a run; demo hulls are first-party. |
| follow-up | ship-lods |
full game | Only if a profile shows cost. |
| follow-up | hull-decals |
full game | Insignia and damage decals. |
| follow-up | hull-player-paint |
full game | Player liveries. |
| follow-up | blender-pin-operator |
full game | Pins Blender for the material judge. |
| follow-up | material-mod-graph-kernels |
full game | Mod material kernels. |
| follow-up | material-map-rescope |
full game | Re-scope of the material map, after demo-material-scope. |
| follow-up | bodies-entity-and-mines |
full game | Bodies for entities and mines. |
| follow-up | cultmath-mixed-seed |
full game | CultLib hygiene. |
| follow-up | launcher-ammunition |
full game | Missiles and drones campaign. |
| follow-up | drones-munitions-substrate |
full game | Same. |
| follow-up | articulated-mounts |
full game | Links with arc and traverse. |
| follow-up | colosseum-npc-lab |
full game | Its own campaign. |
| follow-up | heat-flow-schematic-particles |
full game | Presentation depth past line 6. |
| follow-up | scenarios-verification-ledger |
full game | Deferred by ruling. |
| follow-up | authored-missions |
full game | Authored scenes and missions. |
| follow-up | volumetrics-backport-map |
full game | Visual quality with no demo line. |
| follow-up | ghostlight-readme-drift |
full game | Ghostlight, narrative. |
| follow-up | faction-play-reanchor, faction-lore-notes |
obsolete | Superseded on 2026-10-06 by faction-play-reanchor-demo and faction-lore-notes-r3. |
Counts: demo 52 (31 specs, 11 of them landed, and 21 follow-ups); full game 34 (9 specs, 25 follow-ups); obsolete 2 follow-ups. No in-force spec lost its purpose in both scopes, so none was withdrawn.
Demo hulls, the Pirates and the boss
Anchors are against origin/master 4d664b53, unless marked @2a5fc00b, the tip of the
unmerged eureka/aetheria-release-boss-gate branch (which contains demo-galaxy). Read by
cut-pirates-record, cut-package-product, cut-boss-hull-derived and cut-demo-cast-hulls;
question pirates-record-content ruled the record's content (see "The Pirates record" below).
-
H1. The catalog at
4d664b53still has no Pirates, and no faction has a boss hull. Probe:git show 4d664b53:GameData/Aetheria.cc | git lfs smudge, decoded with Pythonmsgpackusing the store's own schema table. Result: 12aetheria.factionrecords, the same twelve as D6, with no Pirates.BossHull(slot 10) is the empty key''on all twelve. Each faction'sAllegianceholds 11 entries, one for every other faction. Influence runs from 2 to 6. There are 12NameFilerecords: Australia, Congo, Germany, India, Iran, Japan, Mexico, Russia, Swahili, Thailand, USA and pleiades. There are 5 hulls: LonginusX, Longinus and Djinni (HullType0, ship), Zenith (1, station) and Turret (2, turret). Their prices are 7.5M, 7.5M, 10M, 10M and 0.5M. There are 64 products. The catalog changed once afterdf7c44f2:3d77f2e0(evasion-catalog tracking). -
H2. "Pirates" appears only on the unmerged demo branches.
git grep -i pirateover*.csat4d664b53returns nothing. At@2a5fc00b,DemoTerminus.cs:10setsProtagonistFaction = "Pirates", whichGalaxy.ResolveFactionresolves by name prefix. The test partialRunStartTestscopiesGameData/Aetheria.ccinto a scratch directory (RunStartTests.cs:36-46 @2a5fc00b).AddPirates()(DemoTerminusTests.cs:20-28 @2a5fc00b) upserts a stand-in Pirates record whose allegiance covers every faction. It is called 21 times: DemoTerminusTests 9, RunGoalTests 10, ScenarioTests 2. TestDemoTerminus_missing_cast_refused(DemoTerminusTests.cs:86-95 @2a5fc00b) asserts that the shipped catalog has no Pirates. Once the record lands, both the stand-in and that assertion are wrong: the stand-in duplicates the record and the assertion fails. -
H3. demo-galaxy and boss-gate are held but unmerged.
boss-gatecontainsdemo-galaxy; its tip is2a5fc00b, 17 commits ahead of master and 94 behind. Verdictscut-demo-galaxy.s4andcut-boss-gate.s2hold. Findingcut-boss-gate.s1.boss-hull-is-a-strangersrecords that the demo cannot be generated on the bare catalog, because the Pirates record is missing. -
H4. A package holds exactly two records, and no product.
ShipAuthoringStore.LoadRecords(ShipAuthoring.cs:155-167) refuses any count other than one hull and one visual.ship_cc.py:85-86refuses any file that does not hold exactly two envelopes.ShipModCatalog.Compose(ShipModCatalog.cs:48-133) writes only those two records (:113-115). Generation, station stock and the boss all choose fromFactionProductData(M5). A package hull is therefore reachable only through the console'sgivecommand. Rulingpackage-carries-productis not implemented on master. -
H5. Mod keys.
IsModKey(ShipModCatalog.cs:25-26) recognisesmod-hull:andmod-ship:. Its comment states the rule that the shipped catalog never references a mod key, because a mod may be uninstalled. A shippedFaction.BossHulltherefore cannot name a package hull. -
H6. Package hulls and top speed.
ship-authoring createwithout--like(ShipAuthoringCommands.cs:45-66) writes a hull with no behaviours andPrice0.HullLikecopies the reference's members,VelocityLimitandPriceincluded (ShipAuthoring.cs:91-106).Validate(ShipAuthoring.cs:186-293) has no rule about top speed or price. This is R6, still true. Generation silently skips price-0 products (M5). -
H7. Where boss and hull type are read. At
@2a5fc00b:LoadoutGenerator.GenerateBossLoadout(:178-196) usesFaction.BossHullwhen it is set and sold. Otherwise it falls back to the priciest ship hull on offer.RandomHull(:131-136) is the one hull chooser.GenerateShipLoadoutreaches it at:37.- The station stock filter (
:112) admits ship hulls only. Galaxy.PlaceFactionsMainpicks its boss factions byBossHull.IsSet()(:296-299).- AetherDb's
factionscommand printsBossHull(Program.cs:662-672), anddanglingmentions it (:544).
No other reader exists.
HullTypeisShip | Station | Turret(Enums.cs:140-145). Thrusters carryEntityTypeRestriction(HullType.Ship), so a boss must be aShip, not a newHullType. -
H8. HullData's free key. Keys in use: ItemData 1, 2, 4-8; CraftedItemData 9; EquippableItemData 10-16, 18-22, 30, 31; HullData 23-29, 32. Key 33 is free on
HullData. evasion-term's key 33 is onWeaponData, a sibling type. -
H9. Emoji in names. The TextMesh Pro default sprite asset (
Assets/TextMesh Pro/Sprites/EmojiOne.json) holds 16 face glyphs (1f600-1f923, 263a, 2639) and no others. The fire emoji in the Pirate Coalition's equipment copy would not render without a new emoji asset (see "Full emoji"). -
H10. Pirates lore that the record reads from. Sources:
- The vault note
Worldbuilding/Pre-Elysium/Factions/Powers/Major/Pirate Coalition.md: a loose network, no central command. Brainstorming/Faction Flavor and Visual Identity.md:526-557. Its points: stolen and adapted equipment gives the faction its range rather than an exclusive technology; products are named in emoji; hulls show several surviving finishes interrupted by primer, with one crew accent colour.Game Design/Faction Play.md:395and:416: pirates buy everyone's gear.- Corporate Roster: the pirate name is rolled per run. The demo's record is fixed.
- The vault note
-
H11. Packages in git and in builds. At
4d664b53,.gitattributeshas no*.glbrule, andGameData/*.ccdoes not matchGameData/Mods/<id>/ship.cc(M11 still true). There is no player build entry point;ships-playerowns staging.ActionGameManagercomposes fromGameData/Mods(:49,:63), so editor play reads packages from the repo.
The Pirates record
Draft for question pirates-record-content.
| Field | Draft | Why |
|---|---|---|
| Name, ShortName | Pirates, Pirates |
DemoTerminus's cast field and ruling demo-cast both say "Pirates" |
| Description | "A loose coalition of crews and hidden docks moving people and goods outside official control. No command, no common law: possession has a maintenance schedule." | Vault note; Faction Play's operating logic |
| PrimaryColor | (0.42, 0.40, 0.37), primer grey | "finishes interrupted by primer" |
| SecondaryColor | (1.00, 0.45, 0.05), the crew's accent colour | "a crew's chosen accent colour" |
| GeonameFile | pleiades |
Star names suit hidden docks; it is not one of the cast's files |
| InfluenceDistance | 3 | Scattered bases, no continuous territory |
| Allegiance | 1.0 to each of the 12 other factions; no other faction's allegiance changes | Pirates buy everyone's gear. Only the Pirates field Pirates-made products, including their hull |
| Personality, music, BossHull | Empty or unset | Doctrine arrives with faction-play r2; the Pirates are not a boss |
Products: stolen-and-adapted rebrands over other makers' designs. The Pirates own no design;
their range is what they took (Faction Flavor :532). Each product's roles: one ProductRole per
role the design declares, mean .45, sd .22 (middling and inconsistent, against makers' .15).
Names are emoji; the text gloss is for the operator's review and is not stored.
| Product name | Gloss | Design (current maker) | Description |
|---|---|---|---|
| 🫳🔫 | finders keepers | Autocannon (Zhestokost) | "Serial number filed off. Still shoots." |
| 🪦🤠 | second owner | Earp (Aeronautics Unlimited) | "The previous owner had no further use for it." |
| 🧾🚫 | no receipt | FastBlast+- (NiteLife Energy) | "Warranty void where prohibited, which is everywhere." |
| 🎨🙈 | overpainted | 6k Shooter (Zhestokost) | "The logo underneath is somebody else's problem." |
| 🔥 | the fire | scorched void policy (Death Monkey Explosives) | "Turns out we did start the fire after all." (the roster's line, Corporate Roster and Item Wishlist.md:85) |
| 👀🎯 | borrowed eyes | Targeting Computer (generic) | "Somebody else's eyes. They still work." |
| 🔑🏃💨 | hotwired | Small Drive (Lightsail Express) | "Hotwired. Do not ask about the ignition." |
| 📦🤫 | not as declared | Store-All Plus (Lightsail Express) | "Contents not as declared." |
None is on a Miss Terri's design. Each (Pirates, design) pair is new, so Brand stays
unambiguous (CG4). The fire product moves to the flamethrower design if follow-up
pirates-flamethrower lands one.
The record's data does not depend on the emoji font: the simulation owns facts and the font is a
presenter (invariant sim-owns-facts). So the record waits on boss-gate (H2) and not on the emoji
cuts, and the demo's Pirates (finding boss-hull-is-a-strangers) are not held behind a Unity
presentation cut. Until the emoji font lands, editor play shows the names as missing-glyph boxes.
The boss hull is derived, not named
Follow-up zhestokost-boss-hull left this map to choose between two options. One was an
AetherDb command that names the package hull from Faction.BossHull. The other was a package
that declares which faction it is the boss of. The first is ruled out by H5: the shipped
catalog would name a mod key, and uninstalling the package would leave the reference
dangling.
The second option, built from parts that already exist:
HullData.Boss(key 33, bool) marks a hull that only bosses fly.- The package's own products name the faction as manufacturer (
package-carries-product). - A faction's boss hull is then the
Bosshull it manufactures. Faction.BossHullhas no writer in the catalog (H1), so it is deleted. Key 10 is retired, asShipAuthoringkey 1 was.
Starsector is the prior art: a mod puts its ships into an existing faction by shipping a faction file that the engine merges. The package therefore carries its own availability (map "Why first-party hulls through the package path").
The consequence for the product: a Boss hull is never station stock, never ordinary traffic,
and never offered by RandomHull unless the caller asks for a boss. That keeps the boss
unique. If a faction makes no Boss hull, boss-gate's logged fallback stands.
Why top speed is refused at Validate. Validate is the one owner of top speed (follow-up
package-hull-top-speed): compose then excludes a speedless package with its name, and the
dock intro never sees one. Handling the absence at the intro was rejected because it would let
a hull fly with no cap.
Ruling demo-content-bar also needs NPC role hulls (haulers, tenders, miners) and a dockable
station; follow-up demo-role-hulls owns them.
Full emoji
Anchors are against origin/master 4d664b53. Read by cut-emoji-font and cut-emoji-sequences;
question emoji-art-set asks which pinned font input and fetch step the font build uses.
Rulings this rests on: pirates-record-content (emoji-names) and the operator's "I totally want
full emoji support".
- E1. TextMesh Pro is the one inside
com.unity.ugui2.0.0, on Unity 6000.3.24f1.ProjectSettings/ProjectVersion.txt;Packages/manifest.json:19("com.unity.ugui": "2.0.0"); there is no separatecom.unity.textmeshproentry. Source read fromF:\Projects\Aetheria\Library\PackageCache\com.unity.ugui@b996e7548785\Runtime\TMP(read only). - E2. TMP Settings today (
Assets/TextMesh Pro/Resources/TMP Settings.asset, an LFS file):m_ActiveFontFeatures: 00000000(:18),m_fallbackFontAssets: [](:36),m_defaultSpriteAsset= EmojiOne (c41005c1…, :39-40),m_enableEmojiSupport: 1(:42),m_EmojiFallbackTextAssets: [](:44). Default font asset is LiberationSans SDF (:27). - E3. EmojiOne is a 16-face sample and nothing uses it.
Assets/TextMesh Pro/Sprites/EmojiOne.jsonholds 16 faces (H9).git grep "<sprite"outside the TMP folder: nothing. EmojiOne's guid is referenced only by its own meta and TMP Settings; no prefab or scene setsm_spriteAsset. Its attribution file says only "review their licensing terms" (EmojiOne/JoyPixels art is not openly licensed). - E4. TMP's emoji path, by source read.
- Lookup:
TextMeshProUGUI.cs:1932-1944(andTextMeshPro.cs:1619): when a code point is an emoji-presentation form not followed by U+FE0E, or an emoji followed by U+FE0F, TMP searchesTMP_Settings.emojiFallbackTextAssetsfirst, throughTMP_FontAssetUtilities.GetTextElementFromTextAssets. That list takes font assets. - Sprite assets resolve one code point each (
TMP_SpriteAsset.GetSpriteIndexFromUnicode,:216, aDictionary<uint, TMP_SpriteCharacter>), so a sprite asset cannot match a ZWJ, skin-tone, flag or keycap sequence. Sequences resolve only through a font asset's GSUB ligature records. - Ligatures:
TextMeshProUGUI.cs:2050-2118. Gated bybool ligature = m_ActiveFontFeatures.Contains(OTL_FeatureTag.liga)(:1824), per component. Matching skips ZWJ and VS1-VS16 when they are not the expected component (TMP_TextParsingUtilities.IsIgnorableForLigature,:172-178), consumes a trailing variation selector, and collapses the span into one glyph. The ligature table read is the current font asset's, which is the emoji font when the fallback found the first code point (:2021-2023). - Records come from
FontEngine.GetLigatureSubstitutionRecordsas glyphs are added to a dynamic font asset (TMP_FontAsset.cs:3097-3131). - Colour glyphs: a font asset in
GlyphRenderMode.COLORgets an RGBA32 atlas and theTextMeshPro/Spriteshader (TMP_FontAsset.cs:606-625); its vertices are forced white, so a<color>tag around an emoji does not tint it (TMP_Text.cs:5376-5385). TMP_Text.OnMissingCharacter(TMP_Text.cs:1389) is a static event raised for every missing code point: the smoke's probe.
- Lookup:
- E5. No text component has ligatures on. 154 TMP components in 50 files (48 prefabs, 2
scenes), none legacy
UnityEngine.UI.Text. Serialized feature lists: 24 x00000000(legacy: converted on load to[kern]whenm_enableKerning,TMP_Text.cs:6082-6088) and 38 x6e72656b(kern), all in the two scenes (ARPG.unity64 lines with the field,FieldShieldTest.unity1;grep -rc "m_ActiveFontFeatures: 6e72656b$"over prefabs and scenes = 38). The 48 prefabs' components have no field and take the same legacy path. One component is created at runtime (ActionGameManager.cs:301, the FACE AIM mark). - E6. Turning
ligaon changes no Latin text. All ten project font assets (Assets/Fonts/*/*.asset, LiberationSans SDF) are static (m_AtlasPopulationMode: 0) with zero ligature records. Only the emoji font would supply ligatures. - E7. LFS.
.gitattributes:33*.ttfand:50*.assetare LFS; TMP Settings.asset, EmojiOne.asset and EmojiOne.png are LFS objects today. - E8. Editor batch pattern.
Assets/Scripts/Editor/EngineAssetCheck.cs:35-50: a MenuItem plus-executeMethod EngineAssetCheck.Run, exit 1 on failure in batchmode. The emoji builder and smoke follow it. - E9. Prior art (web, 2026-10-08).
- Unity's documented path for colour emoji is a colour font asset in TMP Settings' Emoji
Fallback Text Assets (TMP 3.2/4.0 manual "Color emojis"; Unity 6 manual
UIE-color-emojis). Unsupported: SVG colour glyphs, AAT fonts, COLRv1 (the manual names "Noto Color Emoji" as the COLRv1 case), and chain-context and single-substitution features. Ligature substitution (GSUB type 4), which carries ZWJ, skin-tone and flag sequences, is supported. COLRv0 is supported (the manual's Android note). - Unity forum thread 932305: the CBDT
NotoColorEmoji.ttffrom the googlefonts repo renders through a Color font asset; the Google Fonts download (COLRv1) does not. - Sets: Twemoji (
jdecked/twemoji, community fork, Emoji 17.0, graphics CC-BY 4.0; distro packages build COLRv0/COLRv1/CBDT TTFs from its SVGs withnanoemoji, version 17.0.2). Noto Emoji (googlefonts/noto-emoji: fonts OFL 1.1, images Apache 2.0; the prebuiltNotoColorEmoji.ttfis CBDT, bitmaps frompng/128). OpenMoji (CC-BY-SA 4.0; COLRv0 font shipped; outlined line-art). - Not verified here: the exact jdecked release assets (its release page lists two source archives and no TTF), so a Twemoji TTF is built, not downloaded.
- Unity's documented path for colour emoji is a colour font asset in TMP Settings' Emoji
Fallback Text Assets (TMP 3.2/4.0 manual "Color emojis"; Unity 6 manual
- E10. Visual identity. AetheriaLore
Brainstorming/Faction Flavor and Visual Identity.md:532, 541, 548: Pirates' products are named in emoji, a crew vocabulary; hulls carry "large emoji marks".Ship Design Language.md:222-226: one large emoji crew emblem painted three times.Corporate Roster and Item Wishlist.md:85: "Named entirely in emoji. The flamethrower is" the fire emoji.Game Design/Visual and Sensory Direction.mdsays nothing about an emoji art set; its interface register is "should feel like equipment" (:43).
Why one colour emoji font asset. One owner: a colour emoji font asset generated from a pinned font file, set as TMP's emoji fallback and appended to TMP's global fallback list. Every TMP text renders emoji through it with no per-component wiring, because TMP itself routes emoji code points there (E4).
Rejected: a generated TMP sprite asset (the brief's first guess). Sprite lookup is one code point per sprite (E4), so full emoji would also need a text preprocessor that rewrites every sequence to a private-use code point, installed on every one of 154 components and every runtime text. That is more code doing what TMP's font path already does.
Rejected: a runtime-built font asset (TMP_FontAsset.CreateFontAsset at boot). It needs
Shader.Find("TextMeshPro/Sprite") in a player (TMP_FontAsset.cs:625), which a build strips
unless the shader is always-included; an editor-built asset references its material and shader.
Sequences need liga on the rendering component (E4, E5). There is no global TMP switch, so the
sequences cut sets it on every serialized component through one editor command and on TMP
Settings' defaults for new components. It changes no Latin text (E6).
The atlas is dynamic and multi-atlas: glyphs rasterise on first use, so nothing is hand-made and
nothing is pre-baked. m_ClearDynamicDataOnBuild: 1 (TMP Settings) already clears dynamic atlases
at build. The pinned font file is the only binary input, and its provenance is a lock file
(source, version, sha256 in and out). emoji-art-set decides only which pinned input and which
fetch step; the asset, settings, smoke and deletion are the same for every option. The font build
itself (option twemoji: nanoemoji) runs under py -3 on Yggdrasil, not Starfire; the Unity batch
run is Starfire's. The sequences command touches only the m_ActiveFontFeatures line of each of
48 prefabs and 2 scenes, so it wants the freshest master and a quick merge.
Retiring the prelude and the tutorial
Body: origin/master 4d664b53; "merge tree M" as in the faction-play re-anchor (BS-probes), unless
noted. Read by cut-retire-prelude and cut-gear-without-presence; question dev-scenarios-cast
asks which galaxy the six test scenarios use once the authored cast goes. D1 and "Why the demo is a
prelude galaxy" describe the code before this retirement.
- PR1.
Galaxy.IsPrelude(Galaxy.cs:30) is written by three constructors: the save constructor fromSavedGame.IsTutorial(:53), the main constructorfalse(:107), the prelude constructortrue(:175). Its readers (grep over Assets, tests, tools):InfluenceOf(:158-161, halves influence rounding up),LoadoutGenerator.IsAvailable(:211-214, every product on offer),RunStart.GenerateArena(RunStart.cs:29) andActionGameManager.PopulateLevel(ActionGameManager.cs:721-727) as ZoneGenerator'sisTutorial,RunSave.Capture(SavedGame.cs:77), and tests (RunGoalTests.cs:22,RunStartTests.cs:146,ScenarioTests.cs:137, :146, :554-557). - PR2.
InfluenceOffeeds both generation and later zone generation:Galaxy.cs:214-247(cast homes),:314-324(main homes),:342-349(influence), andZoneGenerator.cs:212(factionPresence, which sets station and enemy counts). A restored galaxy generates unvisited zones throughPopulateLevel, so the halving must persist with the run, today throughSavedGame.IsTutorial(key 11). - PR3.
ZoneGenerator.GenerateZone(..., bool isTutorial = false, bool ambient = true)(:40-46): the entrance station floor at:223-224, the widened orbit pool at:238and:246-248, and the throw at:327-329all apply only toisTutorial && galaxyZone == galaxy.Entrance. Source: operator 2026-09-25 "Tutorial station" (docs/locomotion-cut.md:375), scoped to the tutorial level. - PR4. The cast type is
TutorialGenerationSettings(Settings.cs:96-106): five faction names, LinkDensity, ZoneCount. Readers:GameSettings.cs:30(field, plusTutorialBackgroundSettings:31),GalaxyStage.cs:16, :29, :71-74(Prelude()andPrelude(cast)),RunStart.cs:36-37,ScenarioStage.cs:21-35(read only byTutorialGalaxy.cs:13),MainMenu.cs:178-179,ActionGameManager.cs:848,DemoTerminus.cs:8(the demo's cast),tools/AetherDb/Program.cs:489-533(settingsandsettings-dump). - PR5.
Assets/Resources/Settings.asset(LFS, smudged at4d664b53):43-52: the authored cast is protagonistMiss, antagonistZhe, bufferLuc, neutralsAeroandFinch, questAdras, 64 zones;TutorialBackgroundSettingsat:53. - PR6. Six test scenarios generate
stage.Prelude(), the authored cast: Arcs, DjinniShakedown, Duel, LauncherAngles, LongHaul, StarvedReactor (Scenarios/*.cs, one line each).Scenarios.Developmentis{ TutorialGalaxy, MainGalaxy }(Scenarios.cs:8). Their galaxy includes Miss Terri's as protagonist. - PR7. The prelude constructor's
playerSettingsandnarrativeDirectoryparameters feed only the StoryProcessor lines commented out atGalaxy.cs:258-260(dead sincece1a0a46, 2021, per locomotion-cut.md:375). - PR8.
LoadoutGenerator.IsAvailable(:211-214) andManufacturerPreference(:217-226): availability requiresGalaxy.ContainsFaction(manufacturer)unless the galaxy is a prelude; an absent manufacturer has no home zone, soManufacturerPreferencegives it distance 0, the highest weight its allegiance allows.Galaxy.ContainsFaction(:453-457, cache_containedFactions:36) has one game reader (IsAvailable); other readers areFireControlCut6cTests.cs:253and the AetherDbloadout exclude-sellersmode (Program.cs:745-790), which builds a galaxy without named factions precisely to exercise the presence gate.ScenarioStage.cs:29builds its availability with Faction null, which today means every present maker. - PR9.
SavedGame(SavedGame.cs:9-52) is an int-keyed MessagePack documentaetheria.savedgamev1, keys 0-13;IsTutorialis key 11. - PR10. Tests touching the concept (grep -c "tutorial|prelude", case-insensitive):
RestoredHullsTests 65, ScenarioTests 30, DemoTerminusTests 29, RunStartTests 16, MiningCut3Tests
3, RunGoalTests 1. Most are the
TutorialGalaxySettings()fixture family in RestoredHullsTests and theisTutorial:argument. - PR11. Open boss-gate finding
test-reads-isprelude(verdict cut-boss-gate.s1) isRunGoalTests.cs:22; retiring the flag removes it by construction.
Why two cuts. The follow-up asks to absorb gear-availability-without-presence and to keep the
subtraction separate from behaviour. Removing the presence gate changes what every galaxy
generates, so it is its own cut (gear-without-presence), landed first; retire-prelude then
deletes the flag with no behaviour change except where named.
Why IsPrelude is split by rule, not renamed. It bundles four unrelated rules, and each goes
to its owner:
- influence halving -> the cast's own
InfluenceScale(the demo's cast sets .5, so its galaxy is unchanged), carried by the Galaxy and the save (key 14) because later zones read it (PR2); - the entrance station ->
Scenario.EntranceStation, a declaration besideAmbient, default true, false for MainGalaxy, so every scenario's arena is unchanged; RunStart.GenerateArena applies it; - availability -> the general rule of gear-without-presence;
- the save flag -> deleted (key 11 retired; ruling
no-save-compatibility-before-players).
A renamed flag on Galaxy was rejected: it would keep one switch deciding four things.
Absent manufacturers. Preference weights by distance to the maker's headquarters, and an absent maker has none. The cut weighs it one jump beyond the farthest zone. Prior art: the gravity model of trade (Tinbergen 1962; Anderson and van Wincoop 2003) weights flows by distance decay, and a supplier with no local presence carries the largest trade cost, so it is reachable but least preferred. Zero distance (today's accident) would make absent makers the most preferred, inverting the rule.
Old saves. Key 14 absent decodes as 0 and the save constructor refuses a non-positive scale by
name. Per ruling no-save-compatibility-before-players nothing reads key 11.
Model page rows
| Kind | What names it | Over time | Who decides |
|---|---|---|---|
Pirates Faction |
Catalog record, name Pirates |
Authored once by AetherDb pirates-faction apply; doctrine is added by faction-play r2 |
Ruling pirates-record-content; the operator sees the dry run |
| Package product | mod-product:<id>:<maker key> in the package's ship.cc |
Written by AetherDb ship-authoring product; copied verbatim by compose; Blender never edits it |
The package author |
| Boss hull | HullData.Boss (key 33) |
Set by ship-authoring boss; a faction's boss hulls are derived per generation from the products it makes |
The package author; BossHullsOf derives |
Faction.BossHull (key 10) |
Retired | Deleted by boss-hull-derived |
none |
| Pirates products | 8 FactionProductData, emoji names, over other makers' designs |
Authored with the faction in one commit | Ruling pirates-record-content |
| Package hull price | HullData.Price |
Written by ship-authoring price (or create --like) |
The package author |
| Emoji font file | Assets/Fonts/Emoji/<set>.ttf + emoji-font.lock |
Rebuilt only by tools/emoji at a new pinned version |
The operator's emoji-art-set ruling |
| Emoji font asset | Assets/Fonts/Emoji/Emoji.asset (dynamic, COLOR, multi-atlas) |
Regenerated by EmojiFont.Build; atlas filled at runtime, cleared at build |
EmojiFont.Build |
| TMP emoji routing | TMP Settings m_EmojiFallbackTextAssets and m_fallbackFontAssets |
Set by EmojiFont.Build |
EmojiFont.Build; no prefab overrides it |
| Ligatures per text | Each TMP component's fontFeatures |
liga added once by EmojiFont.EnableLigatures; new components inherit TMP Settings |
EmojiFont.EnableLigatures, then the component |
| EmojiOne sample | none | Deleted by emoji-font |
none |
Galaxy cast (replaces TutorialGenerationSettings) |
A scenario's code constant (DemoTerminus.Cast) |
Compiled with the game; no authored settings copy | The scenario |
Galaxy.InfluenceScale |
Its galaxy | Set by the constructor (the cast's value, 1 for main), saved as SavedGame key 14 |
The cast |
Scenario.EntranceStation |
Its scenario | Compiled | The scenario; RunStart applies it |
SavedGame key 11 (IsTutorial) |
Retired | Not read, not written | none |
Galaxy.IsPrelude, TutorialGalaxy, TutorialGenerationSettings, GameSettings.TutorialGenerationSettings |
Deleted by retire-prelude |
none |
Faction play: the NPC scripting
The operator ruled on 2026-10-03 that the faction dynamics may elaborate the NPC
scripting through the extension points she built into it (ruling
npc-scripting-may-grow). Legacy-first still forbids CultMesh and daemon work. This
section maps those extension points, names the smallest set of primitives that
carries every dynamic in Game Design/Faction Play.md (AetheriaLore f3e0e6d), and
gives the reasons for the four proof cuts (faction-play-1 to -4), which are
typed specs in the mind. Anchors are against origin/master f1dee184, read with
git show on 2026-10-03, unless the line names a lane.
Body facts
F1. NPC behaviour is a code-composed state graph, not a tree, a DSL or assets.
Agent(ServerShared/Agents/Agent.cs:14-80) holds one currentBaseState. Each tick,Update(:47-56) runs the state, then takes the firstStateTransitionwhoseCondition()holds (:82-94: target state, condition closure, optional on-transition action).BaseState.AddTransition(..., includeChildren, ignoreStates)(States/BaseState.cs:19-58) copies a transition onto every state reachable from the source. That is the interrupt mechanism: one call makes "a target appeared" fire from anywhere in the graph. It is the same idea as Halo 2's impulses.Minion(Minion.cs:5-22) is the onlyAgentsubclass. It composes root, patrol and combat in its constructor. Behaviour is authored in C#; there is no data-driven layer.codex/scenariosmakesAddTransition's walk state per call, because zones are built on several threads (itsBaseState.cshunk at:12-58).
F2. Tasks are the command slot, and only one task kind is wired.
Agent.Task(Agent.cs:22) holds oneAgentTask(Tasks/AgentTask.cs:13-22).Minionenters patrol whenTask is PatrolOrbitsTask(Minion.cs:10-12).HaulingTask,Mining,StationTowingandSurveyare data with no state that reads them.AgentTask.PriorityandReservedhave no reader; they are the remains of a task board that is no longer in the tree (WanderTaskandMatchVelocitywere deleted incc7f2c88).PatrolOrbitsState(Tasks/PatrolOrbits.cs:10-31) andMoveToOrbitState(States/MoveTo.cs:31-37) are the only movement states. No state follows an entity, holds a standoff, or flees.- No task state returns to root when
Taskchanges. Only combat's interrupt leaves patrol.
F3. Agents are made in one place and ticked before entities.
Zone.CreateAgent(Zone.cs:137-144) gives every non-player ship aMinionwith a patrol over four random orbits.Zone.Updateticks agents (:185-186), then entities (:188), thenFireControl.Step(:193).codex/scenariosaddsZone.Admit(entity, piloted)as the only writer ofEntities.Addand the only creator of agents (construction, run staging, warp arrival, undock, spawned turrets).- Agents are not persisted (
AgentTask.cs:11). A loaded zone rebuilds them.
F4. Each ship perceives alone.
EntityholdsVisibleEntities,VisibleEnemies,VisibleFriendlies,EntityHostility(Entity.cs:34-37) andEntityInfoGathered(:64).Sensor.Executeis the only writer ofEntityInfoGathered(Sensor.cs:157-189).Sensor.Ping(:110-125) boosts it and adds the pinger's own visibility.- Crossing
TargetDetectionInfoThresholdmoves an entity into the visible lists (Entity.cs:237-254). FireControl.Designatedrequiressource.VisibleEntities.Contains(target)(FireControl.cs:232-239).IsRevealedreads the observer's ownEntityInfoGathered(:130-149). A ship cannot fire at, or aim at gear on, something its own sensors do not hold.- No group, squad or faction-level knowledge exists.
Ship.HomeEntity(Ship.cs:26) has no reader.
F5. Hostility has a derived rule, a per-entity override and a grudge.
IsHostileTo(Entity.cs:535-553): an override decides outright. Otherwise a zone owner is hostile to trespassers (presence not permitted), and anyone is hostile to whoever is hostile to them.// TODO: Inter-faction hostilityis at:547.GetFactionRelationship(:556-563) answers Beloved for the own faction and Neutral for every other, except for the player's ship, which readsGalaxy.FactionRelationships. Rulingfaction-relations-fieldfills this.SetIff(:529-533) writes the runtime override.WatchForGrudge(:452-481) sets a sticky hostile override back on anything that turns hostile while detected. Leaving the zone clears overrides (:207). The override map is private: nothing outsideEntitycan ask whether a grudge is held.
F6. Target selection has four writers.
Minion.cs:14: the first enemy to become visible, when the slot is empty.TurretController.cs:96: the first visible enemy ship.- The player's input (
ActionGameManager.cs:377-403). Entityclears it when the target leaves the zone or visibility (Entity.cs:201,:227,:298-299).codex/miningturnsTargetinto aTargetRef(asteroid chunks can be targets) written throughSetTarget. It editsMinion.cs:14-21andCombat.cs:28.
F7. Combat tuning is global.
CombatState.SampleDpsbiases range byGameplaySettings.AgentRangeExponent(Combat.cs:158,Settings.cs:242). Movement readsAgentForwardLerpandAgentMaxForwardDistance(Combat.cs:95,Settings.cs:243-244).FireControl.AgentFires(FireControl.cs:93-99) compares hit probability with the globalAgentMinHitProbability(Settings.cs:260). Its callers areCombat.cs:121andTurretController.cs:81.CombatStateaims at the target's most dangerous revealed weapon throughTrySelectTargetItem(Combat.cs:40-53).
F8. Faction.Personality is economy vocabulary, not combat doctrine.
Faction.Personality(Corporations.cs:28-29) mapsPersonalityAttributerecords (ItemData.cs:902-914: a name with low and high pole names) to floats.- The same records key
CompoundCommodityData.DemandProfile(ItemData.cs:334-335), which is what a population with those traits wants to buy. - Neither map has a reader. A string probe of the working-copy store found the schema and no faction values; that probe is not proof.
- So the attributes are population traits shared with demand. Encoding
engage_onortarget_priorityas float bands in them, as Faction Play's lever table proposed, would give one record two meanings.
F9. Generation spawns individuals, not groups.
ZoneGeneratoraddsenemyCountships of the nearest faction one at a time (ZoneGenerator.cs:334-340), plus neutral wanderers of one other faction (:342-356).LoadoutGenerator.GenerateShipLoadout(hullFilter)(LoadoutGenerator.cs:35-50) fills every hardpoint (:189-231), so no generated ship is unarmed. Nothing marks a ship as a tender or a hauler.
F10. Hits carry their source only on the hull. IncomingHit (Entity.cs:138)
fires with the shooter at FireControl.cs:962 and :1009, after the shield
branches have returned, so a shot a shield absorbs reports no source. feedback-1
adds Capabilities.Absorb for both layers, without a source.
F11. Cargo moves between entities; jettison has no owner.
Entity.TryTransferItems(target, item, quantity) (Entity.cs:693-725) moves
commodities between cargo bays, and weapons draw ammunition from cargo through
AmmoType (InstantWeapon.cs:187-192). Dropped items exist only as Unity pickups
spawned on death (EntityInstance.cs:304-320), and the mining lane keeps pickups
Unity-only (its pickups question, recommendation A). The simulation has no
floating cargo to jettison into. The floating-item substrate is mapped as cuts
loot-1 to loot-3 (section "Lanes: scenarios, mining and the loot move", L6-L8).
F12. Barks and pings already have a channel. Entity.SetMessage
(Entity.cs:1275-1278) shows a line for MessageDuration. Entity.Sensor.Ping()
is callable by anything that holds the entity.
F13. Agents are testable headless. IffAndCombatTests builds a Zone with
ships and drives detection by writing EntityInfoGathered
(tests/Aetheria.Shared.Tests/IffAndCombatTests.cs:51-92). Agents/ is under
ServerShared, so the whole graph compiles into Aetheria.Shared (B11).
F14. Ammunition is real for three weapons, and nobody is stocked.
- Only DeathCluster, FastBlast+- and pretty pretty bang bang carry an
AmmoType; their refs were repointed in515859cf(docs/cultcache-migration-cut.md:161-163). Every other weapon, Zhestokost ballistics included, reloads for free. LoadoutGeneratorputs no rounds in any cargo, and station stock is drawn fromEquippableItemDataonly (LoadoutGenerator.cs:98-99), so no station sells rounds either. An NPC carrying one of the three ammunition weapons fires its first magazine and then never reloads (InstantWeapon.cs:186-197).- So Zhestokost's "magazines run low, back to the tender" has no substrate until its weapons draw a commodity and generation stocks it.
What the extension points can carry
| Extension point | Carries | Cannot carry |
|---|---|---|
| State graph with interrupt transitions (F1) | Every per-ship motor behaviour: follow at a standoff, hold, flee, return, drift, sweep. | Anything that needs more than one ship's knowledge: who may engage, shared tracks, duels. |
Agent.Task (F2) |
The order a ship is executing. The patrol precedent already maps a task type to a state. | Deciding the order. Nothing writes tasks except CreateAgent. |
Zone.CreateAgent, then Zone.Admit (F3) |
Where a ship joins whatever owns its orders, and where doctrine is applied. | Group state, which must outlive one admission. |
Perception lists and EntityInfoGathered (F4) |
A ship's own view, which FireControl trusts. |
Shared knowledge. A second writer would let a ship aim at gear its own sensors never resolved (IsRevealed), breaking instruments-bound and fire control's single authority. |
SetIff and grudges (F5) |
Hostility memory, and spreading it: one call per member. | Faction-to-faction stance; that is the relations field. |
Ship.Target (F6) |
The engagement itself: CombatState runs while it is set. |
Coordination, while four writers race for it. |
Faction.Personality (F8) |
Nothing in this strand; it belongs to demand. | Typed enums and per-role values. |
SetMessage, Sensor.Ping (F12) |
Hails and ping cadence. | Nothing needed here. |
The graph, the task slot and the factory were built to be extended, and they carry the individual ship. What is missing is one layer: an owner of a group's intent. Every cross-ship dynamic in Faction Play needs it.
The primitives
Seven primitives carry the proof factions and leave room for the rest. Each says where it plugs in, what it reads and which quirks it enables.
1. Doctrine (data). A typed FactionDoctrine on Faction (key 17; key 16 is
Relations by ruling), with flight-level fields and a RoleDoctrine per role
(combatant, support). Flight-level fields: EngageOn (detection, identified,
provoked, trespass, never), Grace, Hail, ComplySpeed, Pack, StepInDelay,
PingInterval. Per role: BreakOffHull, BreakOffAmmo, RangeExponent,
MinHitProbability, HoldStandoff, Anchor, Leash. A faction with no doctrine
gets one built from today's globals, so it fights exactly as Minion does now.
Inputs: catalog only. Enables the tuning half of every quirk (R&D range, Zhestokost
spray, Cryonix discipline). Why not Personality: F8. The shape is question
faction-doctrine-shape.
2. Flight (the group's intent owner). One runtime object per faction per zone,
holding that faction's piloted ships. It is formed at admission and rebuilt on
load, never persisted (F3). It is the only writer of each member's Target and
Task; the agent graph only executes them. It reads members' perception, hull
fraction, cargo and grudges, the doctrine, and the zone's stations. It ticks in
Zone.Update before the agents. This is RimWorld's Lord (a group state machine that
assigns duties to pawns) and Halo 3's objectives (squads fill prioritised tasks
with capacities), at the size this game needs. Why a new owner: no extension point
holds more than one ship's knowledge (table above).
3. Engagement rule with grace and hail (in the flight). Per hostile track, the
flight decides when it becomes engageable (EngageOn over the union of members'
views), hails once through the nearest member's SetMessage, holds for Grace,
then engages, unless the track has slowed below ComplySpeed, which counts as
compliance. A grudge on the track skips the grace. Enables Zhestokost's inspection
hail, Sol Dominion's "never before identification" (identified: any member's
info at the gear tier), Miss Terri's and Aya's "provoked", Megiddo's trespass, and
Odla's "never". F.E.A.R.'s squad dialogue is the precedent: the bark speaks a
decision already made.
4. Engagement slots and the duel (in the flight). Pack engagers per track;
the rest hold at HoldStandoff (default: just outside their own longest weapon
range). An engager that breaks off frees its slot after StepInDelay. With Pack
1 the slot is a duel. It is offered only to a challenger with no other hostile
track near it, and it breaks when anyone lands a hit on a holding member, or anyone
but the challenger lands one on the headliner. Broken, every slot opens and the
pack engages whoever broke the form. This carries ruling lucent-duel-bait whole:
honour the duel and pick the pack apart, or stage an interloper. The signal is a
landed hit with its source (F10), so the cut adds Source to feedback-1's
absorb. Prior art: attack tokens (the "kung fu circle" of brawlers) and Halo 3's
task capacity.
5. Anchor and leash (in the flight). Each role's doctrine names an anchor: the
flight's support ship, the nearest own station, the patrol site, or none. An
engager past Leash from its anchor is ordered back, with hysteresis. Enables the
Zhestokost column that will not pass its tender, AU escorts bound to the worksite,
NiteLife guards that never leave the station, Dominion's jurisdiction, Megiddo's
perimeter, and Aya refuge across a border.
6. Roles, break-off and rearm (in the flight). A member with no weapon is
support; the rest are combatants. Doctrine says how many support ships generation
adds (LoadoutGenerator gains an unarmed option, F9). Break-off orders a flee to
the nearest own station, or away from the threat. It triggers on hull fraction
(Lucent headliners, AU haulers, Alakrita, Cryonix), or on ammunition fraction
against the count at admission. An ammunition break-off returns to the support
ship, which transfers rounds through TryTransferItems (F11) until the baseline is
restored; then the member rejoins. This carries the Zhestokost tender loop, once
Zhestokost weapons draw a commodity and generation stocks it (F14, question
zhestokost-ammunition). Support
ships use their own role doctrine: the tender follows the column's rear and flees
early, and the column, anchored to it, follows it home.
7. Motor states (in the agent graph). FollowState (an entity at a standoff,
matching its velocity) and FleeState (toward a refuge, or away from a threat).
They are new BaseStates on the existing graph, entered from tasks, and every task
state returns to root when the task changes. Follow serves escort, hold, return,
rearm and shadow; flee serves every break-off. They are two of the tutorial's four
shared states; drift-cold and sweep stay with the tutorial.
Beyond the proof, three more primitives use the same owners and need no new layer:
- Relations (ruling
faction-relations-field).GetFactionRelationshipreadsFaction.Relations, andIsHostileTotreats Hated and Hostile as hostile at the TODO in F5. Every cross-faction pair starts here. - Picture sharing between flights. A flight pushes track entries and grudges to
other flights in the zone by a
ShareTrackpolicy: own faction, allies by relation, or every flight hostile to the track (Finch). A shared entry lets a recipient engage and steer; adopted grudges becomeSetIffon its own members. Sharing never writesEntityInfoGathered, so a recipient fires only once its own sensors hold the target. This is questionshared-track-cueing. - Calls. A zone-level distress subject
(caller, attacker, position), raised by a flight when a member is hit, or as a bark with a false caller (pirates). Flights withAnswerCallin range retask members. Navigator escorts pulled off a Lightsail convoy, Aya cover and the corridor edge come from this plus relations.
Target priority (drives, cargo, structures) extends CombatState's aim-item choice
by doctrine and the flight's track choice. Jettison is ruled (jettison-shared-floating-items)
and builds on Zone.Release from loot-1.
Model page rows
| Kind | Identity | Lifecycle | Authority |
|---|---|---|---|
| Doctrine | Faction.Doctrine, catalog, key 17. |
Authored through an AetherDb catalog command, as the targeting migrations were. Null reads as the default doctrine built from GameplaySettings. |
The catalog author. Read when a ship joins a flight. |
Agent (Zone.Agents) |
Its ship. | Created by Zone.Admit, removed on the Entities removal path (it was never removed before). |
Zone. |
| Flight | Runtime: zone plus faction. | Created on first join, rebuilt on load; members leave on removal or death, and it goes with the zone. Never persisted. | Itself alone, for members' Target, Task, hails and pings. |
| Track (flight picture) | Runtime: flight plus hostile entity. | Lives while any member sees it, or a sharer lends it. | The flight, from members' perception. Never written into EntityInfoGathered. |
| Duel | Runtime: flight plus challenger. | Offered, then held or broken. Ends when the challenger leaves the picture or dies. | The flight, from landed hits with their source. |
| Ammunition baseline | Runtime: member. | Counted at admission. | The flight. Rearm moves real cargo through TryTransferItems. |
Rationale
Why the flight owns intent and the agent only executes. Faction Play's
dynamics are decisions about several ships at once: who engages, who holds, who
knows what, who goes home. Spreading them across agents would keep four writers on
Target (F6), add more on Task, and make agents read each other's private state.
The RimWorld Lord and Halo 3's objectives both keep one group-level decider over
simple individual executors, and Starsector varies one AI by parameters. The
demotions: Minion no longer chooses a target. Zone.CreateAgent no longer
assigns a patrol; the flight does. The global combat tunables become the defaults
of a faction with no doctrine. TurretController keeps its own target writer,
because turrets are not piloted and belong to no flight; giving stations a flight
is a later step.
Why one flight per faction per zone. It needs no persistence and no grouping in
generation, and a zone rarely holds two separate groups of one faction. The cost:
two such groups would act as one. When generation learns groups, the key widens to
a group id assigned in ZoneGenerator; nothing else changes.
Why shared tracks are cues, not fire-control data (the recommendation in
shared-track-cueing). Fire control was rebuilt so that one owner decides a hit
from the shooter's own sensor data (Designated, IsRevealed, PSensor). A
remote track that fed EntityInfoGathered would undo that, and would show the
player hits from ships that never saw them. As cues, sharing still delivers the
dynamics Faction Play names: the Zhestokost column needs no identification and
finds the hot target the Dominion pointed it at; the Finch shadow is a countdown
because the hunters come, not because they fire from beyond their sensors. The US
Navy's Cooperative Engagement Capability fires on remote tracks, and it needs the
fused track picture that the target rules out of scope.
Why the tutorial director goes through the flight. The tutorial sketch's director sets agents' tasks and targets directly. With the flight as their only writer, the director becomes an input to the flight (a scripted order for named members that outranks doctrine), not a second writer. The tutorial cut owns that hook; this map records the boundary.
Why the proof is four cuts. One cut would be about 2,500 lines with tests, well over a Hands budget, so it is split along the primitives:
faction-play-1lands the owner: doctrine, the flight as the only writer ofTargetandTask, the engagement rule with grace, hail and compliance, the follow state, and per-doctrine range and fire threshold. Zhestokost already hails before it sprays, Lucent announces itself and fires only on good odds, and AU escorts shoot the first contact.faction-play-2adds slots and the duel, hull break-off with the flee state, and ping cadence: Lucent whole. It needsfeedback-1's absorb.faction-play-3adds roles, support generation, anchor and leash: the tender the column will not leave, and the AU haulers that run while their escorts stay close.faction-play-4makes ammunition real for Zhestokost and closes the tender loop (questionzhestokost-ammunition, F14). It ends with the operator's playtest of the three factions.
Each is sized at roughly 550 to 720 lines with tests, under 200k Hands tokens. All
four wait for codex/mining (it changes Target's type and edits Minion.cs) and
codex/scenarios (it rewrites admission in Zone.cs) to merge, because the first
cut rewrites exactly those lines.
Re-anchor on master 4d664b53 (2026-10-08)
Body: origin/master 4d664b537f76029fbaee94392da3d8a122f81339, read in a detached scratch
worktree. Where a probe says "merge tree M", it read git merge-tree --write-tree origin/master origin/eureka/aetheria-release-boss-gate = tree 8387b47214ef6e44cae28a4e6a2b9b91d51464d9
(boss-gate 2a5fc00b contains demo-galaxy 85d0a148; the merge is clean, no conflicts) with
git show <tree>:<path>. No commit was made. Read by the faction-play cuts, r2 and later.
- BS1. Branch state.
git merge-base --is-ancestor:codex/mining,codex/scenarios,eureka/aetheria-release-miningand-scenariosare ancestors of master.eureka/aetheria-release-demo-galaxy(85d0a148) and-boss-gate(2a5fc00b) are NOT. demo-galaxy's merge base with master is228f241e; master is 94 commits ahead of it.-retire-longinusxon origin equals master (4d664b53): its Hands had not pushed. - BS2.
git merge-tree --write-tree --name-only origin/master <branch>: demo-galaxy and boss-gate each merge into master with no conflicting path (trees f3f69e84 and8387b472). - BS3. feedback-1, ballistic-ammo, controls-mount-aim, controls-ai-bearing, autofire-threshold
and ai-autofire had in-force specs and no report (specs-with-no-report query, as of ordinal 753).
CapabilityEvents.PublishAbsorbhas no caller inAssets/Scripts/ServerShared(grep): feedback-1's absorb publish sites do not exist yet. - FP1.
Minion.cs:7-22: constructorMinion(Ship ship);:14is the one VisibleEnemies subscription that writesShip.SetTarget(add.Value)whenTarget.Value.IsNone; combat transitions readShip.Target.Value.Entity(:18,:21). - FP2.
Zone.cs:Agents:40;Admit:167-172is the onlyAgents.Addin Assets (grep) and the comment names it the one admission;CreateAgent:174-181draws the circuit at:178and assignsagent.Taskat:179; the agent loop:221-222; the only Entities subscription is the death subscription at:107(ObserveAdd -> Death -> Remove + Deactivate). - FP3. Nothing ever removes an agent.
Agents.Remove/Clearappear nowhere in Assets or tests (grep). A dead or departed ship's Minion keeps running every tick. Removal fromZone.Entitieshappens atZone.cs:107(death),Entity.cs:1268(docking) andActionGameManager.cs:725(the player's zone transfer). - FP4.
Entity.cs:_iffOverrides:53;Target:60(TargetRef, one writerSetTarget:358);SetIff:811-815;IsHostileTo:817-836;GetFactionRelationship:838-845readsGalaxy.FactionRelationshipsonly for the player's ship, so NPC-vs-NPC hostility is still only trespass in an owned zone plus reciprocity ("TODO: Inter-faction hostility"). Consequence for the demo: the allied Pirates and the antagonist Zhestokost do not fight each other; the Pirates' doctrine is seen only against trespassers in Pirates zones. Relations (key 16) remain unmapped. - FP5.
FireControl.cs:104-112AgentFires(weapon, shooter, target)readsGameplaySettings.AgentMinHitProbabilityat:109. Callers:Combat.cs:121andTurretController.cs:83(grep).Combat.cs:159readsAgentRangeExponent;_optimumRange:13.Settings.cs:251and:274hold the two globals. Ten FireControl test fixtures setAgentMinHitProbability = 0fin their settings. - FP6.
Agent.cs:Task:22,Settings:25, constructor:28-36,Update:47-59zeroesShip.Turneach tick (controls-helm),Accelerate:61-84.TaskTypeAgentTask.cs:24-33has no Follow or Flee. States live inAgents/States(BaseState, Combat, MoveTo);PatrolOrbitsStateis inAgents/Tasks/PatrolOrbits.cs:10. - FP7.
Corporations.cs: Faction keys run toBossMusicKey(15) at:58-59; keys 16 and 17 are free. - FP8.
tools/AetherDb/Program.cscommand switch:23-40;TargetingCatalog(bool apply)at:1096is the dry-run/apply precedent. - FP9. Tests that construct
new Minion(ship)directly:FireControlPerWeaponTests.cs:276, :291, :580, :597andFireControlTests.cs:214;RunStartTests.cs:100andSafeAssert.cs:44readzone.Agents. - FP10.
LoadoutGenerator.cs:GenerateShipLoadout(Predicate<HullData>):35-50,EquipHardpoints:220-263,FillInterior:265.ZoneGenerator.cs: faction ships:342-348, wanderers:350-364,return pack:366. boss-gate adds a boss block to both files (+38 and +18 lines), so anchors in them move by symbol after it merges. - FP11.
Entity.TryTransferItems(Entity, CultRecordKey, int)atEntity.cs:977. NoGeneratedMagazinesorAmmoTypeexists inLoadoutGenerator.csorSettings.cs: ballistic-ammo has not landed. - FP12.
Entity.Sensor:142;Sensor.Ping()Sensor.cs:110. - FP13. Catalog
GameData/Aetheria.ccat4d664b53(LFS, smudged in the worktree): the string "Pirates" occurs only inside geoname lists, no Faction record (H1). Follow-uppirates-catalog-recordis the owner. - FP14. Lore source for the Pirates' doctrine: AetheriaLore
Aetheria/Game Design/Faction Play.mdsection "Pirate Coalition" (:333-338) and the summary row:386: crews want cargo, not death; demand a drop, hit drives, leave fights they are losing. Of these, the flight primitives express the demand (hail and grace) and leaving a losing fight (break-off). Demanding a drop as compliance and aiming for drives need jettison (map item 10) and subsystem aim, which no cut builds yet.
What changed from the first anchor. The first faction-play pass anchored on f1dee184 and
waited for the mining and scenarios lanes. Both are merged (BS1), so the later specs branch from
master and anchor on 4d664b53. Target is a TargetRef written only through SetTarget, and
Zone.Admit is the only creator of agents, as the follow-up says.
Agents are also removed on entity removal (FP3). A flight whose membership follows removal while the agent list does not would leave two answers to "who is in this zone"; one subscription now decides both.
The Pirates' doctrine is authored in the doctrine-catalog command's table. While the catalog lacks the Pirates record (FP13), the command names the missing faction and writes the rest; once the record lands, re-running apply writes it. No doctrine, barks or levers for Miss Terri's.
The played proof sits in the DemoTerminus scenario with the demo cast, because the third cut completes the behaviours the demo cast shows (Zhestokost's tender column, Lucent's duel, AU's haulers); the fourth keeps the tender loop as full-game scope with no proof.
The ping cadence asks Sensor.Ping() and nothing more. Follow-up sensor-stat-set-cut is a
separate, larger mapping (per-sensor power, beam width, passive gear, shared tracks) and was not
mapped here; whatever Ping becomes, the flight only decides when to ask.
Key layout on Faction: Relations 16 (reserved, ruling faction-relations-field), Doctrine 17
(ruling faction-doctrine-typed). ships-hull-livery's Livery at 16 must move to 18 (follow-up
livery-key-collision, owner ships-hull-livery's next revision).
Collision: ai-autofire rewrites Combat's and TurretController's fire decision "at the agent
threshold". After faction-play-1 the agent threshold is the member's
RoleDoctrine.MinHitProbability (turrets keep the global). Whichever lands second re-anchors; the
next ai-autofire revision should read _agent.Doctrine.MinHitProbability.
Prior art
- Damián Isla, "Handling Complexity in the Halo 2 AI", GDC 2005
(https://www.gamedeveloper.com/programming/gdc-2005-proceeding-handling-complexity-in-the-i-halo-2-i-ai):
a prioritised behaviour DAG, and impulses that raise a behaviour's priority from
anywhere.
includeChildrenis the legacy tree's impulse. - Damián Isla, "Building a Better Battle: HALO 3 AI Objectives", GDC 2008 (https://gdcvault.com/play/497/Building-a-Better-Battle-HALO, slides at https://web.cs.wpi.edu/~rich/courses/imgd4000-d09/lectures/halo3.pdf): designers author tasks with priorities and capacities, and squads fill them; inside a task the AI is autonomous. This is the slot model for the pack.
- Jeff Orkin, "Three States and a Plan: The A.I. of F.E.A.R.", GDC 2006 (https://www.gamedevs.org/uploads/three-states-plan-ai-of-fear.pdf): three FSM states and a planner per agent, and a global coordinator that clusters agents into squads by proximity and runs one squad behaviour at a time. Squad dialogue voices decisions already made. A planner is more than these dynamics need; the coordinator and the barks transfer.
- RimWorld's Lord, LordJob and LordToil (decompiled source, https://github.com/josh-m/RW-Decompile/blob/master/Verse.AI.Group/LordMaker.cs): a group controller with its own state machine assigns a duty to each pawn, and each pawn's think tree runs its duty. That is the flight and its tasks.
- Starsector officer personalities (https://starsector.wiki.gg/wiki/Officer): timid to reckless, each changing engagement range and retreat over one combat AI. Faction doctrine and fleet assignments (patrol, escort, defend) are cited from memory, not re-fetched. Lesson: parameters on one AI, as Faction Play already says.
- Attack tokens, the "kung fu circle" of brawler games: only N enemies attack at once while the rest posture. From memory; no primary source fetched.
- The US Navy's Cooperative Engagement Capability, which engages on remote fused tracks. From memory; cited as the path not taken.
Content: the moddable-ships lane
The operator ruled on 2026-10-03 that this campaign adopts codex/moddable-ships
whole (ruling adopt-moddable-ships). This section maps what the adoption takes:
S2's owed checks, the merge, the Blender package action and S3. S5 stays with the
variants campaign. The cuts are typed specs in the mind (ships-merge,
ships-mounts, ships-addon-package, ships-addon-frame, ships-addon-mounts,
ships-player), and the forks are questions (ships-merge-gate,
release-hull-home, s3-player-build). Two rulings of 2026-10-03 reshape the
add-on and player cuts and add a material strand: hull-runtime-materials and
thrusters-radiators-are-meshes. They are mapped in "Hull materials, mount
meshes and per-hull prep" below, with the cuts ships-hull-material,
ships-hull-livery and ships-addon-paint and the questions hull-paint-mask
(ruled: hull-paint-mask-texture) and hull-livery-scope.
Anchors are against the lane tip a93625c2, read with git show on 2026-10-03.
For files the lane does not touch, they hold on origin/master f1dee184 too.
The lane's own docs (docs/moddable-ships-cut.md,
docs/moddable-ship-authoring.md) are body facts from here on.
Body facts
M1. The merge into master is trivial. All 21 commits on origin/master since
the lane's base 65c63495 are Scenarios map: doc commits.
git merge-tree --write-tree origin/master origin/codex/moddable-ships is clean
(tree 7e034e04). No file is changed on both sides. Fire control and the stack
reached the lane through its own merge 18e12d81 on 2026-09-30.
M2. The lane conflicts with the two other open lanes, one line each.
codex/mining(83d8371e):AetheriaStores.cs:9(CatalogTypes; mining addsFieldKindData, ships addShipAuthoring) andtools/AetherDb/Program.cs:39-41(acaseline and the usage string).codex/scenarios(aa3baf12):AetheriaStores.cs:9(scenarios addScenario).Program.cs,ItemData.cs,Loadout.csandLoadoutTests.csmerge on their own.- The resolution is a union in both: keep every type and every command.
- Probe:
git merge-tree --write-tree origin/<lane> origin/codex/moddable-ships.
M3. The cuts already mapped in this campaign meet the lane in one file.
- The lane edits
UI/MainMenu.csinShowMainand insertsEnterGameandRefusejust beforeShowSettings(lane:195-218). audio-1editsShowSettings(master:186-200), so expect an adjacent-hunk conflict there. Resolve it by keeping both.feedback-1editsShowGraphicsSettings, which the lane does not touch.- Neither cut touches
ActionGameManager.cs,ZoneRenderer.csor the lane's new files.
M4. The mount ruling of 2026-09-30 is in the docs, not the code.
a93625c2records it: a mount anchor exists only for weapon, radiator and thruster hardpoints.- The validator still demands an anchor for every hardpoint
(
ShipAuthoring.cs:222-230), and a weapon's mount must have the rolearticulation. ShipModPlancopies every mount intoEquipment(ShipModPlan.cs:13-14,56).ShipModShipsfillsEquipmentHardpointsfrom it (ShipModShips.cs:152).- The only reader of
EquipmentHardpointsis the deadSoundBankblock (EntityInstance.cs:244-253), whichaudio-1also deletes. So the array has no consumer. - Role-versus-type checks are split. The validator checks thruster and radiator
mounts.
ShipModPlan.Buildchecks that an emitter is a mount (:30-35) and that muzzles hang off weapons (:38-48).
M5. A package can reach the game only through the console.
- Generation, station stock and the starting ship all choose from
FactionProductData(LoadoutGenerator.RandomProducts;RandomHullatLoadoutGenerator.cs:113). - A product names a design and a manufacturer
Faction(FactionProduct.cs:15-31). Generation also requiresPrice > 0. - A package holds only
HullDataandShipAuthoring(ShipAuthoring.cs:126-140refuses a third record;ship_cc.py:81-82does the same). - So the only way into a zone is the
give <hull name>console command while docked (ActionGameManager.cs:527-556). It commissions a bare hull at the station. - A grep of
ConsoleControllerandConsoleViewfound no debug-build gate. It is assumed live in a player;ships-playerchecks it. ship-authoring createwrites aHullDatawith default stats andPrice0 (ShipAuthoringCommands.cs:38-56).- Question
release-hull-homeasks how a release hull gets its manufacturer and price.
M6. The model must sit on the schematic grid.
Entity.ToWorldPoint(Entity.cs:426-433) givesworld = (cell − Shape.CenterOfMass) × SchematicCellSize(2 m,Settings.cs:255), with schematic +x to starboard and +y forward.- Fire control decides hits in that frame.
feedback-1places impact sparks atToWorldPointof the lane entry. - A GLB whose origin is not the grid's centre of mass, or whose scale is not 2 m per cell, shows hits beside the hull.
- Nothing checks this today.
M7. Axes, probed.
- Blender 5.2.2 (
--background --factory-startup, a cube ship exported withexport_format='GLB', use_active_collection=True, export_extras=True, export_yup=True):- An object custom property
aetheria.idlands in the node'sextras. - Objects outside the active collection are left out.
- The GLB has a scene.
- Blender
(0, 1.5, 0)exports as glTF(0, 0, -1.5). - An empty's scale
(2, 3, 1)exports as(2, 1, 3).
- An object custom property
- With glTFast's handedness flip, Unity sees
(-x, z, -y)(ShipModVisual.BuildLineMesh,ShipModVisual.cs:98). - So the nose of a ship points along Blender −Y, Blender's own Front, and the ship's starboard side is Blender −X.
M8. The operator's two Tripo hulls are already in one .blend. A read-only probe
of a copy of C:\Users\Meta\Desktop\Quiet.blend (Blender 5.2.2):
| Collection | Object | Triangles | Size (Blender units) | Material |
|---|---|---|---|---|
| Headliner | ff611c02… (and original) |
50,008 | 0.68 × 1.00 × 0.35 | one; a 4096² JPG base colour |
| Quiet | Dexter Quiet | 9,614 | 0.98 × 1.05 × 0.41 | one; a 4096² JPG base colour |
| Quiet | Sinister Quiet | 10,880 | 1.07 × 1.05 × 0.41 | the same |
- Each collection also holds a Grease Pencil LineArt object. Quiet holds a scaled icosphere, a hand-made shield ellipsoid.
- Tripo meshes arrive at about 1 unit long, one material, base colour only: no
normal, roughness or emissive map. The textures came from FBX imports
(
D:\Downloads\tripo_texture_*.fbm) and are packed into the .blend. - Schematic sketches sit beside the .blend:
HeadlinerSchematic.png,DexterQuietSchematic.pngandSinisterQuietSchematic.png.
M9. The template lacks a radiator material.
EntityInstanceheats radiators withmaterial.SetFloat("_Emission", …)(EntityInstance.cs:407-410). Only Aetheria shaders define_Emission(Assets/Materials/Radiators.mat).ShipModTemplate(ShipModTemplate.cs:12-16) carries shield, tractor, ping, destroy effect, invisible and map icon, but no radiator material.- A mod radiator therefore keeps its glTF material and never glows.
- Thruster emitters are particle emission shapes (
ShipInstance.cs:71,particlesShape.meshRenderer). Any mesh works.
M10. A built player has never loaded a mod ship. Every proof so far ran in the Editor:
ShipModPlaySmokeandShipModPreview.Smokepassed in Unity 6000.3.24f1 (moddable-ships-cut.mdS2 status).- glTFast's manual says a Built-In pipeline player must carry glTFast's shader
variants: a
ShaderVariantCollectionin Graphics' Preloaded Shaders, or placeholder materials inResources. This is from the docs, not a probe (https://docs.unity3d.com/Packages/com.unity.cloud.gltfast@6.0/manual/ProjectSetup.html). - Whether glTFast keeps meshes readable in a player is also unprobed.
ShipModShips.Assemblethrows if the collider mesh is not readable (ShipModShips.cs:103-104). origin/masterhas no player build entry point.docs/build-delivery-cut.mdCut 1 maps one (Assets/Editor/AetheriaBuild.cs, copyingGameData/Aetheria.cc). It does not copyGameData/Mods, and nobody owns it.
M11. Git does not yet track packages well. .gitattributes has no *.glb rule.
GameData/*.cc covers only direct children of GameData, so
GameData/Mods/<id>/ship.cc would be stored as a plain blob.
M12. The add-on reads CultLib from wherever Brokkr points. _libraries puts
<cultlib_py_src>/cultcache-py/src on sys.path (ship_cc.py:46-52). Brokkr's
preference is a working-tree path. Nothing pins the revision the add-on runs
against. The variants campaign is rewriting Python's write path (spec
variants:cut_spec:cut-parity-py.r1).
S2's owed checks: what each one checks, and who can prove it
The lane owes six operator checks (moddable-ships-cut.md, S2 status). Each check
is a rule decided in one place, plus the Unity wiring that shows it. The rule is
agent-provable. The wiring is agent-provable unless it needs clicks through scenes.
| Check | Rule, and where it is decided | Agent proof | Needs the operator |
|---|---|---|---|
| C1. The menu names excluded mods | ShipModCatalog.Compose and ResolveCatalog exclude and name a bad or colliding package, and boot continues. Already headless: ABadPackageIsExcludedAndNamedWhileTheGoodOnesCompose, ACollisionExcludesEveryPackageInvolvedAndNoneOfTheRest, TheBootCatalogSurvivesBadPackages, TheBootCatalogSurvivesAComposeThatFails. |
Built-player boot smoke (ships-player): with one bad package staged, Player.log holds Some mods were not loaded: <dir>: <reason>. MainMenu.Refuse logs it at MainMenu.cs:213. |
No. |
| C2. New Game with a mod installed | EnterGame waits on ShipModShips.Loading, refuses a faulted preload, then loads ARPG (MainMenu.cs:197-209). |
The preload half: the player smoke's SHIP_MOD_PRELOAD line, with no glTFast shader error. |
Yes: clicking New Game, and the prototypes surviving the Main Menu → ARPG scene load (DontDestroyOnLoad, ShipModShips.cs:39). No mod hull appears on New Game anyway (M5). |
| C3. Continue with a mod | The run stores mod-hull:<id> keys, and the recomposed catalog keeps them. Headless: ComposeAtBootIsDeterministic. |
New sim test AModShipSurvivesSaveRecomposeAndReopen (ships-player). |
A Continue click in the S3 session. |
| C4. Zone entry | LoadEntity branches on Visual (ZoneRenderer.cs:292-294). EntityInstance.SetEntity binds barrels, radiators and thruster emitters by mount name. |
ShipModPlaySmoke covers instantiation. Extending it to call SetEntity over an outfitted mod ship is a probe in ships-player. If SetEntity needs the live scene, record it as not yet reached. |
Yes: the ship looks right, thrusters emit at the nozzles, guns fire from the muzzles, the shield fits, the map icon shows. |
| C5. Wormhole | Prototypes outlive zone changes, and LoadEntity clones again. |
Instantiating twice from one prototype in the smoke. | Yes: one transit. |
| C6. Continue after removal | RunSave.RequireDesigns refuses and names the missing mod ids. Headless: RunReferencingAMissingModRefusesContinue and its siblings. |
Covered by the rule tests. | A glance: the dialog appears on Continue. |
All the operator rows fit in the S3 session, on a built player with the first real hull: about fifteen minutes, done once. With no package installed the mod path is inert:
ResolveCatalogreturns the shipped catalog (TheBootCatalogIsTheShippedOneUntilAModIsInstalled).Preloadreturns at once (ShipModShips.cs:31).Loadingis a completed task.
Merging before the operator session therefore changes nothing a no-mod player sees.
Question ships-merge-gate asks the operator to confirm that.
The merge
-
Hands creates
eureka/aetheria-release-shipsata93625c2. The Codex branch is never pushed to. -
Hands runs
git merge --no-ff origin/master, which is clean (M1), and verifies:- the headless suite on Yggdrasil (684 at S2; master added no tests);
- the Unity compile on Starfire;
- both batch smokes against the generated skiff fixture.
This is cut
ships-merge. -
Soul passes the merge: a narrow pass, because no file changed on both sides.
-
Self merges the branch into
masterwith--no-ff, gated byships-merge-gate. -
After that, every content cut branches from
masterin its own worktree, oneureka/aetheria-release-ships-<cut>. Anchors stay valid, because the master merge changes no lane file. -
Mining and scenarios inherit the union resolutions in M2 when they merge (follow-up
lane-merge-union-catalogtypes).
The stale local ref codex/moddable-ships (375d6bd4) in the Codex worktree is
left alone.
The Blender package action
The GLB export and ModelAsset below are superseded by "Ship data all in the .cc": Package writes ShipModel into ship.cc.
The add-on today binds a collection, captures LineArt, and edits the grid and
hardpoints. It writes no anchors and exports no GLB (moddable-ship-authoring.md
proof gate 2). The design aims at one thing: the operator's time per hull, at one
hull a day. Everything that can be derived from the mesh is generated. Everything
that needs her eyes takes one click at the 3D cursor.
Per hull, after the add-on cuts:
- Tripo: image to model, textured. Export GLB. Tripo's smart low-poly option is worth its 10 credits above about 60k triangles.
- Blender: import the GLB into a new collection. Press New Ship:
- Enter the id, the name, a reference hull such as Djinni, and the length in cells.
- AetherDb creates
GameData/Mods/<id>/ship.ccwith the reference hull's stats (create --like). C# owns the schema, and Python never builds aHullData. - The add-on binds the collection, turns the long axis to −Y, scales the mesh to length × 2 m, rasterises a draft grid from the top-down silhouette, and shows the grid as an overlay.
- Rebuild, unwrap, rebake and mask: see "Hull materials, mount meshes and per-hull prep" below (steps P3 to P7).
- Mounts:
- Thrusters and radiators are meshes (ruling
thrusters-radiators-are-meshes). Select the nozzle-exit or radiator faces in Edit Mode and press Add Thruster or Add Radiator, or tag a selected mesh object. - Weapons stay points: with the 3D cursor on each gun, press Add Weapon (Energy, Ballistic or Launcher).
- Each also creates the hardpoint row on the cell under it, with a 1×1 footprint.
- Thrusters and radiators are meshes (ruling
- Panel: toggle cells, add the internal hardpoints (reactor, shield, sensors and so on, which carry no anchor), and set footprints.
- Package, one button:
- Recentre the ship on the grid's centre of mass (M6).
- Regenerate the structural anchors unless she has marked one as kept:
hull-collider: a convex hull of the render meshes, at most 255 faces;map-icon: a flat top-down outline;shield: an ellipsoid empty over the bounds with a margin;tractor: an empty at the nose.
- Cap textures at 2048 by default.
- Export
ship.glbwith extras. - Write
ModelAsset,Anchors, the layout, and the lines captured from the collection's LineArt. - Run
AetherDb ship-authoring validate, and show the C# validator's errors by anchor and hardpoint name.
- Unity Editor play: dock,
give <name>, equip, undock, fly.
Steps 2, 4 and 6 replace the hand work that M8 shows she has started. The
aetheria.id of every node is its anchor id, so ModelNodeId equals the anchor
Id. Node ids are written by the add-on and never typed by her.
Material slots. The material owners are in "Hull materials, mount meshes and
per-hull prep" below. Ruling hull-runtime-materials superseded the deferral of
livery recorded here before.
Colliders. Hits are fire control's (R8). The hull collider serves only
ship-on-ship contact and is convex (ShipModShips.cs:110), so a generated convex
hull is the whole job. Unity cooks at most 255 polygons for a convex collider, and
the generator emits no more.
Split into three cuts.
ships-addon-packageis the core: anchors from role-tagged objects, GLB export,create --like, validate.ships-addon-frame: New Ship, fit, rasterise, the grid, recentring, structural anchors.ships-addon-mounts: the mount helpers, texture cap, triangle warning, CultLib revision guard, and the per-hull checklist in the authoring doc.
Each fits well under 200k Hands tokens. The core alone already makes a valid package from hand-placed objects. Revision 2 of each (2026-10-03) carries the two new rulings; the section below says what changed.
Hull materials, mount meshes and per-hull prep
Three operator rulings of 2026-10-03 drive this section.
hull-runtime-materials: "I expect I'll want to do quite some cleanup and prep for the meshes. The geometry is still not ideal, and we want more runtime material control than just a single baked map. See how MechWarrior does it, for example."thrusters-radiators-are-meshes: "Note that both thrusters and radiators should be meshes, the former doesn't get rendered but is used as an emission surface".hull-paint-mask-texture, answering questionhull-paint-maskwith optiontexture-sidecar: "I want a mask map per ship for livery, I'll be rebuilding the nonsense geometry and unwrapping anyway, I want these to stand up to my own authoring standards even if tripo does a lot of the leg work."
The prior-art survey is F:\Projects\aetheria-hull-materials-prior-art.md
(Eyes, 2026-10-03). Anchors below are against 80de88f2, the tip of the
in-flight eureka/aetheria-release-ships-mounts. The add-on is unchanged there
since a93625c2.
Body facts
M13. Mod hulls render outside the game's ship lighting and fade.
ShipModVisual.LoadAsyncbuildsnew GltfImport(...)with no material generator (ShipModVisual.cs:45). glTFast's default Built-In generator therefore picksglTF/PbrMetallicRoughnessfor every hull material.- Prefab hulls paint with
Aetheria/GlowFade(Assets/Shaders/GlowFade.shader;Car Paint White.matandCockpit.matuse it). It does two things a glTF shader does not:- it lights by the volumetric ambient (
noambient,VolumeSampleColorSimpleinvert,:35and:67-72); - it dithers in and out by
_Fade(:84-88).
- it lights by the volumetric ambient (
EntityInstance.Awakegives each material with_Fadea per-entity instance it fades. Every other submesh is swapped toInvisibleMaterialand only shown byShowUnfadedElements(EntityInstance.cs:86-99,:120-131). So a mod hull pops where a prefab hull dissolves, and it is lit differently.- Nothing tints any ship today.
Faction.PrimaryColorandSecondaryColor(Corporations.cs:35-38) are read only by the sector map (SectorMap.cs).
M14. glTFast keeps meshes readable and exposes every core material slot. Read
from the package source (com.unity.cloud.gltfast@11ddc2436f97):
MeshGenerator.cs:539callsUploadMeshData(false), so meshes stay readable. The collider (ShipModShips.cs:103) and a particle mesh shape need that, so M10's readability doubt is closed for the importer.ships-playerstill checks it in a built player.IMaterialGenerator.GenerateMaterial(MaterialBase, IGltfReadable, bool)sees every core slot:PbrMetallicRoughness.BaseColorTextureandMetallicRoughnessTexture,NormalTexture,OcclusionTexture,EmissiveTexture, each withindexandtexCoord(Schema/Material.cs:48-77,TextureInfo.cs:42-49).IGltfReadable.GetTexture(int)returns the texture.- glTFast decodes images only as parts of a glTF. It has no entry point for a loose PNG.
M15. Blender exports a named colour attribute exactly (probed for the rejected vertex-colour option, kept as a fact).
- A
FLOAT_COLORcorner attribute exported withexport_vertex_color='NAME'becomes one exactCOLOR_0. 'ACTIVE'wrote every attribute, and itsCOLOR_0was all ones.
M16. The Tripo hulls, measured. A read-only probe of a copy of Quiet.blend:
| Hull | Triangles | Face-connected parts | Largest part's share of faces | Parts under 2% of hull length | Non-manifold edges | UV islands |
|---|---|---|---|---|---|---|
| Headliner | 50,008 | 189 | 33% | 23 (647 faces) | 6,145 | 6,237 |
| Dexter Quiet | 9,614 | 12 | 87% | 8 (124 faces) | 524 | 1,386 |
| Sinister Quiet | 10,880 | 12 | 88% | 7 (114 faces) | 356 | 1,525 |
- The UV atlases are confetti: 1,400 to 6,200 islands in one 4096² image. Nothing is authored in that space. The operator's rebuild gives each hull a clean UV0, and the Tripo mesh becomes a bake source.
- K-means (CIELAB, a 512² sample) of the albedos:
- Headliner's is colourful. With k = 6, the clusters are dark navy (43% of the texels), mid grey (21%), beige (13%), lavender (11%), orange (7%) and blue (4%).
- Quiet's is near-greyscale (a* and b* within ±6): light panels (44% at L 69 to 79), darks and teal accents.
- Within-cluster lightness spread is 3 to 12 L. That spread is baked shading and detail.
- Probe scripts:
kmeans.py,meshstats.py,parts.py,vcol.pyandmaskpng.pyin this pass's scratch. Their numbers are quoted here.
M17. Thruster and radiator mounts are already meshes at runtime.
ShipModShips.Assemblerequires aMeshRendererunder both (ShipModShips.cs:87-92,:128-137).- On
80de88f2,ships-mountshides the thruster's mesh behind the template'sInvisiblematerial (:130, commitda2a299b). ShipInstance.SetEntityhands that renderer to the exhaust particle system as its shape (ShipInstance.cs:68-71). Unity's documentation says a mesh shape emits along the surface normal.- The GLB rule is not checked before Unity.
ShipModCatalog.Bindchecks only that each anchor's node exists (ShipModCatalog.cs:176-180), andship-authoring validatereads the records alone (ShipAuthoringCommands.cs:32-37).
M18. Blender saves a byte mask raw. Probe, Blender 5.2.2: a 4×4 RGBA byte
image whose pixels are (0.5, 0.25, 1.0, 0.5), saved as PNG.
- Tagged Non-Color or sRGB, it is written as 8-bit RGBA (colour type 6) with
bytes
128, 64, 255, 128. The values are raw, with no transfer applied. - A float image saves as 16-bit.
- The
.gitattributesrule*.png filter=lfsalready covers package masks.
The hull material model
Superseded in part by "Hull materials as owned graphs" below: the mask semantics, HullPaint, the shader rules and the livery resolution. Kept as the record of revision 2.
What a package carries.
-
The GLB's core PBR slots, baked by the operator onto her clean UV0:
- base colour;
- metallic-roughness;
- normal;
- occlusion;
- emissive texture and factor.
Missing slots fall back to factors.
-
ship.mask.png, the livery mask: RGBA8 on UV0, one per hull.- R, G and B are the weights of the primary, secondary and accent paint. Black is bare: the GLB's own surface shows.
- A is wear and grime: 0.5 is neutral, toward 1 the paint wears to the base surface, toward 0 grime gathers.
- She authors it to her standard. The add-on offers starting points: a region mask baked from albedo clusters, and a wear alpha baked from curvature and AO.
-
Blender material slots become glTF materials. These are surface kinds, such as bare metal, glass and lights, each with its own factors.
-
ShipAuthoring.Paint(key 5, aHullPaint), typed in the package:Mask, the mask's relative path;- the factory
Livery: three colours, a metallic and smoothness per slot, wear and grime; RegionLuminance, each region's mean albedo luminance under the mask, derived at Package.
Null means an unpainted hull. It renders with the GLB's look, and still fades and is lit like a prefab hull.
What the game owns.
- One shader,
Aetheria/Hull, built onGlowFade's fade, dither and volumetric ambient. It samples the mask on UV0. Its rules:- Painted albedo is the slot colour × saturate(lum(base) / region luminance).
- Wear: where alpha is above 0.5 and a tiling noise is under
_Wear, paint chips to the base. - Grime: below 0.5,
_Grimedarkens and roughens. - Painted metallic and smoothness come from the slot's finish.
- It has no
shader_featurekeywords, so build stripping cannot drop a variant.
- Mask import: linear, DXT5, with mips.
- Linear, because the channels are weights and not colours: an sRGB decode would turn a 0.5 wear value into 0.21. M18 shows Blender writes the values raw, so the decode must not apply a transfer either.
- DXT5 (BC3) is a quarter of RGBA32's memory: a 2048² mask with mips is about 5.3 MB instead of 21 MB.
- Its alpha block is the best-kept channel, and the alpha carries wear. Region edges lose only within a 4×4 block, about 2 cm on a 40 m hull at 2048.
ShipModShips.PreloadAsyncreads the PNG withFile.ReadAllBytesandImageConversion.LoadImageinto a linear texture with mips, compresses it, and makes it non-readable.HullMaterialGenerator, a glTFastIMaterialGeneratorwith one instance per package, clonesShipModTemplate.Hullwith the GLB's slots and the hull's mask. No glTF shader is needed at runtime.ShipModShips.ApplyPaintsets the resolved livery through aMaterialPropertyBlockinShipInstance.SetEntity. Property blocks do not surviveInstantiate.- Livery resolution is one pure function,
HullPaint.Resolve: the owner faction'sLivery(Factionkey 16, cutships-hull-livery) when set, else the factory livery. The mask and region luminance are always the hull's.
Role materials and the two mount meshes (ruling
thrusters-radiators-are-meshes):
- Thruster: a mesh carrying the invisible material. It is the exhaust's emission shape, and its normals point aft.
- Radiator: a mesh rendered with the template's
Radiatormaterial, whichEntityInstanceheats. - Weapons stay point anchors.
Out of release scope, as follow-ups:
hull-decals. With a mask texture, painted-in logos can live in the mask; only separate insignia and damage decals remain.hull-damage-wear.hull-player-paint, unlesshull-livery-scoperules otherwise.
Per-hull steps
Ruling hull-paint-mask-texture sets the time budget as hers. These are the steps
and who does each.
| Step | The operator | The add-on |
|---|---|---|
| P1 Tripo export | Generate; try PBR and delight once (below) | — |
| P2 New Ship | id, name, reference hull, length | create --like; the Tripo mesh moved into Source and oriented and scaled; a draft grid rasterised from it |
| P3 Rebuild | Retopologise the nonsense geometry under Ship Root, at its final scale, with her own tools | Rasterise again from her meshes |
| P4 Unwrap | A clean UV0 | Package refuses a mesh without UV0 or with UV0 outside [0, 1] |
| P5 Rebake | Check and fix the result | Bake From Source: Selected to Active from Source, albedo (colour only) and normal, wired into her material |
| P6 Mask | Paint the mask to her standard | New Mask; Suggest Regions; Bake Starting Mask; Bake Wear (curvature and AO into alpha); factory colours from the clusters |
| P7 Surface kinds | Material slots for glass and lights | — |
| P8 Mounts | The faces for each thruster and radiator, the cursor for each gun | Emitter normals aft; hardpoint rows on the cells beneath |
| P9 Layout | Internal hardpoints, cell touch-ups | — |
| P10 Package | — | Recentring, collider, map icon, shield, tractor, texture cap, GLB, ship.mask.png, region luminance, records, validation |
| P11 Look | Dock, give, fly |
— |
Dropped with the rebuild:
Select Debrisand the mesh report: her new geometry replaces the debris.- The triangle-budget warning: her topology is her standard.
The texture cap stays because it bounds runtime memory.
P1, the Tripo export check: a step for the operator to try.
- Tripo's API defaults to
pbr=true, which yields base colour, metallic, roughness and normal maps. Texture versionv3.5-20260815addsdelight(default true). - The hulls in
Quiet.blendarrived with base colour only, and why is unknown. - A delit, PBR source makes Bake From Source's albedo cleaner and gives a metallic-roughness map to bake too.
- Try one hull on the site and through the API. Nothing waits on it.
Cuts
Revised by "Hull materials as owned graphs" below: ships-hull-material r3, ships-addon-paint r3 and ships-hull-livery r2 replace the revisions named here.
ships-hull-materialr2: the shader, the generator,HullPaintwithMask, the mask's PNG checks inBind, the linear DXT5 load andApplyPaint.ships-hull-liveryr1 (unchanged):Faction.Livery. It waits onhull-livery-scope.ships-addon-paintr2:- the mask slot and New Mask;
- Suggest Regions and Bake Starting Mask;
- Bake Wear;
- the UV0 and mask checks;
- the mask export;
ship-authoring paint --mask.
ships-addon-packager2 (unchanged):validatereads the GLB;Bindrefuses a thruster or radiator node without a mesh.ships-addon-framer3:Source, rasterising from her meshes, the export leaving outSource, and Bake From Source. No debris tools.ships-addon-mountsr3: face-based thruster and radiator mounts on her meshes, and no triangle warning.ships-playerr2 (unchanged): the no-glTF/-shader check, radiator material, emitter probe.*.pngis already LFS.
Order: ships-mounts, then ships-addon-package, then ships-addon-frame, then
ships-addon-mounts. ships-hull-material runs beside the add-on cuts after
ships-mounts. ships-addon-paint needs both lines; ships-hull-livery and
ships-player need ships-hull-material.
Model page rows
| Kind | Identity | Lifecycle | Authority |
|---|---|---|---|
| Hull paint | ShipAuthoring.Paint in the package |
Mask path and factory livery written at Package from the panel; region luminance re-derived every Package | ship-authoring paint writes it; ShipAuthoringStore.Validate judges it |
| Livery mask | ship.mask.png in the package, named by Paint.Mask |
Authored by the operator in Blender; capped copy exported every Package | The operator; Bind judges the PNG header |
| Bake source | The Source collection in the .blend |
Imported once from Tripo; never exported | Input to Bake From Source and to the first rasterise only |
| Faction livery | Faction.Livery in Aetheria.cc |
Authored in the inspector; null keeps factory paint | The catalog |
| Hull material | One clone of ShipModTemplate.Hull per glTF material |
Built at preload with the hull's mask; cache only | HullMaterialGenerator |
Rationale
Why a sidecar PNG loaded by ImageConversion, not a texture inside the GLB.
- Inside the GLB, the mask would have to be referenced from
extras. That means a post-export rewrite of the GLB (Blender cannot write a texture index into extras), glTFast's NewtonsoftImportAddonto read it, and load-bearing JSON where the package's other bindings are typed. Binding by image name instead is the name-as-authority the assembler is forbidden. - glTFast has no loose-image entry point (M14).
ImageConversionis built into the engine, so the sidecar costs one typed field, one header check and about a dozen lines of load code. - Blender saves the image directly (M18).
Why a generator instead of post-import material swaps.
- glTFast calls the generator once per glTF material, with the slots already parsed.
- Swapping afterwards would leave glTF shaders as build inputs and would decide materials by renderer.
Why the tint still divides by region luminance.
- Her rebaked albedo may keep Tripo's colours under painted areas.
- Dividing by each region's mean keeps panel shading at any livery colour without asking her to author a greyscale albedo. The factory livery's colours, suggested from the cluster means, reproduce the baked look.
Why the bake helpers are offered at all. Selected-to-Active needs a selection
order, a cage or ray distance, the colour-only contributions, new images in the
right colour space and node wiring, and that setup is repeated per hull and per
map. Clustering and the curvature-and-AO alpha are starting points she paints
over. Each ships-addon-* operator check asks which helper earned its place.
Why thrusters duplicate faces but radiators separate them.
- A thruster's mesh is never drawn, so the hull keeps its nozzle.
- A radiator's faces are drawn with the radiator material. Leaving them in the hull would draw the surface twice.
Hull materials as owned graphs
This section designs the hull material system as one piece. It replaces the
mask semantics, the HullPaint shape, the shader rules and the livery
resolution of "The hull material model" above. M13 to M18 and the per-hull steps
stand, except P6, which is restated below.
The operator's words, in order:
hull-runtime-materials: "we want more runtime material control than just a single baked map. See how MechWarrior does it".hull-paint-mask-texture: "I want a mask map per ship for livery, I'll be rebuilding the nonsense geometry and unwrapping anyway".mask-channels-place-materials: "If each channel determines placement of one material, then factions can fly their colors by setting parameters on those hull materials (primary, secondary, trim) and we'd ship eventual faction skins as their own material map... If we also want procedural wear and buildup, we can bake input maps for that, too."clean-break-from-substance: "Let's make a clean break from substance, it's dead".- Not yet a ruling: "Authoring materials as graphs in blender is pretty intuitive, if we're owning material generation, could we not set things up so that we can evaluate the same graph?"
- Not yet a ruling: "We may not be allowed to pull blenders math into our runtime, but nothing prevents us from putting our math in blender".
materials-baked-per-ship-incremental: "triggering texture bakes per ship only when they spawn or change, and then also only recomputing the parts of the graph that change, which would be just wear for most dynamic changes".shaders-own-every-pixel: "our shaders own every pixel".
Surveys: F:\Projects\blender-graph-runtime-prior-art.md,
F:\Projects\aetheria-texture-graph-prior-art.md and
F:\Projects\aetheria-hull-materials-prior-art.md (Eyes, 2026-10-03). Anchors are
against Aetheria 239f3599 (origin/master, which contains ships-mounts and the
render fixes) and CultLib a7966142. Probe scripts are in this pass's scratch
(matprobe/probe_bake.py, probe_dump.py, bench/Program.cs).
Body facts
M19. The operator's Blender is 5.2.2 LTS from Steam, and Steam updates it.
C:\Program Files (x86)\Steam\steamapps\common\Blender\blender.exereports5.2.2 LTS, build hashd13f752e3b9c, built 2026-09-15. It is the only Blender in the uninstall registry. A stale 5.0.1 sits inD:\Steam\SteamApps\common\Blender.- Steam replaces the build when a new one ships. Node semantics changed in 5.0 (Voronoi hashing), so a silent update can move her previews away from the game.
M20. A Cycles Emit bake is an exact point oracle. Probe probe_bake.py,
Blender 5.2.2, a 64×64 float input image of coordinates read with Closest
interpolation into a graph, baked by Emit into a 64×64 float image (margin 0):
| Probe | CPU | OptiX (GTX 1070) |
|---|---|---|
| P1 identity: the input texel reads back | 4096/4096 exact | 4096/4096 exact |
P2 a*b + c in two Math nodes |
4096/4096 equal float32 (a*b)+c; fused would differ at 1011 |
same |
P3 CultMath's float-only mod289((x*34+10)*x) as Math nodes |
4096/4096 exact | 4096/4096 exact |
| P4 Noise Texture (3D, detail 0): two bakes | bit-identical; 0.5 at integer points | bit-identical |
P5 an OSL Script node (In[0]*3+1) in the bake |
4096/4096 within 1e-6 | no result: killed after 4.5 minutes, apparently compiling OSL |
- CPU and OptiX noise agree at 2,764 of 4,096 texels, at most 1.19e-7 apart (1 ulp near 1). Arithmetic agrees bit for bit. So the oracle is CPU Cycles, and noise parity is a ULP tolerance, never bit equality, once a GPU is in the chain.
- Cycles' CPU kernels do not contract multiply-add (P2), so float-only arithmetic is reproducible from C#.
M21. The add-on can dump a node group faithfully. Probe probe_dump.py,
Blender 5.2.2:
- Group interfaces have panels. A socket reports its panel, type, default,
min, max and a stable identifier (
Socket_3). Panels are typed structure, so a socket's scope (Livery, Ship, Maps) needs no name parsing. ColorRamp.evaluate(t)andCurveMapping.evaluate(curve, t)run in Python, so ramps and curves export as sampled tables in Blender's own evaluation (a B-spline ramp gives 0.1667, not 0, at t = 0).- A group instance is
ShaderNodeGroupwithnode_tree. Mix exposesdata_type,blend_typeand both clamps. Noise exposes dimensions, type and normalize. Math has 41 operations. - Shader nodes have no Bit Math or Integer Math in 5.2.2.
FunctionNodeBitMathexists for geometry nodes only. PCG hashes cannot be built in shader nodes.
M22. A C# tape interpreter is cheap for arithmetic and slow for noise.
Probe bench, .NET 10 RyuJIT on Starfire (Ryzen 3 3100, 4 cores), a scalar SSA
tape interpreted over 256-texel batches at 2048²:
- 154 arithmetic instructions: 788 ms on one thread (1.2 ns per instruction-texel).
- Adding 24 CultMath
snoise(float3)calls: 23.5 s on one thread, 7.1 s on four (about 230 ns per noise call per texel). - Unity runs Mono, which is slower than RyuJIT. That was not measured.
A full-resolution noise graph costs seconds per bake on the CPU. Aetheria already dispatches compute shaders at runtime (M23), where the same work takes milliseconds.
M23. Aetheria's compute and CultMath substrate.
- Runtime compute already ships:
ShieldPanel.cs:293-439dispatchesShieldSim.compute; Stardust, Slime and Lightning have compute kernels underAssets/Shaders/Compute/. Packages/manifest.json:57pinsorg.gamecult.cultmathatcultmath-unity-v0.2.4. CultLib has taggedcultmath-unity-v0.3.0.Aetheria.Shared.csproj:27compiles CultMath from source.- No Shader Graph or SRP package is in the manifest.
M24. Faction key 16 is taken twice. ships-hull-livery r1 puts Livery at
Faction key 16. Rulings faction-relations-field and faction-doctrine-typed
put Relations at 16 and Doctrine at 17. Corporations.cs uses keys up to 15.
The livery takes key 18.
M25. CultMath's seams for new shader code.
CultMath.hlsl:509-510includes Phacelle and Interval.GlslLowering.SeparateFiles(GlslLowering.cs:19-24) lowers a separately-licensed include into its own GLSL file. Its one entry is MPL-2.0 Phacelle.- C# has
asuintandasfloat(math.cs:390-391) but nouint2/3/4types. Cycles' hashes are scalaruint, so they port without new vector types.
The system in brief
Blender (author, preview) AetherDb (judge) Aetheria.cc
node group "Hull Standard" --> material-graph put ----------> MaterialGraph record
+ per-hull wrapper material whitelist, contract, cones (truth)
|
v lowering (Aetheria.Shared)
CultMath expression IR --> HLSL kernels: pair, frontier, wear
| (generated, committed, dxc-checked)
v reference evaluator (C#, tests only)
Unity: MaterialBakes -- dispatch per (hull, livery) and per wear set --> baked textures
Aetheria/Hull -- samples Surface, Worn, Wear, plus the GLB's normal, occlusion, emission
A material graph is one per-texel function:
- Inputs:
- image roles sampled on UV0 from two package PNGs:
ship.mask.png: R, G, B place the primary, secondary and trim materials; A is an authored wear hint.ship.maps.png: R ambient occlusion, G curvature (0.5 flat), B cavity, A grunge.
- parameters in two scopes. Livery parameters are set per faction, with a factory default per hull. Ship parameters are set per ship, such as wear level.
- image roles sampled on UV0 from two package PNGs:
- Outputs, a closed vocabulary:
- Surface Color, Surface Metallic and Surface Roughness: the finished livery;
- Worn Color, Worn Metallic and Worn Roughness: what wear reveals;
- Wear, from 0 to 1.
Authoring in Blender.
- A library
.blendholds node groups built from whitelisted nodes. The interface panels areLivery,ShipandMaps. A Maps socket's name is a role from the closed vocabulary. - The per-hull material her add-on sets up is a wrapper:
- the group instance;
- Image Texture nodes for her mask and maps;
- a preview that mixes Surface and Worn by Wear into a Principled BSDF, the same combination the game's shader makes.
- The wrapper is display only. Only the group is exported.
The release whitelist is Blender's primitive and converter nodes, with Cycles semantics ported into CultMath:
- Math (all 41 operations), Vector Math (component-wise operations), Clamp, Map Range (Float, all four modes);
- Mix (Float, Vector, and Color with every blend mode);
- Color Ramp and Float Curve, as tables sampled in Python;
- Separate and Combine XYZ and Color (RGB mode), RGB to BW, Invert;
- Value, RGB, Reroute, Frame, Group Input and Output, and nested groups (flattened).
Procedural textures (Noise, White Noise, Voronoi, Wave, Gradient) follow the
release, as question release-procedural-noise proposes. Per ruling 3, release
wear comes from baked maps. Grunge is baked into ship.maps.png A.
Bakes, dirty sets and the memory budget.
- The judge computes each output's cone (the nodes it reads) and each node's scope: hull (reads only images), livery, or ship. Surface and Worn cones may not read a Ship parameter; the judge refuses that. So every per-ship cost is the Wear output alone.
- The frontier is the set of values in Wear's cone that read no Ship parameter but feed one that does. At most four scalars, or the judge refuses the graph, so they fit one RGBA16F texture.
- Three kernels per graph, generated from the record:
- pair: Surface at R and Worn at R/2, for each (hull, skin, livery). R is 2048 by default and 1024 at low quality.
- frontier: the frontier values at wear resolution, once per pair.
- wear: only the ship-scope nodes of Wear's cone, reading the frontier, per distinct set of Ship parameters.
- A Ship parameter change re-runs only the wear kernel. That is ruling 7: cost in proportion to the nodes that changed. A livery change is a different pair.
- Caches are content-addressed. A pair key hashes the graph record, both PNGs, the skin, the livery bindings and R. A wear key hashes the pair key and the Ship parameter values, quantised to 1/64. Ships with identical inputs share every texture. Entries are refcounted by live bodies and released at zero.
- Budget, at R = 2048, with BC1 (DXT1) through
Texture2D.Compressafter an async readback:
| Texture | Per | Size with mips |
|---|---|---|
| Surface Color and Surface MR (R metal, G roughness) | pair | 2 × 2.7 MiB |
| Worn Color and Worn MR at 1024² | pair | 2 × 0.67 MiB |
| Frontier, 512² RGBA16F, no mips | pair | 2 MiB |
| Wear, 512² R8 | wear set | 0.33 MiB |
- That is about 8.7 MiB per pair and 0.33 MiB per ship. At R = 1024 a pair is about 2.6 MiB.
- A zone with 20 ships in 6 (hull, livery) pairs holds about 59 MiB. Per-ship full bakes would hold about 320 MiB.
- Each bake also needs about 70 MiB of transient upload and render textures, released once its readback completes.
- Until the compressed copy exists, the ship samples the render textures directly.
The runtime shader.
Aetheria/HullisGlowFade's surface shader: the samenoambientvolumetric ambient, the same dither fade by_Fadeand the same edge colour.- The albedo, metallic and roughness are
lerp(Surface, Worn, Wear). The normal, occlusion and emission come from the GLB's slots. - It has no paint logic, no keywords beyond GlowFade's own, and nothing evaluated per frame but that one lerp. The lerp is fixed by the output contract.
The livery.
HullPaint(ShipAuthoring key 5) names:- the graph;
- the two PNGs;
- the factory livery: bindings of the graph's Livery parameters.
Faction.Livery(key 18) holds bindings of the same parameters and wins over the factory livery when that faction flies the hull.HullPaint.Resolveis the one resolution.- A binding names a parameter by its interface identifier. The catalog test checks every binding against the graph: it must exist, be in scope and be in range.
- Faction skins (another mask per hull) are a later key on
HullPaint, chosen by the livery.
Authority map
- Owner. The
MaterialGraphrecord inAetheria.ccowns what a hull material computes. CultMath owns what each node means: Cycles semantics ported once, in HLSL with a C# mirror.MaterialBakesowns when and at what resolution a graph is evaluated.HullPaint.Resolveowns which livery a body shows.Aetheria/Hullowns how the three outputs and the GLB slots become a pixel. - Inputs.
- The judge reads the Blender dump.
- The lowering reads the record.
MaterialBakesreads:- the generated kernels;
- the package PNGs;
- the resolved livery;
- the body's Ship parameters.
- Outputs. The record; the generated kernels; the baked textures per pair and per wear set; one property block per hull renderer.
- Derived state.
- The kernels are derived from the record and committed. A test fails when they differ from the lowering.
- Baked textures are cache only.
- The Blender wrapper and its preview are display only.
- Cones, scopes and the frontier are recomputed by every judge and lowering.
- Forbidden writers.
- Unity Shader Graph, Mixture and any glTF/ shader on a mod hull.
- Any per-frame graph evaluation in the hull shader.
- Python encoding a
MaterialGraphorHullPaint. - Blender's GPL EEVEE (
gpu_shader_material_*) or blenlib noise code in any CultLib or Aetheria file. - A material, role or output chosen by a name outside the closed vocabularies.
- A second livery resolution.
Faction.PrimaryColorandSecondaryColor, which stay map colours.
- Shared paths. Editor play, the preview smoke, the play smoke and the built
player all bake through
MaterialBakesfrom the same kernels. Every AetherDb path (put,check, the catalog test) judges through oneMaterialGraphJudge. - Deletion line.
- r2's region tint (
_PaintStrength,RegionLuminance, a tiling_WearNoise) and itsLiveryof three colours are never built. - Revision 1's vertex mask is gone.
- The 41
.sbsarfiles go with follow-upremove-sbsar-files.
- r2's region tint (
Parity
- Node semantics, in CultMath.
- Each ported function's HLSL mirrors its C# with bit equality, through the existing mirror tests.
- It compiles under dxc and lowers to GLSL through the existing
GlslLowering. Each new licence file gets aSeparateFilesentry. - The C# matches a Cycles oracle fixture. A GPL-headed tool script, run only
under the pinned Blender (5.2.2 LTS, hash
d13f752e3b9c), bakes each family on the CPU the M20 way. It refuses any other version. The fixture records the version and hash. - Tolerance is per family: exact for arithmetic (M20 P2, P3), and a stated ULP bound wherever Cycles uses library transcendentals.
- Lowering, in Aetheria.
- A test graph uses every whitelisted node and blend mode. The add-on's test script dumps it and bakes all seven outputs on a 64² fixture under the pinned Blender. The fixture (dump, inputs, outputs) is committed.
- The test lowers the dump and runs CultMath's reference evaluator, then compares per output within the family tolerances.
- This pins the node-to-function mapping. Neither side's unit tests can see that mapping.
- Kernels.
- The generated HLSL is committed and must equal the lowering's output.
- Each kernel compiles under dxc.
- A Unity batch smoke on Starfire dispatches the fixture graph on the GPU and reads back. It compares with the reference evaluator within 2 ulp plus the family tolerance. M20 shows a GPU and a CPU Cycles already differ by 1 ulp.
- Drift.
- The add-on stamps the Blender version into each dump.
- The judge refuses a dump from a different major and minor version than the pinned semantics, naming both.
- Updating Blender is a deliberate cut: regenerate the oracle fixtures, read the diff, and move the pin.
- Before then, the operator stops Steam updating Blender, or keeps a pinned portable 5.2.2 for authoring.
The tape
The material evaluator is not a second tape if it owns no evaluation semantics.
- It lowers into CultMath's scalar expression IR: SSA values, operations that are CultMath functions, named inputs, parameters and several outputs, with each instruction's input-dependence mask.
- Two backends exist now: an HLSL emitter, and a reference evaluator for tests.
- The tape target's step 2 adds bytecode with point, interval and gradient
evaluators over the same IR. Step 4 adds an HLSL interpreter of that bytecode.
Neither is built now. Ruling
tape-target-unparks-when-asura-stablestands for both. - What lands now is the IR the tape will consume. Its point evaluator is only a test reference, not a runtime path.
A minimal evaluator is needed now, because ruling 7 requires bakes at spawn and
at change, and the release hulls need faction colours (content-bar-one-per-concept).
Mod-authored graphs need the tape's GPU interpreter, because Unity cannot compile a shader at runtime. Until then a mod package uses the shipped graphs with its own PNGs and livery values: the MWO model, per the operator's ruling 3.
Question material-ir-in-cultmath asks whether this IR may land in CultMath
while the tape stays parked.
Cuts
CultLib, campaign cultmath-tapes:
cycles-converters. The Cycles oracle tool and fixture harness. Ports of Cycles' Math, Map Range, Clamp, Mix (every blend mode), RGB to BW and ramp-table lookup, in an Apache-2.0 file pair.expr-ir. The scalar expression IR, dependence masks, cones and frontier, the reference evaluator and the HLSL emitter.cycles-noise. Ports of Cycles' hash, Perlin, fBM, the Noise Texture node and White Noise (BSD-3 and Apache file pairs). This follows the release.- The CultMath Unity release that ships the new HLSL is a release cut (follow-up
cultmath-unity-material-release). Aetheria's Unity pin must move to it beforehull-bakes, whose kernels include those files.
Aetheria, campaign aetheria-release:
material-graph. The record, the dump,MaterialGraphJudge(whitelist, vocabularies, scopes, the contract, the version pin), and AetherDbmaterial-graph put|check.material-lowering. Lowering to the IR, the generated kernels and their equality test, and the whole-graph Blender oracle.material-library-export. The add-on's dumper, Export and Check calling AetherDb, and the library.blendconvention.hull-bakes.MaterialBakes: dispatch, the content-addressed tiers, refcounts, readback and compression, and a GPU parity smoke.ships-hull-materialr3.HullPaintreshaped, the PNG checks in Bind,Aetheria/Hull, the generator andApplyBakesfromSetEntity.ships-addon-paintr3. The maps bake intoship.maps.png, the mask tools, Set Up Hull Material (the wrapper), and Package writing both PNGs andPaint.ships-hull-liveryr2.Faction.Liveryat key 18, as bindings checked against the graph.
Order:
cycles-converters, thenexpr-ir, then the CultMath Unity release.- Then
material-graph(it may start at once; it needs neither CultLib cut),material-lowering,hull-bakes,ships-hull-materialr3 andships-hull-liveryr2. material-library-exportfollowsmaterial-graph.ships-addon-paintr3 needsships-addon-mounts,material-library-exportandships-hull-materialr3.ships-playerkeeps its dependency onships-hull-material.
What blocks the release hulls: every cut above except cycles-noise.
What can follow:
cycles-noiseand Voronoi, Wave and Gradient;- CultMath-native nodes in Blender;
- the tape's GPU interpreter for mod graphs;
- faction skins;
- follow-ups
hull-damage-wear(the first real Ship parameter),hull-decalsandhull-player-paint; - detail normals per material;
- a GPU BC encoder, if the readback-and-compress hitch measures badly.
Model page rows
| Kind | Identity | Lifecycle | Authority |
|---|---|---|---|
| Material graph | MaterialGraph in Aetheria.cc, keyed by its stable id (the group's name lowered, as ship ids are) |
Exported from the library .blend by material-graph put. Re-exported whole on change, never edited in place. The kernels are regenerated in the same command |
MaterialGraphJudge admits it. The record is truth and the kernels are derived |
| Hull paint | ShipAuthoring.Paint (key 5) in the package |
Written at Package. A graph id, two PNG paths and the factory livery bindings | ship-authoring paint; Validate, and the catalog test for bindings |
| Mask and maps PNGs | ship.mask.png, ship.maps.png in the package, named by Paint |
Authored and baked in Blender; exported every Package | The operator. Bind judges the headers |
| Faction livery | Faction.Livery (key 18) |
Authored in the inspector; null keeps the factory livery | The catalog; checked against the hull's graph |
| Pair bake | Content hash of graph, PNGs, skin, livery and R | Baked when the first body needs it; released when the last is gone | MaterialBakes. Cache only |
| Wear bake | Content hash of the pair key and quantised Ship parameters | Re-baked when a body's Ship parameters change | MaterialBakes. Cache only |
| Cycles oracle fixture | A file per family in CultMath tests, stamped with the Blender version | Regenerated only by a pin-moving cut | The tool script under the pinned Blender |
Rationale
Why generated compute kernels and not a CPU interpreter. M22 puts a
noise-bearing full-resolution bake at seconds on the operator's CPU, under a
faster JIT than Unity's. Aetheria already ships runtime compute (M23). The graphs
are game-owned, so kernels can be generated ahead of time and compiled into the
build, where a runtime shader compile is impossible. The cost is that mods cannot
bring graphs until the tape's GPU interpreter exists. That is question
material-evaluator-backend.
Why the per-ship cost is the Wear output alone. Prior art bounds memory one of two ways:
- a shared base with a small per-instance mask, as in Destiny's gearstack wear mask, MW5's wear masks and Star Citizen's vertex-alpha wear;
- a cap on instance count.
Making it a rule of the output contract, enforced by the judge, makes the budget structural rather than a convention. The lerp in the shader is the contract's one fixed line, so the shader owns no material meaning.
Why the frontier is cached at wear resolution. Ruling 7 asks that a wear change recompute only what depends on wear. Caching every node at full resolution is Mixture's documented failure: memory linear in node count. One RGBA16F texture at 512² per pair costs 2 MiB and makes a wear bake a few dozen instructions over 262k texels.
Why Cycles semantics are ported, not reimplemented from the manual.
- The manual leaves Mix's blend modes, Map Range's smooth modes, ramp interpolation and Smooth Min unspecified (Eyes §3d).
- The Cycles kernel files are Apache-2.0, and
noise.his BSD-3. - Porting them into licence-headed CultMath files, as Phacelle is kept under MPL-2.0, gives the exact semantics with provenance.
- Ramps and curves need no port: Python samples Blender's own evaluation into tables (M21).
Why the oracle is a CPU bake. It is exact for arithmetic and reproducible (M20). A GPU bake differs by an ulp on noise, and OSL on OptiX did not finish.
Why the record holds the authored graph, not the IR. The lowering will change as ports are added and the tape arrives. The authored graph is what she made, and the IR is a cache of one lowering of it.
Rejected.
- Unity Shader Graph: its Lit target adds Unity's ambient, and ruling 8 makes our shaders own every pixel.
- Mixture: it adds Shader Graph and SRP Core, and its memory grows with node count.
- Material Maker: a second authoring application with no runtime parameter path.
- MaterialX: it has no HLSL generator, Blender's export is partial, and its noise is not Blender's.
- OSL as an authoring route: Cycles only, no EEVEE preview, and no result on OptiX (M20 P5).
- Region-luminance tint (r2): every channel now places a whole material.
Ship data all in the .cc
The operator, 2026-10-03, admitted as ruling ship-data-all-in-cc: "I want all
the data to live in the .cc. there's no reason our schemas can't hold everything
we need and it means we benefit from the cross runtime guarantees CultLib
offers". It restates MQ1 (2026-09-30), "a ship .cc holds everything", which the
GLB path contradicted.
This section moves the hull's geometry, node tree, surfaces and images out of
ship.glb and the planned PNG sidecars into one typed record in ship.cc. It
changes the package format, the Package action, the validator, the runtime
loader and five specs. Anchors are against Aetheria origin/master 4895c752
and CultLib main a7966142, read on 2026-10-03.
Body facts
M26. The GLB is read in three places, and only for its scene graph and meshes.
- The add-on exports it at Package with
export_extrasandexport_yup(aetheria_ships/__init__.py:343-366, called at:385). The anchors and the layout already go into the.cc(:386,ship_cc.py:116-140). ShipModCatalog.Bindreads only the JSON chunk's nodeextrasand whether each node names a mesh (ShipModCatalog.cs:168-218, through Newtonsoft). AetherDbvalidatereaches it throughReadPackagewhen the file exists (ShipAuthoringCommands.cs:34-45).ShipModVisual.LoadAsyncimports it with glTFast and maps anchors to node indices (ShipModVisual.cs:33-60). The assembler then reads three things per node (ShipModShips.cs:85-120):- the
MeshRenderer, for the map icon, the thrusters and the radiators; - the readable
MeshFiltermesh, for the hull collider; - the shield marker's local scale.
- the
- glTFast has no other consumer:
ShipModVisual.csis its onlyusing GLTFast, andPackages/manifest.json:9is its only pin.ShipFixture.cs:29-85hand-builds a GLB for the tests.ShipModPreview.cs:28,125goes throughLoadAsync.
M27. No package is committed.
git ls-treeof4895c752holds noship.cc,.glborGameData/Modspath. Only the operator's local drafts exist, and Package landed today (7d649d5c)..gitattributesputsGameData/*.ccand*.pngin LFS.GameData/Mods/<id>/ship.ccmatches neither rule.
M28. CultCache sets no record size limit, but the single-file store works on the whole file.
- C#:
SingleFileBackingStorereads the snapshot whole and deserializes every record (CultCache.cs:3290-3320). It writes through a temp file andFile.Replace. It refuses a schema that is not registered (ToStoredDocument,:3209). So every reader of a ship file must register every record type in it. - Python: the MessagePack store's
pushpulls the whole store, replaces one envelope and rewrites the file (stores.py:103-121). A record it did not touch is carried as raw bytes. - The binding limits are MessagePack's bin32 (4 GiB per value) and .NET's 2 GiB array. A ship file at tens of MiB is far inside both. The real cost is that every Save Layout rewrites the whole file.
- When Python writes a record kind first, it gets
_default_catalog_entry: an empty member list (stores.py:356-368). So Python may only replace payloads of records whose catalog entry C# wrote. That matches the standing rule that Python never builds aHullData.
M29. CultLib's typed mesh is a chunk payload, not a model.
GameCult.GeometryhasCultGeometryTriangleMesh: positions, normals, UVs, indices and a material per triangle (CultGeometryDocuments.cs:370-395).- It has no tangents, no submesh ranges, no node tree and no images.
- Its fingerprint keys the
chunk_artifactrecord, so a field added to it changes chunk keys. - It has no Python, TypeScript or Rust mirror.
GameCult.Geometry.dllis not in the CultLib Unity package (unity/org.gamecult.cultlib/Runtime/Plugins).
M30. Blender's conventions already line up with the runtime.
ShipPolylinestores Blender's right-handed Z-up space, and the runtime converts with (−x, z, −y) (ShipModVisual.cs:85-112).- Blender's UV origin and
Image.pixelsrow order are bottom-left, and so are Unity's mesh UVs andTexture2D.LoadRawTextureData. glTF is top-left, which is why the exporter and glTFast each flip V. - Both facts come from the documentation. A probe in
ships-cc-modelproves them.
The design in brief
Blender collection ship.cc (one file, the only truth)
objects, evaluated meshes --+ HullData mod-hull:<id> (C# writes; Python edits layout)
material slots, images +--> ShipAuthoring mod-ship:<id> (anchors, lines, later Paint)
(Package, Python, raw slots) | ShipModel mod-model:<id> (nodes, meshes, surfaces, images)
|
AetherDb ship-authoring +-- seed-model (C# writes the record's catalog entry), validate
Unity preload: ShipModel -> GameObjects, Mesh, Texture2D (no importer)
Compose: HullData + ShipAuthoring into the derived catalog; ShipModel stays in the package
ShipModel is [CultDocument("aetheria.ship_model", "1")], stored at
mod-model:<id>.
- One record holds the whole body.
- Its space is Blender's: right-handed, Z up, metres, UV origin bottom-left.
| Key | Member | Type | Meaning |
|---|---|---|---|
| 0 | Id |
string, [CultName] |
The ship id |
| 1 | Nodes |
List<ShipNode> |
Parents before children |
| 2 | Meshes |
List<ShipMesh> |
Indexed by ShipNode.Mesh |
| 3 | Surfaces |
List<ShipSurface> |
Indexed by ShipSubmesh.Surface |
| 4 | Images |
List<ShipImage> |
Indexed by the surface and paint slots |
-
ShipNode:Id: the node'saetheria.id, or null for an unanchored render node;Parent: an index, or −1 for the root;Translation(float[3]),Rotation(float[4], xyzw) andScale(float[3]);Mesh: an index, or −1 for none.
-
ShipMesh:- one typed array per attribute:
Positions(float[3n]),Normals(float[3n]),Tangents(float[4n], w is the bitangent sign) andUv0(float[2n]); Indices(uint[]);Submeshes, each withIndexStart,IndexCountandSurface.
Triangles only. Bounds are not stored, because every runtime computes them.
- one typed array per attribute:
-
ShipSurface:Name: the Blender material's name, for display;BaseColor: an image index, or −1;BaseColorFactor(float[4]).
ships-hull-materialr3 appends the slots its shader reads, such as the normal map and emission. -
ShipImage:WidthandHeight;Format, an enum open to later members:Rgba8SrgbandRgba8Linearnow, plus the block formats if questionship-image-encodingrules them;Levels(List<byte[]>): mip 0 first, rows bottom to top, tightly packed.
An image has no role of its own: the slot that names it gives it one.
-
ships-addon-paintr3 appendsMaskandMapstoShipModelas image indices. They are not PNG files.
ShipAuthoring.
- Key 2 (
ModelAsset) is retired and never reused, as key 1 was. - Nothing in it names the model. The model sits at its deterministic key beside
the hull and the visual, and
LoadRecordsalready enforces the keys of those two. - A file that still carries key 2 loads with no model record, so it is a draft. Nothing is lost silently, because the GLB beside it was never the truth.
Why the model stays out of the derived catalog.
ComposerewritesAetheria.modded.ccevery boot (M28). Copying ten hulls at 30 to 80 MiB each into it would rewrite hundreds of MiB per boot.- So
Composekeeps writing only the two semantic records. PackageOfopens<modsRoot>/<id>/ship.ccread-only and takesShipModelfrom it. The game reads the body from the same file the operator authored.
Writer: Package, with no GLB.
AetherDb ship-authoring seed-model <ship.cc>adds an emptyShipModelatmod-model:<id>when none is there.- It is idempotent.
- C# writes the catalog entry, so Python only ever replaces a payload (M28).
- Drafts made before this cut take the same path, so no migration branch is needed.
- Python packs the body by slot in
ship_cc.replace_model, pinned like the anchor and hardpoint slots, and pushes it. The add-on builds the body:- Nodes come from the bound collection, leaving out
Sourceand Grease Pencil. A node's TRS is relative to its nearest ancestor in the collection. - Meshes come from the evaluated depsgraph, with modifiers applied:
- numpy, which Blender bundles, splits corners into vertices by position, normal, tangent and UV;
calc_tangentsruns on UV0;- each material slot becomes a submesh.
- Surfaces come from the material slots, and images from the images
those slots use:
- capped at 2048 (the cap moves here from
ships-addon-mounts); - read with
pixels.foreach_get; - written as RGBA8 in the image's colour space.
- capped at 2048 (the cap moves here from
- The body is packed with
msgpack.packb(..., use_single_float=True). Without that flag each float costs 9 bytes instead of 5.
- Nodes come from the bound collection, leaving out
replace_visualwrites the anchors only.AetherDb ship-authoring validatejudges all three records.
Reader: Unity builds from records. ShipModVisual.Load becomes synchronous.
- It makes a
GameObjectper node and converts TRS with the line mesh's (−x, z, −y). That conversion moves into oneShipSpacehelper shared by lines and meshes. - For each mesh it builds a
Mesh:- UInt32 indices above 65,535 vertices;
- positions, normals and tangents converted the same way;
- tangent w negated and each triangle's winding reversed, because the map is a reflection;
- UVs passed through;
- the mesh kept readable for the collider.
- For each image it builds a
Texture2DwithLoadRawTextureData, generates mips, runsCompress, and makes the texture non-readable. - Until
ships-hull-materialr3, every surface takes one interim template material with its base colour. r3 replaces it withAetheria/Hull. - These go: glTFast,
UninterruptedDeferAgent, theNodesinstantiator subclass,NodeIndicesandModelPath.
Validation moves onto records. ShipAuthoringStore.Validate(hull, ship, model) is the one judge. model is null for a draft. It checks:
- node ids are unique, and every anchor's
ModelNodeIdnames one; - parents come before children, and every index is in range;
- each
thruster-emitter,radiator-mesh,map-iconorhull-collidernode has a mesh. Today the first two are checked atBindand the last two only in Unity; - the streams:
- their lengths match the vertex count;
- every float is finite;
- every index is below the vertex count;
- submesh ranges lie inside the index buffer;
- the images:
- each level is sized exactly for its format;
- no side is over 2048;
- each image is in a colour space its slot allows.
Bind keeps the directory and refs checks, and loses ReadNodeIds. AetherDb
validate always reads records, and says "draft, no model yet" when the model
is missing.
Sizes. These are estimates for Headliner (50,008 triangles).
ships-cc-package measures them.
| Part | Raw RGBA8, mip 0 | Block formats with mips |
|---|---|---|
| Mesh: ~30k vertices × 12 floats at 5 bytes, plus indices | ~2.3 MB (9.5 MB if every triangle were split) | same |
| One 2048² image | 16 MiB | 5.3 MiB (BC7 or BC5) |
| First cut: base colour only | ~19 MiB | ~8 MiB |
| After paint and r3: base, normal, emission, mask, maps | ~83 MiB | ~29 MiB |
- No CultCache limit binds here (M28).
- What matters is that every Save Layout rewrites the file. At 80 MiB that is
roughly a second in Python, against milliseconds today. That is one input to
question
ship-image-encoding. GameData/Mods/*/ship.ccneeds an LFS rule (M27).ships-cc-packageadds it, soships-playerno longer has to.
Authority map
- Owner.
ship.ccowns everything about a mod ship.ShipModelowns its body: nodes, meshes, surfaces and images.ShipAuthoringStore.Validateis the one judge of all three records.- C# owns every schema and catalog entry. Python (
ship_cc) is a pinned writer of payloads that C# seeded.
- Inputs.
- Package reads the bound collection's evaluated meshes, materials and images.
- The validator reads the three records.
PackageOfreads the package'sship.cc.ShipModVisualreads theShipModelrecord.
- Outputs.
- The records.
- The prototypes' GameObjects,
MeshandTexture2D. These are cache only and rebuilt every boot.
- Derived state.
- Bounds, the Unity-space conversion, mips and compressed textures are derived at load.
- The
.blendis the operator's source. It never decides a semantic.
- Forbidden writers.
- Any GLB, glTF or PNG file in a package.
- glTFast, or any other importer, on the mod-ship path.
- Newtonsoft reading a package.
- Python writing a record kind that C# has not seeded.
- A second validator, in Python or in Unity.
ComposecopyingShipModelinto the derived catalog.
- Shared paths. Each of these reads one
ShipModelthrough oneValidateand oneShipModVisual.Load:- the add-on's Package;
- AetherDb
validateandcompose; - the Editor preview and smoke;
- the play smoke;
- the built player.
- Deletion line, before the reader lands:
_export_glbandMODEL_ASSET;ModelAssetandMODEL_ASSET_SLOT;ReadNodeIdsand its Newtonsoft use;Package.ModelPathandNodeIndices;- the
GltfImportpath and the glTFast pin; ShipFixture.GlbandGlbJson, and the GLB-shape tests (ShipModCatalogTests.cs:107-140).
Questions
ship-model-owner: who owns the model schema?
- a. Aetheria, now, as
aetheria.ship_model. It is shaped after glTF so that a later lift into CultLib is a schema move with a migration. The lift happens when a second consumer needs it (follow-upcultlib-model-schema). - b. CultLib, now:
GameCult.Geometrygainsgamecult.geometry.model, ships it in the CultLib Unity package, and Aetheria wraps it. - c. Extend
CultGeometryTriangleMesh. That changes chunk keys (M29) and still has no node tree or images. Not recommended. - Recommendation: a, with medium confidence.
- The guarantees the ruling names are CultCache's: typed envelopes, the schema catalog, slot parity across runtimes, and Python writing pinned slots. They hold for an Aetheria record exactly as they do for a CultLib one.
- A CultLib model type would have to serve a general consumer. That means more UV sets, colours, skinning, morph targets and instancing: a glTF-sized surface, mirrored in every runtime. Aetheria needs about a sixth of it.
- It would also put a CultLib cut and a Unity release in front of the release hulls.
- Prior art. No engine adopts a neutral interchange format as its runtime
format. Each owns a binary form fitted to its loader.
- glTF 2.0 keeps one typed accessor per attribute and one primitive per material.
- Unity's
Meshtakes one array per attribute, andSubMeshDescriptorranges over one index buffer. - Godot's
ArrayMeshkeeps per-surface arrays. - Bevy's
Meshkeeps an attribute map, with U16 or U32 indices. - Unreal splits positions from tangents and UVs into separate vertex buffers.
ShipMeshtakes their common subset: one array per attribute, which MessagePack types element by element, and submesh ranges.- These are from the engines' documentation and were not re-fetched for this pass.
ship-image-encoding: how are images stored?
- a. RGBA8, mip 0 only. Unity generates mips and compresses at load
(
Texture2D.Compress, DXT5). - b. Block formats with mips, encoded at Package: BC7 for colour, mask and
maps, BC5 for normals.
- Unity loads them with
LoadRawTextureData, with no decode and no compress hitch. - This needs a native encoder in Blender's Python, supplied by Brokkr: bc7enc (MIT or public domain), etcpak (BSD-3) or Intel's ISPC Texture Compressor (MIT).
- Unity loads them with
- c. PNG bytes inside the record, decoded by
ImageConversion. - Recommendation:
raw-then-bc.FormatandLevelsgo in the schema from day one; a for the first cut; b as the release encoding, in cutships-cc-image-bc. Confidence is medium-high. The other options arebc-now,raw-onlyandpng.- b makes the file about a third the size, so every save writes less.
- b matches the VRAM budget the material plan already assumes (BC).
- b removes the load-time compress, which costs hundreds of milliseconds per 2048² image.
- c puts a xenos codec inside a typed record. Its meaning becomes "whatever a PNG decoder says", not a layout every runtime reads the same way. It still pays the decode and the compress at load.
- KTX2 is the prior art for b's shape: a format, a size and an index of level
byte ranges, with block formats as ordinary formats. Unity's
Texture2Dand Godot's.ctexstore the same thing.
- If she rules b first,
ships-cc-packagetakes the encoder andships-cc-image-bcdisappears.
Cuts
| Cut | Repo | Depends on | Hands budget | What |
|---|---|---|---|---|
ships-cc-model r1 |
Aetheria | — | ~130k | The schema; seed-model; Validate on records; PackageOf reading the package; ShipModVisual.Load from records; glTFast removed; fixtures as records; the coordinate probe; the doc |
ships-cc-package r1 |
Aetheria | ships-cc-model |
~110k | ship_cc.replace_model; Package without a GLB; the image cap; Blender tests and the headless smoke; the LFS rule; sizes measured |
ships-cc-image-bc r1 |
Aetheria | ships-cc-package, ship-image-encoding |
~90k | BC7 and BC5 with mips at Package; LoadRawTextureData |
The smallest first cut. The smallest step that gets her authoring onto the
.cc alone is ships-cc-model followed by ships-cc-package, merged to master
together.
ships-cc-modelalone would leave the add-on writing a GLB that nothing reads.- No package is committed (M27), so the pair breaks nothing in the repo. The
operator's drafts go through
seed-modelon their next Package.
Spec and question drafts for admission, bounds-checked:
F:\Projects\eureka-scratch-carry\ship-cc\ (model.json, package.json,
questions.json).
Specs this changes. The Superseded resolutions are Self's to admit.
ships-hull-materialr2, superseded by r3. r3 folds this section into "Hull materials as owned graphs":- no glTFast generator:
ShipModVisualbuilds materials fromShipSurface; HullPaintkeeps the graph and the livery, and drops the PNG paths;- Bind's PNG checks become image checks in
Validate; - surfaces gain the normal and emission slots.
- no glTFast generator:
ships-addon-paintr2, superseded by r3. Package writes the mask and maps asShipModelimages. There is no PNG export and nopaint --mask <path>.ships-playerr2, superseded by r3:- "glTFast's shader variants in the player" and the no-
glTF/-shader check are dropped; - the LFS rule moves to
ships-cc-package; - the preload log line sums image memory from the records;
- it depends on
ships-cc-package.
- "glTFast's shader variants in the player" and the no-
ships-addon-framer3, superseded by r4. "The export leaving outSource" becomes "the model writer leaves outSource".ships-addon-mountsr3, superseded by r4. The texture cap leaves it.- The material-system plan, which is not admitted:
hull-bakes' pair key hashes the mask and maps image bytes instead of PNG files;- "the GLB's slots" becomes "the model's surfaces".
ships-addon-packager2 needs no revision, because it has landed.ships-cc-packagedeletes its GLB export, andships-cc-modeldeletes its GLB read invalidate.
Order:
ships-cc-modelcan start now.ships-addon-frameandships-addon-mountstouch__init__.py, asships-cc-packagedoes. Land the pair before those two.ships-hull-materialr3 andships-addon-paintr3 then build on records from the start.- Follow-up
variants-python-raw-pushgains a consumer:replace_modelis a raw push, like the other two.
Model page rows
| Kind | Identity | Lifecycle | Authority |
|---|---|---|---|
| Ship model | mod-model:<id> in the package's ship.cc |
Seeded by seed-model; rewritten whole by every Package |
Package writes it and Validate judges it. It is never copied into the derived catalog |
| Ship image | An entry of ShipModel.Images, named by a surface or paint slot |
Captured from Blender at Package, capped at 2048 | The operator's images; Validate judges size and format |
| Mod body prototype | Hull record key | Built at boot from ShipModel |
ShipModVisual.Load. Cache only |
Rationale
Why one record and not a record per image.
- Separate image records would need typed refs from
ShipModeland fromHullPaint, plus an orphan check. HullPaintsits in the derived catalog andShipModeldoes not, so a ref from one to the other would dangle there.- Every Package writes all the images anyway, and the C# store decodes every registered record either way.
- One record has no refs to keep and nothing to orphan.
Why Python packs the body instead of handing it to C#. Any handoff from
Blender to AetherDb needs a transport. A temporary file in another format would
be the GLB again. Python writing slots pinned by ShipSchemaPinTests is the
contract the hull layout and the anchors already use, and C# stays the one judge.
Why not keep the GLB as a cache beside the record. A second copy of the body, with its own reader, is a second owner. Nothing in the game needs glTF. The loader from records is about the size of the glTFast glue it replaces.
Ship authoring across Blender and Studio
The operator, 2026-10-03, ruling studio-is-the-authoring-pane: "I think
bridging the data to a place we already control the UI is the smart compromise.
Studio will need to update its schematic rendering though since we'll be
shipping the stroke paths directly now." It answers her earlier ask for "a
dedicated CultCache Studio pane in Blender", after the Eyes pass
(F:\Projects\blender-tooling-surface-prior-art.md) found that Python cannot
register an editor type. Later the same day she added: "Honestly, I don't love
the fact that CultCache Studio runs in Unity. We have all this UI lowering infra
(Eve, now Thing) and our best inspection tool lives in, of all things, IMGUI".
Question ship-authoring-host puts that to her.
Rulings also in force here: ship-data-all-in-cc, ship-model-aetheria-owned and
thrusters-radiators-are-meshes. Anchors are against Aetheria origin/master
4895c752, CultLib main a7966142 and Eve main 8e270d6, all read on
2026-10-03.
Body facts
M31. Studio draws a hull's schematic as a texture under a checkbox grid, and a mod ship has no texture.
InspectableSchematicShapeDrawer(Assets/Scripts/Editor/CultCacheDrawers.cs:93-146) loadsEquippableItemData.Schematicas an asset GUID and draws it withEditorGUI.DrawPreviewTextureunder oneGUILayout.Toggleper cell. The grid's height is locked to the texture's aspect, and hardpoint cells are tinted.ShipAuthoringStoresetshull.Schematic = nullfor a mod hull (ShipAuthoring.cs:103). So Studio shows a mod hull's cells over nothing.- The strokes live in
ShipAuthoring.SchematicLines(key 4,ShipPolyline: points in Blender space, radii, opacities, colour;ShipAuthoring.cs:19,40-48) atmod-ship:<id>, in the sameship.ccas the hull atmod-hull:<id>. - A drawer can see the sibling record.
CultInspector.Recordsis every stored document in the open store, andCultInspector.Recordis a read-only copy of the one being drawn (CultLibCultCacheStudioDrawers.cs:46-49). A drawer returns a new value only for the member it draws. - A hardpoint's footprint is a plain
Shape(ItemData.cs:563). It carries no drawer attribute, so Studio shows it with the default drawing.
M32. Neither writer guards the file against the other, and they write differently.
- Python
pushpulls the whole store, replaces one envelope and rewrites the file. Records it did not touch are carried as raw bytes (M28). The add-on'sreplace_layoutalso checks a hash of the hull body (ship_cc.py:155-161). So a Blender write is safe record by record. - Studio's Save is
_cache.FlushAsync()(CultCacheStudioWindow.cs:423-425). It rewrites every record from memory. Its only refresh is a manual Reload button (:94). There is no file watch and no stale-file check, and CultCache keeps no file version (CultCache.cs: no revision or timestamp check on the single-file store). - So if Studio has
ship.ccopen while Package writes the model, anchors and lines, its next Save silently restores the old ones.
M33. Blender already turns a Grease Pencil object into the strokes, and Line Art can make that object from the mesh.
- Package captures the collection's one Grease Pencil object, evaluated by
default, into
SchematicLines(__init__.py:387-391,ship_cc.capture_grease_pencil:198). - Blender's Line Art modifier makes Grease Pencil strokes from mesh feature
lines: contour, silhouette, crease, material border, edge marks and
intersections, seen from a camera. It is evaluated through the depsgraph like
any modifier. So
capture_grease_pencil(..., evaluated=True)reads its output unchanged.
M34. Thing cannot carry the ship authoring surface yet. Thing is the rename
of Eve (Eve/docs/thing-campaign.md). That campaign renames and publishes; it
adds no primitives.
- Component kinds (
Eve/docs/surface-contract-v1.md:96-106,309-333):- layout:
surface,grid,panel,cardand similar; text,image.*,graph,treeandinspector.kv;- controls: button, toggle, slider, stepper, segmented, colour, select and input;
inventory.grid,inventory.itemandinventory.drag_session. These are spatial items with footprints and rotation, and drop operations whose fit is left to the provider.
- layout:
- There is no kind for vector strokes or polylines. The browser lowering's only
SVG is for
graphdiagrams (eve-browser-lowering/src/index.ts:1653-1685). - There is no cell-painting kind. Occupancy can be drawn as a
gridofcontrol.toggle, which means 1,024 bindings for a 32 x 32 hull. - Provider side:
- C#
GameCult.Eve.Surfacewith CultMeshOperationBindingand state bindings (CultLibsrc/GameCult.Mesh/docs/getting-started/03-publish-an-eve-surface.md); cultmesh-browser, a WebSocket client.
- C#
- Lowerings (
Eve/docs/renderer-parity.md:32-41):- The web reference renders fixtures and local advertisements. Its stated gap is "live Odin/CultMesh provider feed and command round-trip tests".
- Flutter (Windows, Linux, Android) and iOS are screenshot parity targets on fixtures.
- EveUnity has a live CultMesh provider path.
CultInspectorModelis engine-free C#, but nothing projects it into an Eve surface. The Unity window is its only lowering.
The design in brief
Blender (add-on) ship.cc (one file, the only truth) Studio (host per ship-authoring-host)
model, materials, UVs HullData mod-hull:<id> <-- cells, hardpoint values, stats (Studio edits)
Bake Schematic: Line Art GP --Package-> ShipAuthoring mod-ship:<id> <-- anchors, SchematicLines (Blender writes)
mount gizmos, cell overlay --Package-> ShipModel mod-model:<id> <-- nodes, meshes, surfaces, images (Blender writes)
Rasterise (proposes cells) --replace_layout, revision-checked--> HullData.Shape
mount helpers (paired rows) --replace_layout--> HullData.Hardpoints (type, Transform, Position)
overlay reads mod-hull on file change (bpy.app.timers mtime poll) Studio reloads on file change; refuses a stale Save
Who owns what.
- Blender owns the body and everything spatial:
- the model;
- the strokes, baked from the model;
- anchors and mount meshes;
- the
Positionof a hardpoint that has a mount object.
- Studio owns the hull's semantics:
- cell occupancy after any Rasterise;
- each hardpoint's type, footprint, rotation, armour and firing arc;
- internal hardpoints and stats.
- Each record has one writer, except two narrow, revision-checked Blender writes
into
HullData:- Rasterise proposes
Shape, only when she presses it; - the mount helpers create and remove paired rows and write the mounted
Position.
- Rasterise proposes
Strokes: Line Art, then Package's existing capture.
Bake Schematiccreates or refreshes a Grease Pencil objectSchematicinGenerated. It carries a Line Art modifier whose source is the render meshes, soSourceandGeneratedare excluded.- The edge types are contour, crease, material border, edge marks and
intersection, seen from a top-down orthographic camera that the bake also
places in
Generated. - Package already captures the one evaluated Grease Pencil object (M33). So the bake adds no write path.
- Two ways to change the result:
- Edge marks: she marks a feature with Mark Freestyle Edge and rebakes.
- Freeze Schematic: it applies the modifier so she can redraw strokes by
hand. This is the Grease Pencil-assisted path, and a frozen object is marked
aetheria.keep.
- Silhouette alone loses panel lines. A hand-drawn-only path costs her time on every hull. Line Art gives the feature lines with the hand edit as a fallback.
Studio: strokes under the grid, footprints painted.
-
ShipSchematicProjection(ServerShared, engine-free) mapsSchematicLinesinto cell space:- cell = Blender XY / 2 m, mirrored on both axes, plus
Shape.CenterOfMass; - schematic +x is Blender −X, and schematic +y is Blender −Y.
This is
ships-addon-frame's grid rule, run backwards. - cell = Blender XY / 2 m, mirrored on both axes, plus
-
The shape drawer finds
mod-ship:<id>ininspector.Recordswhen the hull has no texture. It draws the projected strokes withHandles.DrawAAPolyLine, using each line's colour and radius, and unlocks the height. -
A new
InspectableFootprintdrawer paints a hardpoint's footprint as a toggle grid with the hull's occupied cells shown around it. -
The rules live in ServerShared, so a Thing host reuses them and replaces only the drawers.
The bridge: the shared file, with a stale-write guard and a file watch.
- Studio's window gets a
FileSystemWatcheron the open path:- when the store is not dirty, a change on disk reloads it on the next editor tick;
- when it is dirty, Save compares the file's SHA-256 with the one recorded at the last load or flush. If they differ, Save refuses and offers Reload, naming the file.
- The guard sits in Studio, not in CultCache. The operator's CultCache scope restraint (2026-10-02) keeps CultCache from growing into a database, and Studio is the only writer that flushes whole stores.
- The add-on polls the file's mtime from a
bpy.app.timerscallback. Blender forbids threads, so there is no watcher thread. On a change it rereadsmod-hullfor its overlay. - Prior art:
- Send2UE ships exported files and remote commands, not live state.
- Multi-User replicates Blender datablocks for many editors at once. That is the wrong shape for one operator whose two tools own disjoint records.
- CultCache's own write rules are already per record on the Python side (M32).
- A CultMesh live link earns its place only when a provider process holds the
store, which is the Thing host. Then Blender connects through
cultmesh-pyand stops writing the file. Until then it adds a transport and no invariant. This is not a separate fork: it followsship-authoring-host.
Gizmos and the overlay in Blender. These go in a WorkSpaceTool "Ship
Mounts" with a GizmoGroup, and replace N-panel text entry.
-
Overlay: a
gpuandblfdraw handler in the 3D view, at Ship Root's placement:- the cell grid, with occupied cells filled;
- each hardpoint's footprint, tinted by type;
- each weapon's firing arc as a fan.
It is read-only and replaces
ships-addon-framer3's generated Grid object, so there is nothing left to exclude from export. -
Mount gizmos: one per mount object (weapon empty, muzzle, thruster mesh, radiator mesh), coloured by role.
- Clicking selects the object and names its hardpoint row in the tool header.
- Dragging a weapon snaps it to cell centres. On release its row's
Positionis written throughreplace_layout. - Package re-derives every mounted
Positionfrom the object (the cell under its bounds centre). So the r3 warning becomes a derivation.
-
Studio's side: it shows
Positionread-only on a row whoseTransformnames a mount object. -
Not built:
- a Sprytile-style cell painter in Blender (Studio owns cells);
- a firing-arc dial gizmo (Studio owns the arc; the overlay only shows it).
-
Deleted: the N-panel hull editor:
- the cell checkbox grid and the hardpoint boxes;
AETHERIA_PG_cell,AETHERIA_PG_hardpointandAETHERIA_PG_layout;- Load Layout, Resize Grid, Add Hardpoint, Remove Hardpoint and Save Layout.
Authority map
- Owner.
ship.ccis the only truth.HullDatasemantics belong to Studio's edits, judged byShipAuthoringStore.Validate.ShipAuthoringandShipModelbelong to Package.- Spatial placement belongs to Blender's objects.
- Inputs.
- Blender reads its scene and the file's
mod-hull(for the overlay and the revision). - Studio reads the whole store, and the sibling
mod-shipfor strokes.
- Blender reads its scene and the file's
- Outputs.
- Blender writes
mod-ship,mod-model, a proposedShape, paired hardpoint rows and mountedPositions. - Studio writes
mod-hull.
- Blender writes
- Derived state.
- The Blender overlay is display-only.
- Studio's stroke underlay is display-only.
- A mounted hardpoint's
Positionis derived from its object. - The
SchematicGrease Pencil object is derived from the meshes unless frozen.
- Forbidden writers.
- The N-panel layout editor, which is deleted.
- A Studio Save over a file that changed on disk since it loaded.
- Studio editing a mounted
Position. - Blender editing a hardpoint's type, footprint, rotation, armour or arc.
- Python computing
CenterOfMass.
- Shared paths.
- Every Blender write to
HullDatagoes throughreplace_layoutand its revision check. - Rasterise, the mount helpers and the gizmo release write through that one path.
- Package writes the other two records.
- Every Blender write to
- Deletion line. The N-panel layout editor is cut in
ships-addon-framer4, before any overlay or gizmo is added.
Questions
ship-authoring-host: where does the hull editor and stroke view run?
Context:
- Thing cannot carry it today (M34). It has no stroke kind and no cell-painting kind.
- No lowering has proven the live CultMesh round trip.
- Nothing projects
CultInspectorModelinto a surface.
Prior art: the Language Server Protocol and Jupyter's kernel and front-end split. In both, one process owns the model and the editors are interchangeable clients. This is the target shape doctrine names. Both reached it after a working single-host editor existed.
- a.
thin-imgui-now-thing-next.- The Studio drawers above, kept thin: every rule lives in engine-free
ServerShared (
ShipSchematicProjection, the footprint rule) and inCultInspectorModel. - The Studio disk guard.
- A Thing host for Studio as its own campaign after the release, with the
missing pieces named here: a stroke kind, a cell-paint kind, the browser
live loop, and a
CultInspectorModel-to-surface projection. - About 160k Hands tokens now, in two cuts. The IMGUI added is about 150 lines of drawer.
- The Studio drawers above, kept thin: every rule lives in engine-free
ServerShared (
- b.
thing-now.- An Aetheria provider: AetherDb, which already owns
ship-authoring, holdsship.ccand publishes a surface over CultMesh. - New contract kinds
schematic.strokesandcells.paint, in the contract, the browser lowering and conformance fixtures. - The browser live-loop proof.
- A
CultInspectorModelprojection limited to the field kindsHullDatauses. - Blender connects through
cultmesh-py. - About 5 cuts, roughly 600-800k Hands tokens, across Eve, CultLib and Aetheria. Hull authoring waits on all of it, ahead of the release.
- An Aetheria provider: AetherDb, which already owns
- c.
thing-now-minimal.- As b, but no new kinds:
- the provider renders the strokes server-side as an
imageasset; - cells are a
gridofcontrol.toggle.
- the provider renders the strokes server-side as an
- About 3 cuts, roughly 300-400k Hands tokens.
- It leaves 1,024 bindings per hull and a stroke view that cannot zoom crisply. The Thing campaign would then rebuild that surface.
- As b, but no new kinds:
Recommendation: a, confidence medium-high.
- The release needs hull authoring now. Studio already edits every
HullDatafield. - The IMGUI cost is held to one drawer file, because the rules sit where a Thing host will read them.
- b is the right destination, but it would put three unproven pieces (two new kinds and the live loop) on the release's critical path.
- c builds a surface that b would then throw away.
Depends on: nothing. The Blender cuts are independent of this answer.
Cuts
| Spec | Repo | Depends on | Hands budget | What it does |
|---|---|---|---|---|
ships-studio-schematic r1 |
Aetheria | ship-authoring-host |
~90k | ShipSchematicProjection; strokes under the grid; the InspectableFootprint drawer; tests on the projection |
studio-disk-guard r1 |
CultLib | ship-authoring-host |
~70k | File watch, auto-reload when clean, stale-Save refusal by SHA-256, in the Studio window; a CultLib release |
ships-addon-schematic-bake r1 |
Aetheria | — | ~70k | Bake Schematic (Line Art and the ortho camera in Generated), Freeze Schematic, its own module; smoke |
ships-addon-frame r4 |
Aetheria | ships-cc-package |
~150k | r3 with the .cc change, the N-panel layout editor cut first, the Grid object replaced by the cell overlay, Rasterise kept |
ships-addon-mounts r4 |
Aetheria | ships-addon-frame |
~110k | r3 without the texture cap and without internal-hardpoint editing; rows are pairs only |
ships-addon-gizmos r1 |
Aetheria | ships-addon-mounts |
~120k | The Ship Mounts tool, mount gizmos, the footprint and arc overlay, mounted Position derived on release and at Package, Studio's read-only Position |
Admitted on 2026-10-03, along with question ship-authoring-host:
ships-studio-schematic r1, ships-addon-schematic-bake r1 and
ships-addon-gizmos r1. Two batches wait on Self, bounds-checked, in
F:\Projects\eureka-scratch-carry\studio-pane\:
pending-after-ships-cc-package.json:ships-addon-framer4,ships-addon-mountsr4 and their Superseded resolutions of r3. Admission refuses r4 untilships-cc-package, which it depends on, is admitted.pending-after-cultlib-in-campaign.json:studio-disk-guardr1. Admission refuses it becauseGameCult/CultLibis not a repo of the campaign. Self adds the repo (a campaign revision) or routes the cut to a CultLib campaign.
Specs this changes.
ships-addon-framer3, superseded by r4.- It folds in the
.ccsection's change: the model writer leaves outSource. - The Grid object becomes the overlay, and the layout editor is cut first.
- It folds in the
ships-addon-mountsr3, superseded by r4.- It folds in the
.ccsection's change: the texture cap leaves. - "The layout panel stays the editor" becomes "Studio is the editor".
- Add and Remove Hardpoint for internal types leave Blender.
- It folds in the
ships-cc-model(draft). It should markShipModel's bulk arrays[CultInspectorHidden]and show their counts read-only. Otherwise Studio, openingship.cc, tries to draw millions of floats in IMGUI. Self amends the draft before admitting it.
Order against the .cc move on 2026-10-06.
- Before the 6th:
ships-studio-schematicandstudio-disk-guard, onceship-authoring-hostis ruled. They read onlyHullDataandShipAuthoring.SchematicLines, both on master.ships-addon-schematic-bake. It lives in its own module with a one-line registration, so its merge withships-cc-package's__init__.pyedits is trivial. It feeds Package's existing capture.
- After
ships-cc-packagelands:ships-addon-framer4, thenships-addon-mountsr4, thenships-addon-gizmos. Each builds onShipModel-in-.cc, not on the GLB. - If she rules b or c,
ships-studio-schematicandstudio-disk-guardare withdrawn and the Thing cuts are mapped then. The Blender cuts do not change.
Rationale
Why Studio owns semantics and Blender owns space.
- The operator's ruling puts editing where GameCult controls the UI.
- What Blender knows better than any grid editor is where things are on the mesh. So placement is the one hull value Blender writes, and it is derived from objects, not typed.
Why Line Art and not silhouette edges or a custom edge extractor.
- Line Art is Blender's own feature-line generator. Its output is the Grease Pencil object that Package already captures.
- A Python edge walker would re-implement occlusion and chaining, and own them forever.
Why the guard sits in Studio, not in CultCache.
- Python already writes safely record by record.
- Only a whole-store flush from memory can clobber. The editor that does that flush owns the check.
Rejected.
- A Blender fork with a native editor (the Eyes pass, section 2).
- A Sprytile-style cell painter in Blender: a second editor of cells.
- A CultMesh link before a provider holds the store.
S3: the first playable mod ship in a built player
- First hull: Headliner.
- It is a single hull. Quiet comes as two variants (Dexter and Sinister), and MQ2 A makes them two full packages.
- Its 50k triangles exercise the heavy path: collider generation and texture memory.
- It is Lucent's duel ship (ruling
lucent-duel-bait), sofaction-play-2will want it in Lucent flights. - Its mesh and texture are already in
Quiet.blend, so no new GLB is needed. - The operator authors it with the add-on, because placing the mounts needs her eyes. She commits the package with the add-on cuts' tooling.
ships-playerdoes the agent-side work, and does not wait on the hull:- the template radiator material;
- glTFast's shader variants in the player;
- one preload log line with hull count, shader names and texture memory;
- LFS rules for packages (M11);
GameData/Modsstaged into the player;- the C3 sim test;
- the
SetEntityprobe; - the built-player boot smoke on Starfire, with the skiff fixture and a bad package.
- What it needs to build a player is question
s3-player-build(M10). - The operator's S3 session is gate 4, gate 5 (S4) and C2 to C6: Headliner in a built player, about fifteen minutes.
S5 and the variants campaign: what this strand needs, and when
- Nothing before release for S5 itself.
- The bar is 3 shipped prefab hulls plus 10 package hulls
(
content-bar-one-per-concept). The prefab hulls keep working through thePrefabbranch. - Packages are complete hulls (MQ2 A), so no family needs variants.
- S5, which migrates the shipped hulls, retires the FBX builder and collapses families, waits on variants C3 and C4, and stays theirs.
- The bar is 3 shipped prefab hulls plus 10 package hulls
(
- Before the operator's CultLib checkout moves past the C2a merge:
- Python must still write a raw record into a single-file store.
ship_ccpushesHullDataandShipAuthoringenvelopes (ship_cc.py:108,163), andparity-pyrewrites that write path. - Follow-up
variants-python-raw-pushasksparity-pyto keep that path or name its replacement, withtools/blender/testsas its consumer check. ships-addon-mountsadds a guard: the add-on refuses an untestedcultcache_pyrevision (M12).
- Python must still write a raw record into a single-file store.
- When C4 brings element ids to Aetheria, they arrive on
ShipAnchor,HardpointDataandShipPolyline.ship_ccalready carries hardpoint slots pastFiringArc, keyed by mount id.ships-addon-packagedoes the same for anchors, keyed by anchor id.- Lines are replaced whole, which Q7 allows.
- Key 32 (
HullData.Visual) is taken, and C4 must not reuse it. - The lane's own S5 text puts hull families "in
Aetheria.cc". MQ1's confirmed reading puts a family in its ship's.cc. S5's owner should resolve which one holds before C4 maps it. - This is follow-up
c4-ship-element-ids.
Model page rows
| Kind | Identity | Lifecycle | Authority |
|---|---|---|---|
| Ship package | GameData/Mods/<id>/; <id> is ShipAuthoring.Id, lower-case and stable across renames. |
Created by ship-authoring create, edited daily in Blender, validated by C#. Removing it makes Continue refuse runs that used it (MQ4). |
The package's two records. The .blend in Asset Sources/ is the operator's source and never the owner of semantics. |
| Hull record | mod-hull:<id> in the package. |
Stats seeded from a reference hull at create; layout written by Blender's Save and Package. | HullData in the package: cells, hardpoints, stats. How it gets a manufacturer is question release-hull-home. |
| Anchor | ShipAnchor.Id, equal to the mount id for mounts and to the GLB node's aetheria.id. |
Written whole by Package from role-tagged objects. Unknown tail slots are carried by id. | Blender objects tagged aetheria.role propose; the C# validator decides. |
| GLB | Retired by "Ship data all in the .cc": the body is ShipModel at mod-model:<id>. |
Was re-exported by every Package; ships-cc-package deletes the export. |
None. ShipAuthoring key 2 is retired. |
| Derived catalog | Aetheria.modded.cc in the persistent data path. |
Recomposed every boot, and disposable. | ShipModCatalog.Compose. Never authored. |
| Mod prototypes | Hull record key. | Built at boot, kept across scenes, gone at exit. | ShipModShips.Preload. Cache only. |
Rationale
Why the operator checks move to the S3 session.
- They need a mod ship in a zone, which today means the console and a docked player (M5). Done in the Editor with the skiff fixture, they prove the wiring on a tetrahedron.
- Done once in a built player with Headliner, the same fifteen minutes also give gates 4 and 5, which are owed anyway.
- The merge is safe without them because the path is inert with no package installed.
Why mounts before the add-on. The add-on writes anchors. If it learned
articulation as the weapon role, the first real package would need migrating when
the ruling's code landed. ships-mounts also collapses the role checks into the
validator (M4), so that the add-on's Validate button and compose refuse the same
things.
Why the add-on calls AetherDb instead of growing a Python validator. The doc's
shared-path claim is true only for C# (moddable-ship-authoring.md, correction 4).
A second validator in Python would be a second semantic authority. A subprocess
call costs a few seconds per Package and keeps one owner. The same reasoning makes
create --like a C# command: HullData has some 30 slots that Python would
otherwise copy by hand.
Why generated structural anchors. The collider, map icon, shield and tractor are functions of the mesh's bounds and silhouette. Hand-making them per hull is the work that M8's hand-scaled icosphere already shows. Generating them, with a "keep mine" flag, removes about half of the per-hull steps without taking a decision from her.
Why first-party hulls through the package path (the recommendation in
release-hull-home). In KSP, RimWorld, Factorio and Starsector, the base game's
content uses the same format and the same loading path as mods:
- KSP stock parts live in
GameData/Squad, beside mod folders. - Factorio's base game is the
basemod, read before every other mod and merged into one prototype table. - Starsector mods put their ships into an existing faction's fleets and markets with
their own
.factionfile. The engine merges that file into the core faction's known-hull lists, so the package carries its own availability. - The RimWorld claim is from memory and was not re-fetched.
Dogfooding the mod path means the release exercises the path players' mods will
take. A package that carries its own product needs no edit to Aetheria.cc.
Sources:
- https://forum.kerbalspaceprogram.com/topic/144858-squad-folder/
- https://forums.factorio.com/viewtopic.php?t=12564
- https://spmatlas.com/guides/mods-explained/
- https://fractalsoftworks.com/forum/index.php?topic=12970.0
- https://docs.blender.org/manual/en/latest/addons/scene_gltf2.html
Lanes: scenarios, mining and the loot move
The operator ruled on 2026-10-03 that this campaign adopts codex/scenarios and
codex/mining from where they stand ("Adopt mining and scenarios", ruling
adopt-mining-and-scenarios). This section maps:
- both adoptions;
- the loot move into
ServerShared, which jettison rests on (rulingjettison-shared-floating-items); - the merge order of every lane and the faction-play cuts;
- the re-map of
faction-play-4to rulingballistics-real-ammo.
The cuts are typed specs in the mind: scenarios-adopt, mining-index,
mining-index-pins, mining-target-queries, mining-merge, mining-index-tree,
mining-belt-cells, loot-1 to loot-3, ballistic-ammo and faction-play-4 r2.
The forks are questions fastblast-ammo, reticle-exactness and belt-size-tiers.
The lane tips were read with git show in a scratch clone on 2026-10-03:
codex/scenariosis ataa3baf12: 30 ahead of master and 20 behind, base702b454b.codex/miningis at83d8371e: 32 ahead and 21 behind, base65c63495.- Everything master gained since either base is
Scenarios map:doc commits.
The operator's records for both lanes live in docs/scenarios-cut.md on master: the
Soul passes on scenarios batches 2 to 4 (lines 72-140), and the mining Cut 3 Soul and
belt-freeze rulings (lines 830-876).
Body facts
L1. The scenarios blocker is real, latent, and wider than one lookup.
-
Soul's batch-4 probe P30 exists only in a dead session scratchpad (
...\F--Projects-CultLib\2a6aec4d-...\scratchpad\soul5\SoulScen5Probes.cs, logprobesC.log). Ataa3baf12it returned:- (a) An L-shaped gun in an L-shaped hardpoint equips at origin
(1, 1).Hardpoints[origin]is NULL, while the hardpoint found by the item's cells is the right one.ArcForreturns the default 120 instead of the authored 360. - (b) A design with an empty leading column:
ItemFits(-1, 4)is true butTryFindSpaceis false, andArcForthrowsIndexOutOfRangeException. - (c) Over the catalog with that design, 380 placements are accepted. In 9 the origin
is outside every hardpoint, in 7 it is inside another hardpoint (a radiator), and
14 offsets are never tried by
TryFindSpace.
- (a) An L-shaped gun in an L-shaped hardpoint equips at origin
-
18 readers take an item's hardpoint from its origin cell (
Hardpoints[item.Position.x, item.Position.y]):FireControl.ArcFor(:38);- eleven Unity weapon managers;
EntityInstance.cs:245,260andShipInstance.cs:70;ActionGameManager.cs:1044,1048,1049.
This is a grep at
aa3baf12. The pattern inscenarios-adopt's negative check matches exactly these 18. -
Entity.HardpointAt(Entity.cs:820-835) already finds the right hardpoint at equip.TryEquip(:904-935) throws that answer away. -
The defect is latent. A catalog probe at
aa3baf12with catalog70a7b0a9(an xUnit probe run throughygg-verify, jobaeth@aa3baf12e4, 2026-10-03) found:- every catalog hardpoint is a full rectangle;
- the only gear designs whose shape lacks its origin cell are the Vulcan reactor and the Industrial Thermostatic Heater (Tool).
So nothing in the shipped catalog trips it today. The first non-rectangular hardpoint or mount would.
-
The "held fix" was never written. The fix batch was queued and not dispatched under the 2026-10-01 drain (scenarios-cut.md:105-106). P30's harness survives only in that scratchpad, so
scenarios-adoptcommits its fixtures as tests.
L2. Merge-tree probes between the lane tips (git merge-tree --write-tree --name-only, 2026-10-03):
| Pair | Conflicts |
|---|---|
| master x scenarios | none |
| master x mining | none |
| scenarios x moddable-ships | AetheriaStores.cs (CatalogTypes, line 9) |
| mining x moddable-ships | AetheriaStores.cs, tools/AetherDb/Program.cs |
| scenarios x mining | AetheriaStores.cs; Zone.cs (one region: scenarios' MineAsteroid against mining's deletion); GameData/Aetheria.cc; FireControlCut124Tests.cs |
- The scenarios x mining set matches the merge rule recorded in scenarios-cut.md S4 (lines 133-140).
- Only mining changes
Settings.asset(347752ddtob2e346f5,MiningDifficultyremoved), so it merges without a conflict.
L3. The belt freeze's cause is mapped (mining Cut 3 Soul F1). Historical: the scan, ChunksNear and ActionGameManager.TargetCandidates were deleted by mining-index and mining-target-queries; see "Mining index: as built".
- Every reticle, next or previous press builds
ActionGameManager.TargetCandidates(:1174at83d8371e). - That calls
Entity.VisibleChunksInReach(Entity.cs:377-385), which callsZone.ChunksNear(Zone.cs:326-339). ChunksNearloops over every rock of every belt whose annulus reaches, posing each rock and then testing its visibility.- The handlers then sort the whole list by distance and search it with
Array.IndexOf(:393-407). - Soul measured 63 ms at 30k rocks, 449 ms at 300k and 4.3 s at 3M. At 3M, 633k rocks are in reach and 2,240 are visible.
L4. The operator's index ruling, and the visibility bound.
- The operator, verbatim: "Just don't specialize the indexing too much towards asteroid belts, because we'll want a bunch of subsystems feeding targeting data" (scenarios-cut.md:871-875).
- Detection of a rock is the settled sensor rule (Q14 A):
ChunkInfo = saturate(sum_i v * s_i * curve_i(angle) / d / (n k)). The sources areSensor.Gain(Sensor.cs:187-199) andEntity.ChunkInfo(Entity.cs:355-368). - The rule is linear in visibility
vand falls as1/d. A Bezier curve lies inside the hull of its control points. So for a region with a known maximum visibility and a known nearest distance, an upper bound onChunkInfois cheap to compute. - Rock visibility is
CrossSection * pi * cells^2 * light(Zone.ChunkVisibility,:314-321). - Together these let a provider prune whole regions without deciding detection.
L5. Hands' unbuilt work in progress (superseded by Targeting/ on master; the patch was not adopted) is
F:\Projects\HANDOFF-mining-index-wip-2026-10-01.patch: 257 lines against
83d8371e's Zone.cs.
- It groups rocks into bands of 256 by orbit distance, each sorted by orbital phase at a key time.
- It widens the query arc by the band's rate spread, re-keys at most 8 bands per query,
bounds the light per band, and counts
ChunksExamined. - Its structure is belt-shaped (
ChunksNear(position, range, distancePerVisibility)onZone), and its queries still build eager lists. - Kept: the kinetic bands. Not kept: the belt-shaped API and the eager queries.
L6. Nothing of the loot move has landed, on master or on any lane.
git grepforZone.Loot,TryPickUpandLootDropover every local and remote ref found nothing in code.- On master
f1dee184, the loot path is all Unity:- the roll uses
UnityEngine.Random.valueandonUnitSphere(EntityInstance.cs:302-321); - pickups are
GridObjects, moved by Unity (GridObject.cs); - collection is
ShieldManager.OnCollisionEnter(ShieldManager.cs:40-55); - the tractor beam pulls by
Physics.SphereCastAll(TractorBeam.cs:14-30).
- the roll uses
- No lane touches these hunks. Mining edits
EntityInstance.cs:236,410andZoneRenderer.cs:72-483, away from the loot lines. Moddable-ships editsZoneRenderer.cs:289-304.
L7. Today's loot tuning, read from the assets.
GameSettings.cs:14-16:PickupLifetime30,LootDropProbability.25,LootDropVelocity25.- All five pickup prefabs (
Assets/Prefabs/RPG/Pickups/*.prefab) carry the sameGridObjectvalues:Drag.05,LaunchDrag.2,Gravity1,GridAttraction10,RotationSpeed1. Tractor Beam.prefab:Radius25,Traction25,Distance75.GridObjectalso moves mines (Mine.cs:12,MineManager.cs:21-32).
L8. Fork L already decides the pickup, and the Tractor Beam has no capability yet.
-
Fork L was ruled by the operator on 2026-09-17 (headless-playground-cut.md:924-970):
- pickup is a simulation-owned timed grab: extend, envelop, pull;
- no Unity collision decides a pickup;
- the tractor beam is a generic Tool item that provides only pickup;
- the simulation owns the grabbed object and its pose;
GrabEventnames the object by a typed simulation identity;- loot is a body plus an item instance.
-
Two readings are therefore not the design:
- option (a) of that section, "contact detection stays Unity collision", which was recommended before the ruling;
- the brief's "
Zone.TryPickUpfromShieldManager".
The jettison ruling's own words agree: jettisoned cargo "can be picked up without unity's involvement".
-
Scenarios rulings of 2026-09-30 (scenarios-cut.md:46-56): picking up requires a pickup behaviour, which the Tractor Beam carries, and every generated ship and the player's starting ship carry one.
-
The catalog probe (L1's job) found the Tractor Beam as
GearDataon a Sensors hardpoint, with no behaviours and one product. Nothing in the simulation can grab today. -
The presentation seam exists, but grabs nothing real:
GrabEventcarries anint TargetHandle(CapabilityEvents.cs:53-67);CapabilityPresentationBinderresolves it to a liveTransformthrough delegates (:16-45), and onlyFieldTestersupplies them.
L9. The ammunition substrate, by catalog probe (same job, catalog 70a7b0a9):
| Hardpoint | Weapon | Behaviour | Magazine | Ammo | Energy |
|---|---|---|---|---|---|
| Ballistic | 6k Shooter | Instant | 6 | none | 5 |
| Ballistic | Autocannon | Auto | 50 | Ammo | 5 |
| Ballistic | ClearPath | Auto | 0 | none | 1..0.5 |
| Ballistic | DeathCluster | Auto | 8 | Ammo | 25..5 |
| Ballistic | Earp | Instant | 6 | none | 5 |
| Ballistic | pretty pretty bang bang | Charged | 8 | Ammo | 25..50 |
| Energy | FastBlast+- | Auto | 12 | Ammo | 0 |
| Energy | ChargeBlast SG, ChargeBlast+-, ColdFire, CShot RainbowLite Lazer, plight, Spectra | mixed | 0 or 1 | none | 0 to 150 |
| Launcher | GT 3K, LRMM72, pswarm, scorched void policy, SRMM72 | mixed | 2 to 288 | none | 0.1 to 50 |
-
The catalog has one ammunition commodity,
Ammo, at price 1000. -
One cargo unit is one magazine.
InstantWeapon.UseAmmoremoves 1 unit per reload and refillsMagazineSizerounds (InstantWeapon.cs:176-202).ConstantWeapondoes the same (:129-160). Sofaction-play-4r1's "AmmoMagazines x MagazineSizerounds" over-stocked by a factor ofMagazineSize. -
UseAmmoreturns true at once whenMagazineSize <= 1(:178), so a one-round gun fires free even with anAmmoType. -
Firing energy reaches a weapon through the power bus:
PowerBus.cs:122takes every activeIPowerConsumer;- an item's
PowerSupplyis its tier's grant ratio (:196-205), which is 0 below a starved tier; - so a weapon that requests nothing still reads its tier's ratio, and a brownout still reaches it.
That is why
ballistic-ammotakes ammo-fed weapons off the bus instead of zeroing their request. -
ChargedWeapon's charge is time-based (_charge += dt / ChargeTime). Only firing spends the capacitor, so bypassing the spend does not stall a charge.
Model page rows
| Kind | Identity | Lifecycle | Authority |
|---|---|---|---|
| Equipped item's hardpoint | EquippedItem.Hardpoint, a reference into the hull's Hardpoints list; null for Tool gear. |
Set once at equip from the placement rule, and derived again on every load (load re-equips). Never stored. | Entity.HardpointAt, through TryEquip. No reader derives it from the origin cell. |
| Targeting index | Zone.Targets, one per zone. |
Built with the zone. Providers register as belts are built and entities admitted. Rebuilt on load; never saved. | TargetingIndex for candidate sets and bounds; each provider for its own motion; Entity for detection. |
| Belt band (provider region) | Belt key plus band index; arc segments by key order. | Derived from AsteroidBeltData, PlanetSettings and time. Re-keyed lazily, a bounded number per query. Cache only. mining-belt-cells replaces it with rings and cells. |
BeltTargets. |
Belt ring and cell (after mining-belt-cells) |
Belt key, ring index, cell index. A ring is a run of rocks by orbit distance; its cells are equal sectors of a frame turning at the ring's mean rate. | Derived when the belt is built, never saved. A ring is refreshed (its rocks re-bucketed) when its drift passes one cell, within a rock budget per query. | BeltTargets. |
| Target choice | The TargetRef a key press writes. |
Made per press; no list is kept between presses. | Entity (reticle, next, previous, nearest), through SetTarget. |
| Floating item | FloatingItemId: a zone counter, never reused in a zone. |
Released at death (and later by jettison); drifts; held during a grab; removed into cargo by TryPickUp, or at FloatingItemLifetime. Not saved: gone when the zone unloads, as Unity loot is today. |
Zone: release, step, expiry and commit. |
| Loot dice | Zone CombatSeed, loot stream, death ordinal. |
One generator per death, discarded after the roll. | Zone.DropLoot, on SimulationDice. Never UnityEngine.Random, never a shared stream. |
| Grab | Holder entity plus FloatingItemId. |
Started, Extend, Envelop, Pull, then Completed or Cancelled. One holder per item, one grab per Pickup. | The Pickup behaviour owns the timeline; Zone owns the held pose and the commit. |
| Pickup capability | PickupData (BehaviorData union key 40) on the Tractor Beam design. |
Authored by an AetherDb one-shot, then edited in the catalog. Every generated ship carries one. | The catalog author. |
| Ammunition | An AmmoType commodity; one unit is one magazine. |
Stocked at generation and in station inventories; consumed one unit per reload; moved by TryTransferItems when rearming. |
Cargo. WeaponData.DrawsRounds, derived from AmmoType, decides reactor or magazine. |
Merge order
Each lane becomes a eureka/aetheria-release-* branch; nothing is pushed to
codex/*. In order of landing on master:
ships-merge. Its spec exists; rulingships-merge-on-agent-proof.scenarios-adopt.- Master (with ships) is merged into scenarios first. The only conflict is
AetheriaStores.cs:9. The blocker fix follows. - Scenarios goes before mining for two reasons: its remaining work is one small cut, and mining's merge rule was written to resolve scenarios' side.
- Master (with ships) is merged into scenarios first. The only conflict is
mining-index, thenmining-index-pins, thenmining-target-queries, on the mining branch. They touch only mining's own code, so they run in parallel with steps 1 and 2. The pins land first, so the same tests guardBestwhenmining-target-queriesgives it callers.mining-merge. Master (with ships and scenarios) is merged into mining under the recorded rule, and the field kinds are applied again to scenarios' catalog.feedback-1andaudio-1may land at any time: their hunks are disjoint from all three lanes (B10).feedback-1must land beforeloot-2.loot-1toloot-3, on one branch from master after step 4, merged together. They wait for step 4 because mining's belt code rewritesZone.cs, and the loot cuts editZone's constructor andUpdate.ballistic-ammo, after step 4: it needs scenarios'LoadoutGeneratorand mining'sWeapon.cs. It is independent of the loot cuts.faction-play-1to-3, re-anchored first (follow-upfaction-play-reanchor).faction-play-1rewrites lines both lanes changed, so it starts only after step 4:- mining's targeting lines:
Minion.cs:14-21,Combat.cs:28, andTargetas aTargetRefwritten throughSetTarget; - scenarios' admission lines:
Zone.Admit.
- mining's targeting lines:
faction-play-4r2, afterfaction-play-3andballistic-ammo.- Jettison, then pirate collection, on
Zone.Releaseand the grab, after step 6. mining-index-tree, thenmining-belt-cells, at any time after step 4, on a branch from master. They gate nothing, neither the merge nor the release (rulingtargeting-sublinear-wanted-not-critical). They inherit the tests ofmining-index-pinsandmining-target-queries, and tighten the cost pins.
Mining index: as built (master df7c44f2)
Status, read this before L3 to L5 and the cuts above. They are the plan and the pre-cut
Body. eureka/aetheria-release-mining merged to master as df7c44f2. Landed: mining-index
(cut-mining-index.h1), mining-index-pins (cut-mining-index-pins.h1),
mining-target-queries (cut-mining-target-queries.h1 and .h2) and mining-merge
(cut-mining-merge.h1). Not landed: mining-index-tree and mining-belt-cells. L3's
scan, L5's patch and the belt task machine no longer exist.
Owner, by question.
- Which things can lie in a region, and how visible at most:
TargetingIndex(ServerShared/Targeting/TargetingIndex.cs), one per zone asZone.Targets. It names no belt, rock or chunk. It owns region ordering and reach. - Where rocks are and which regions bound them:
BeltTargets, one provider per belt, registered inZone's constructor besideEntityTargets. - Is this target detected, and which one does a press pick:
Entity(ChunkVisible,VisibleEntities,TargetUnderReticle,TargetNext,TargetPrevious,TargetNearestEnemy), throughPickTargetandEligible. - Who writes the choice:
Entity.SetTarget, the one writer. - Rock wear and respawn:
Zone's wear store (ChunkWear,BrokenUntil). Belts have no task, timer list or update thread:EvaluateBeltcomputes poses on demand for rendering, andBeltTargetsderives bounds from time.
Inputs and outputs.
TargetSearchin: searcher position, reach, optional observer, andReachPerVisibility(Entity.DetectionReachPerVisibility, from sensor gain bounds and the curve's hull).- Providers out:
TargetRegions (distance interval, bearing interval, visibility ceiling) andTargetCandidates (aTargetRefand a planar position). - Index out:
Withinreturns every candidate within exact reach whose region can be detected, unordered.Besttakes anITargetKey(Bound,Key,Precedes) and returns the least-key eligible candidate: regions are sorted by bound and opened until a bound exceeds the best key. Entitypresses:AngleKey(reticle: least planar angle to the look direction) andDistanceKey(next and previous: the successor or predecessor in (distance, target) order, wrapping, with the held target as pivot). Ties order a ship before a rock, then by chunk field and index.Entity.VisibleChunksInReachkeeps its contract (visible chunks within mining reach, by index then field) onWithin.
Derived state, never saved. The index and every provider's bands, keys and Rekeys
count are derived from AsteroidBeltData, PlanetSettings and zone time and rebuilt
with the zone. Bands re-key lazily, at most 8 per query. Examined is a diagnostic
counter, not state. No candidate list survives a press. The only persisted belt state is
ZonePack key 6 (ChunkWear).
Forbidden writers.
- Unity code picks no target.
ActionGameManagerbinds four input actions to the fourEntitymethods and does nothing else (ActionGameManager.cs:389-392). It builds no candidate list, sorts nothing and calls neitherWithinnorBest. - Nothing enumerates a belt's rocks to answer a targeting question. The only loop over
a belt's rocks outside
BeltTargetsisZone.EvaluateBelt(rendering). - The index decides reach and nothing about detection. A provider's bounds must hold for every thing in the region; a provider that loosens them costs speed, one that tightens them past a real rock drops targets.
- Only
SetTargetwritesTarget; presses return false and keep the target when no candidate exists. - No
UnityEngine.Randomor shared stream in target choice (it has none).
Shared paths. Reticle, next, previous and nearest-enemy presses; VisibleChunksInReach;
fire control's use of Target (TargetRef); the AI's Minion and Combat target
writers (F6, still SetTarget); load (Zone rebuilds providers).
Verification layer. tests/Aetheria.Shared.Tests/MiningIndexTests.cs: index
equals brute force (WithinIsExactlyTheBruteForceSet, BestIsTheBruteForceNearest),
region bounds hold per rock (BeltRegionBoundsHoldForEveryRock,
ACurveStaysWithinItsHullRange), no visible rock dropped, cost pins (Examined,
DarkBandsAreSkippedWhole, ReKeyingIsBoundedPerQuery, RegionsStayNearTheSearchArc,
VisibilityBoundPrunesADimBelt) and ARockExactlyAtReachIsFound.
MiningTargetQueriesTests.cs: press rules against a brute-force order, perception
(ShipsTheObserverHasNotDetectedAreNeverPicked), tie orders, empty presses, and
per-press cost ceilings (AKeyPressDoesNotGrowWithTheBelt,
PressPruningKeepsEachPressNearItsMeasuredCost). Both are partial MiningCut3Tests
and compile only ServerShared (B11). The Unity side was compiled separately: a
Unity 6000.3.24f1 batchmode compile at a83aa54e on 2026-10-06 (mining-merge-unity)
exited 0 with no error CS in any of the five assemblies. Both ships smokes passed, and it
needed no fix commit, so the cut has no report. Stryker and tools/mutation-table.sh covered Entity.cs spans fully; survivors in
BeltTargets and TargetingIndex are equivalent or float boundaries.
Live seams and debt.
EntityTargetsis registered on every zone but no production query reaches it with an observer:Entity.PickTargetoffersVisibleEntitiesitself, andMiningSearchcarries no observer. The index owns no ship answer today. Findingorphaned-index-surfaces, deferred tomining-index-tree.Entity.VisibleChunksInReachhas tests as its only callers;Withinhas no production caller.- A press still costs O(rocks in a fixed belt):
Bestenumerates and sorts the flat region set. Deferred tomining-index-tree(hierarchy, heap,Acceptssplit) andmining-belt-cells(rings and cells); findingscut-mining-index-tree.r1andcut-mining-belt-cells.r1carry them. Neither gates the release. - The index comment headers (
TargetingIndex.cs:10,Zone.cs:26, both test files) citedocs/aetheria-release-map.md, which exists only oneureka/aetheria-release-target, not on master.
Mining index: rings, cells and best-first search
Why the press still grows. At a4e8e147, after mining-target-queries, a press is
one Best query. Its cost has two linear terms in the rock count of a fixed belt:
- Region enumeration.
Bestasks every provider for its whole flat region set, bounds each region and sorts the set, before opening one. A band holds a fixed 256 rocks, so at 3M rocks a band is 0.05 units wide and a full ring. A 400-unit search crosses about 8,000 of them, and each contributes its arc segments: 30k-64k regions, 38-61 ms. - Sliver regions. A segment of 32 rocks in such a band is a 0.05 x 470-unit sliver. A sliver near the searcher has a small bound but holds rocks spread along hundreds of units, so best-first opens many slivers for few useful rocks.
The floor. The press queries are exact: the smallest angle to the look direction
(reticle), and the successor in (distance, target) order (next, previous). In linear
space these are thin-cone and thin-ring range queries. Any tree of cells must open
every cell that the cone's ray or the ring's circle crosses: about the boundary's
length over the cell size. That is O(sqrt(n)) for n rocks in reach, the kd-tree
line-query bound (Lee and Wong 1977), and no linear-space structure beats it for
simplex ranges (Chazelle 1989). The target is therefore sqrt(n), not flat. A flat
cost needs an approximate answer (question reticle-exactness).
Target growth. In a fixed belt, regions opened plus rocks examined per press grow
as the square root of the rock count: at most 4.5x per tenfold rocks (sqrt(10) is
3.16), against 10x at a4e8e147. Visibility tests per press (ChunkVisible, the
expensive part) stay within 2x per tenfold. Building stays O(n) per belt, and a
refresh costs O(ring).
Proof by measurement. Soul's F1 fixture: rocks 300..900 about the sun, light radius 1000, kind cross-section 5, sensor Eye, guns 150 and 400.
- Run it at 30k, 300k and 3M rocks, with the eye at chunk 0 + (5, 5), at (310, 0) and at (600, 0).
- Presses: five
TargetNextfrom no target, oneTargetPreviousfrom no target, andTargetUnderReticlelooking along the belt and across it. - Record
Opened,Examined,Testedand time. Repeat after +300 s (stale rings) and after +1e7 s. - The suite pins 30k against 300k. The 3M point is a Soul probe, too slow for the suite.
- Expected at 3M, with 16-rock cells about 3.5 units across: low thousands examined and hundreds of regions opened per press. Today it is 37k-108k examined and 30k-64k regions.
The design. The index owns search order. The belt owns rock motion and cell bounds.
mining-index-tree(index only). The provider seam becomes a hierarchy,RootsandOpen. Opening a region yields child regions, candidates, or both.Bestkeeps a binary heap of regions by their bound (netstandard2.1 has noPriorityQueue). It stops when the next bound exceeds the best key. This is Hjaltason and Samet's incremental distance browsing, now over a tree.Withinwalks the tree depth-first, pruning withCanHold.ITargetKeysplits into a cheap geometricKeyand an expensiveAccepts(detection).Acceptsruns only for a candidate that would beat the best so far.- New diagnostics beside
Examined:Opened(regions opened) andTested(Acceptscalls). BeltTargetsandEntityTargetsare adapted mechanically: today's flat regions become roots that open into candidates. Answers and costs do not change.
mining-belt-cells(belt only).BeltTargetsis rebuilt as rings of square cells.- Rocks sorted by orbit distance are cut into rings. A ring closes once its width reaches its cell arc (2 pi r x 16 / count), so cells are about square at any density. A ring also closes at a cap of 8,192 rocks, which bounds one refresh.
- Each ring turns at its mean rate. Its cells are equal sectors of that turning frame, about 16 rocks each, held as one index array with cell offsets.
- A rock drifts against its frame by at most the ring's rate half-spread times the time since the ring was refreshed. That drift widens every cell's sector, so the bounds stay sound without touching a rock.
- When the drift passes one cell, the ring is refreshed: every rock is re-bucketed by its current turn in one O(ring) counting pass, with no sort.
- A refresh happens only when a ring node is opened, before any of its cells exist in the query, so a query never sees a rock twice.
- Each query refreshes at most 16,384 rocks. A ring left stale is searched through its wider sectors, which stays correct.
- The tree is implicit: a balanced range tree over ring indices (annulus bounds),
whose ring leaves open into halving cell ranges (sector bounds), down to single
cells. Today's
Sectorbounds and light bound carry over.
- Drift in cell units grows at about pi r |d rate / d r| per second, whatever the
density.
- With period = distance, a ring goes stale every r / pi seconds: about 190 s at r = 600.
- Refresh work per unit time is O(n) per belt, amortised over the presses that touch it.
Prior art, cited from memory and not re-fetched:
- Hjaltason and Samet, "Distance browsing in spatial databases" (ACM TODS 1999): the
heap-ordered search that
Bestbecomes. - Šaltenis, Jensen, Leutenegger and Lopez, "Indexing the positions of continuously moving objects" (SIGMOD 2000), the TPR-tree. Its bounds widen with elapsed time by a velocity bound and are tightened on update. Here that is the drift-widened sector and the refresh.
- Basch, Guibas and Hershberger, "Data structures for mobile data" (SODA 1997). An event-driven kinetic order is rejected: every pair of rocks with different rates eventually swaps, so events grow as the square of a ring's size.
- Arya, Mount, Netanyahu, Silverman and Wu, "An optimal algorithm for approximate
nearest neighbor searching in fixed dimensions" (JACM 1998). A cost flat in density
is reachable only for an approximate answer (question
reticle-exactness). - Space games: EVE's belts are static, and Elite Dangerous generates ring rocks per cell around the player. Neither simulates per-rock orbital shear, so they bear on the visual budget, not on this index.
Forks.
reticle-exactness: keep the reticle exact at sqrt(n), or accept an angle tolerance for a flat cost. Next and previous stay exact either way, because cycling must visit every target once.belt-size-tiers: give each size class its own provider, so small rocks are pruned at their shorter detection reach. This is a constant factor onTested, not a growth fix.
Rationale
Why every item carries its hardpoint, rather than keeping the origin inside it. Soul named both fixes.
- Keeping the origin inside the hardpoint forbids legal placements. An L-shaped gun could never fill an L-shaped hardpoint whose corner is empty, because the gun's own origin cell is that corner (P30 (a)).
- Looking the hardpoint up by the item's cells at every reader would put the placement rule in 18 places.
The placement rule already knows the answer at equip. Keeping that answer deletes 18 re-derivations; it adds nothing.
Why the index is generic and the belt is a provider.
- The operator ruled it (L4).
- The seam is the smallest that carries both providers in the tree today and the ones the operator named, EW and microfauna. A provider yields regions with a distance interval, a bearing interval and a visibility ceiling, and the candidates for a region.
- The index owns no motion model. A provider for orbiting rocks, one for moving ships and one for a slime field each keep their own.
- Prior art, cited from memory and not re-fetched:
- best-first incremental search over a region hierarchy: Hjaltason and Samet, "Distance browsing in spatial databases" (ACM TODS 1999);
- kinetic sorted orders for moving points: Basch, Guibas and Hershberger, "Data structures for mobile data" (SODA 1997).
Why the index and the key-press rules are two cuts.
- The index alone removes the 633k-rock scan, but leaves the handlers sorting every visible rock (2,240 at 3M) on each press.
- The operator's rule is that a press must not grow with belt size. Only best-first answers meet it. After Soul's first pass on the index, the operator accepted the remaining growth with rock density (see below).
- Together the two are about 900 lines with tests, over one Hands budget. The seam between them, the index's query API, is where Soul can falsify each.
Why the index fix before the merge is only pins, and the cells come after.
- Soul (verdict
cut-mining-index.s1) measured the index ata4e8e147. It is correct, and the 3M-rock press fell from 4.3 s to 150-600 ms. - Press cost still grows linearly with rock count in a fixed belt (finding
f1-press-linear-in-density). - The operator ruled that this is not critical, but that the improvement is wanted
(ruling
targeting-sublinear-wanted-not-critical, which supersedestargeting-density-scaling-accepted): "O(sqrt(n)) is way better than O(n), my ruling says it's not critical, not that it's undesired". - So the merge waits only for
mining-index-pins: three tests for findingscost-loosening-unpinnedandexact-reach-unpinned, which the suite could not see.- The share of regions past reach catches a widened arc window or a loosened
Nearest. - Examined against an exact per-rock bound catches a loosened visibility bound.
- A rock exactly at reach, searched from beyond its belt's outer edge too, catches a slack sign slip.
- The share of regions past reach catches a widened arc window or a loosened
mining-target-queriesr1 stands as specced. ItsAKeyPressDoesNotGrowWithTheBeltscales area at constant density, which both rulings leave in force.- The sublinear structure is the section "Mining index: rings, cells and best-first
search" above, as two cuts after
mining-merge.
Why loot is three cuts on one branch, merged together.
- The ruled design (L8) needs three things:
- floating items in the simulation (
loot-1); - the grab as a capability, with its catalog entry and generation (
loot-2); - the presenters (
loot-3).
- floating items in the simulation (
- Together they are about 1,000 lines.
- Merging after
loot-1alone would ship a game where loot cannot be collected, becauseloot-1deletes the Unity collection that the ruling retires.
One branch keeps master playable, and three cuts keep each Soul pass small.
Why floating items are not saved. Today's Unity loot is not saved either, and a
floating item lives 30 seconds. Saving them would add a ZonePack field and a
migration for a window shorter than a save cycle. Jettison may want longer lifetimes;
its cut can revisit this with a reason.
Why the loot dice are the zone's, keyed by death ordinal.
- Fire control's Cut 6b rule is that a roll belongs to the thing rolled for, not to a shared stream, so a UI or another system drawing first cannot change it.
- The loot roll follows the same rule with its own stream, so it cannot disturb shot
dice either (test
LootDiceDoNotTouchShotDice). - The mixing function moves to one owner (
SimulationDice) instead of being copied. The owner-level fix is CultMath's (follow-upcultmath-mixed-seed).
Why ammo-fed weapons leave the power bus. By L9, a weapon on the bus reads its tier's grant ratio even when it requests nothing. A request of zero would still let a brownout silence a gun whose energy comes from its rounds. Off the bus, its supply is 1 and the reactor cannot touch it. That makes the ruling's trade-off literal: energy weapons compete for reactor power, and ballistic weapons compete for cargo.
Why one ammunition commodity.
- The catalog has one (
Ammo). - The mechanism is data (
AmmoTypeper weapon), so a split by calibre is a catalog edit that needs no code. - A tender carrying one commodity is also the simplest rearm loop to prove.
This is a default, not a ruling. The operator can ask for calibres at any time.
Why mining's Q6a should be asked again. Mining ruled that ore is lost when a hold
is full (Q6a A), because pickups were Unity-only (mining-cut.md:286-287). After
loot-1, overflow could float through Zone.Release like any other loot. Follow-up
mining-cuts-4-5-7 carries the question to that map.
Controls
The control rebuild of ruling facing-separate-from-aim, which ruling
demo-controls-rebuild puts before the demo. The pilot steers the hull's facing with
its own input, the cursor aims, fixed mounts fire when the aim is inside their arc and
turrets track. Articulated mounts (follow-up articulated-mounts, ruling
arc-and-traverse-on-the-link) are full game; this section keeps every arc read behind
the seam they will plug into. Anchors are against origin/master 228f241e, read in a
detached scratch worktree on 2026-10-06.
Prior art
Sources are marked: primary (the game's own source, manual or developer post, read in full), wiki (a community wiki page read in full), snippet (a search-result summary only, not read at source; treat as unverified).
- Starsector (wiki: the fandom
Pilotingpage, read through the MediaWiki API; the Fractal Softworks manual PDF could not be fetched). WASD is ship-relative: A and D turn, Ctrl-A and Ctrl-D strafe. Holding Shift makes the ship "automatically point towards the mouse"; a setting makes that the default. The mouse aims the selected weapon group, which tracks the cursor and fires on the left button. Shift+1-5 puts a group on autofire: those weapons pick and attack their own targets, and the HUD marks the group with a filled square. R designates the ship under the mouse, and weapons "preferentially fire at the target". The wiki's own advice is to put everything except missiles on autofire so that the mouse governs only shields. That advice is the community's answer to the core failure of a cursor-aimed, arc-limited model: holding the cursor inside a narrow arc while manoeuvring is hard (snippet, forum). Vanilla draws weapon arcs, and a popular mod redraws them (snippet). - Endless Sky (primary:
source/Preferences.cppandPreferencesPanel.cpponmaster). Fixed guns fire along the hull; turrets track. Player options: "Automatic aiming" off / always on / when firing (default when firing), "Automatic firing" off / on / guns only / turrets only (default off), "Aim turrets with mouse", "Turrets focus fire" (default on), "Control ship with mouse", and "Turret overlays" off / always on / blindspots only (default blindspots only). So the arc display defaults to showing only where the guns cannot reach. - Escape Velocity Nova (primary: the Nova Bible, weapon
Guidancefield). Keyboard turning; fixed guns fire ahead. Guidance 7 is a "front-quadrant turret" that can fire plus or minus 45 degrees off the nose and "fires straight ahead if no target"; guidance 8 is the rear quadrant. A designated target pulls a limited-arc turret's rounds onto it, and without one the mount fires down its axis. This is the closest precedent for Aetheria's designation-based fire control. - Cosmoteer (primary: developer blog, "Cosmoteer 0.14.11 - Arcade Style Ship Controls"). Direct Control: W and S thrust, A and D rotate, Q and E strafe; the mouse aims and fires. Turreted weapons fire on the left button and fixed weapons on the right by default, rebindable per weapon. Rotating to face the cursor is an opt-in setting.
- Nebulous: Fleet Command (snippet). Weapons engage designated targets on their own within their arcs; ships auto-orient to bring mounts to bear. Its known failures are arc failures: narrow-arc guns idle while the ship searches for an angle that brings every turret to bear, and turrets report "target masked by hull".
- Battlestar Galactica Deadlock (snippet). Broadside, bow and stern batteries have about 90-degree arcs; dorsal and ventral guns cover 360 degrees with limited elevation. Arcs show when a turret is clicked in the radial menu, and a key toggles them on the selected ship. Players asked for more visible arcs (a Steam thread title).
- SubSpace and Continuum (snippet). Arrow keys rotate, up thrusts, guns fire along the nose: the pure nose-aim model this ruling retires.
- World of Warships (snippet), added because Aetheria's camera is a chase camera, not top-down (body fact C7). The mouse orbits the camera and aims; the keyboard is the helm. Guns traverse toward the aim at a turret traverse speed. The classic complaint is "the guns won't fire though the view looks on target": the turret has not finished traversing or cannot bear, and the reticle's gun markers carry that state.
Failure modes to design against.
- "My guns don't fire": the aim or target is outside a mount's arc, or a turret has not traversed yet, and nothing on screen says so (Starsector forum, Nebulous, World of Warships). Answer: the HUD shows each group's state where the eye already is (the group crosshair and the arc fan), and per-group autofire exists for players who would rather manoeuvre.
- Holding the cursor inside a narrow arc while also flying the ship is hard (Starsector). Answer: a hold-to-face modifier for nose guns, and autofire for side guns.
- Over-eager auto-orientation fights the player (Nebulous ships hunting for an angle). Answer: the player's hull never turns itself; only an AI hull turns to bring a group to bear, and it chooses one group.
- Arcs drawn everywhere become clutter. Answer: draw only arcs below 360 degrees, the Endless Sky "blindspots only" default.
Body facts
- C1. The input layout.
Assets/Resources/Aetheria.inputactions, map Player:Move(Vector2: W/S as y, A/D as x, gamepad left stick),Look(pointer delta, right stick), andTurn(1D axis, Q negative, E positive), which no script reads. Fire is the action bar:ActionGameManager.cs:101-103binds the left, right and middle mouse buttons to action-bar slots, andActionBarWeaponGroupBinding.Activate(ActionBarSlot.cs:189-195) activates every weapon in its group. No Shift binding exists in the Player or Global maps. - C2. The player's steering is the aim.
ActionGameManager.cs:1277-1281: the pointer delta (cursor locked,:648) integrates_entityYawPitch, which becomes_viewDirection, which is written toCurrentEntity.LookDirection.:1290writesMovetoship.MovementDirection(x strafe, y thrust). - C3.
LookDirectionis the facing command.Ship.Update(Ship.cs:278-291) setsdeltaRot = dot(look, right), shapes itsqrt(|d|) * sign(d), feeds it to the rotation thrusters and the aether drives'Axis.z, and below|d| < .01writesDirection = lerp(Direction, look, ...)directly. So aim and facing are one field. - C4. Turning is kinematic. No angular velocity exists. A thruster rotates
Entity.Directionbyinput * Torque * Thrust * TorqueMultiplier / Mass * dt(Thruster.cs:106-107); an aether drive byforce.z * axis.z * AetherTorqueMultiplier / Mass(AetherDrive.cs:154-155).Settings.asset(LFS):TorqueFloor 0.5,TorqueMultiplier 0.1,AetherTorqueMultiplier 0.1.Ship.TurnTime(Ship.cs:61-66) estimates a turn. Turn rate is therefore torque over mass times one global multiplier. - C5. FireControl's arc.
ArcFor(FireControl.cs:36-41) isHardpointData.FiringArc(ItemData.cs:569, key 6) when above zero, elseGameplaySettings.FiringArc(Settings.cs:214, initializer 120; the field is absent fromSettings.asset, so 120 holds).InArc(:50-58) compares a planar bearing withMountDirection(hullDirectionrotated by the item's rotation); 360 or more passes, and a bearing under 1e-6 passes.AimDirection(:116-126) clampsLookDirectionto the arc's nearer edge. The Turret hull's hardpoints author 360 (AetherDb firing-arc-migrate,Program.cs:1037). - C6. The trigger gate reads the target, not the aim.
ArcPermitsFire(:76-88): with no target it passes; with a target it tests the target's bearing, and a fused weapon passes anyway (operator ruling 2026-09-30,fire-control-cut.md:2628-2640).PFire(:256-270) prices a shot at zero out of arc.Solve(:440-473) flies a round to the target's intercept when it is engaged (TravelDirection,:396-400), and alongAimDirectionotherwise. So the cursor today decides only facing, reticle targeting (Entity.TargetUnderReticle,Entity.cs:407-412), no-lock fused flight, the lock cone (LockWeapon.cs:100), the tractor (ShipInstance.cs:116), guided rounds' aim point (GuidedProjectileManager.cs:79) and loot's view direction (ZoneRenderer.cs:440). - C7. The camera is a chase camera that looks at the aim.
FollowCamerafollows the ship and looks atEntityInstance.LookAtPoint, set each frame to ship position plusLookDirectiontimes the target range, or 10,000 with no target (EntityInstance.cs:401-402,ActionGameManager.cs:1039-1040). The scene's two framing transposers (ARPG.unity:4963,:21276) position the camera and do not rotate it, so the camera's heading comes from the aim and survives the split. Which of the two belongs toFollowCamerawas not resolved. - C8. What the HUD draws.
UpdateTargetIndicators(ActionGameManager.cs:1390-1422):ViewDotatLookAtPoint; one crosshair per articulation group at the mean of its barrels' forward rays (_articulationGroups,:1041-1057, grouped by the barrel'sArticulationPoint.Group); the target indicator; lock indicators.Updatefills the target panel's bars andUpdateFireControlDebug(:1319-1380) prints the fire-control gates as text, includingarc {d.InArc}. No arc, no lead marker and no predicted path is drawn. - C9. The barrel picture has its own arc.
ArticulationPoint(Unity) slews a barrel towardTarget(every point's target isLookAtPoint,EntityInstance.cs:278-283) atSpeedand clamps yaw toYawMin..YawMax, authored byShipPrefabAuthoring.cs:141-148and unrelated toFiringArc. Package hulls have none (ShipModShips.cs:164): their weapons are points, so every package-hull weapon lands in group -1 and one crosshair. - C10. AI writers treat
LookDirectionas facing.Agent.Accelerate(Agent.cs:59-79) writes it to turn toward the velocity error.Combat(:98-128) callsAccelerate(noTurn: true)and then writesLookDirection = toTarget(the intercept), which turns the nose to the target.MoveTo.cs:26writes it.TurretController.cs:74-77writes it; a turret hull has no rotation thrusters, so it only aims. Faction-play r1's newFollowState"looks at the anchor" andFleeStateflies throughAccelerate, so they inherit the same assumption; their r2 (follow-upfaction-play-reanchor-demo) must use the helm port below. - C11. The Arcs scenario assumes nose aim.
Scenarios/Arcs.cs: forward mounts, a bare hull off the bow and one off the stern, a hostile 360 turret. Its check "nothing fires at the stern one through the ship" could only be reached by turning, because turning the view turned the hull. Checklist item 11 (merge-to-master-checklist.md:49) also wants side mounts firing abeam. - C12. Weapon groups persist.
Entity.WeaponGroups(Entity.cs:69) is saved asEntityPackkey 16 (EntitySerializer.cs:189) andLoadoutkey 3 (Loadout.cs:19).
Authority map
- Owner.
Shipowns facing:Ship.Updateturns the hull from one demand,Ship.Turn(-1..1, positive clockwise), and from nothing else.Entity.Aim(LookDirectionrenamed) owns where the pilot points.FireControlowns every mount question: its arc (ArcFor), its axis (MountDirection), whether its trigger is free (ArcPermitsFire), and the one direction its next round flies (MountAim, new). - Inputs. The player's
Turnaxis and hold-to-face button, the pointer delta, the AI states' chosen headings, the hardpoint'sFiringArcand item rotation, the designated target. - Outputs. Hull rotation through the thrusters and drives; the trigger gate; each round's flight direction; the facts the HUD draws.
- Derived state.
Steering.Toward(ship, heading)derives a turn demand from a heading (the C3 law, moved). The barrel picture, the group crosshairs, the arc fans, the lead marker and the predicted path are display-only derivations of FireControl andShip.Coast. - Demotions.
LookDirectionis no longer an owner of facing; it is renamedAimand steers nothing.ArticulationPointis no longer an owner of arcs; its yaw derives fromMountAim. The barrel transforms are no longer the source of the group crosshair. - Forbidden writers. Any write of
Entity.Directionoutside the thrusters, the aether drives, wormhole exit, load and staging (thelerpsnap inShip.Updategoes). Any read ofAiminShip.Update. Any read ofFiringArcoutsideFireControl.ArcFor, hardpoint validation and AetherDb. Any arc, bearing or intercept arithmetic inAssets/Scripts/GameplayorUI. - Shared paths. The player and every AI state reach the hull only through
Ship.Turn; player and AI rounds leave through the sameMountAim; the HUD, the barrel picture andSolveread the sameMountAim. - Deletion line. Before any new behaviour: the facing block of
Ship.Update(Ship.cs:278-291) is replaced, theLookDirectionfield is renamed so that every old writer fails to compile until it chooses aim or helm, andArticulationPoint's yaw clamp is deleted.
Model page rows
| Kind | Identity | Lifecycle | Authority |
|---|---|---|---|
Turn demand (Ship.Turn) |
Per ship, runtime only. | Written every frame by the player input or the ship's agent; never saved. | The pilot (input or agent), through Steering.Toward for headings. |
Aim (Entity.Aim) |
Per entity, runtime only. | Written every frame by the player's view or the agent; never saved (as LookDirection was not). |
The pilot. |
| Mount aim | Derived per weapon from aim, target, arc and mount. | Computed on read. | FireControl.MountAim. |
| Gun solution | Derived per weapon from its subject, arc, mount and aim. | Computed on read. | FireControl.Solution. |
| Face-the-aim state | Per player session, runtime only. | Held by Left Shift, latched by Caps Lock; never saved. | HelmInput. |
| Arc-display preference | PlayerSettings player store. |
Edited by a toggle; persists. | The player. |
Rationale
Why rename LookDirection. A rename makes every old writer stop compiling until
someone decides whether it meant aim or helm. Keeping the name would leave AI states that
mean "turn there" compiling as "aim there", silently, which is exactly the split-brain the
rebuild removes. The Gameplay and test call sites are mechanical.
Why a turn demand rather than a desired heading. The player's keys command a rate;
the AI and the hold-to-face button command a heading. A demand is the narrower port: a
heading converts to it through one function (Steering.Toward), and a rate needs no
conversion. A heading port would force the keys to invent a far-off heading.
Why the cursor gates and the target lands. The ruling's words make the aim the
trigger gate: a fixed mount fires when the aim is inside its arc. FireControl's lock
model, its hit pricing and its tests are built on a designated target. Question
controls-target-pulls-rounds asks whether a designated target inside the arc pulls the
rounds and turrets onto it (Escape Velocity's front-quadrant turret), or whether rounds
always fly along the clamped aim, which would reopen FireControl's pricing.
Why traverse is not simulated in the demo. Traverse speed is a stat of the moving
part (ruling arc-and-traverse-on-the-link), and that model is full game. MountAim is
stateless now; articulated mounts make it stateful behind the same signature, and every
caller (Solve, the trigger, the HUD, the barrel) already reads it, so nothing else moves.
Why the predicted path is a coast. It answers "where does this hull go if I let go",
which is the question gravity wells and slower turns make hard. It reuses the hull's own
drag and gravity step (extracted to Ship.Coast), so the line cannot disagree with the
simulation. Thrust is not projected: it changes every frame.
Cut order. controls-helm first: the split itself, and the rename forces every writer
to be ported in the same cut. controls-mount-aim second: the trigger and the one round
direction (revised by "Firing on solutions" below into the per-gun solution). Then
controls-hud and controls-ai-bearing, which are independent of each other.
controls-autofire was withdrawn under ruling fire-on-solutions.
Firing on solutions
Revision of 2026-10-06 after the operator's rulings on this section's questions:
controls-target-pulls-rounds (target-pulls), controls-facing-input (A/D turn, Q/E
strafe, Left Shift held or Caps Lock toggled faces the aim), controls-turn-inertia
(kinematic, tuned) and the direction fire-on-solutions: "Fire control should surface a
firing solution for any gun that's in arc, and the player should be able to fire on any
solution without aiming." The aim stops being the only trigger gate. Question
controls-autofire was withdrawn with it. Anchors are against origin/master e1296f1f,
whose code is unchanged from 228f241e.
Prior art: firing without manual aim
Source marks as above.
- Elite Dangerous (wiki: the fandom
Category:Weaponspage, read in full through the MediaWiki API). Three mounts of every weapon trade effort for output. Fixed mounts are the strongest and shoot straight ahead with a few degrees of convergence. Gimballed mounts track a locked target inside a cone and "act as a Fixed mount", firing straight ahead, when nothing is locked. Turrets cover 360 degrees and take one global mode: Forward Fire (manual, as fixed), Target Only (track and fire on the locked target inside their arcs once the trigger is pulled) and Fire at Will (any hostile that is firing at you). Chaff breaks gimbal and turret tracking but not fixed mounts. So assisted fire is paid for in damage and is deniable by countermeasures, and manual aim keeps its value. - MechWarrior Online and 5 (snippet). Weapons sit in numbered groups on triggers; a group can chain-fire. Lock-on weapons (LRMs) cannot fire without a lock, which a teammate or your own sensors must hold; Artemis shortens the lock.
- Nebulous: Fleet Command (snippet). Weapons are tasked on designated targets; ships turn to bear. WCON "Free" lets untasked weapons return fire on any contact that attacks the ship; "Tight" fires only on command; Hold Fire keeps the orders. Shift groups like weapons into batteries such as fore and rear.
- Battlestar Galactica Deadlock (snippet, earlier pass). Batteries fire on ordered targets within their arcs; arcs show on demand.
- Freelancer (snippet). The reticle leads the target, and fixed and turret guns are all slaved to the mouse crosshair; the lead cross is the aim aid.
- Starsector (wiki, earlier pass). Autofire groups pick and attack their own targets, preferring the designated one.
Failure modes.
- Solutions nobody can read in a fight: a marker per gun per contact swamps the screen (Elite's Fire at Will turrets spraying at whatever shoots, Starsector's autofire picking its own targets). Answer: solutions are drawn per weapon group, against one subject, on the group crosshair the player already reads.
- No skill left: if every gun fires itself on everything, the player only steers.
Answer: the player still designates, chooses which group to fire and when, and steers
the arc onto the target. A solution needs targeting data (FireControl's
Designatedand reveal tiers), so a contact you cannot see well gives no solution and free aim keeps its value, as Elite's chaff keeps fixed mounts valuable. - Guns that silently refuse (the old "my guns don't fire"): a group whose trigger is held and does nothing. Answer: each group crosshair shows one of three states, and the arc fans use the same colours.
Body facts
- C13. A solution type already exists.
FireSolution(FireControl.cs:1809-1824) isSolve's per-shot answer: outcome,PFire,Designated, the engaged entity and the travel direction.HitProbability(:316-324) is the one live price, andInspect(:331) is its presentation-only breakdown.PFire(:256-270) holds the two gates a solution needs:Designated(visible, in range, locked) andInArcof the target. - C14. A target is one entity per shooter.
Entity.Targetholds oneTargetRef(an entity or a chunk); reticle, nearest, next and previous are its only player writers (ActionGameManager.cs:389-392).
The design
- A solution is per gun and has one owner.
FireControl.Solution(Weapon, Entity shooter)answers, for one gun: the subject it is drawn against, whether it bears (the subject isDesignatedand inside this mount's arc, the same two gatesPFirealready applies, now one extracted functionBearsthatPFirealso calls), and the direction its round would fly (MountAim: the subject's intercept when it bears, else the arc-clamped aim). The price staysHitProbability; the HUD asks it, never a copy. - What a solution is drawn against is question
controls-solution-subject. The specs are written for the recommended option, the designated target. - The trigger. A gun fires when its trigger is held and one of three holds, checked
in this order by one gate (
ArcPermitsFire): it is fused (the 2026-09-30 exemption); it has a solution, and fires on it without the aim; or the aim is inside its arc (free fire along the aim). Otherwise it holds. Free fire with no solution is thefacing-separate-from-aimrule unchanged: a fixed mount fires along the aim when the aim is inside its arc. - How the player fires on a solution is question
controls-solution-trigger. The specs are written for the recommended option: the existing group triggers, with no new input. - The HUD. One crosshair per weapon group, in one of three states: on solution (it
sits on the subject's intercept, since
MountAimis the intercept, and shows how many of the group's guns bear and the bestHitProbabilityamong them); free (it sits on the aim ray); holding (dimmed at the arc edge nearest the aim). Arc fans take the same colours per gun. The separate lead marker ofcontrols-hudr1 is dropped: a group crosshair on solution is the lead. - Autofire is not mapped. Its job was to let side guns fire without the aim; a
solution now does that on the group trigger. Firing with no input held is not ruled, so
cut-controls-autofireis withdrawn. - The AI is unchanged by this. Agents already fire on what is in arc and worth it
(
AgentFiresoverHitProbability), and their aim is their intercept, soSolutionandAgentFiresagree for them.cut-controls-ai-bearingstill holds. - The face-the-aim state has one owner,
HelmInput(engine-free, ServerShared): a held flag fed by Left Shift, a latched flag toggled by Caps Lock, andFaceAimas their union. While it is on, the hull turns toward the aim and the A/D axis is ignored. The latch is the game's own state, not the keyboard's Caps Lock light, so the HUD shows a small "face aim" mark while it is latched.
Authority map changes
FireControl.Solutionis the one owner of a gun's solution;MountAimis its direction and is no longer a separate decision.PFireandSolutionshareBears.ArcPermitsFireis no longer the aim's gate alone; it is the one trigger gate, in the order above.HelmInputowns face-the-aim. Shift and Caps Lock are its inputs;ActionGameManagerreadsHelmInput.Demandand decides nothing.- Forbidden: a second hit price or arc test in Gameplay or UI (the HUD reads
SolutionandHitProbability); a face-aim flag outsideHelmInput.
Missiles and point defense
Ruling missiles-sim-side-light: "We need missiles sim side, and we can cut that so as to
enable PDC without requiring full entities. Kind of like the asteroids." Ruling
thresholded-autofire: "I think we need thresholded autofire as an option, otherwise PDC
would require too much micro." Ruling missiles-fuel-and-seekers: "a missile knows where
it's going when it's fired but relies on its own sensors for terminal maneuvering.
Maneuvering which should expend limited fuel. A missile that spends fuel evading PD might
not have enough left to catch up to a target that is itself also dodging." Ruling
missile-stats-now-gear-later: "For now these stats will belong to the missile, later they
will be derived from gear." Full munition entities stay later (ruling
drones-and-munitions-are-entities, follow-up drones-munitions-substrate); nothing here
may foreclose them.
The third pass answers four more rulings. missiles-resolution-model, geometry-sets-odds: "I
think geometry should set the odds, though. We're not simulating realistic scale and
collisions. Going sideways really fast can help you evade both guns and missiles, but the
extent should be based on stats. If it's only geometry then the missile's terminal
maneuvering fuel, gathered targeting data and piloting skill don't exist at all as far as hit
resolution is concerned." missile-cognition: "I actually did mean the skill of the missile
itself. Cognition is a commodity in Aetheria, and a smarter missile can better spend its
delta v". manoeuvre-penalises-solutions: "There is currently no firing solution penalty for
target maneuvering afaik, which is a real gap for the speed demon hot doctrine glass cannon
play style." evasion-not-only-flight-time: "Deviation from predicted intercept means you
have to spend your delta as the projectile is in flight. Doesn't help you dodge a laser at
all." missiles-seeker-retarget, hostile-in-cone: "I like the idea of letting them reacquire
targets. Makes turning invisible and firing decoys a plausible strategy."
Anchors are against origin/master 7f51d46d (nothing under Assets/Scripts or tools
changed since c7432f39, where the second pass read them), read in a detached scratch
worktree on 2026-10-06. Cuts: missile-stats (r2), evasion-term (r1), missile-records
(r3, flight only), missile-odds (r1), missile-presenter (r2), munition-shots (r3),
autofire-threshold (r3), ai-autofire (r1, unchanged).
Prior art
Source marks as in Controls.
- Nebulous: Fleet Command (wiki: the community
mechanics:missilespage, read in full). Missiles are tracked contacts with hit points by template (10 to 150) and armour as wall thickness, and a radar cross-section that varies with aspect. Point-defense turrets and defensive missiles engage them automatically; decoys soak PD attention (turrets take decoys first). Launch rate is bounded by programming channels, which caps salvo density. Defensive missiles cannot engage other defensive missiles, so two ships cannot dump their magazines at each other's interceptors (snippet, glossary search). - Starsector (wiki:
Weapon_data.csv, read in full). A missile is a projectile with "proj hitpoints". Weapon hints decide targeting, not whether a round can physically connect:PDtargets missiles but prefers missiles in range over ships,PD_ONLYtargets only missiles (and fighters withANTI_FTR),PD_ALSOtakes missiles only when nothing else is available. Autofire runs per-weapon target AI (snippet, mod README). Forum consensus (snippet): missile power is non-linear, weak until it saturates PD, then strong until magazines run dry. - FreeSpace 2 (snippet, hard-light wiki
Weapons.tblandAi_profiles.tbl). Bombs are "interceptable": weapons with hit points and an enlarged collision radius. Turrets shoot bombs; AI profiles stop turrets targeting bombs beyond their own weapon range; bombs are invulnerable for a short delay after launch. - Children of a Dead Earth (snippet, forum threads). PD is a saturation contest: either saturate it with many small rounds or send few heavily armoured missiles; small lasers are enough for PD. The counterplay is economic, not a hard counter.
- Homeworld (snippet). Flak and defense-field frigates are the anti-missile and anti-strike roles; no technical detail found.
Fuel, seekers and terminal guidance (second pass, for ruling missiles-fuel-and-seekers).
- Nebulous: Fleet Command (wiki: the community
mechanics:missilespage, read in full). A missile's engine trades burn duration, top speed and manoeuvrability in one fuel-mix editor; engine size adds fuel and range only. During the burn it accelerates and turns at its G rating; after the burn it coasts at its final velocity and cannot manoeuvre. Terminal manoeuvres (weave, corkscrew) start when the seeker finds the target and exist to survive point defense. Launch on a track plots an intercept from the reported position and velocity; the seeker then re-selects its target every 0.5 s by signal strength, and a command-guided missile that loses its track cruises to the last known position. Seekers have a range and a cone (active radar 2 km, 50 degrees). Decoys draw PD. - Children of a Dead Earth (forum: the missile construction and tuning guide, read in full). Delta-v is split into boost, midcourse and terminal phases; against fast or evasive targets 50-60% goes to boost, against slow ones 70-80%. A missile whose terminal delta-v runs out against a manoeuvring target cannot close; high acceleration lowers the terminal delta-v needed. Guidance is proportional navigation or augmented PN, and a target that burns briefly then coasts makes APN waste delta-v chasing an acceleration that stopped.
- DCS World (simtuts defence guide, read in full; Falcon BMS not fetched). A missile's motor burns out and it then bleeds energy, so a long shot arrives slow and is defeated by basic manoeuvring; turning cold makes it fly farther; a hard break 2-3 s before impact exploits proportional navigation's turn limit; beaming (notching) breaks a Doppler seeker's lock. The lethal envelope is smaller than maximum range.
- Starsector (wiki: Harpoon MRM and ECCM Package pages). Missiles have a flight time (Harpoon 12.5 s) and hit points (Harpoon 150); light PD and flak intercept them; a nimble frigate can evade a first run, and ECCM (more acceleration and turn rate) is the answer. Missiles that run out of flight time still collide (snippet).
- HighFleet (gameplay.tips guide, snippet). A blind-fired missile flies ballistic and switches on its own radar 100 km before the aim point, a 75 km, 90-degree cone; it locks the first fleet, friend or foe, that enters the cone and guides to impact.
- Homeworld (fandom wiki, snippet). Missile stats are per missile type (1,250 m/s, 1,650 m/s^2, 120 HP for the missile destroyer's round); no fuel model found.
- Guidance law (Cranfield, "Zero-Effort-Miss Shaping Guidance Laws", snippet). PN commands
lateral acceleration proportional to the line-of-sight rate; the zero-effort miss over
time-to-go is the acceleration a missile still needs. PN needs only the bearing and its
rate, which is what ruling
shared-track-bearing-onlyallows a missile in flight.
Odds from geometry and stats (third pass, for rulings missiles-resolution-model,
manoeuvre-penalises-solutions and evasion-not-only-flight-time; recalled, not fetched this
pass).
- EVE Online. A turret's hit chance falls with the target's angular velocity against the turret's tracking stat and with its signature against the turret's resolution, whatever the round's flight time; a missile's damage falls with the target's speed against the missile's explosion velocity. Going sideways fast helps against both, by an amount the stats set: the operator's sentence, shipped as a tracking term rather than as flight-time dodging.
- Zero-effort miss (Cranfield, above). The miss a guided round would make if neither side manoeuvred from now on is the standard terminal quantity; what the missile can still correct is its lateral acceleration and remaining delta-v over the time to go. The odds below price that endgame instead of asking a coarse simulation to decide contact.
Evasion from agility and unpredictability (fourth pass, ruling evasion-is-unpredictability,
fetched 2026-10-06).
- Singer's manoeuvre model (Singer 1970, as summarised in the tracking literature, e.g. ResearchGate "Comparison of several maneuvering target tracking models"). Target acceleration is a zero-mean first-order Markov process set by two parameters: its variance (bounded by the target's maximum acceleration) and the manoeuvre frequency, the inverse of its time constant. Long time constants make the target a constant-velocity target, short ones a constant-acceleration one. The split this pass uses is the same: what the target could do (capability) and how much it is changing its acceleration (behaviour).
- Naval fire control against zigzags (Pacific War Online Encyclopedia, "Fire Control"; Wikipedia "Ship gun fire-control system"). Analogue fire-control computers assumed a steady course, so a course change during the time of flight defeated the solution. A target on a steady course or a steady turn is predictable; a target that keeps changing its vector is not. "Danger space" (NavWeaps definitions) is the along-range interval a ship can occupy and still be hit: the target's extent, not its motion.
- Weaving targets in missile guidance (Zarchan, "Proportional navigation and weaving targets"; RMS miss against a sinusoidal target). A weave at the right frequency maximises a PN missile's miss; a weave much faster than the guidance loop averages out. High-frequency dithering is not evasion. Hence the behaviour statistic below is low-passed.
- EVE Online (EVE University wiki, "Turret mechanics", fetched). Hit chance is
0.5 ^ ((angular velocity * 40000 / (tracking * signature))^2 + falloff term): doubling tracking, doubling signature or halving angular velocity are equivalent. A stationary target is always hit. EVE prices transversal speed because its turrets slew. Aetheria's lead cancels a constant sideways speed as a prediction problem (M20), but a mount must still follow the line of sight, soevasion-termr4 adopts EVE's angular form for the mount (below, "Tracking per gun"). - Starsector (wiki, "Movement" and "Auxiliary Thrusters"). Manoeuvrability is acceleration, deceleration and turn rate together; the hull mod that buys it raises all three. Dodging is done by turning and burning, not by a strafe stat.
- Elite Dangerous (player guides, Steam discussions). Pitching the main drive onto a new vector beats lateral thrusters for evasion; lateral thrust matters most on ships built around it. Gimbal jitter makes evasive targets hard to hold even for hitscan lasers.
Angular velocity against a mount's rate (fifth pass, ruling evasion-angular-velocity; Eyes
pass of 2026-10-07, source marks as in Controls; the EVE formula is the player wiki's, not CCP's).
- EVE turrets (EVE University wiki, "Turret mechanics" and "Tracking"). The tracking part of the
hit chance is
0.5 ^ ((omega * sigRes / (tracking * sigRadius))^2), withomegathe transversal velocity over range in rad/s and tracking in rad/s; radial velocity contributes nothing, and atomega = tracking(equal signatures) half the shots hit. The range part sits in the same exponent, so the price is a product of per-term factors. Smaller turrets track faster. The wiki states the failure mode: a close orbit raisesomegauntil big guns cannot hit, and the counters lie outside the gun (webifiers, target painters, tracking computers, smaller guns, drones). CCP's 2004 balance note made signature matter so frigates survive guns built for larger ships. EVE has no term for changes of vector; manoeuvre counts only through the angular velocity it makes. - Naval directors (Naval Ordnance and Gunnery vol. 2, chapters 19 and 24 to 26, transcribed at eugeneleeslover.com). The deflection lead is the line-of-sight angular rate times the time of flight, and the computer assumes constant rates; a change of course or speed during the flight spoils the solution. A steady crosser is a rate problem the director solves; a manoeuvre is the unmodelled term. Two errors, two owners.
- Kerrison predictor (Wikipedia). Low crossing aircraft meant high angular rates and short engagements; the hard part was mount slew, not ballistics. Its straight-line assumption fails against a manoeuvring target.
- CIWS (Wikipedia, Phalanx and Goalkeeper). Point-defense mounts slew at 80 to 115 degrees per second (sources disagree); a battleship turret trains at a few degrees per second. The authored table below spans the low part of that range: a PD-class gun near 40 degrees per second (none is authored yet), the catalog's guns from 12 down to 1.5.
- Servo tracking (arXiv 2408.16870). A proportional-derivative mount following a constant-rate
target keeps a steady-state error. A mount's lag grows with the rate it is asked to follow,
which is the shape
PMountgives.
Failure modes to design against.
- PD trivialises missiles: perfect interception makes launchers dead weight. Answer: a PD round is priced and rolled like any shot (spread against a small target, range, sensor info), a round that cannot arrive before the missile does has no solution, and heat and ammunition bound how much a group can spend. Saturation then beats PD, as in Starsector and CDE.
- PD that never works: interception left to luck the player cannot read. Answer: the HUD marks detected inbound munitions and the ones an autofire gun is engaging, and an intercept shows an effect at the munition's simulated position.
- Unreadable salvos: thirty rounds and thirty tracers. Answer: markers only for detected hostile munitions within weapon reach, one shape, no per-gun lines.
- Cost blowups: per-missile physics engines, per-missile agents, per-gun O(contacts) scans
every frame. Answer: a missile is a few floats on its pending shot stepped by one pure
function (a PN command, a fuel debit, one settled seeker reading and one
closest-approach test against its own target); reacquisition queries the targeting index
only on a seeker interval; an autofire gun keeps its subject while it stays worth firing.
The per-missile step cost is measured and pinned (
missile-records). - Recursion: PD missiles shooting PD missiles (Nebulous's explicit rule). Answer: a munition weapon never takes a munition as its subject.
- Unreadable missile states (burning, coasting dry, seeker blind). Answer: the presenter's flame follows the live throttle and goes dark when the tank is empty; the HUD diamond is filled while a munition can still manoeuvre and hollow once it coasts; a missile that self-destructs at the end of its life shows a fizzle, not a hit.
- PD-or-nothing balance: evasion that is free makes PD useless; no evasion makes PD decisive. Answer: evasion and pursuit draw on the same fuel, so PD pressure that a missile survives still costs it terminal authority downrange (the operator's sentence), and a dodging target spends that authority faster.
- Two hit models drifting apart. Answer: one roll and one price owner for every shot. A gun
round is priced from its frozen shooter data, the target's realized deviation in flight and
the tracking term; a guided round flies until its terminal gate and is priced there from its
own seeker data, its zero-effort miss beyond reach, the same tracking term and its terminal
correction. Both commit through
Commitand apply throughApply, read the onePDeviationshape and the oneEvasionterm, and nothing after the roll decides again. - Determinism and replay. The zone steps by the frame's delta time (M15), so a stepped missile is exactly as replayable as a ship's motion and no less. Answer: no shared random stream (the evasion phase comes from the shot id, as the roll's seed does), and the terminal gate tests closest approach of straight motions, so a long frame cannot step past it.
Body facts
-
M1. A guided round is an ordinary shot in the simulation.
LauncherData(Behaviors/Launcher.cs:10, aLockWeaponData, so aLockWeapon) andGuidedWeaponData(:37, anInstantWeapon) fire throughInstantWeapon.ExecuteintoFireControl.Fire(InstantWeapon.cs:271) like any gun. Flight time isFlightDistance / weapon.Velocity(FireControl.cs:559);CommitTimeisArrivalTime - CommitHorizon(0.5 s,Settings.cs:250), or the fire time for a fused round with no target (:588);Commitrolls at that horizon (:707) andStepapplies at arrival (:645). No ServerShared code readsMissileVelocity,Thrust,DodgeFrequencyor the three curves. -
M2. The flight is Unity's and decides nothing.
GuidedProjectile.Update(Gameplay/Weapons/GuidedProjectile.cs:127-212) homes withfirst_order_intercept, a noise dodge and the guidance, lift and thrust curves.GuidedProjectileManager.Bind(GuidedProjectileManager.cs:14-26) subscribes toShotCommitted(retarget to the burst point) andShotResolved(burst or fade). The split branch (GuidedProjectile.cs:166-194) spawns visual children that no shot owns. Between fire and arrival a missile is aPendingShotwith no position and a Unity transform nothing simulated can reach. -
M3. The
GuidedWeaponDatabranch homes on the aim (GuidedProjectileManager.cs:62-80, the aim at:79,LookDirection, renamed bycontrols-helm). An unfused round with no engaged target hasFlightDistance0 (FireControl.cs:494) and so resolves the tick it fires. -
M4. The pending shot.
PendingShot(FireControl.cs:1748-1798) is a struct inZone.PendingShots(Zone.cs:46), never saved;TryGetShotis a linear scan (Zone.cs:55-65). ItsTargetis anEntity.Stepresolves a shot whose target left the zone as a freshMiss, at any stage, without rewriting the committed outcome (:619-629): the precedent an intercepted missile follows.ShotResultisMiss,Hit,Burst(:1944-1949). -
M5. Mines are not simulation records.
Minemoves by a UnityGridObject, arms byPhysics.OverlapSphereand damages throughFireControl.Detonate(Gameplay/Weapons/Mine.cs,MineManager.cs).Detonate(FireControl.cs:1350) iterateszone.Entitiesonly. Follow-upbodies-entity-and-minesowns mines; no cut here moves them. -
M6. No point defense exists. A case-insensitive search for
point defen,PDC,\bPD\bandanti-?missileoverAssets/Scriptsandtestsreturns nothing. Nothing can take a shot as its target. -
M7. Targets.
TargetRef(Zone.cs:595-621) is anEntityor aChunkId. The zone registersEntityTargetsand oneBeltTargetsper belt (Zone.cs:101,:119). Shots at chunks are not routed yet (FireControl.cs:533, mining Cut 4). -
M8. A weapon's only subject is its entity's one target.
Firereadssource.Target(FireControl.cs:534),Refusesreads it (:94), andWeapon.StanceAllowsFirereads it (Weapon.cs:107). -
M9. AI fire is per weapon.
Combat(Agents/States/Combat.cs:119-124) andTurretController(Behaviors/TurretController.cs:83-96) activate each weapon whenFireControl.AgentFires(FireControl.cs:101-109) passes:HitProbability >= AgentMinHitProbability(0.2,Settings.cs:259) for an unfused weapon, designated and not refused for a fused one. -
M10. Presenters fly along the barrel.
ProjectileManager.Firelaunches alongbarrel.forward, not the shot's frozenTravelDirection; package hulls have no articulation (C9), so their rounds leave along the hull whatever the simulation decided. -
M11. EntityPack keys. The base
EntityPackuses keys 0 to 16;ShipPackuses 17 to 19 andOrbitalEntityPack17 to 20 (EntitySerializer.cs:153-189). The next free base key is 21. -
M12. Shift is already an action-bar slot.
GetDefaultPlayerSettings(ActionGameManager.cs:95-105) binds<Keyboard>/leftShiftto action-bar slot 0, whichcontrols-helmr2 also binds to Face Aim. Reported to Self; not this section's cut. -
M13. Launcher content. GT 3K, pswarm and scorched void policy carry guidance-system, thruster and warhead roles; LRMM72 and SRMM72 are flat (
docs/stats-power-cut7-roles.md:139-146). The Launcher Angles scenario fits a GT 3K and a pswarm (Scenarios/LauncherAngles.cs). -
M14. Cost. The first pass's derived pose cost nothing per tick. A missile that spends fuel by events cannot be a closed form of its shot and time (what it spent depends on what PD and its target did), so the revision steps it: per live munition per tick, one PN command, one fuel debit, one settled seeker reading (
Sensor.Gain, no stored info), one closest-approach test against its own target, and, while it has no lock, one index query per seeker interval. No ServerShared scratch build was run for this pass;missile-recordsr3 measures the step and pins it. -
M15. Zone time is the frame's delta time.
ActionGameManagercallsZone.Update(Time.deltaTime)(Gameplay/ActionGameManager.cs:1308);Zone.Update(Zone.cs:202-221) advances time, orbits, agents and entities by that dt, thenFireControl.Step. There is no fixed tick. Rolls are seeded per (zone, shot id) (FireControl.cs:707onward), so an outcome does not depend on what else drew, but no zone state is frame-exact replayable today. Headless tests step with a fixed dt. -
M16. What a seeker can reuse.
Sensor.Gain(Behaviors/Sensor.cs:187-190) is the one gain rule: a passive tick addsvisibility * sensitivity * response * dt / distance. Entities hold stepped info (Sensor.Execute,EntityInfoGathered,:137-180); a chunk's info is the settled valuesaturate(sum(rate) / (n * TargetInfoDecay))computed when asked (Entity.ChunkInfo,Entity.cs:357-370). Detection is info aboveTargetDetectionInfoThresholdfor entities (Entity.cs:245-256) and chunks (:374). A target's brightness isEntity.Visibility, the sum of itsVisibilitySources(Entity.cs:139). A seeker therefore needs no stored info: its reading of its target is the settled value from its own sensitivity and cone, the chunk rule with one sensor. -
M17. Launcher data.
LauncherDatakeys 26-31 andGuidedWeaponDatakeys 21-26 hold, in order,GuidanceCurve,ThrustCurve,LiftCurve,Thrust,DodgeFrequency,MissileVelocity(Behaviors/Launcher.cs:10-61).LockWeaponData'sLockSpeed,SensorImpactandLockAngleare the launcher's lock-on, the shooter's sensors, not the round's (Behaviors/LockWeapon.cs:13-19,:104). The warhead isWeaponItemData'sDamage,DamageSpread,DamageType,BlastRadius(key 29) andFuse(key 32) (ItemData.cs:477-506), read throughFireControl.FuseOf(FireControl.cs:63-68). The catalog isGameData/Aetheria.cc; each catalog change has its own AetherDb*-migrate applycommand (tools/AetherDb/Program.cs:32-40). The roles doc assignsThrust,MissileVelocityandVelocityto the thruster role (docs/stats-power-cut7-roles.md:139-146). -
M18. What the flight fields meant.
GuidedProjectile.Update(GuidedProjectile.cs:127-212) aims atfirst_order_interceptatTopSpeed(MissileVelocity), turns its velocity toward the desired one atThrust * ThrustCurve(progress)per second, and blends a noise dodge atDodgeFrequencybyGuidanceCurve(progress). There is no fuel, no seeker, and the round fades pastRange. -
M19. Blasts.
Applydetonates aBurstorProximityround throughDetonateat itsBurstPoint(FireControl.cs:920-930);Detonateoverlaps the disc with the cells of every entity in the zone (:1350), the path mines use (M5).HullEntry(:839) gives the distance along a line to an entity's first metal cell. -
M20. No manoeuvre enters the price, and none reaches an instant weapon (probe for rulings
manoeuvre-penalises-solutionsandevasion-not-only-flight-time, source read at7f51d46don 2026-10-06).HitProbability(FireControl.cs:316-323) isPFire * PSpread * POnHull: shooter accuracy and info, barrel spread, silhouette. The target's velocity enters only the lead (PredictedIntercept,:202-208), which cancels a constant sideways speed exactly. The one motion term is the roll'sDeviationProbability(:425-431): the target's realized departure from the fire-time straight-line prediction, forgiven by the shooter'sTracking, measured atCommitTime.FiresetsCommitTimetonow + max(0, flightTime - CommitHorizon)(:588,CommitHorizon0.5 s), so a round whose flight is under 0.5 s commits at fire and measures nothing. Beams fire throughFireperBeamResolveIntervalwith flight time 0 (Behaviors/ConstantWeapon.cs:176-188), as instant weapons do (InstantWeapon.cs:271). Result: the solution the HUD,AgentFiresand autofire read carries no manoeuvre penalty; at the roll only long-flight rounds see manoeuvres, only ones made in flight, and never a sideways speed. A laser cannot be dodged at all. The operator's reading holds. -
M21. What agility exists. No
Agilitystat exists anywhere.ShipaggregatesLeftStrafeThrustandRightStrafeThrustfrom its active lateral thrusters and aether drives (Ship.cs:52-53,:181-220); a thruster accelerates its entity byThrust / Mass(Behaviors/Thruster.cs:104). A hull's strafe acceleration is thereforemin(LeftStrafeThrust, RightStrafeThrust) / Mass, derived from fitted gear; an entity that is not aShiphas none. No entity stores its acceleration. The shooter's tracking isTargetingSystem.Tracking(Behaviors/TargetingSystem.cs:43,:80), falling back toUnaidedTracking(10,Settings.cs:228) throughFireControl.Tracking(:190): metres of deviation forgiven. -
M22. The shot pipeline can carry a guided round.
Step(FireControl.cs:609-656) commits whennow >= CommitTimeand applies once committed andnow >= ArrivalTime;CommitrollsCommitProbabilitywith the per-shot seed (:707-760). A munition whoseCommitTimestays infinite until its terminal gate, which then sets it to the gate's time andArrivalTimeto the closest approach, goes through the same commit, events and application as a gun round. -
M23. What the ships can actually reach in the window (probe for ruling
evasion-is-unpredictability:tests/Aetheria.Shared.Tests/EvasionEnvelopeProbe.cs, a scratch file never merged, run headless on Yggdrasil throughygg-verifyon probe commit7ef47d72over646057f2, 2026-10-06, the shipped catalog and authored settings, fixture seed 1). Each ship was fitted by the loadout generator, settled for 2 s, then flown from rest for 0.5 s in the realShip.Update(dt 1/60) under fifteen control policies (strafe, forward, reverse, corner, turn-and-burn at 45, 90, 135 and 180 degrees, each mirrored). The reach is the largest displacement from the idle run along each axis; the half-width is the mean of the two sides.Fit Mass Thrust (N) and turn Nose-on half-width Broadside half-width Longinus (generated) 3,835 2 Large Drive forward 250,000 each; 2 Talaria on the flanks at lever 0.998, which cancel to zero net strafe and only turn; no reverse. Forward 130.4 m/s^2, turn 1.95 rad/s by Thruster.Execute's arithmetic7.50 m 8.15 m Djinni (generated) 13,835 8 Talaria (3 forward, 1 reverse, 4 lateral at lever 0.73 and 0.87): forward 16.3, reverse 5.4, strafe 10.8 m/s^2 each way, turn 0.86 rad/s 2.00 m 2.19 m LonginusX (generated) 3,810 one Traction aether drive, omnidirectional: measured 109 to 154 m/s^2 on the four axes 16.81 m 18.06 m A second generated fit of each agreed within 30% (Longinus 9.77 / 8.13, Djinni 1.65 / 1.80, LonginusX 16.50 / 17.71); the Duel's LonginusX fit gave 11.62 / 12.97. The catalog has three ship hulls (Djinni, Longinus, LonginusX); there is no Gemini, and the LonginusX with its aether drive is the catalog's omnidirectional ship. On the Longinus, turning right also pushes it right: the turning Talaria translate the hull 2.4 m in 0.5 s while turning 59.5 degrees.
-
M24. Ship's thrust aggregates are not an envelope.
Ship.LeftStrafeThrustandRightStrafeThrustcount the Longinus's two flank Talaria (75,000 N each, 19.6 m/s^2), yet a pure strafe input moves it 0.000 m: the torque compensation inShip.Update(Ship.cs:257-275) cancels a lone off-axis strafer completely. Its lateral push exists only while it turns. r1'smin(LeftStrafeThrust, RightStrafeThrust) / Masswould have rated the Longinus at 19.6 m/s^2 of agility and the Djinni at 10.8, the operator's ships in roughly the wrong proportion for the wrong reason. Aether drives adddrive.Thrust(AetherDrive.cs:140), a per-update impulse times mass, into the same sums as thruster newtons, soForwardThrust / Massreads 1.9 m/s^2 for a LonginusX that accelerates at about 150.ClockwiseTorquesums lever arms without thrust (Ship.cs:225-245), soTurnTime(Ship.cs:61) is not in the unitsThruster.Executeturns by (Behaviors/Thruster.cs:106-107:input * Torque * Thrust * TorqueMultiplier / Massrad/s). -
M25. The Djinni moves about 1.6 times faster than its stats say. Full forward for 0.5 s moved the Djinni 3.27 m where
ForwardThrust / Mass(16.3 m/s^2) predicts 2.03 m; strafe gave 2.00 m against 1.36, and it turned 40.8 degrees against 24.7 by theExecutearithmetic. The Longinus matches its stats (15.48 m against 16.3 predicted, the gap being drag). Not explained by this pass: thrusterThrustread 75,000 after settling andMass13,835. Whatever the cause, an envelope that reads the stats would misprice the Djinni by that factor, soevasion-termr2 pins the envelope against motion measured inShip.Updateand stops on a mismatch. -
M26. A cheap reach is exact enough. For a body-frame envelope (forward, reverse, left and right acceleration, a turn rate each way) under kinematic turning (ruling
controls-turn-inertia), the largest displacement along a direction in a window, taken over eight faces (the four thrust axes and the four corners of the thrust box), each turned toward the direction at full rate while thrusting whenever it points within 90 degrees, then held, matched a brute-force search over turn strategies (one-degree steps, 400-step integration) to within 0.1% on four test envelopes, at 0, 45 and 90 degrees (scratch script, 2026-10-06). Against the realShip.Update, with the Longinus's flank push counted as strafe, it gave 7.31 m nose-on (probe 7.50) and 8.61 m broadside (probe 8.15). Cost: one box support and eight faces of two trigonometric calls each, per side. -
M27. Tracking is one number per ship, read in three places (source read at
46b28501, theevasion-termhead Soul held, 2026-10-07, for rulingtracking-per-gun).FireControl.Tracking(Entity)(FireControl.cs:190-194) returns the activeTargetingSystem.Tracking(Behaviors/TargetingSystem.cs:43,:80), elseUnaidedTracking(10,Settings.cs:228). Its readers areHitProbability(:327,PDeviation(evasion, Tracking(source))),Inspect(:344, andPEvasionat:368) andFire, which freezes it intoPendingShot.Tracking(:676, field:1868).DeviationProbability(:444) forgives realized plus evasion deviation with that frozen value, so the in-flight drift and the evasion term share one tolerance. Nothing outsideFireControlcallsTracking(; the debug HUD only printsshot.Trackingandd.Tracking(Gameplay/ActionGameManager.cs:1356,:1380). No weapon field carries tracking. -
M28. The catalog's weapons by size class (probe:
cultcache_pySingleFileMessagePackBackingStoreoverGameData/Aetheria.ccat46b28501, payloads decoded by MessagePack key, 2026-10-07; the Sep 30 and Oct 3 AetherDb builds refuse that catalog on theaetheria.fieldkinddataschema). 18WeaponItemDatarecords;WeaponItemData.WeaponCaliber(ItemData.cs:483, key 25: Small, Medium, Large, ExtraLarge) is the only authored size class. Ballistic: Small 6k Shooter, ClearPath, Earp; Medium Autocannon, DeathCluster, pretty pretty bang bang. Energy: Small CShot RainbowLite Lazer, ColdFire, FastBlast+-, Spectra; Medium ChargeBlast SG, ChargeBlast+-; Large plight. Launcher: Medium GT 3K, pswarm, scorched void policy; Large LRMM72; ExtraLarge SRMM72. No ballistic or beam gun is Large or ExtraLarge except plight, so in the demo the heavy guns are Medium. The two targeting designs authorTracking15-25 (Targeting Computer) and 30-45 (Fire Control Array). -
M29. Where a weapon stat can live.
WeaponData(Behaviors/Weapon.cs:20) holds the per-weaponPerformanceStats at keys 1-16 (Spreadkey 15,Velocitykey 16), evaluated inWeapon.UpdateStats(:131-140) through the item's heat, durability and quality terms. Subclasses use keys 17 to 32 (InstantWeaponData17-20;ChargedWeaponDatato 32;LockWeaponData21-25;LauncherData26-31;GuidedWeaponData21-26), so 33 is the first key free across the whole hierarchy. CultCache opens a record missing a local slot asdefaulted_missing_slotand uses the local default (CultLib src/GameCult.Caching/CultCache.cs, schema comparison), so a field initializer is what unmigrated records and code-built fixtures read. APerformanceStatwith no terms resolves toMax, and a barenew PerformanceStat()resolves to 0. -
M30. A weapon's footprint is its item
Shape(source read and catalog probe at46b28501, 2026-10-07; method as M28). Footprint is evidence about a gun, not a key to its tracking (rulingweapon-tracking-authored, which supersededweapon-tracking-defaults).ItemData.Shape(ItemData.cs:288-289, key 5,[InspectableSchematicShape], the cells Studio paints) holds abool[,];Shape.Coordinates(:84-95) lists its true cells, so the cell count isShape.Coordinates.Length. A hardpoint'sHardpointData.Shape(:563, key 2) is the slot, not the gun:Takes(:580-581) fits any design of the slot's type whose shape lies within it.new Shape()is one true cell (:25-29). The catalog's weapons by cell count:Cells Weapons (hardpoint, caliber) 1 plight (Energy, Large), pswarm (Launcher, Medium) 2 6k Shooter, ClearPath, Earp (Ballistic, Small); ColdFire, FastBlast+-, Spectra (Energy, Small) 3 GT 3K, scorched void policy (Launcher, Medium) 4 Autocannon, DeathCluster, pretty pretty bang bang (Ballistic, Medium); ChargeBlast SG, ChargeBlast+- (Energy, Medium) 6 LRMM72 (Launcher, Large), SRMM72 (Launcher, ExtraLarge) 9 CShot RainbowLite Lazer (Energy, Small) plight's one cell is authored, not a default, and it is a content error (ruling
plight-not-one-cell; its provenance is M35). Caliber and footprint disagree in both directions (plight Large in one cell, CShot Small in nine). The hulls' weapon hardpoints: Longinus and LonginusX two Energy 1x2 and two Launcher 1x3; Djinni two Ballistic 1x2, two Launcher 1x3 and two Launcher 3x2; the station Turret two Ballistic 2x4 at arc 360. No weapon hardpoint is one cell or 3x3, so CShot fits no hull. -
M31. Nothing in the price reads velocity across the line of sight, and nothing models a mount's rate (source read at
46b28501). Target velocity enters the lead (PredictedIntercept,FireControl.cs:202-208, without the shooter's velocity) and the frozenFireTargetVelocitythatDeviationProbability(:439-445) projects;Evasion(:452-470) reads envelope, heading, track, line of sight and window, never a velocity. A steady crosser therefore costs only the in-flight drift, and an instant weapon nothing. No weapon or hardpoint field carries a slew rate:HardpointData.FiringArc(ItemData.cs:567-569) is an arc in degrees, and the targeting gear'sTrackingis metres (M27).PendingShot.PFire(:1867) andTracking(:1868) are the shooter factsFirefreezes (:663-677);CommitProbability(:792-806) multipliesshot.PFire * pDeviation, then spread and hull. -
M32. Top speed is a hull behaviour: the Longinus and the Djinni carry one, the LonginusX does not (source read and catalog probe at
46b28501, method as M28, 2026-10-07; corrects an earlier M32 that probed only gear and weapons and concluded top speed was drag's).VelocityLimitData(union 11,Behaviors/VelocityLimit.cs, onePerformanceStat TopSpeedat key 1) is a behaviour onHullData.Behaviors(EquippableItemData, key 11). ItsExecuteclampsEntity.VelocitytoTopSpeedand books the removed part inEntity.LimitClamp, whichEntity.Accelerationputs back so the clamp is not a manoeuvre (2cf980e3, Soul findinglimit-clamp-evasion, fixed at46b28501). The catalog's five hulls: LonginusTopSpeed100..100 (terms heat 1), Djinni 50..50 (terms heat 1, quality 1.5;Min == Max, so both evaluate flat), LonginusX, Zenith and Turret none. History (git log -S VelocityLimit;docs/locomotion-cut.mdlines 75-81 and 440-460): the code has carried the behaviour since 2020; the Longinus and Djinni records were absent from the catalog until locomotion Cut 1'srestore-hulls(3cb6b154, 2026-09-25, deleted after landing in819bd6b8) rebuilt them from the decoded 2021-04-14 legacy record, each with its own legacyVelocityLimitData. The legacy LonginusX carried none, and neither does today's, so nothing was dropped that is still missing. Readers:Agent.TopSpeed(Agents/Agent.cs:26, falling back to 100 for a hull without one, so AI LonginusX steer at 100), and the dock intro (Gameplay/ActionGameManager.cs:849), which dereferencesGetBehavior<VelocityLimit>()with no null check and so throws for a LonginusX player. The cap is the hull's own behaviour, gated by the hull'sActive(locomotion map, Soul hazard 2026-09-26). The LonginusX's ceiling is physics: drag (Ship.cs:307-310, steady thrustasettles neara / Drag, about 1,300 m/s at 130 m/s^2 and drag 0.1) and its aether drive, whose push falls to zero as speed along an axis reaches the rotor speed (AetherDrive.cs:140-148; forward rotor speed isRpm * 3 / 100, 1,200 to 2,400 m/s at the Traction drive's 40,000 to 80,000 maximum rpm). Together they put it several hundred m/s up; arithmetic, not a flight probe. -
M33. The table fit (probe: a scratch script over the catalog decode of M30 and M34, not committed, 2026-10-07, for
evasion-termr5). It evaluates the mount factor0.5 ^ ((omega / rate)^2)and the vector factorPDeviation(E, Tracking)for each authored rate under three targeting fits (unaided 10, Targeting Computer 20 and Fire Control Array 37.5, the designs' midpoints, M28), at the geometries of the table in "Tracking per gun", with crossing speeds at the hulls' real top speeds (M32).omegacomes from speed and range;Eis the window-0.75 figure the r2 pass measured (the table under "Evasion is how unpredictably", and the speed demon's 9.63 m). The results are in that section. -
M34. The catalog's guns by role (catalog probe at
46b28501, method as M28, 2026-10-07; the weapon behaviour's evaluated range ofDamagekey 2,Rangekey 6 and the shot intervalCooldownkey 19, withCountkey 17 pellets per shot):Weapon Kind, caliber, cells Mass Damage x count Interval (s) Range (m) ClearPath Ballistic auto, Small, 2 50 2-6 0.1-0.033 250-600 Spectra Energy beam, Small, 2 25 20-85 0.5-0.25 800-1,750 FastBlast+- Energy auto, Small, 2 125 20-80 x 12 0.33-0.1 500-1,250 Earp Ballistic single, Small, 2 75 5-25 trigger 1,000-2,500 6k Shooter Ballistic single, Small, 2 95 4-30 trigger 1,000-2,000 ColdFire Energy beam, Small, 2 150 40-160 2.5-1 750-2,250 Autocannon Ballistic auto, Medium, 4 75 3 0.5 1,000 ChargeBlast+- Energy charged, Medium, 4 225 25-110 (x3 charged) 0.75-0.4 800-1,900 DeathCluster Ballistic auto, Medium, 4 250 100-250 x 12-15 1-0.25 500-1,000 ChargeBlast SG Energy charged, Medium, 4 250 50-175 x 5 0.75-0.4 450-950 pretty pretty bang bang Ballistic charged, Medium, 4 250 64-256 x 5 0.67-0.33 500-1,250 plight Electrostatic charged, Large, 1 (M35) 100 75-400 (x3 charged) 4-2, after a 3-2 s charge 500-2,000 CShot RainbowLite Lazer Energy beam, Small, 9 500 100-600 3-1 1,000-3,000 GT 3K, pswarm, scorched void policy, LRMM72, SRMM72 Launcher or guided 100 "Trigger" is an
InstantWeaponDatawhose cooldown is 0.01 s: it fires as fast as the trigger. plight is sold (product DragOnBreath, Lucent Media), so it spawns in generated loadouts. -
M35. plight has been one cell since it was created (git history and vault read, 2026-10-07). It first appears in
GameData/WeaponItemData/plight.jsonat85483319(2021-06-23, "Modular Database Upgrade") with"shape":{"name":[[true]]}, caliber Large, the TaranisLG effect prefab, and no other shape in any later revision; the 2021-03AetherDB.msgpackhas no plight record.docs/content-batch-one.md:822copied the catalog's 1x1. The AetheriaLore vault names it only as Lucent's "TaranisLG lightning gun with vape tie-in" (Corporate Roster and Item Wishlist.md,Faction Flavor and Visual Identity.md) and gives no size;Weapon Category Codes.mddefines the ESD lightning-gun code and size letters but no TaranisLG label. Every Energy hardpoint on a flyable hull is 1x2 (M30): a 1x2 plight fits the Longinus and LonginusX as it does today, and any larger shape fits no hull, like CShot. Nothing in the record settles its intended shape; questionplight-shapeasks it.
Body facts: evasion core, mount term and autofire seams (2026-10-08)
Body: origin/master 4d664b53, read in a detached worktree. The in-flight branch
origin/eureka/aetheria-release-controls-mount-aim (e103b90a, 538b11b4) was read with git diff 4d664b53 <branch>, never checked out. Read by cut-munition-shots, cut-munition-jink,
cut-autofire-threshold and cut-autofire-controls.
- MA1. Master's evasion is two factors in one price (source read,
FireControl.cs).HitProbability(:350-357) isPFire * PMount(AngularVelocity(source, target), TrackingRate(weapon, source)) * PSpread * POnHull * PDeviation(evasion, Tracking(source)).Forecast(:326) computesevasion = Evasion(target, TravelDirection). The mount factor reads the gun's rate times the ship's gear (TrackingRate, :221-224); the jink factor reads the ship's gear alone in metres (Tracking, :195-199), as rulingstracking-per-gunandjink-per-shipsay. - MA2. The evasion core is already subject-free (
FireControl.cs:496-516).Evasion(Entity, los)returns 0 for a non-Ship and otherwise calls the pureEvasion(in ManoeuvreEnvelope, float2 heading, in ManoeuvreTrack, float2 los, float window), whose comment calls it "the one call guns and munitions make". A munition can answer it with its own envelope, heading and track without a second evasion function. - MA3. The envelope and track types (
FireControl.cs:2049-2115).ManoeuvreEnvelopeis six accelerations (Forward, Reverse, Left, Right in m/s^2 along body axes; Clockwise, CounterClockwise turn rates).ManoeuvreTrack.Observe(float2 acceleration, float dt, float window)keeps trend, innovation and second moments and forgets a window after the last change of vector.Reach(:521-546) with both turn rates zero reduces to the box's no-turn support0.5 * (face along) * T^2plus faces whose turn is zero (ReachFacereturns 0 for a turned face when its rate is below 1e-4, :552). So a point-mass munition with no turn rate is priced by its box alone, which is what a vector-commanded munition can do. - MA4. Who writes a ship's track (grep over
Assets/Scripts/ServerShared). One writer:Entity.UpdateatEntity.cs:1478(Manoeuvre.Observe(Acceleration, delta, SolutionWindow)), acceleration being the base update's velocity change with the limit clamp added back (:1477). Thrusters supply the envelope (Thruster.Manoeuvre(),Thruster.cs:98);Ship.Envelopesums them (Ship.cs:153-159). - MA5. Fire freezes the mount for an entity subject only (
FireControl.cs:688).pFire = solution.PFire * (solution.Engaged != null ? PMount(AngularVelocity(source, solution.Engaged), TrackingRate(weapon, source)) : 1f).CommitProbability(:864-878) multiplies the frozenPFirebyDeviationProbability(:483-489), which addsEvasion(shot.Target, ...)to the realised drift. A munition subject needs both: the mount frozen at fire from its own position and velocity, and the evasion at commit from its own track. - MA6.
AngularVelocityhas a planar overload (FireControl.cs:209-213):AngularVelocity(float2 offset, float2 relativeVelocity), range floored at 1 m. A munition's offset isFlight.Position - source.Position.xzand its relative velocityFlight.Velocity - source.Velocity; no new geometry is needed. - MA7. No munition code is on master (
ls Assets/Scripts/ServerShared, grepMunitionId).Munitions.cs,MunitionFlightandMunitionIddo not exist;TargetRef(Zone.cs:646-670) has only Entity and Chunk. missile-stats, missile-records and missile-odds had no report (specs-with-no-report query, as of ordinal 750). munition-shots' anchors into that code are by name. - MA8. controls-mount-aim, in execution, changes the seams these cuts touch (diff of
4d664b53..origin/eureka/aetheria-release-controls-mount-aim, FireControl.cs and Weapon.cs): adds
Solution(Weapon, Entity shooter, TargetRef subject)afterAimDirectionreturningGunSolution { Entity Subject; bool Bears; bool Free; float2 Direction }; addsBears(weapon, source, Entity target, out range)and routesPFirethrough it; rewritesArcPermitsFiretofused || mine layer || Solution(weapon, shooter, shooter.Target.Value)bears or free; Solve's travel direction becomesSolution(weapon, source, target).Direction. The branch dropped the Broadside scenario (538b11b4: no catalog hull has side-rotated gun hardpoints). - MA9. PendingShot construction sites (grep
new PendingShotover Assets/Scripts and tests): two,FireControl.FireandFireControlCut9Tests.cs. Readers ofshot.Targetin FireControl: :487-488, :808, :867-876, :884, :920-950, :1132-1140, :1190, :1483; outside:EntityInstance.cs:331-333. - MA10. Autofire seams on master (source reads):
Entity.WeaponGroupsEntity.cs:82, sized :791-793, removal path :1050;PowerBus.Step:1453 then the equipment loop :1455-1458 (the only place equipped behaviours execute inEntity.Update);Weapon.Activate/Deactivateset_firingonly (Weapon.cs:156-164), so a weapon draws no power by being triggered.StanceAllowsFireWeapon.cs:113,ArcAllowsFire:123.RefusesFireControl.cs:93-95,AgentFires:104-112 (its first branch is the mine layer's: worth it whenSolvesays Designated).Firereadssource.Target.Value.Entityat :683.EntityPackkeys 0-16 on the base class, subclasses use 17-20, key 21 unused (EntitySerializer.cs).ActionBarWeaponGroupBindingActionBarSlot.cs:177-210; slot input actions are created inActionGameManager.createBinding(:434-442,startedactivates,canceleddeactivates).ControlsHud.csdoes not exist on master (controls-hud creates it).Zone.Targets.Within(in TargetSearch, List<TargetCandidate> into)(TargetingIndex.cs:99) fills a caller's list.Scenarios.Tests(Scenarios.cs:7-10) ends withLauncherAngles, LongHaul. - MA11. The close-crosser fixture already exists
(
tests/Aetheria.Shared.Tests/EvasionTrackingTests.cs).EvMountRange(gunRate, laserRate)sets two guns on one shooter to authored rates throughEvSetRate(:23-29), andLightAndHeavyGunsSplitOnAFastCloseCrosser(:139-160) with rates 40 and 3 andEvCross(range, jinking: false, float2(100, 0))at 200 m measures PMount >= 0.85 and <= 0.01. The steady crosser's evasion is zero (EvCross settles the track), so the split is the mount term alone. The fixture places the target withScenarioStance.Neutral(default ofScenarioStage.Place,ScenarioStage.cs:109);Entity.SetIff(other, true)(Entity.cs:810) orScenarioStance.Hostilemakes it hostile. - MA12. No PD-class gun is in the catalog (tracking table). The highest authored rates are ClearPath 12 and Spectra 10 deg/s; launchers are +infinity. Against inbound missiles the angular velocity is small (mostly radial approach), so these suffice to engage salvos in a scenario; against a fast close crosser ClearPath prices 0.37 / 0.76 (TC / FCA, map table). The catalog growth section's PD guns (CG-probes) are the content that closes this.
The design
The resolution model is ruled: missiles-resolution-model, geometry-sets-odds. The second
pass recommended pure geometry (a fuze decides contact) and rejected both roll variants as two
answers to one question. The operator overturned it for a reason that pass did not weigh: the
simulation is not at a scale where contact means anything, so a fuze makes terminal fuel,
targeting data and the missile's own skill irrelevant to the hit. The split-brain worry is
answered by one commit point, after which the flight obeys the roll, which is the gun's own
contract (M22):
- The flight steps as before (PN, fuel, seeker) and decides whether and when a missile reaches its terminal gate, and with what left. A missile that runs dry, loses its seeker or is outmanoeuvred arrives with a large miss, or never arrives.
- At the gate the roll decides whether it connects, once, at a price
FireControlowns. After the roll the flight presents the outcome and decides nothing.
Evasion is how unpredictably the target can and does change its motion (rulings
manoeuvre-penalises-solutions, evasion-not-only-flight-time and evasion-is-unpredictability).
M20 shows the price has no manoeuvre term and a laser cannot be dodged. r1 answered with one strafe
figure; the operator ruled that incomplete: "A ship like Longinus has almost zero strafe thrust but
should still be plenty agile while the Djinni has dedicated strafing thrusters but is too heavy to
get very far with them. Unpredictability of motion should matter, too." M24 adds that the strafe
figure is not even what the hull can do. The term (evasion-term r2) is the product of two parts,
each with one owner, and it adds to the in-flight deviation rather than replacing it:
- Capability: the reachable spread.
Ship.Envelopeis aManoeuvreEnvelope: body-frame acceleration forward, reverse, left and right (m/s^2) and turn rate clockwise and counter-clockwise (rad/s), summed from what each live propulsor reports with the arithmetic its ownExecuteuses (aThrusterits thrust over mass along its mount and its lever times thrust timesTorqueMultiplierover mass). An aether drive reports nothing: the drive is parked out of the demo (rulingretire-longinusx), and evasion-term r6 deletes theAetherDrive.Manoeuvrereport that r2 landed (see "Retiring the LonginusX and parking the aether drive"). A thruster that only turns counts as lateral push, because it pushes whenever it turns (M23). Not aShip, no envelope.FireControl.Reach(envelope, heading, direction, window)is the largest displacement from the coasting path alongdirectioninwindow, by the eight-face form of M26. The capability across a line of sight is the half-width of the reachable interval,C = (Reach(+n) + Reach(-n)) / 2, withnperpendicular to the line of sight. An omnidirectional hull has the sameCfrom any bearing; a Longinus has its largest crossing the line of sight and a smaller one nose-on, because it must turn first. - Behaviour: how much it is changing its vector.
Entity.Manoeuvreis aManoeuvreTrack, written once perEntity.Updatefrom the measured acceleration (the velocity change across the base update, so thrust and not drag or gravity): a trenda_bar(exponential average, time constantSolutionWindow), the innovationa - a_barlow-passed with time constantSolutionWindow / 4, and the exponential average of that innovation's outer product (three floats).LateralRms(n)is the root of its projection onn. A steady burn is predictable (its innovation decays to zero), coasting is predictable, a weave at the window's scale is not, and dithering much faster than the window averages out (Zarchan, above). - The term.
FireControl.Evasion(target, lineOfSight)reads the target's envelope, heading, track andSolutionWindowT:u = 0.5 * LateralRms(n) * T^2, zero whenuis zero (no envelope work for a coasting target), elsemin(C, u). Behaviour realises the evasion, capability caps it. A coasting ship evades nothing whatever it could do; a jinking ship evades up to what its envelope reaches across that line of sight. Sideways speed does not enter this term: the lead cancels it as a prediction problem (M20). It enters the mount's term (rulingevasion-angular-velocity, "Tracking per gun" below), whichEvasiondoes not compute, so a missile's gate price never sees it. - Pure core, one entity entry.
Reachand the pureEvasion(envelope, heading, track, lineOfSight, window)are public and allocation-free; the entity overload is what guns and missiles call.PDeviation(deviation, tolerance)stays the one deviation shape.DeviationProbabilityaddsEvasion(target, TravelDirection)at the commit to the realized deviation;HitProbabilitymultipliesPDeviation(Evasion(...), Tracking(source)). A laser commits at fire, so its whole vector penalty is this term. A target moving at constant velocity hasEvasion0.
Measured with this form (scratch model of Reach and ManoeuvreTrack at dt 1/60, each ship's
best of a fixed jink set: lateral square wave, a new random direction, and a turn-and-burn weave
of plus or minus 60 degrees, half-periods 0.5 and 1 s, read over the last 4 s of 8):
| Ship, stats | Window 0.5 s | 0.75 s | 1.0 s | Coasting |
|---|---|---|---|---|
| Gemini-like test hull: the Longinus's 130.4 m/s^2 on all four axes, its turn | 11.0 m | 20.9 m | 31.2 m | 0 |
| Longinus (catalog, M23, flank push as strafe) | 6.4 m | 14.7 m | 24.9 m | 0 |
| Djinni (catalog stats, M23) | 0.9 m | 1.7 m | 2.6 m | 0 |
The Gemini-like hull is most evasive from every bearing; the Longinus is about seven times the Djinni, mostly by turning its drive (nose-on 6.4 m against a strafe-only jink's 1.7); the Djinni is limited by its mass. The Longinus crossing the line of sight and only weaving reads 1.5 m, and pulsing its drive instead reads about 5.5: its evasion is in its throttle and its turn, not its strafe.
The speed demon's counterplay (ruling speed-demon-counterplay): "Decent chance that unless
you specced specifically to counter them, the only gun you have that'll hit a speed demon is
stuff you intended to use for PD. That's what they're counting on, since they sacrificed all
their armor for that mobility." The vector term delivers part of that: the shooter's Tracking
forgives the evasion, and the target's envelope is large exactly when it carries little mass. The
per-gun part is the mount's term in "Tracking per gun" below. Re-measured without r1's speed share: a speed demon with 60 m/s^2 on every
axis, jinking a lateral square wave at half-period 0.5 s nose-on, opens 5.07 m at window 0.5 s,
so a shooter with Tracking 10 keeps 0.49 and one with Tracking 50 keeps 0.90; a heavy hull
with 10 m/s^2 opens 0.84 m (0.92 and 0.98). At window 0.75 s the speed demon opens 9.63 m (0.04
and 0.81). r1's numbers (22.5 m, 0 and 0.55) came mostly from the
150 m/s crossing speed this revision no longer counts. Window 0.75 s is what makes heavy guns
"mostly miss" a well-flown speed demon while PD-class tracking still lands, so evasion-term r2
authors SolutionWindow 0.75; the catalog's shooters track 17 to 38 (M23 probe), and the play
check owns the final value. The autofire chooser lets PD guns divert: with no worth-firing
munition, an autofire gun takes the designated target or the best-priced hostile when its price
clears the threshold. A worth-firing hostile munition preempts an entity subject even while that
subject stays worth firing (autofire-threshold r3), so a PD group that diverted onto a speed
demon still turns back to the missiles.
Tracking per gun: a mount's rate against line-of-sight angular velocity (evasion-term r4,
revised by r5). Ruling tracking-per-gun: "gun times ship". Ruling evasion-angular-velocity,
which replaces evasion-speed: "now that I think about it, relative velocity should be an evasion
term, shouldn't it? ... yes, angular velocity is the term I was reaching for". Ruling
weapon-tracking-authored, which supersedes weapon-tracking-defaults: "I never said footprint
directly determines tracking." Each gun's rate is authored, on a steep scale: PD-class guns hit a
speed demon reliably, the current smallest guns struggle, big guns rarely hit something fast.
Ruling jink-per-ship: "Jink per ship is fine, the point is to confuse attacker's fire control
after all." Soul's finding
cut-evasion-term.s1.tracking-per-ship is the gap this closes: with one Tracking per ship
(M27), a light and a heavy gun on one hull were forgiven alike.
Evasion has two terms, each failing the shot for a different reason, each with one owner:
- Changes of vector defeat the prediction. This is r2's term, unchanged:
Evasion(target, lineOfSight)in metres, forgiven by the ship's targeting gearTracking(source)in metres throughPDeviation, and frozen asPendingShot.Tracking, which also forgives the in-flight drift. Predicting where a target will be is the fire-control computer's job, so this tolerance stays per ship. - Line-of-sight angular velocity defeats the mount.
FireControl.AngularVelocity(offset, relativeVelocity)isdegrees(|offset x relativeVelocity| / max(|offset|, 1)^2), planar, in degrees per second; the entity overload passes the target's position minus the shooter's and the target's velocity minus the shooter's. Radial velocity contributes nothing and a shooter matching the target's velocity sees none. The shot's tracking rate isFireControl.TrackingRate(weapon, source) = weapon.Tracking * Tracking(source) / UnaidedTracking: the gun's own rate in degrees per second (WeaponData.Tracking, key 33, aPerformanceStatevaluated likeSpread), times the targeting gear'sTrackingas a multiple of unaided (1 unaided, 1.5 to 2.5 for the Targeting Computer, 3 to 4.5 for the Fire Control Array). That is rulingtracking-per-gun's product, and EVE's tracking computers work the same way. The factor isPMount(omega, rate) = 0.5 ^ ((omega / rate)^2): 1 for a still line of sight, one half at the mount's rate, a sixteenth at twice it, never a cliff.
HitProbability is PFire * PSpread * POnHull * PDeviation(Evasion, Tracking(source)) * PMount(AngularVelocity(source, target), TrackingRate(weapon, source)). Fire freezes the mount
factor into the shot's shooter-side probability, PendingShot.PFire = solution.PFire * PMount:
the mount follows the target until the round leaves, a fired round cannot be re-laid, and the
mount is the shooter's, like accuracy and sensor data (M31). CommitProbability is unchanged and
the HUD's estimate at fire is still the commit price. No new shot field: the one hand-built
PendingShot (FireControlCut9Tests.cs:160) and every test that sets PFire keep their meaning.
A beam fires through Fire every resolve interval, so it is priced afresh each time. A round
fired at nothing has nothing to follow and multiplies by 1. Inspect reports AngularVelocity,
TrackingRate and PMount, and the debug HUD prints them beside Tracking.
Evasion never computes the mount term. A guided round's gate price (missile-odds r2) reads
Evasion(subject, line of sight) and its own correction, so the angular term does not touch it:
a missile steers itself, and no mount follows it. The table authors every launcher and guided
weapon at positive infinity on purpose: no mount follows a missile. Until missile-records and
missile-odds land, launchers fire as ordinary shots (M1), and their price is exactly what it is
at 46b28501.
The table. Each weapon's rate is authored on its record (WeaponData.Tracking, degrees per
second, Min == Max, no terms), and nothing derives it: not footprint, caliber or hardpoint type
(ruling weapon-tracking-authored). The initial values are written once by a one-shot AetherDb
migration that carries the table below as a literal list keyed by record, then is deleted, as
locomotion's restore-hulls was (M32), so afterwards the catalog is the table's only copy. The
scale is steep and anchored on the ruled outcomes, with each gun placed by its role (M34): weight,
damage per shot, rate of fire and size. Footprint is evidence that agrees with most of it, never
the key.
| Rate (deg/s) | Weapons | Why there |
|---|---|---|
| about 40 | none yet: PD class, content to author | Hits a speed demon reliably: 0.82 with the Targeting Computer at 150 m/s crossing 200 m. |
| 12 | ClearPath | Lightest ballistic (50 kg), the lowest damage (2-6) at the highest rate (10-30 shots a second), 600 m reach: a cargo-defence hose, the catalog's nearest thing to PD, still a struggling small gun. |
| 10 | Spectra | Lightest weapon (25 kg), a light beam (20-85) at 2-4 shots a second. |
| 9 | FastBlast+- | "Do less damage, faster": 12-pellet bursts of 20-80 at 3-10 a second, but 125 kg. |
| 8 | Earp | Single shots (5-25) as fast as the trigger, 75 kg, reach to 2,500 m: a precision gun, not a hose. |
| 7 | 6k Shooter | Earp's role, heavier (95 kg) and shorter. |
| 6 | ColdFire | Heaviest small gun (150 kg), a 40-160 laser every 1 to 2.5 s to 2,250 m: a small sniper. |
| 4 | Autocannon | Medium and four cells but light (75 kg) with 3 damage a shot: the quickest of the medium guns. |
| 3.5 | ChargeBlast+- | 225 kg, one charged knockout shot (25-110, tripled when charged) to 1,900 m. |
| 3 | DeathCluster, ChargeBlast SG, pretty pretty bang bang | 250 kg each, heavy volleys of 5 to 15 pellets of 50-256: the medium shotguns. |
| 2 | plight | Large charged lightning, 75-400 (tripled when charged), one shot every 2 to 4 s after a 2 to 3 s charge: a heavy gun (ruling plight-not-one-cell). |
| 1.5 | CShot RainbowLite Lazer | The heaviest gun (500 kg, nine cells), 100-600 to 3,000 m; fits no hull today. |
| infinity | GT 3K, pswarm, scorched void policy, LRMM72, SRMM72 | No mount follows a missile; the round steers itself (missile-odds). |
A field left unauthored defaults to positive infinity, a mount that follows anything, so code-built fixtures price exactly as before. That default is harmless only while every shipped gun carries a finite rate, which a test over the catalog pins; a weapon authored later without a rate would follow anything, and that test is what catches it. Fitted by M33 at the TC / FCA midpoints, with crossing speeds at the hulls' real top speeds (M32):
| Geometry (degrees per second) | PD 40 | 12 | 8 | 6 | 4 | 3 | 2 |
|---|---|---|---|---|---|---|---|
| Fast crosser close: Longinus at its 100 m/s top speed, 200 m (28.6) | 0.91 / 0.98 | 0.37 / 0.76 | 0.11 / 0.53 | 0.02 / 0.33 | 0.00 / 0.08 | 0.00 / 0.01 | 0 / 0 |
| The same at range: 100 m/s at 1,000 m (5.7) | 1.00 / 1.00 | 0.96 / 0.99 | 0.91 / 0.98 | 0.85 / 0.96 | 0.70 / 0.90 | 0.53 / 0.84 | 0.24 / 0.67 |
| Heavy ship at range: Djinni at its 50 m/s top speed, 1,000 m (2.9) | 1.00 / 1.00 | 0.99 / 1.00 | 0.98 / 0.99 | 0.96 / 0.99 | 0.91 / 0.98 | 0.85 / 0.96 | 0.70 / 0.90 |
| Heavy ship close: Djinni at 50 m/s, 200 m (14.3) | 0.98 / 0.99 | 0.78 / 0.93 | 0.57 / 0.85 | 0.37 / 0.76 | 0.11 / 0.53 | 0.02 / 0.33 | 0.00 / 0.08 |
| Jinking target: Longinus weaving (14.7 m), 60 m/s at 500 m (6.9) | 0.26 / 0.61 | 0.25 / 0.60 | 0.23 / 0.59 | 0.21 / 0.57 | 0.16 / 0.53 | 0.11 / 0.47 | 0.03 / 0.34 |
| Speed demon (no hull authored): 150 m/s at 200 m (43.0) | 0.82 / 0.94 | 0.11 / 0.53 | 0.01 / 0.24 | 0.00 / 0.08 | 0 / 0 | 0 / 0 | 0 / 0 |
| Speed demon jinking close: 9.63 m, 150 m/s at 200 m (43.0) | 0.42 / 0.70 | 0.06 / 0.40 | 0.00 / 0.18 | 0.00 / 0.06 | 0 / 0 | 0 / 0 | 0 / 0 |
| Uncapped LonginusX: 800 m/s at 1,000 m (45.8) | 0.80 / 0.94 | 0.08 / 0.49 | 0.00 / 0.20 | 0.00 / 0.06 | 0 / 0 | 0 / 0 | 0 / 0 |
Each cell is PDeviation(E, Tracking) * PMount, the whole evasion share of the price. Unaided
(Tracking 10), the fast crosser close leaves a PD gun 0.70 and ClearPath 0.02. Crossing at 200 m
with the Targeting Computer, by speed, for PD, 12 and 4: 50 m/s gives 0.98, 0.78 and 0.11; 100 m/s
gives 0.91, 0.37 and 0; 150 m/s gives 0.82, 0.11 and 0; 300 m/s gives 0.45, 0 and 0. The ruled
outcomes hold: a PD-class gun hits a fast hull close reliably (0.82 to 0.91 with the common gear),
the smallest guns struggle (0.37 at best, 0.02 to 0.11 for most), the big guns rarely hit
something fast (0.08 at most), and the big guns hit a big ship at range (0.70 to 0.91). Against a
jinking target at middle range the guns barely differ, because the jink is a prediction problem
the ship's gear forgives (ruling jink-per-ship), not the mount; they part company when the
target is close and fast. The individual rates are the play check's levers; the anchors are the
ruled outcomes.
Not imported from EVE. Signature resolution and signature radius: the probe meets every ruled
outcome without them, and a target's size already enters the price through its silhouette
(PSpread, POnHull). Falloff: range is priced by PSpread and the weapon's range gates.
Counters to the close orbit. EVE's documented failure mode, the small fast ship orbiting close
while big guns go useless, is the play shape ruling speed-demon-counterplay asks for, so the
counters must exist and lie outside the big gun:
- PD-class guns, authored near 40 deg/s. The catalog has none yet; they are content to author. plight, the one-cell gun, is a heavy gun whose footprint is a content error (M35).
- Gear: the Fire Control Array multiplies every mount by 3 to 4.5, so ClearPath on a dedicated fit keeps 0.76 against the fast crosser close.
- Range: angular velocity falls with range, so a ship that holds the crosser off sees it at a fifth of the rate at 1,000 m; the fast ship has to come close to use its own guns, which face the same term.
- Velocity: a shooter that matches the target's velocity sees no angular velocity, so a fast hull of one's own is a counter.
- Missiles: a guided round has no mount (
missile-odds), so launchers counter it as drones do in EVE. - Armour: the speed demon gave its up, so the rounds that land hurt.
Top speed is a hull stat, and so an evasion stat (M32). The Longinus is capped at 100 m/s and
the Djinni at 50 by their own VelocityLimit behaviour, and the table above is fitted at those
speeds. The uncapped LonginusX row records what an uncapped hull would do; the hull itself is
retired (ruling retire-longinusx), question longinusx-top-speed is withdrawn as moot, and after
the retirement every ship hull in the shipped catalog carries a cap ("The dock intro", below).
When articulated mounts arrive (ruling arc-and-traverse-on-the-link, follow-up
articulated-mounts), the link's traverse speed and the gun's tracking compose by the slower of
the two inside TrackingRate: a heavy gun on a fast link is still slow, and a pod of small guns on
a slow link slews slowly, as that ruling says. Until then a fixed mount follows at the gun's own
rate within its arc.
The missile's price (missile-odds). At the gate, the same model with the missile's
inputs:
| Gun factor | Missile factor |
|---|---|
PFire = shooter Accuracy x PSensor(shooter info) |
data: locked, PSensor(settings, 1, seeker reading), its own gathered data; unlocked, the frozen launch PFire |
| realized deviation in flight | zero-effort miss beyond reach, max(0, ZEM - reach), with reach = max(BlastRadius, SchematicCellSize / 2) plus half the target's silhouette span across the line of sight |
Evasion against the gun's bearing |
Evasion(target, line of sight): the same entity call a gun makes |
tolerance Tracking |
correction: locked, Cognition * Closable(Lateral, DeltaV, time to go); unlocked, 0 |
PSpread, POnHull |
1: a guided round has no barrel spread and steers onto metal |
Closable(a, dv, t) is the sideways distance a missile can still cover in t with acceleration
a and delta-v dv: 0.5 * a * t^2 when dv >= a * t, else dv * t - dv^2 / (2a). Terminal
fuel, lateral authority and cognition widen the tolerance; seeker data scales the whole; the
target's motion and agility and the flight's own miss eat into it. An unguided rocket (no
seeker, no lateral authority) has tolerance 0, so geometry alone decides it: it connects only
when its straight line passes within reach.
Cognition (ruling missile-cognition) is Control.Cognition, 0 to 1, authored per missile
and later derived from guidance gear: the missile's skill at spending delta-v, in exactly four
places. (1) Efficiency: the debit is |command| * dt * (2 - Cognition), so a mindless missile
wastes as much as it uses on corrections. (2) Reserve: before the gate, pursuit and evasion
may not spend below Cognition * Lateral * CommitHorizon, the delta-v a full-authority endgame
needs, so a smart missile arrives with its terminal and a dumb one may arrive dry. (3) When to
jink: evasion against inbound PD draws only on fuel above the reserve, so a dumb missile
(reserve 0) jinks itself dry while a smart one stops jinking to keep its terminal. (4) The
price: the correction scales with it.
The missile's stats (ruling missile-stats-now-gear-later). One MunitionData object on
LauncherData and on GuidedWeaponData, grouped by the gear each group will later come
from, so the entity cut replaces a group with a derivation from that gear without
reshaping anything that reads it:
| Group (gear later) | Fields (PerformanceStat, evaluated through the item) |
Replaces |
|---|---|---|
Hull (missile hull) |
Durability, Radius, Signature |
the first pass's global settings |
Thrusters (missile thruster) |
Acceleration (main motor), Lateral (manoeuvre authority: the sideways acceleration cap), MaxSpeed |
Thrust, MissileVelocity |
Sensors (seeker) |
Sensitivity, ConeHalfAngle, Range |
nothing (new) |
Control (guidance, its cognition) |
Navigation (PN constant), Evasion (share of Lateral spent jinking), EvasionFrequency, Lifetime, Cognition (skill at spending delta-v, 0 to 1, ruling missile-cognition) |
DodgeFrequency, GuidanceCurve |
Fuel (tank) |
DeltaV (m/s) |
nothing (new) |
Payload (warhead) |
no new field: Munitions.Payload(item) reads the weapon's existing Damage, DamageSpread, DamageType, BlastRadius, Fuse |
nothing; one reader |
Payload is an accessor, not copied fields: the warhead already has one owner on
WeaponItemData (M17), and a copy would be a second. LiftCurve stays presentation outside
the groups. ThrustCurve dies once the presenter reads the live throttle. The
missile-stats cut lands the object, migrates the catalog (Thrust to
Thrusters.Acceleration, MissileVelocity to Thrusters.MaxSpeed, DodgeFrequency to
Control.EvasionFrequency), authors the new fields for GT 3K, pswarm, scorched void policy,
LRMM72 and SRMM72 (M13; the flat dumbfire pair get no seeker and no lateral authority, so
they fly as rockets), and deletes the three migrated fields before anything reads the
stats. missile-presenter deletes GuidanceCurve and ThrustCurve once the presenter stops
reading them. Together they close follow-up launcher-flight-fields.
A missile is still its pending shot. A shot is a munition when its weapon data is
LauncherData or GuidedWeaponData (Munitions.IsMunition, the one test). Its identity is
its ShotId; its flight state is one inline struct on the shot, MunitionFlight: planar
Position and Velocity, DeltaV remaining, Command (the last step's commanded
acceleration; the presenter's throttle is its length over Acceleration, and its sideways part
is the munition's acceleration as a target), Wear, its Seeker subject (an
Entity, null when it has none), Locked, and the source's faction frozen at fire. No second
list, dictionary or class of missiles exists beside Zone.PendingShots. This is still the
asteroid shape: a light record with a little state, simulated where the simulation lives, no
Entity, gear or agent behind it.
Launch. Fire freezes, as today, the launch data the shooter's own sensors gave it
(FireTargetPosition, FireTargetVelocity; a LauncherData round still needs the
launcher's lock, M17). The flight starts at the fire origin with the shooter's velocity plus
weapon.Velocity along the mount (LaunchDirection), full DeltaV, and the shot's target as
its seeker subject, unlocked (none for a round fired along the aim, whose launch data is
the aim point or burst position). A munition shot's CommitTime is infinite until its
terminal gate opens; ArrivalTime is FireTime + Control.Lifetime, its self-destruct time,
until the gate replaces it.
The step. FireControl.Step advances each live munition once per tick, before its
resolution tests, through one function Munitions.Advance(Zone zone, ref PendingShot shot, float dt):
- Seek. The seeker's reading of its subject is the settled sensor value (M16) with one
sensor:
Sensor.Gain(subject.Visibility, Sensitivity, cone(angle off the velocity), distance, 1)overTargetInfoDecay, saturated; zero beyondSensors.Rangeor outsideConeHalfAngle.Lockedwhile it exceedsTargetDetectionInfoThreshold. Nothing else is stored. The settled-value arithmetic moves out ofEntity.ChunkInfointo one function both call. - Aim point. Locked: the subject's live position and velocity (terminal guidance on its
own sensor). Unlocked: the launch track extrapolated,
FireTargetPosition + FireTargetVelocity * (now - FireTime)(midcourse: it knows where it was sent). A missile in flight is told nothing else (rulingshared-track-bearing-only). - Command. Proportional navigation at the aim point: lateral acceleration
Navigation * closing speed * line-of-sight rate, clamped toThrusters.Lateral, plus along-track acceleration towardMaxSpeed, clamped toAcceleration. PN needs only the bearing and its rate, so terminal guidance uses no data the ruling forbids. - Evade. While PD rounds are inbound at it (
InboundRounds > 0, which arrives withmunition-shots, the cut that makes it shootable), it adds a jink ofEvasion * Lateralwhose sign follows a phase seeded from its shot id atEvasionFrequency, drawing only on fuel above its reserve (cognition, above). Evasion and pursuit share the clamp and the tank. - Pay.
DeltaV -= |command| * dt * (2 - Cognition). Before the gate a command that would takeDeltaVbelow the reserveCognition * Lateral * CommitHorizonis scaled down to what the reserve allows; after the gate the whole tank is usable. A dry missile commands nothing and coasts on its velocity (Nebulous). - Move and gate. Integrate position.
Munitions.Terminalholds when the missile has a seeker subject and the time to its closest approach with that subject (both straight motions) is withinCommitHorizonand before its lifetime ends.missile-oddsopens the gate there (CommitTime = now,ArrivalTime = now + time to go) and the genericCommitrolls. Untilmissile-oddslands nothing opens the gate, and every missile ends at its lifetime.
Resolution. At the gate the generic Commit rolls the munition price with the per-shot
seed and publishes ShotCommitted: Hit or Miss. Between commit and arrival (at most
CommitHorizon) the flight presents the outcome and decides nothing: after a hit it closes on
the target's live position with whatever sideways acceleration the closure needs, without
debit; after a miss it commands nothing and coasts past. At ArrivalTime the generic Apply
resolves it. A hit detonates through Detonate at the hull entry point on the missile's line to
the target (HullEntry, M19), or at the target's position when the line finds no cell, with
radius max(BlastRadius, SchematicCellSize / 2). A miss damages nothing: a fused missile's near
miss is the presenter's flash, not a blast, so the roll is the only thing that decides the
target's damage. A munition that reaches its lifetime without a gate resolves Miss at its
position (a fizzle). Interception keeps the first pass's rule at every stage, committed
included: wear at Hull.Durability resolves a fresh Intercepted outcome, no damage. A seeker
subject that leaves the zone before the gate makes the missile blind (retargeting, below); after
the gate it resolves a fresh Miss, the target-gone precedent (M4).
Retargeting is ruled: missiles-seeker-retarget, hostile-in-cone. A missile with no
subject, or one outside its cone, queries the targeting index every
GameplaySettings.SeekerInterval (0.5 s, Nebulous's re-selection period) for entities hostile
to the frozen faction, within Sensors.Range and the cone, and takes the brightest reading
above threshold. Turning invisible works through the same reading: a target whose visibility
falls below what the seeker needs is lost, and the missile seeks again. Decoys need something a
seeker can read that is not a hostile ship; no cut here makes one (follow-up
missile-decoys-signature).
Seen and shot like a rock. A munition's detectability uses the passive balance with its
own Hull.Signature; the index provider MunitionTargets offers every live munition at its
stepped position; TargetRef gains MunitionId; Entity.SetTarget refuses a munition. PD
rounds at a munition are priced and rolled by FireControl as the first pass said; lead now
reads the missile's real velocity, and the deviation term reads its real stepped position
against the frozen prediction, so jinking is what beats PD. As a target a munition takes the
shared Evasion term with its own envelope (Lateral each side while it has delta-v, no turn) and a
ManoeuvreTrack fed its commanded acceleration (munition-shots must be revised to this interface), so a jinking missile is harder to hold and a dry one is
easy prey. The "round arrives too late"
gate reads Munitions.TimeToGo (distance to its aim point over closing speed) instead of a
fixed arrival.
The presenter. GuidedProjectile places itself at the stepped position (height from
LiftCurve over its life), faces the velocity, and drives its flame from the length of
Command, dark when dry. Between commit and arrival it follows the record's post-commit
flight. It plays a hit at a Hit (at the burst point), a kill at Intercepted, a near-miss
flash at a committed Miss and a fizzle at a lifetime Miss.
Thresholded autofire. A weapon group can be set to autofire with a threshold (default
AgentMinHitProbability, 0.2). Each tick, before behaviours, Autofire.Update gives each
weapon of an autofire group a subject from FireControl.ChooseSubject and activates it
when one is chosen, deactivating it otherwise. ChooseSubject keeps the current subject while it is still worth firing, except that a
worth-firing hostile munition preempts an entity subject; otherwise it takes, in order, the most urgent detected
hostile munition in reach (least Munitions.TimeToGo), then the designated target, then the
detected hostile entity in reach with the highest price, each only if worth firing.
"Worth firing" is one function, FireControl.Worth(weapon, shooter, subject, threshold):
the price against the threshold for an unfused weapon, designated and not refused for a
fused one. AgentFires becomes Worth at the agent threshold. FireControl.SubjectOf(weapon, shooter) is the one answer to "what does this weapon fire at": its autofire subject in an
autofire group, else the entity's designated target. Fire, Refuses, Solution,
ArcPermitsFire and the stance gate read it.
What makes a gun point defense is ruled: pd-who-engages, any-gun ("anything can be
PD"). Nothing in data; any autofire gun can engage a munition, and the price decides: a
fast, tight, short-flight gun clears a threshold against a small fast target, a heavy gun
does not. Heat is the waste guard.
Manual fire against autofire is ruled: controls-solution-subject, designated ("manual
guns fire only on selected target when solution is available, autofire guns seek their own
firing solutions"). Manual fire is controls-mount-aim r2 unchanged (SubjectOf returns the
designated target); autofire's own choice is ChooseSubject. The trigger is ruled too:
controls-solution-trigger, group-trigger ("Group triggers only"): holding a group's trigger
fires each gun on its solution, else along the aim when the aim is in its arc, else holds.
A launcher fired along the aim with no solution launches at the aim point as its launch
data and its seeker may acquire what it finds there (HighFleet's blind fire).
The AI. Agents fire through the same chooser (ai-autofire): Combat and
TurretController treat every group as autofire at the agent threshold, with their chosen
target as the designated one. One owner of "which subject, and is it worth it" for player
and AI alike, and AI point defense against the player's missiles falls out of it. The
revision leaves ai-autofire r1 as it is: it reads only ChooseSubject and Worth.
The HUD. An autofire group's action-bar slot shows a filled mark and its threshold.
ControlsHud draws a small diamond on each detected hostile munition within the ship's
longest weapon range: filled while it can still manoeuvre, hollow once it coasts dry, ringed
while one of your autofire guns has it as subject.
Authority map
- Owner.
FireControlowns the one hit price for every shot, gun, beam or guided (HitProbability,CommitProbability,Evasion,PDeviation,Reach), every munition transition (fire, gate, commit, application, interception, lifetime, resolution) and every subject question (SubjectOf,ChooseSubject,Worth).Munitionsowns the pure facts and the flight arithmetic (IsMunition,Payload,Advance,TimeToGo,Terminal,Reserve, the seeker reading);FireControl.Stepis its only caller that writes a shot.MunitionDataowns a missile type's stats, cognition included, until gear replaces each group.Entity.UpdateownsEntity.Manoeuvre(and the acceleration it observes);ShipownsShip.Envelope, summed from what each propulsor reports. The player owns which groups are autofire and their thresholds. - Inputs. The frozen launch data, the flight state, zone time and dt, the seeker subject's
live position, velocity, acceleration and visibility, the munition's stats, the count of PD
rounds inbound; the weapon's stats and the shooter's sensors, accuracy and tracking; the
target's strafe thrust and mass;
Entity.Autofire. - Outputs. Munition positions, velocities and commands for the index, the HUD and the
presenter;
Hit,MissandInterceptedoutcomes; blasts throughDetonate; prices that carry the tracking term for the HUD, the AI and autofire; weapon activation for autofire groups; the saved autofire settings. - Derived state. Seeker reading (every step, never stored beyond
Locked), time to go, the terminal fact, reserve, zero-effort miss, correction, agility, evasion, throttle (fromCommand), detectability, the index's munition region. - Demotions. The first pass's derived pose is gone: a munition's position is stepped state,
written only in
Munitions.AdvanceunderFireControl.Step. The second pass's geometric fuze never lands: the flight decides only whether and with what a missile reaches its gate; the roll at the gate decides contact, and the post-commit flight only presents it. Flight time is no longer the only way a manoeuvre reaches a price: the tracking term reaches every shot.GuidedProjectileowns only how a round looks.Thrust,MissileVelocity,DodgeFrequency,GuidanceCurveandThrustCurveno longer exist as loose launcher fields.Entity.Targetis the designated target, the subject of manual fire only.PendingShot.Targetderives fromSubject. - Forbidden writers. Any write of a
MunitionFlightfield outsideMunitions.AdvanceandFire, exceptWear(onlyFireControl.DamageMunition) andInboundRounds(onlyFireControl's shot transitions). Any contact, damage or dice inMunitions. A commit point for a munition other than its terminal gate; a second price for guided rounds besideCommitProbability's munition branch. An evasion, reach or deviation-shape formula outsideFireControl.Evasion,ReachandPDeviation. Any write ofEntity.ManoeuvreoutsideEntity.Update. Homing, intercept or guidance arithmetic inGameplayorUI. A copy of warhead fields insideMunitionData. A global setting standing in for a per-missile stat. Any read ofEntity.Targetas a weapon's subject outsideSubjectOf. A second worth-it test besideWorth. A second record type, list or dictionary of missiles besideZone.PendingShots. - Shared paths. Guns, beams, instant weapons, PD rounds at munitions and guided rounds all
price through
PDeviationandEvasion, commit throughCommitand apply throughApply. Missile hits, mines and fused rounds all damage throughDetonate. The seeker andEntity.ChunkInforead the same settled-sensor function overSensor.Gain. Player autofire,CombatandTurretControllerchoose throughChooseSubject; the presenter, the HUD and the index read the same flight state. - Deletion line. Before new behaviour: the loose launcher flight fields go in
missile-stats(migrated, then deleted);DeviationProbability's inlinesaturate(1 - deviation / Tracking)becomesPDeviationinevasion-termbefore the term is added;GuidedProjectile's homing, dodge and split code and the two curves go inmissile-presenter; the storedPendingShot.Targetfield becomesSubjectinmunition-shots.
Model page rows
| Kind | Identity | Lifecycle | Authority |
|---|---|---|---|
| Munition (light record) | Its PendingShot's ShotId, as MunitionId in a TargetRef. |
From fire through its terminal gate (commit) to arrival, or until interception or lifetime; never saved, as pending shots are not. | FireControl for transitions and the roll; Munitions.Advance for flight. |
| Munition flight | PendingShot.Flight (position, velocity, delta-v, command, wear, seeker, lock, faction, inbound rounds, Track). |
Stepped every tick; gone with its shot. Flight.Track observes the command Advance applied each step; it is runtime, never saved, and discarded with the shot. |
Munitions.Advance under FireControl.Step, the one writer of the track (as Entity.Update is for a ship); Munitions.Envelope derives what it can reach from its stats and fuel, and FireControl prices it through the same evasion core as a ship; wear by DamageMunition. |
| Entity manoeuvre track | Entity.Manoeuvre (ManoeuvreTrack: trend, filtered innovation, its second moment). |
Observed every update from the velocity change across the base update; never saved. | Entity.Update. |
| Ship envelope | Ship.Envelope (ManoeuvreEnvelope: four body-frame accelerations, two turn rates). |
Recomputed every update from the live propulsors; never saved. | Ship, from each propulsor's report. |
| Missile stats | MunitionData on LauncherData / GuidedWeaponData, six groups. |
Catalog data in Aetheria.cc. |
The catalog now; gear once munitions are entities. |
| Autofire setting | Per weapon group, Entity.Autofire (on, threshold). |
Set by the player; saved in EntityPack key 21. |
The player. |
| Autofire subject | Per weapon, Weapon.AutofireSubject, runtime only. |
Re-picked every tick, and when the current one stops being worth firing. | FireControl.ChooseSubject. |
Rationale
Why stepping now. The first pass refused stepping because a stepped missile would hold
a second clock of arrival beside FireControl's frozen timing. Ruling
missiles-fuel-and-seekers makes the outcome depend on what happens in flight, which no
frozen time can know; so the frozen timing and the roll leave guided rounds and the flight
becomes their one clock. Stepping costs a few dozen operations per missile per tick, pinned
by measurement in missile-records.
Why PN on a bearing. Ruling shared-track-bearing-only lets a missile in flight hold a
bearing and nothing more. Proportional navigation is the textbook guidance law and needs
only the line-of-sight angle and its rate, so the law and the ruling agree, and the
textbook's failure modes (a late hard break, burn-and-coast against augmented PN, low energy
at long range) become the dodging the operator asked for.
Why odds at one gate. Ruling missiles-resolution-model reverses the second pass's
geometry-only recommendation, and the reason is the operator's: at this simulation's scale a
fuze is not physics, it is a coarse proxy that throws away terminal fuel, seeker data and
cognition. The second pass's objection to rolls (flight and dice answering one question twice)
is met by placing the roll where guns place theirs, at a commit before arrival, and making the
flight after it presentation. The flight still matters: it is what spends fuel, loses seekers
and builds the miss the price reads. The entity cut keeps this shape: gear replaces the stats
the price reads, not the price.
Why evasion is envelope times unpredictability. Ruling evasion-not-only-flight-time:
in-flight deviation only charges a dodge the round's flight time allows, so a laser cannot be
dodged (M20); a tracking term charges every weapon. Ruling evasion-is-unpredictability says what
the term measures: "The Gemini is evasive because it can floor it in any direction at any time
(with each new vector fouling the targeting solution), whereas the Longinus needs to aim itself
where it wants to go". That is Singer's split, capability and manoeuvre frequency, and the naval
lesson that fire control holds a steady course and loses a changing one. The reachable spread is
the capability because it is the only measure that sees turn time, mass and every thruster at
once (M24 shows the strafe figure sees none of them correctly). The innovation statistic is the
behaviour because a steady burn and a coast are both predictable and dithering is not evasion.
min is the product of a saturated use fraction and the capability, written without a tuning
constant. Rejected: r1's strafe-over-mass agility (M24); transversal speed inside this term (the
lead cancels it as prediction; ruling evasion-angular-velocity prices it in the mount's own
term instead); instantaneous jerk (frame-dependent, rewards dithering); a per-hull agility stat in data
(the envelope derives from fitted gear, so refits and damage change evasion with no authoring).
Why the two evasion terms multiply. Ruling evasion-angular-velocity keeps changes of vector
and adds the line of sight's angular velocity. They fail a shot for different reasons with
different owners: a perfect predictor on a slow mount still lags a fast crosser, and a fast mount
still loses a jink it could not predict. The naval directors split them the same way (the rate
term solved, the manoeuvre unmodelled), and EVE's exponent sum is itself a product of per-term
factors. The price was already a product of independent factors (PFire, PSpread, POnHull,
PDeviation), so the mount's factor joins it with no tuning constant between the two terms.
Rejected: turning the angular velocity into metres (omega * range * window) and adding it to
the deviation. That makes one tolerance answer two questions, couples range into the vector term,
and would let a mount forgive in-flight drift, which no mount can re-lay once the round has left.
Rejected: PDeviation(omega, rate), the linear shape. It reaches zero at the mount's rate, so a gun
goes from fine to never within a factor of two in speed, and "rarely" becomes "never". The
Gaussian keeps a tail, and its rate reads as the angular velocity at which the gun hits half its
shots, which a designer can author in the inspector.
Why the vector tolerance stays per ship and the ship multiplies the mount. Ruling
tracking-per-gun asked that a shot be forgiven per gun, "gun times ship", when evasion had one
term. With two terms, the per-gun part belongs where the gun's mount is the limit: the angular
term, forgiven by the gun's rate times the gear. The jink is a prediction error, which is the
targeting gear's job (Singer's split, the naval directors), so its tolerance stays the gear's
metres, and r3's dimensionless multiplier on those metres, never built, is dropped. A heavy gun
therefore loses to a fast close crosser, not to a weave it cannot predict any worse than a light
gun can. The gear keeps both of its effects: metres of prediction forgiven, and as a multiple of
unaided, the rate every mount on the ship follows, as EVE's tracking computers multiply turret
tracking. Rejected: a per-gun multiplier on the vector tolerance as well, which needs a reference
rate constant to turn degrees per second into a dimensionless factor, and charges the mount for
the director's error.
Why reactive evasion. The operator's sentence is "a missile that spends fuel evading PD". Evasion triggered by inbound rounds makes PD fire cost the missile fuel even when it misses, so a saturating salvo and a well-placed PD group both change what arrives. A constant terminal weave (Nebulous) would charge every missile the same and make PD irrelevant to the fuel story.
Why stats per missile type, in gear-shaped groups. Ruling missile-stats-now-gear-later.
The first pass's global durability, radius and visibility are replaced. Each group is what
one gear category will supply, so the entity cut swaps a group's source and nothing that
reads Munitions changes.
Why the player cannot designate a missile. Presses that land on a swarm of rounds instead of the ship behind them are a classic irritation, and the operator asked for autofire precisely so that PD needs no micro.
Cut order. missile-stats (r2) first: the stat object with Cognition and the catalog
migration, no behaviour change. evasion-term (r1) needs nothing and may run beside it: the
tracking term in every gun price. missile-records (r3) after missile-stats: flight, seeker,
reacquisition, cognition's efficiency and reserve, the terminal fact, lifetime, interception,
the provider and the cost pin, headless; missiles fly but never hit. missile-odds (r1) after
missile-records and evasion-term: the gate, the price, the commit, the post-commit flight and
the blast. missile-presenter (r2) after missile-odds and controls-helm. munition-shots
(r3) after missile-odds and controls-mount-aim. autofire-threshold (r3) after it and
controls-hud; ai-autofire r1 last, after controls-ai-bearing. Splitting the old
missile-records keeps each Hands pass inside its budget: the flight alone sat near the
ceiling, and the price is a second subject with its own tests.
Left for later. Full munition entities (follow-up drones-munitions-substrate), whose gear
replaces MunitionData group by group; midcourse bearing updates from the launcher over a
datalink (ruling shared-track-bearing-only allows a bearing; nothing sends one yet); seeker
kinds, decoys (follow-up missile-decoys-signature: a decoy needs a signature the seeker's
reading can take), jamming and soft kill; boost and midcourse fuel planning; mines as records
(bodies-entity-and-mines); whether launchers draw rounds (launcher-ammunition). Whether
the demo cast fields launchers for the player's PD to meet is content: the cuts add a
Point Defense scenario for the operator check.
Why a munition's evasion goes through the ship's core. Follow-up
munition-shots-evasion-interface (absorbed by cut-munition-shots) asked that a munition answer
FireControl.Evasion "with its own manoeuvre envelope (from its missile-stats thruster group) and
its own course-change record, like ships do". The earlier price went through a direct agility
(Stats.Lateral while fuelled) and the command vector, which is the strafe-only reading ruling
evasion-is-unpredictability overturned for ships. The munition now gives the core the two inputs
it reads: Munitions.Envelope(flight) (faces equal to Advance's own command clamps; no turn rates,
because a munition commands any planar vector at once, MA3) and Flight.Track (observed by
Advance, MA4's pattern). Then Evasion(flight, los) is one line over the shared core, a jinking
missile is evasive because its track sees changes of vector, and a dry one is not because its
envelope is zero. A missile pursuing a weaving target also shows innovation from its PN commands;
that is evasion by the ruling's own measure ("how much the ship is actually changing its vector"),
not a defect.
Why the mount term is the munition's own geometry. Follow-up munition-shots-mount-term:
PMount(AngularVelocity(Flight.Position - source.Position.xz, Flight.Velocity - source.Velocity), TrackingRate(weapon, source)) (MA6), frozen at fire like an entity's (MA5), with the jink forgiven
per ship by Tracking(source) (ruling jink-per-ship). Inbound missiles approach mostly radially,
so their angular velocity is small and PD guns hold them; a missile crossing close is hard to
follow, which is the CIWS geometry and EVE's tracking formula 0.5^((omega/rate)^2) the mount term
already is.
Why the box support is enough. Reach's no-turn support assumes the lateral and along-track
faces fire independently (a box), while Advance clamps the total command to Stats.Acceleration (a
disc with a lateral cap). Across the line of sight the binding limit is the lateral face, which the
box and the disc share; the corners overstate reach only on oblique lines of sight, and the
observed track caps the evasion before the envelope does in every case the tests build. A disc
support would be a second reach function for one corner case; not bought.
Why munition-shots is split. The earlier estimate was 465 lines and 12 tests across Solve,
Fire, Step, Commit, Apply, Detonate, Solution and Advance, and the envelope, track and mount term
add to it. The evasion-term cut of similar reach took 190 calls and overran (memory
hands-batch-sizing-and-stryker-offsets). The jink (inbound-round count, Advance step 4 and the
fuel-spend tests) is a separate behaviour with its own rulings (missiles-fuel-and-seekers,
missile-cognition) and its own failure modes, and it reaches the PD price only through the track.
So munition-shots is the subject, price and resolution (about 380 lines) and munition-jink is
the jink (about 170 lines), each falsifiable alone.
Why the autofire divert test uses a steady close crosser. Under ruling
evasion-angular-velocity-r2 a steady fast crosser close in evades through the mount term even
with no jink, and that is exactly where ruling speed-demon-counterplay wants light guns to hold a
ship heavy guns cannot. MA11's fixture gives the split (PMount >= 0.85 against <= 0.01) with zero
evasion, so the test proves the chooser reads the per-gun price and nothing else. The threshold is
set inside the interval between the heavy gun's price and the lower of the light gun's price and
the heavy gun's price without the mount, so a Worth that drops the mount, or reads the ship's gear
in place of the gun's rate, lets the heavy gun fire and fails.
Why autofire-threshold is split too. The earlier version (about 520 lines) mixed the headless
chooser, Worth, SubjectOf, the saved settings and 13 tests with Unity work (action-bar modifiers,
HUD diamonds, a new scenario) whose every loop needs a Starfire compile. autofire-threshold keeps
the sim half (about 360 lines) and gives the settings one writer, Entity.SetAutofire, so the
presentation half, autofire-controls (about 190 lines), writes nothing else.
Unowned checks.
missile-oddswas written against evasion-term. It prices a missile's hit on a ship with the target's evasion; whether a missile as shooter takes any mount term was never ruled (the tracking table lists launchers at +infinity: "the round steers itself"). Worth a check before missile-odds is dispatched, if no parallel pass already owns it.- No PD-class gun existed (MA12). The Point Defense scenario and the speed-demon play check could run on ClearPath and Spectra, but the ruled outcome "PD-class guns hit a speed demon reliably" has no catalog gun to show it until one is authored (see "Catalog growth").
Catalog growth: generic designs, branded products
Ruling catalog-grows-generic-designs-branded-products (operator, 2026-10-08): designs are generic
and branding lives in products. A design is expected to carry several products. Title is the one
owner of an item's displayed title (ItemManager.Title, landed by product-titles); there is no
DisplayName. Body: GameCult/Aetheria origin/master 4d664b537f76029fbaee94392da3d8a122f81339,
unless a fact names another anchor (LP facts read the product-titles head 7f700d3c). Read by
cut-pd-gear, cut-lot-product, cut-generic-design-names, cut-product-lines-weapons,
cut-product-titles and cut-pirates-record; question minor-power-brands and follow-up
gear-product-lines own the rest of the gear.
Body facts
Catalog decode method for CG1-CG4: cultcache_py SingleFileMessagePackBackingStore. pull_all() over GameData/Aetheria.cc at 4d664b53 (LFS pulled into the worktree), each payload
msgpack.unpackbed and read by MessagePack key (the M28 method); the store is cultcache.store.v1
with 13 schemas and 217 records. Scratch scripts were not committed.
-
CG1. The catalog's record census at
4d664b53. 64 FactionProductData, 51 CompoundCommodityData, 32 GearData, 18 WeaponItemData, 13 SimpleCommodityData, 12 Faction, 12 NameFile, 5 HullData, 4 CargoBayData, 1 FieldKindData, 1 DockingBayData, 1 InputLayout, 0 Loadout. Factions (short names): AU, Adrasteia, Alakrita, DME, Ewan Hart, Finch, Lightsail, Lucent, Miss Terri's, NiteLife, R&D, Zhestokost. No Pirates record yet (H1). -
CG2. The data model already separates design from product; the content does not (source read plus CG1).
FactionProductData(ServerShared/FactionProduct.cs:14-31: Name 1, Description 2, Design 3CultRecordRef<CraftedItemData>, Manufacturer 4CultRecordRef<Faction>, Roles 5ProductRole{Role, Mean, StandardDeviation}) is a manufacturer's branded variant of a design; its own comment says a market segment is "a second product with a role pumped up". Price is on the design, not the product (HullData.Price, H1). Generation and station stock pick products, not designs (LoadoutGenerator.RandomProducts,:142-171;GenerateStationLoadoutstocks 16 random products,:107-114). Presets build a design by its first available product in record-key order (Loadout.Resolve,Loadout.cs:160-191). But of the 59 sold designs only Targeting Computer and Fire Control Array carry more than one product (3 each: Panopticon Prime by Finch, ClapBack Ultra by Lucent, LockOn Pro by NiteLife on the array, and Panopticon, ClapBack, LockOn on the computer); every other design has exactly one product, and in 49 of them the design's own name is the brand (product name equals design name: ClearPath, Spectra, Earp, Manhattan, Store-All Plus ...). Three designs already have generic names under a brand product (Core Power -> Steadfast, plight -> DragOnBreath, pswarm -> Leonid); seven generic-named designs sell a product of the same generic name (Autocannon, Cockpit 2x2, Turret Control Module, Industrial Thermostatic Heater, Medium Drive, Small Drive, Medium Docking Bay). Most designs'Descriptionis the brand's voice ("Defend your precious cargo and have fun doing it"); 20 products carry an empty or[TODO]description. 64 products over 60 designs; 0 duplicate (design, maker) pairs. -
CG3. Where the player sees a name (source read, master).
PropertiesPanel.GetTitle(UI/Properties Panel/PropertiesPanel.cs:431-437,data.Name) and the trade list (UI/Menu/TradeMenu.cs:193-197, the Name column, tier-coloured) and buy dialog (:355) show the designName. The product name and description appear only as extra property lines afterBrand(PropertiesPanel.cs:370-380);Inspect(ItemData)shows the design asType(:530). So today the brand reaches the headline only because design names are brand names, and a product named in emoji would be listed under its design's name.product-titlesmoves the headline to the product (see LP3). -
CG4. A lot does not record its product (source read, master).
Lot(ServerShared/Provenance.cs:64-70) holds Design 0, Origin 1, Quality 2, Roles 3.ItemManager.CreateLot(product)(ItemManager.cs:134-155) writes the maker intoOriginand drops the product.ItemManager.Brand(:206-222) re-derives the product as the lowest-keyFactionProductDatawith that maker and design. Two products of one design by one maker (the market segmentProductRole's comment designs for) are therefore indistinguishable after creation: the player sees the lower-key product's name and text whatever was bought. Today no maker sells two products of one design (CG2), so nothing shows it yet. -
CG5. Weapon fields and the reference small guns (source read
Behaviors/Weapon.cs:20-72,Behaviors/InstantWeapon.cs:10-20,ItemData.cs:477-509; catalog decode). WeaponData keys: DamageType 1, Damage 2, Penetration 3, DamageSpread 4, MinRange 5, Range 6, DamageCurve 7, EffectPrefab 8, Energy 9, Heat 10, Visibility 11, AmmoType 12, MagazineSize 13, ReloadTime 14, Spread 15, Velocity 16, Tracking 33; InstantWeaponData Count 17, BurstTime 18, Cooldown 19; WeaponItemData WeaponRange 24, Caliber 25, WeaponType 26, FireTypes 27, Modifiers 28, BlastRadius 29, Fuse 32; GearData Hardpoint 23 (enum order Hull..AetherDrive: Energy 9, Ballistic 10, Launcher 11). Shape is[width, height, cells]. Evaluated (Min-Max):Design HP Mass Price Dmg Range Cooldown Count Spread Velocity Energy Ammo/Mag Tracking ClearPath Ballistic 2 cells 50 50,000 2-6 250-600 0.1-0.033 1 1.25-0.25 700-1250 1-0.5 none / 0 12 Spectra Energy 2 25 125,000 20-85 800-1750 0.5-0.25 1 0.1-0 0 (beam) 20-40 none 10 FastBlast+- Energy 2 125 150,000 20-80 500-1250 0.33-0.1 12 3-1 400-900 0 cells / 12 9 Autocannon Ballistic 4 75 250,000 3 1000 0.5 1 0.5 500 5 Ammo / 50 4 DeathCluster Ballistic 4 250 450,000 100-250 500-1000 1-0.25 12-15 3-0.5 750-1500 25-5 Ammo / 8 3 Damage, Heat and Energy are divided by the burst count per pellet (
InstantWeapon.cs:128-134). The ammunition commodity is the SimpleCommodity that Autocannon's AmmoType names (3085fc8a...). -
CG6. Homes for one-cell guns (source read
LoadoutGenerator.HasHome,:173-176;HardpointData.Takes, M30). A design is offered only if some catalog hull has a hardpoint thatTakesit, which is any design of the slot's type whose shape lies within the slot. Longinus has two Energy 1x2 hardpoints, Djinni two Ballistic 1x2, the station Turret two Ballistic 2x4. So a 1x1 Ballistic or Energy gun and a 1x2 Ballistic gun all have homes on master. -
CG7. Munitions on master.
missile-records,missile-stats,munition-shots,autofire-thresholdandautofire-controlshad no report: master has no munition record yet (MA7). missile-stats authors munitionDurability 20.Detonateis the one blast path and damages entities, not munitions (missile-odds, "Detonate is the one blast path"). -
CG8. A shipped weapon may not carry a fuse today.
FireControlCut124Tests.ShippedCatalogIsNeutralOnBlastRadiusAndFuse(tests/Aetheria.Shared.Tests/FireControlCut124Tests.cs:2591-2610) asserts every shipped weapon's BlastRadius and Fuse are null. An airburst flak gun would break it; the flak below is a pellet gun. -
CG9. The catalog tracking test (
tests/Aetheria.Shared.Tests/EvasionTrackingTests.cs:290-313,EveryCatalogGunTracks) requires every non-launcher gun's Tracking finite, Min = Max > 0. New guns must author it. -
CG10. Design names in code at
4d664b53(git grep -Fover*.csfor the quoted names of the generic-names table). 61 hits in 12 files: scenarios Arcs.cs 14, Duel.cs 11, LauncherAngles.cs 8, StarvedReactor.cs 6; tests EvasionTermTests 10, BrownoutTests, EvasionTrackingTests, PowerCurveTests, RestoredHullsTests, RunStartTests, ScenarioTests 1 each; tools/AetherDb/Program.cs 6. Loadout and product references are by record key, unaffected by a rename. -
CG11. Behaviour index 31 is CapacitorData (
ServerShared/Behaviors/Behaviors.cs:178), so PotaT+- is NiteLife's capacitor. The wishlist's "capacitors: no products" line is stale. -
CG12. Vault sources read (AetheriaLore
33cd06a):Aetheria/Game Design/Faction Play.md(loadout and quirk lines 118-266, 307-357),Aetheria/Brainstorming/Faction Flavor and Visual Identity.md(Aya point defense and interceptors :458, Megiddo decoys and interception :566),Aetheria/Brainstorming/Corporate Roster and Item Wishlist.md(item ideas :57-87, gaps :97-146; its "What this is for" names the design/product text split). Zhestokost's loadout names "flak and shrapnel (MFer, DeathCluster)" against missiles; Lightsail's names ClearPath as its machine gun and Cetacean Navigators' Waykeeper escorts carry point defense with Lightsail haulers; Aya and Megiddo are the heavy-PD and decoy factions but are not catalog factions.Ship Play Concepts.mdwas not found in either repo at these heads. -
LP1.
Lotkeys (Assets/Scripts/ServerShared/Provenance.cs:63-80, at7f700d3c). Keys 0-3 (Design, Origin, Quality, Roles); key 4 is free. Lots and origins already carryCultRecordRef<ItemData|Faction|SimpleCommodityData>through MessagePack (:66, :101, :108, :119), so a fourthCultRecordRef<T>needs no formatter work. -
LP2.
ItemManager.Brand(ItemManager.cs:206-222) derives the product at :217-220 withGetAll<FactionProductData>().Where(maker and design).OrderBy(key).FirstOrDefault(). It is the only such derivation in Assets/ (git grepGetAll<FactionProductData>: ItemManager :217, plus Loadout :194 and LoadoutGenerator :145, which choose a product to mint, not read an item's). -
LP3.
Title(ItemManager.cs:226-227) readsBrand(crafted).Product?.Name. Brand's readers: Title, PropertiesPanel.cs:374 (Manufacturer and description), tests LoadoutTests :336/:359/:395/:844 and RunStartTests :136/:678. Nothing else reads an item's brand, so fixing Brand fixes every reader. -
LP4. Lot writers in Assets/: only
CreateLot(product)(:136-158) andCreateLot(design, maker, quality)(:161-170). Production callers of the second: ActionGameManager.cs:544/:548 (console give, no maker) and Loadout.cs:182 (unbranded preset, no maker). Nonew Producedin Assets/ or tools/; Produced lots exist only in tests. -
LP5. Behaviour change: a lot from
CreateLot(design, maker, q)whose maker sells that design used to brand as the maker's key-first product; once the lot records its product it brands (maker, null) and titles by design. No production path mints such a lot (LP4). -
LP6. Tests pinning the derivation: LoadoutTests
BrandPicksFirstProductInKeyOrderForSameMakerAndDesign(:375-397) pins the tie-break that goes away; its comment says the census's duplicate detector exists because of it. Stale comment in LoadoutTests :315-317 ("Brand() requires at most one product per (maker, design)"). -
LP7. AetherDb census (tools/AetherDb/Program.cs:124-138) prints "(maker, design) pairs with more than one product" as a fault, justified by Brand's tie-break. Under the ruling a design carries several products, and a maker may sell two of one design; with
Lot.Productthe pair is no longer ambiguous. -
LP8. Run save:
RunSave.Commit(SavedGame.cs:138) writes the reachable ledger;RunSave.Lots(cache)(:132) reads it back. RunSaveTests :382-400 shows the fixture shape (a ledger plus a SavedZone whose pack references the lot). -
LP9. ItemTitleTests (tests/Aetheria.Shared.Tests/ItemTitleTests.cs) builds Array with products Panopticon Prime (Finch, key array-finch) and ClapBack Ultra (Lucent); Soul's probe added a second Finch product of Array and saw Title return the first (finding
title-key-first-product).
Content tables
Drafted content that specs cite. Names are drafts the operator may rename.
Maker profiles (one Mean / StandardDeviation applied to every role of the design, from Faction Play's loadout lines and the existing products' roles):
| Maker | Mean | Dev | Why |
|---|---|---|---|
| Zhestokost | .50 | .08 | armour and consistency, no finesse |
| AU | .50 | .12 | "mid-quality, consistent: the all-rounder" |
| Lightsail | .55 | .10 | freight reliability |
| R&D | .60 | .15 | compute, contractor quality |
| Lucent | .60 | .15 | premium, loud |
| NiteLife | .55 | .12 | energy specialist |
| Finch | .65 | .20 | "high variance in role quality" |
| Alakrita | .60 | .14 | light, fragile, excellent |
| DME | .55 | .20 | runs hot, uneven |
| Adrasteia | .60 | .10 | exacting |
No product is authored for Miss Terri's (ruling miss-terris-belongs-to-emily-r3) or the Pirates
(the Pirates record owns their products, ruling pirates-record-content).
PD products (pd-gear; the three new designs are the Point Defense Gun, Point Defense Laser and
Flak Gun, whose stats follow under the rationale):
| Design | Product | Maker | Description |
|---|---|---|---|
| Point Defense Gun | Waykeeper | Lightsail | Freight first, questions later. Keeps a hauler's paint unscratched through a full salvo. |
| Point Defense Gun | Rampart | Zhestokost | A column does not dodge. It does not need to. |
| Point Defense Gun | Swatter | AU | Keeps the rocks and the rockets off your back while you work. |
| Point Defense Gun | Catch-All | R&D | Guaranteed to stop the missile!* *Missile defined as whatever it stops. |
| Point Defense Laser | Glare | Lucent | Every missile gets its moment in the spotlight. A short one. |
| Point Defense Laser | Nightlight | NiteLife | Lights out for anything with a warhead. Shares the bus with your blasters, so mind the meter. |
| Point Defense Laser | Wren | Finch | Small, quiet and quicker than it looks, most days. |
| Point Defense Laser | Gnat | Alakrita | Weighs less than your conscience and keeps the fast pass fast. |
| Flak Gun | MFer | Zhestokost | Our shrapnel turns your enemies into scrapnel. (the operator's own line, Item Wishlist :57) |
| Flak Gun | Hailstorm | AU | A wall of steel for crews who would rather not count missiles. |
| Flak Gun | sky full of teeth | DME | light it up/ shake it loose/ nothing gets through tonight |
Generic design names (generic-design-names; hulls, Traction and already generic names
excluded: hull names are the model names other passes are revising, retire-longinusx deletes
Traction):
| Old design name | Generic design | Functional description |
|---|---|---|
| ClearPath | Light Machine Gun | Light ballistic hose: many small rounds at short range. |
| 6k Shooter | Slug Rifle | Single heavy slugs, fired as fast as the trigger. |
| Earp | Long Slug Rifle | A lighter slug rifle with the longest ballistic reach. |
| DeathCluster | Cluster Cannon | Medium shotgun: a heavy volley of pellets. |
| pretty pretty bang bang | Charged Scattergun | Ballistic shotgun that charges for a heavier volley. |
| Spectra | Light Laser | The lightest beam: low damage, quick cycle, long reach. |
| FastBlast+- | Cell Blaster | Rapid energy bursts fed by cells that cut its reactor draw. |
| ColdFire | Long Laser | Heavy small beam: slow, hard-hitting, long reach. |
| CShot RainbowLite Lazer | Heavy Beam Laser | The heaviest beam: nine cells, enormous damage and reach. |
| ChargeBlast+- | Charged Blaster | One charged knockout shot. |
| ChargeBlast SG | Charged Scatter Blaster | Charged energy shotgun. |
| plight | Lightning Projector | Charged chain lightning. |
| GT 3K | Guided Missile Launcher | Fires guided missiles. |
| LRMM72 | Long-Range Missile Rack | Large missile rack for long engagements. |
| SRMM72 | Short-Range Missile Rack | Extra-large rack of short-range missiles. |
| pswarm | Swarm Rocket Pod | Dumbfire rockets in a swarm. |
| scorched void policy | Incendiary Rocket Pod | Incendiary dumbfire rockets. |
| Arctica | Adaptive Radiator | Radiator whose output scales widely with conditions. |
| Iapyx | Radiator | Standard two-cell radiator. |
| Skiron | Long Radiator | Four-cell radiator with a large surface. |
| OK Disperser | Heat Pump | Moves heat to where it can be shed. |
| cold like my heart | Cryogenic Heat Pump | Heavy heat pump that drives temperatures far down. |
| Core Power | Compact Reactor | Small reactor. |
| Manhattan | Heavy Reactor | Large three-by-three reactor. |
| Notorious | High-Yield Reactor | Large reactor with a wide output range. |
| Vulcan | Ring Reactor | Ring-shaped reactor, four by four. |
| MoveOnPro | Muon Fusion Reactor | Compact fusion reactor that draws a reservoir. |
| Core Power Station Reactor | Station Reactor | A reactor sized for a station's core. |
| Manhattan Station Reactor | Heavy Station Reactor | A heavy reactor sized for a station's core. |
| Notorious Station Reactor | High-Yield Station Reactor | A high-yield reactor sized for a station's core. |
| Vulcan Station Reactor | Ring Station Reactor | A ring reactor sized for a station's core. |
| MoveOnPro Station Reactor | Muon Fusion Station Reactor | A muon fusion reactor sized for a station's core. |
| RevvITup 2.0 | High-Thrust Drive | Large drive: huge thrust, little torque. |
| deep space burnout | Burn Drive | Large drive that runs very hot. |
| Talaria | Rugged Drive | Two-cell working drive. |
| Victoire | Racing Drive | Feather-light two-cell drive with extreme response. |
| The Bat | Sensor Array | Two-by-two long-range sensor array. |
| not if i see you first | Compact Sensor | One-cell sensor. |
| PotaT+- | Capacitor | Stores charge for burst draw. |
| SafeStuff II | Secure Cargo Bay | Three-by-three secured hold. |
| Store-All Enterprise Edition | Large Cargo Bay | Six-by-six hold. |
| Store-All Plus | Cargo Bay | Two-by-two hold. |
| Store-All Plus Mini | Small Cargo Bay | One-cell hold. |
The product keeps the old name, so the brand survives as the product. Products whose name equals a
generic design get a brand: Autocannon (Zhestokost) -> Hammerfall; Cockpit 2x2 (Lightsail) ->
Wheelhouse; Industrial Thermostatic Heater (Lightsail) -> Hearth; Medium Drive (Lightsail) -> Steady
Haul; Small Drive (Lightsail) -> Short Hop; Turret Control Module (AU) -> Watchtower; Medium Docking
Bay (AU) -> Open Berth. The Bat's product is Miss Terri's: its record is not touched; only the
generic design under it is renamed. Description move: the design's old text goes to its product
when the product's is empty, [TODO] or identical; otherwise the product keeps its own and the
dropped design text is printed in the dry run and the commit message.
Weapon product lines (product-lines-weapons):
| Design | New product | Maker | Description |
|---|---|---|---|
| Light Machine Gun | Rattler | AU | Cheap, loud, and there when the rocks start moving. |
| Slug Rifle | SM-6 Marksman | R&D | Standardised, certified, guaranteed to hit the target.* |
| Long Slug Rifle | Longshot | Finch | Light, quiet and dead accurate, when it feels like it. |
| Autocannon | Workhorse | AU | Feeds from anything, fires at anything. |
| Cluster Cannon | everything at once | DME | why aim/ when you can be everywhere |
| Charged Scattergun | Grapeshot | Zhestokost | The old answer to boarders, sized for the void. |
| Light Laser | Sparrow | Finch | Barely registers on the scale, or on their sensors. |
| Light Laser | Spotlight | Lucent | Make sure they know who got them. |
| Cell Blaster | Strobe | Lucent | Fast, bright, and very hard to ignore. |
| Long Laser | Kestrel | Finch | Hovers at the edge of range, then stoops. |
| Heavy Beam Laser | Afterglow | NiteLife | Keeps glowing long after the fight is over. |
| Charged Blaster | Encore | Lucent | One more, for the fans. |
| Charged Scatter Blaster | nobody leaves early | DME | doors are locked/ lights are low/ stay for the finale |
| Lightning Projector | Static Shock | NiteLife | A jolt for every ship in reach. |
| Guided Missile Launcher | Homer | Finch | Finds its way, mostly. |
| Long-Range Missile Rack | Long Haul | AU | Delivers to the far side of the zone. |
| Short-Range Missile Rack | Short Fuse | AU | For problems already too close. |
| Swarm Rocket Pod | Confetti | Lucent | Every launch is a celebration. |
| Incendiary Rocket Pod | Trebuchet | Zhestokost | Siege fire for a column that does not stop. |
Model page rows
| Kind | What names it | Over time | Who decides |
|---|---|---|---|
FactionProductData (catalog) |
Its record | Every sold design carries at least one product whose name differs from the design's, and is expected to carry several | The catalog author: the brand a player sees |
| Item title | ItemManager.Title(item) |
Derived on each read from the lot's brand; the design name stays as Type |
ItemManager.Title, the one owner; there is no DisplayName |
Lot (run save) |
Lot.Product (key 4) |
Written once by CreateLot(product); a lot made without a product (console give, extraction) has none and shows its maker only. A product that no longer resolves reads as unbranded |
CreateLot; Brand reads it and nothing re-derives a product from maker and design |
WeaponItemData (catalog) |
Three new generic designs: Point Defense Gun, Point Defense Laser, Flak Gun | Authored once by pd-gear |
The catalog author |
Rationale
Titles name the product. One engine-free derivation in ServerShared, ItemManager.Title( CraftedItemInstance): the brand's product name, else the design name. Every title site reads it.
This is what makes "branding lives in products" visible, and what shows the Pirates' emoji names.
lot-product moves the brand's authority from a catalog query (LP2) into the lot, so that two
products of one design by one maker stay distinct (CG4, LP9). A first plan for it added a
DisplayName over the same hunks as Title; Soul verdict cut-product-titles.s1 found two title
owners in force (title-vs-displayname-split) and Self ruled Title the one owner. A lot whose
product no longer resolves (a removed mod's product) reads as unbranded: Brand returns (maker,
null) and Title falls back to the design; RequireDesigns is not widened (ruling
no-save-compatibility-before-players). The census duplicate-brand block (LP7) goes away.
Why three PD designs and not five. The missile-defence rulings in force are pd-who-engages
(any gun, priced by its own stats), missiles-sim-side-light (missiles are lightweight records PD
can engage), weapon-tracking-authored (a PD class near 40 deg/s exists to be authored) and
speed-demon-counterplay. They need guns with PD stats, which the catalog lacks: the PD Gun
(ballistic hose, the Djinni's slots), the PD Laser (energy, the Longinus's slots, so the demo's
starting hull can fit PD) and the Flak Gun (Zhestokost's flak doctrine as a pellet gun, which needs
no new rule: each pellet rolls). An interceptor launcher needs missiles that take munition subjects
and a decoy launcher needs a signature the seeker can read that is not a ship; both are new
mechanics, which the target's not-in-scope line excludes until ruled. They are follow-ups
interceptor-launcher and missile-decoys-signature, not catalog content. An airburst flak (a
blast that wears munitions in its disc) is follow-up flak-airburst-at-munitions.
Derivation of the PD stats (from CG5 and the tracking table). Tracking 40 is the table's PD
anchor (0.82 / 0.94 against the speed demon at TC / FCA). PD Gun is ClearPath's role pushed to its
extreme: one cell, lighter (40 kg), less damage per round (1.5-4) at a higher rate (0.06-0.025 s)
and shorter reach (300-550 m), because a munition has 20 durability (CG7): 5 to 14 rounds kill one.
It draws ammunition (ballistics-real-ammo) and a small cycling energy, 0.4-0.2
(ballistics-cycle-power). PD Laser is Spectra's role: instant beam, 5-12 per shot every 0.2-0.1 s
to 400-750 m, energy-limited at 6-10 a shot, 2 to 4 hits a missile. Flak Gun is DeathCluster's
shotgun at small calibre, 1x2: 6-8 pellets sharing 30-70 damage a volley, 350-800 m, Tracking 20
(between PD and ClearPath, because pellets cover what tracking misses).
Retiring the LonginusX and parking the aether drive
Ruling retire-longinusx, in the operator's words: "I want to retire the LonginusX, the aether
drive concept needs a rework and it needn't land in the demo." Ruling aether-drive-niche keeps
the design intent for the rework: "Like, it has a decent niche. It's the only zero-visibility
mobility option besides velocity conversion (also esoteric gear), and the rotor mechanic limits its
mobility to bursts, so it's currently pretty trivial to outmaneuver an all aether drive ship if you
get it to spend its momentum. I think we want to establish the thruster meta before seeing where it
fits in, though." Follow-up aether-drive-rework-rotor carries why it is frustrating to fly today:
the rotors spin down after the first manoeuvre, so that manoeuvre is the only one a pilot gets.
Two specs carry it: evasion-term r6 takes the drive out of the unbuilt evasion work, and
retire-longinusx r1 deletes the hull, the drive and every consumer from master. The drive's code
and data are kept at the tag parked/aether-drive, not on any live path.
Body facts
- R1. Catalog consumers (catalog decode of
GameData/Aetheria.ccat master516af3e5, 2026-10-07: Pythonmsgpackover the store's own schema table, rows decoded by slot; 217 documents in 13 schemas). Exactly four records carry the hull or the drive:HullDataLonginusX(445d911a-9951-40a3-874e-0b7ce8b35129, Ship, price 7,500,000; hardpoints Control, AetherDrive (2,3) 2x2, Energy x2, Launcher x2, Radiator x2, Reactor (2,1), Sensors; behaviours Reflector only, noVelocityLimit), itsFactionProductData(maker Alakrita),GearDataTraction(42d1ffaa-f764-4a65-ba03-43cc4e6fd2bc, the catalog's onlyAetherDriveData, union 12, plus Wear; hardpoint AetherDrive; price 250,000; itsParticlesis the GUID ofAssets/Content/Prefabs/Thrusters/Aether Drive.prefab), and itsFactionProductData(007ed2b1-8fdf-473d-9ebf-e55fcd1a6903, maker Aeronautics Unlimited). A byte scan of every row for the two record ids and for the stringsLonginusXandTractionfinds only those four. No faction'sBossHullis set; no station stock record names either, because stations stock from products. No other hull has an AetherDrive hardpoint and no other gear has union 12. - R2. The LonginusX is the Longinus with a drive. Both hulls share the 6x17
Shape, mass 2,500, prefab4a3db609...and schematic51702555...; Control (2,6), Energy (1,8) and (4,8), Launcher (0,5) and (5,5) and Sensors (3,10) sit in the same cells. The Longinus has four Thruster hardpoints ((1,0) and (3,0) 2x2, (2,14) and (3,14) 1x2), its Reactor at (2,4) and Radiators at (2,2) and (3,2), and aVelocityLimitof 100. A bare LonginusX and a bare Longinus differ only by that cap, so a bare-hull target moves to the Longinus unchanged. A fitted LonginusX's Fire Control Array at (2,5) collides with the Longinus's Reactor (2,4)-(3,5), so fits are relaid. - R3. Code consumers on master (source read at
516af3e5). Simulation:Behaviors/AetherDrive.cs(184 lines),Behaviors.cs:160union 12,Enums.cs:53HardpointType.AetherDrive(last member, so removing it shifts nothing),Ship.cs(the_aetherDrivessets,RemoveAetherDrive, six thrust aggregates and thedrive.Axiswrite inUpdate),ItemData.cs:895-899(five request-field registry rows),Settings.cs:211-212(AetherTorqueMultiplier,AetherHeatMultiplier, read only by the drive), comments inPowerTiers.cs:16andEntity.cs:1803,1819. Presentation:Gameplay/ShipInstance.cs(AetherDriveInstance, drive particles),UI/HUD/SchematicDisplay.cs(AetherDriveUiand the three RPM label and fill pairs),Gameplay/ActionGameManager.cs:934(the undock refusal's drive clause),Scenes/ARPG.unity(theRPM Displayobject1735948311, active by default, so it shows for every ship once nothing hides it), theAether Drive.prefaband its only materialDithered Particle Trail AetherDrive.mat. Tools:tools/AetherDb/Program.csAetherDriveRolesinroles-migrate, theAetherDriveData.Torquerow inbrownout-migrate, comments at:938and:1409;tools/blender/aetheria_ships/ship_cc.py:36HARDPOINT_TYPE_NAMES. Settings data:Assets/Resources/Settings.assetline 15StartingHullName: LonginusX(read by the Tutorial and Main Galaxy modes throughActionGameManager.cs:818;GameSettings.cs:13defaults toLonginus) and lines 310-311. - R4. Scenario and test consumers. Scenarios Duel, Arcs, Launcher Angles and Starved Reactor fit
a LonginusX with
Tractionand place bare LonginusX targets. Tests:BrownoutTests(three drive tests andRunAetherDrive),ShipAuthoringTests:254andShipValidationTests:36(AetherDrive as an internal hardpoint type),FireControlCut124Tests:475(a LonginusX row),FireControlCut7Tests:215,RunStartTests:673,ScenarioTests:132(asserts the starting hull isLonginusX) and:288-340,tests/mutation_tests_addressables_cut.py(a LonginusX record as the known-good mutant), and comments inFireControlCut9Tests:363,FireControlCut12Tests:1327andConditionRatioTests:15. Docs that describe the live game:docs/merge-to-master-checklist.mdlines 36, 47, 53 and 59. - R5. Open branches (read through
origin/*refs fromC:\ar-retire-map, 2026-10-07).eureka/aetheria-release-evasion-term(tipe4944549, fix batch B on top of46b28501) addsAetherDrive.Manoeuvre(24 lines,da2957b8), sums it intoShip.Envelope(RecalculateEnvelope), and flies aLonginusXwithTraction(EvGemini) as the "gemini" inEvFleetand the gunner and target fixture. Batch B's5f404d50addsTheDrivesReportReadsItsStateAndTheShipsSpeed, pinning the drive half of findingenvelope-inputs-unpinned(offline gate and speed efficiency).controls-helm(tip8c5eb5b7) rewritesShip.Update's turn block, including thedrive.Axisline, andScenarioTests:317-322.demo-galaxyandboss-gatestage the demo player asGenerated("Longinus")and touchScenarioTestsonly at lines 44, 96 and 507; the boss fallback picks the priciest ship hull, the Djinni at 10,000,000, so the retirement changes no boss. - R6. Package hulls and top speed.
ShipAuthoringStore.HullLikecopies every member of a shipped reference hull,VelocityLimitincluded, forship-authoring create --like <hull>;createwithout--likewrites a hull with no behaviours, and nothing inShipModCatalogor validation requires one. The dock intro (ActionGameManager.cs:849) dereferencesGetBehavior<VelocityLimit>()unguarded.
What goes, what is parked
Deleted, because nothing that ships consumes it once the hull is gone: the four catalog records
(R1), the drive behaviour, union 12 (retired with a do-not-reuse comment, as union 26 is),
HardpointType.AetherDrive, the drive's settings, presenters, HUD, prefab, material and scene
object, every test and tool row of R3 and R4, and the StartingHullName value. The Longinus takes
the LonginusX's place in every scenario and test, because R2 makes it the same frame without the
drive. Velocity conversion (union 10) is separate gear and stays.
Parked: the annotated tag parked/aether-drive on the retirement's base, the last master commit
that holds the drive, the Traction record and the drive scenarios. Its message is the park note:
parked/aether-drive: the aether drive and the LonginusX, retired from the demo
(ruling aetheria-release:ruling:retire-longinusx).
Design intent for the rework (ruling aetheria-release:ruling:aether-drive-niche, the operator,
2026-10-07): "Like, it has a decent niche. It's the only zero-visibility mobility option besides
velocity conversion (also esoteric gear), and the rotor mechanic limits its mobility to bursts, so
it's currently pretty trivial to outmaneuver an all aether drive ship if you get it to spend its
momentum. I think we want to establish the thruster meta before seeing where it fits in, though."
Why it frustrates today (follow-up aetheria-release:follow_up:aether-drive-rework-rotor): the
rotors spin down after the first manoeuvre, so the first manoeuvre is the only one you get; judge
the rework against the game's overall pace, which the operator also finds too fast.
What is here: Assets/Scripts/ServerShared/Behaviors/AetherDrive.cs (rotors, coupling, torque,
heat), its union 12 and HardpointType.AetherDrive, Ship's drive aggregates, ShipInstance's drive
particles, SchematicDisplay's RPM display, Aether Drive.prefab, GameplaySettings
AetherTorqueMultiplier and AetherHeatMultiplier, the LonginusX hull and the Traction drive in
GameData/Aetheria.cc (LFS), and the Duel, Arcs, Launcher Angles and Starved Reactor fits.
The drive's evasion envelope report (AetherDrive.Manoeuvre) is on the evasion-term branch at
da2957b8, tested by 5f404d50; evasion-term r6 removed it before merge.
Return after the thruster meta is established.
Ordering
evasion-term r5 kept r2's envelope as landed, drive included, and named the LonginusX three
times: plight's fit, the evasion-catalog step that would have capped it, and the test
TheLonginusXTopSpeedIsAsRuled. Its Hands would build and test code this retirement deletes, so r6
supersedes it now: the drive's report and its sum leave the envelope, the gemini fixtures fly a
Djinni (the catalog's only ship that strafes, M24 and M25) or a fitted Longinus, and the LonginusX
steps are gone. r6 does not touch AetherDrive itself, Ship's thrust aggregates or the
scenarios: those are master's, and the retirement deletes them whole.
Between r6 merging and the retirement merging, a LonginusX on master has an empty envelope and so no evasion. Nothing ships in that window, and the retirement is the next subtraction, so the transient is harmless; it is cheaper than teaching r6 a drive that dies a cut later.
retire-longinusx depends on evasion-term (its RecalculateEnvelope sits beside the aggregates
the retirement deletes, and both rewrite the LFS catalog, which does not merge) and on
controls-helm (it rewrites the drive.Axis line and ScenarioTests:317-322, next to the
retirement's StanceAndPilot edit). It need not wait for demo-galaxy or boss-gate (R5). The
catalog is rewritten by a one-shot command run on master's catalog as it stands when the branch is
last rebased, never merged as a binary.
The retirement is a pure subtraction and adds no rule except the catalog test of R6's first half.
The behaviour change that the drive's absence makes in evasion belongs to evasion-term r6, so
Soul can falsify each alone.
The dock intro
After the retirement every ship hull in the shipped catalog, the Longinus (100) and the Djinni
(50), carries a VelocityLimit, so for the shipped catalog follow-up
dock-intro-velocitylimit-null reduces to a test, "every ship hull in the shipped catalog has a top
speed", which the retirement adds. Package hulls (R6) keep the follow-up alive: a hull created
without --like has no cap and throws at the intro. What is left is one owner for package hulls,
either ship-authoring validation refusing a ship hull with no VelocityLimit or the intro handling
its absence; the demo cast hulls (demo-cast-hulls) meet it first.
Model page rows
| Kind | What names it | Over time | Who decides |
|---|---|---|---|
parked/aether-drive tag |
The tag name; its message is the park note. | Fixed at the retirement's base; read by the rework, never merged back. | The operator's rework, after the thruster meta. |
Sim speed
Rulings sim-speed-knob, sim-speed-presentation, sim-speed-surface, sim-speed-tenth,
tick-rate-follows-design-speed and unity-presents-only-r3, for the pace named in
pace-after-primitives. The operator: "We don't want Unity having any authority over the sim
whatsoever. The sim is authoritative and Unity should only be presenting." Anchors are against
origin/master 6d427b7a, read on 2026-10-07 in the read-only worktree C:\ar-simspeed-map.
controls-helm r2 is in flight on ActionGameManager.cs, EntityInstance.cs, ShipInstance.cs
and Ship.cs, so line numbers there move when it lands. None of loot-1..loot-3,
missile-records, missile-odds, missile-presenter or munition-shots has landed at this base.
The cuts: sim-speed r2 (the fixed step and drawing ahead, at speed 1), the census cuts
ballistic-flight, sim-contact, retire-unity-mines, loot-2 r2, missile-presenter r3 and
munition-shots r4, and sim-speed-scale r2 (the design speed, the tick rate and the player's
factor), which waits on all of them.
Body facts
- T1. One caller steps the simulation, by the frame's dt. The only
Zone.Updatecall inAssets/ScriptsisZone.Update(Time.deltaTime)at the end ofActionGameManager.Update(Gameplay/ActionGameManager.cs:1311), insideif(!_paused)(:1244).Zone.Update(ServerShared/Zone.cs:202-222) adds dt to_time(adouble,:35), recomputes orbits and divides their displacement by dt (:210, so a zero dt gives an infinite velocity), steps agents, then entities, thenFireControl.Step. ServerShared reads no Unity clock: its only clock reads areDateTime.Nowseeds (ItemManager.cs:20,Galaxy.cs:111,167,GalaxyStage.cs:49). There is no fixed tick (M15), and sim history depends on the frame rate today. - T2. Nothing touches Unity's time scale in the game. The one
Time.timeScalewrite is theTime Scalefield ofUI/FieldTester.cs:80, the shield-field lab scene.ProjectSettings/TimeManager.assethas Fixed Timestep 0.02 and Maximum Allowed Timestep 0.1; no script has aFixedUpdate. - T3. Unity physics writes sim velocity in two places.
HullCollider.OnCollisionEnter(Gameplay/HullCollider.cs:14-17) addsimpulse / Time.deltaTimetoEntity.Velocity; the impulses come from non-kinematic loot and mine bodies.ShieldManager.OnCollisionEnter(Gameplay/ShieldManager.cs:32-81) decides three facts: an item pickup (TryStoreon collision,:42-56), a mine detonation (mine.Explode(),:57-60), and the ship-on-ship bounce, an elastic exchange of normal velocity written toEntity.Velocity(:70-79, withPostCollisionVelocityat:83-86). - T4. Unity-owned world objects keep their own clocks. Loot drift and attraction
(
GridObject.cs:37-49), the tractor pull (TractorBeam.cs:21-27, aPhysics.SphereCastAllthat pushesGridObject.Velocity), the player's tractor ramp (ActionGameManager.cs:1307-1309,Time.deltaTime * 2ontoEntity.TractorPower), the loot roll on death (EntityInstance.cs:293-308,UnityEngine.Random), and the mine (Weapons/Mine.cs:46-100: real-time arming,Physics.OverlapSphereproximity, range from the source transform, lifetime, blast delay, thenFireControl.Detonatecalled from Unity). - T5. The drawn rounds fly themselves.
Projectile.Update(Weapons/Projectile.cs:43-50) integrates gravity, drag and position byTime.deltaTimeand dies at a Unity distance from its start;ProjectileManager.Fire(:16-28) picks the drawn direction frombarrel.forwardwithUnityEngine.Randomspread, offsets the spawn byRandom.value * Time.deltaTimeand adds the shooter's velocity. The simulation's round (PendingShot,FireControl.cs:563-590,:1748-1798) flies straight fromFireOriginalongTravelDirectionat the weapon's velocity, inheriting nothing, and arrives atArrivalTime. FireControl decides every hit (fire control Cuts 3-4); the two flights disagree, and Unity ends its own at a distance it chose. - T6. The guided round flies itself and times its binding in real time.
GuidedProjectileintegrates thrust and position byTime.deltaTime(:143,205,210), dodges withUnityEngine.Random(:118,173), and ends its binding whenTime.time - _spawnTimepassesBindingLifetime(:116,232), whichGuidedProjectileManager.cs:24sets fromshot.ArrivalTime - zone.Time + 1: a sim interval compared against real time. - T7. Presenters that read sim state and animate in real time. Charge effects, beams
and hitscan flashes (
ConstantLaser.cs,ConstantLightning.cs,Laser.cs,HitscanEffect.cs: start and stop on sim events, no physics query), shield panels (ShieldInterceptor.cs:63-146), fades (EntityInstance.cs:363,381), mount slew (ArticulationPoint.cs:36-47), field ripples (FieldDriver.cs:231-264), sun, volumes, wave scroll, HUD blinks, the hit marker, the death transition and every menu tween. The gas giant's wave phase readsZone.Time(ZoneRenderer.cs:503).FieldDriver.cs:307-323moves a grabbed transform itself (loot-3 removes it). - T8. Input and commands. Each frame
ActionGameManager.Updatewrites the view,Aim(LookDirectionbeforecontrols-helm),MovementDirectionand, aftercontrols-helm,Ship.Turn. Weapon slots callActivateandDeactivatefrom input callbacks (:424-425).UI/ClickRaycaster.cs:26picks drawn objects withPhysics.Raycast: input choosing a target, not physics deciding a fact. The console's give-item command (ActionGameManager.cs:531) is an operator tool. - T9. Pause and saving.
_paused(ActionGameManager.cs:187) gates the whole ofUpdate, the step included.Zone.PacksavesTime(Zone.cs:184).PlayerGameplaySettings(ServerShared/PlayerSettings.cs:56) is saved inplayer.cc; designer tuning lives inGameplaySettings(ServerShared/Settings.cs:159, values inAssets/Resources/Settings.asset). - T10. Headless tests step zones directly with chosen dts,
0fincluded (FireAuthorityTests.cs:192,FireControlCut11Tests.cs:192,225,411); three fixtures hard-code 1/60 (MiningCut1Tests.cs,RestoredHullsTests.cs) and choose their own dt. - T11. Kinematic contact pairs are on.
ProjectSettings/DynamicsManager.assetm_ContactPairsMode: 1enables kinematic-kinematic pairs, so the kinematic shield colliders (Content/Prefabs/Shield.prefab,m_IsKinematic: 1) do raiseOnCollisionEnter: T3's ship-on-ship bounce is live. - T12. Which effect prefabs the catalog fires. A byte search of
GameData/Aetheria.ccfor each effect prefab's GUID (as hex text and as raw bytes) finds ProjectileManager prefabs AC5, 6k Shooter, DeathCluster, prettypretty, ClearPath, ChargeBlast SG, ChargeBlast+- and FastBlast+-, and GuidedProjectileManager prefabs Micromissile, Regular Missile, SRM and scorchedvoid. - T13. Nothing fires the mine. The same search finds the Mine Launcher prefab
(GUID
24eddacc819f20542962f2395930f261, the only prefab carryingMineManager) zero times.IntroCutscene(ActionGameManager.cs:839-866), which writes a ship's position, direction and velocity from a real-time coroutine, is never started (its call at:791is commented out). - T14. What depends on step count rather than sim seconds. Measured by source read for
the design-speed step.
Zone._timeis adouble, so time does not drift with more steps.Entity.Positionis afloat3and zones reachZoneRadius10000 (Settings.asset), where a float's spacing is about 0.001 units: a per-step displacement of v * Step rounds to it, so slow movement far from the origin loses precision as the step shrinks (at Step 1/300, 5 u/s is about 17 spacings per step, a few percent of error; at 1/60 it was 85). The manoeuvre track (ManoeuvreTrack.Observe, evasion-term branch) measures acceleration as the per-step velocity change over dt and calls it changed aboveChangeThreshold0.01; float rounding of that difference grows as 1/dt (about 0.005 at 100 u/s and dt 1/600). Its exponentials and its quiet timer use dt and are exact. Cooldowns charge the firing tick (InstantWeapon.cs:254) and drop the remainder, so a gun's real period rounds up to whole steps: a smaller step brings it nearer the authored cadence. Agents decide every step (Agent.Update), andCombatdraws one jittered range sample per step (Combat.cs:145); a smaller step means more decisions per sim second, the same per real second. No ruling fixes a per-step count.
Body facts for ballistic-flight r2 (source reads at e56f9c8b, 2026-10-09, imagination-aeth-ballistic-r2):
- B-r2-1. FireControl.Step writes a committed shot back (
shots[i] = shot, FireControl.cs:868) beforeShotCommittedfires (:869). A no-lock fused round stopped by a hull has itsArrivalTimeshortened at that commit (:867; CommitBurst :1024). A presenter's fire-time copy of the shot therefore carries a stale arrival unless it re-reads the record atShotCommitted. - B-r2-2.
FireControl.Designatedmeasuresrangeto any non-null target before the in-range test (:293-297), and a direct round's FlightDistance is that range. A direct round can therefore be fired at a target beyond Range and arrive afterFireTime + MaxRange/Speed. - B-r2-3.
InstantWeapon.ExecutecallsFireControl.Fireand thenOnFire(:271-272) inside the entity loop, andFireControl.Stepruns after it (Zone.cs:232). A presenter spawned fromOnFirebindsShotCommittedandShotResolvedbefore its shot can commit or resolve, including a round fired at nothing that commits and misses in the same step. - B-r2-4. Solve aims a direct or engaged fused round at the predicted intercept (
Solution().Direction, :135-156) but sets FlightDistance to the current planar range (:654-666), so on a moving target the arrival point on the frozen line is not where the target is. Open as question direct-arrival-at-intercept.
Why a round's end is one sim statement. The sim resolves a round at ArrivalTime. A drawn round that ends anywhere else needs a second owner of the end, which is what ballistic-flight s1 found in Projectile. FireControl.RoundEnd(shot, known) states the end for what the sim has published about the outcome: arrival for a hit, a burst or an unknown outcome, and the frozen weapon range for a miss, never short of arrival. RoundAt clamps there. A round whose outcome is not yet published waits at its arrival point for at most one step instead of overshooting. The drawing rules (placement, barrel blend, stop, done) are pure statics in DrawAhead, beside the ships' draw-ahead, so the headless suite tests them by behaviour rather than by grep.
Ballistic flight is presentation (r3, 2026-10-09). After rulings projectile-flight-is-presentation, sim-hooks-presentation-agnostic and direct-arrival-keep-timing, FireControl owns only a shot's facts: the outcome, when damage lands (ArrivalTime, a contact burst's shortened arrival, the commit tick), the impact cell with its target, and a fused round's burst point. DrawAhead owns the drawn round, as pure statics tested headless.
Probes at d98818ea:
(1) The impact cell is already on the outcome: on a hit, Commit stores the first cell of the shot's lane (FireControl.cs:960-988), MakeOutcome copies Cell and Target (:1527-1544), and ShotCommitted and ShotResolved publish the outcome (:881, :894). No sim hook was needed.
(2) Entity.ToWorldPoint (Entity.cs:717-725) is the one schematic-to-world frame. The step turns Direction by mul(Direction, float2x2.Rotate(TurnRate*dt)) (Thruster.cs:129), so the cell on the drawn pose is Position(target, lead).xz + Rotate(ToWorldPoint(cell) - Position.xz, TurnRate*lead), exactly.
(3) The commit tick equals record.ArrivalTime - outcome.ArrivalIn for every result (:877-881, :1541).
(4) An engaged proximity round is Hit or Burst, never Miss; it bursts at BurstPosition frozen at Fire (:1009-1017, :1148-1150), and it is drawn there.
(5) A target that leaves the zone mid-flight resolves as a fresh Miss (:857-868).
Rationale: a hit follows its frozen line until the commit tick, then blends onto its impact cell on the target's drawn pose, so it lands on the hull rather than at the frozen line's arrival point. The sim's damage timing is unchanged. A miss flies on to the weapon's frozen range, which is DrawAhead.RoundEnd's choice. A kink at the commit frame (at most one step's share of the line-to-hull gap) and a snap back to the line after a target-gone Miss are accepted presentation. Rejected: publishing the lane's entry point as a new sim field; the ruling names the cell, so a hit effect may sit up to half a cell inside the hull skin. Risk: a hull mesh not aligned with its schematic makes hits land beside the mesh; that is a content fault, and the operator's moving-target check shows it.
Census
Every Unity-side place that integrates, times or decides a sim fact at 6d427b7a, and the cut
that moves it. Presenters that only read sim state (T7) and input (T8) are not entries.
| Row | Site | Fact Unity decides | Owner |
|---|---|---|---|
| C1 | ActionGameManager.cs:1311 |
The step's length (frame dt) | sim-speed r2 |
| C2 | ActionGameManager.cs:839-866 (dead) |
A ship's position, direction, velocity | sim-speed r2 deletes it |
| C3 | HullCollider.cs:14-17 |
Velocity from physics impulses | sim-contact |
| C4 | ShieldManager.cs:70-86 |
Ship-on-ship bounce | sim-contact (new rule in Zone) |
| C5 | GuidedProjectile.cs, GuidedProjectileManager.cs:24-83 |
A missile's flight; when its binding ends | missile-records, missile-odds, missile-presenter r3 |
| C6 | ActionGameManager.cs:1307-1309 |
Tractor spin-up | loot-2 r2 |
| C7 | Projectile.cs:43-50, ProjectileManager.cs:16-28 |
A round's drawn flight and end | ballistic-flight (new) |
| C8 | Mine.cs, MineManager.cs, ShieldManager.cs:57-60 |
Mine flight, arming, lifetime, detonation | retire-unity-mines r2 deletes it (unreachable per T13); sim-mines brings it back as a sim body (section 'Mines in the sim') |
| C9 | GridObject.cs, EntityInstance.cs:293-308, ZoneRenderer loot, ShieldManager.cs:42-56 |
Loot drop, drift, expiry, pickup | loot-1 |
| C10 | TractorBeam.cs:21-27, FieldDriver.cs:307-323, binder resolvers |
Tractor pull, grabbed pose | loot-3 |
| C11 | ActionGameManager.cs:705-711 |
Executes a zone transfer the sim decided | follow-up zone-transfer-owner |
| C12 | EntityInstance.cs:403, ShipInstance.cs:141 |
None (draws the latest pose, so a fixed step hops) | sim-speed r2 draws ahead |
sim-speed-scale runs the census patterns as negative checks before any code, so the setting
cannot ship while a row is open.
The design
One clock, SimClock (ServerShared, engine-free), owns the step and its pacing.
Stepis fixed for the clock's life.sim-speedbuilds it at 1/60 (speed 1);sim-speed-scalebuilds it atSimSpeed / TickRatefrom game data.StepsPerRealSecondisTickRatetimes the player's factor (sim-speed-scale; 60 before it). The factor never reachesStep, so one set of game data gives one history at any player setting.Advance(realSeconds, step)adds the clamped real seconds (at most 0.1) to an accumulator and callsstep(Step)each time it holds one tick. A hitch slows the world instead of spiralling.Leadis the sim seconds since the last step (below oneStep);Stepscounts steps. There is noSimDelta: nothing in Unity integrates on the clock.
ActionGameManager calls Clock.Advance(_paused ? 0 : Time.deltaTime, Zone.Update) every frame,
outside the pause gate. Pause stays the menu's.
Presenters draw the latest sim state ahead by Lead, through DrawAhead (ServerShared, pure,
never called by a rule): an entity's position plus velocity times Lead, a ship's rotation
turned by Entity.TurnRate times Lead (the sim writes TurnRate from the actuators each step;
staging and wormhole writes leave it zero), and Zone.Time + Lead for presenters that evaluate a
sim function of time. A ballistic round is drawn at FireControl.RoundAt(shot, Zone.Time + Lead),
the line the simulation flies it; a missile at its record's position plus velocity times Lead.
The presenter API carries the latest state and Lead; nothing a presenter receives can feed back.
| Presenter | Reads | Clock |
|---|---|---|
Entity pose (EntityInstance, ShipInstance) |
DrawAhead |
Lead |
Ballistic round (Projectile) |
its PendingShot copy, RoundAt, ShotResolved |
Zone.Time + Lead; trail fade real |
Guided round (GuidedProjectile) |
its munition record, ShotResolved |
Lead; lift curve on sim seconds; fades real |
Floating item (ItemPickup, loot-1) |
its body | latest state (ahead by Lead when loot-1 lands after sim-speed) |
| Charge effects, beams, flashes, shields, fades, slew, ripples, sun, volumes, HUD, menus | sim events and state | real time (ruling sim-speed-presentation) |
| Thruster flames, particles, audio pitch | current state | real time |
Authority map
- Owner.
SimClockowns sim time's relation to real time.Zoneowns sim time and the step. Game data ownsSimSpeedandTickRate; the player owns the factor. - Inputs. Real frame seconds and pause;
SimSpeed,TickRate,SimSpeedFactor. - Outputs.
Zone.Update(Step)calls;LeadandStepsfor presenters. - Derived state.
Lead,Stepsand every drawn pose are presentation-only.Entity.TurnRateis sim-written and read only byDrawAhead. Sim seconds per real second (SimSpeed * SimSpeedFactor) is derived. - Forbidden writers. Any other
Zone.Updatecaller;Time.timeScaleoutsideFieldTester; any Unity code integrating, timing or deciding a census fact; a presenter given a sim-time delta; the player's factor reachingStep. - Shared paths. The game and every scenario reach the simulation through the one
Advance; every presenter draws with the sameLead. - Deletion line. Each census cut deletes its Unity owner before adding the sim owner;
sim-speed-scaleadds no code until every census pattern is empty.
Model page rows
| Kind | Named by | Over time | Decided by |
|---|---|---|---|
| Design speed, tick rate | GameplaySettings.SimSpeed, TickRate |
Set by designers in game data | game data; read by SimClock at zone entry |
| Player slow-down | PlayerGameplaySettings.SimSpeedFactor |
Set by the player, saved in player.cc |
the settings menu |
| Zone time | Zone.Time, saved in ZonePack.Time |
Advances by Step per step |
Zone.Update, called only by SimClock |
| Clock accumulator | none | Under one tick, dropped on load and zone change | SimClock |
| Turn rate | Entity.TurnRate |
Rewritten every step | the rotation actuators |
| Ship contact | Zone.Contacted events |
Published at each closing contact | Contacts.Step |
Prior art
From documentation and talks already read, not re-fetched for this pass.
- Gaffer On Games, "Fix Your Timestep!" (Glenn Fiedler, 2004). A fixed dt fed from an
accumulator of real time, a cap on frame time against the spiral of death, and drawing
between steps with
alpha = accumulator / dt. The design is this article, with the factor applied where real time enters the accumulator. - Unity
Rigidbody.interpolation. Interpolate draws one physics step behind; Extrapolate draws ahead from velocity and can show a body briefly past a collider before it is corrected. Unity recommends Interpolate for the camera's subject. - Client-side prediction (Quake 3, Source). Remote entities interpolate a little in the past; the player's own avatar is drawn ahead because input lag on it is what players feel.
- Factorio, Paradox, StarCraft II replays. Speed changes the tick rate, never the tick, because lockstep and replays need identical histories. Supreme Commander simulates at 10 Hz and draws in between; Source servers tick at 66 Hz, Overwatch at about 63.
- Celeste Assist Mode. Game speed from 50 to 100 percent, a saved accessibility option; the precedent for the factor and for its 50 percent floor.
Rationale
Why the step follows the design speed. Ruling tick-rate-follows-design-speed. At a design
speed of 0.1 and a 1/60 step the world ticks at 6 Hz; drawing ahead hides the motion, but not
the input: a trigger or a turn waits up to a tick (167 ms) to enter the simulation. With
Step = SimSpeed / TickRate the real tick rate is a chosen constant, and the player's factor
alone changes ticks per real second, so APlayerFactorIsTheSameHistory holds for one set of
game data. A design-speed change is a balance change: it changes the step, so the pace pass
measures at the shipped values. Per T14 no ruled behaviour depends on a step count; what moves
is closer to the continuous model (cooldowns nearer their authored cadence, agents deciding more
often per sim second). The two costs are float precision and the manoeuvre track's threshold,
both pinned as measurements in sim-speed-scale.
The tick rate: 30 Hz at design speed, with the factor floored at 0.5. Recommendation,
moderate confidence; TickRate is game data, so the play check can move it without code.
| Tick rate at design speed | 20 Hz | 30 Hz | 60 Hz |
|---|---|---|---|
| Step at design 0.1 | 1/200 sim s | 1/300 sim s | 1/600 sim s |
| Input latency, factor 1 (worst) | 50 ms | 33 ms | 17 ms |
| Input latency, factor 0.5 (worst) | 100 ms | 67 ms | 33 ms |
| Steps per real second vs today | about a third | about half | today's at 60 fps |
| Float spacings per step at 5 u/s, 9000 units out | 25 | 17 | 8 |
Today's game steps once per frame, so 30 Hz costs about half of today's simulation per real second at 60 fps and less at higher frame rates. 60 Hz buys latency nobody needs in a game slowed tenfold and halves the float headroom (T14). 20 Hz puts the slowed factor at 10 Hz, near the rate the operator called noticeable. A factor floor of 0.25 at 30 Hz would tick at 7.5 Hz, so the floor is 0.5 (Celeste's), keeping the slowest tick at 15 Hz.
Drawing between steps: extrapolate everything from the latest state. Interpolation shows only states the simulation produced, but draws one step behind; extrapolation has no lag but can overshoot a turn or a contact and snap at the next step. At 30 Hz and design speed 0.1:
| Factor 1 (30 Hz) | Factor 0.5 (15 Hz) | |
|---|---|---|
| Interpolation lag | 33 ms real (one step) | 67 ms real |
| Extrapolation snap, a turn stopping at 3 rad/s | 0.57 degrees | 0.57 degrees, half as often |
| Extrapolation snap, a contact reversing 100 u/s | 0.33 units | 0.33 units |
| Extrapolation error, steady acceleration of 100 u/s2 | under 0.001 units | under 0.001 units |
The player's ship is extrapolated (the operator's acceptance, and where lag is felt). The rest
are extrapolated too, for three reasons: one draw time keeps the geometry the player aims at
consistent with their own ship (interpolating the others would set them a step behind it, up to
0.67 units at 200 u/s closing); the analytic presenters (RoundAt, a missile's record) are
exact under it; and it needs no previous-state buffer, so no presentation store has to be owned
or kept out of the simulation's reach. If the play check shows visible snaps on contact, the
fallback is interpolating non-player entities through a presentation-only buffer written by the
step wrapper, not a change to the simulation.
Why rounds are drawn on the sim line. FireControl already owns every hit. A drawn round that
inherits velocity, jitters, drops under gravity and dies at its own distance is a second flight
that disagrees with the first; at a slowed design speed the disagreement is visible for
seconds. RoundAt states the simulation's line; the presenter blends from the barrel into it
in the first tenth of a sim second and ends where the outcome says.
Why contact moves into the simulation instead of being deleted. The bounce is live (T11) and the game has it today; deleting it would be a product change no ruling asks for. The rule moves verbatim (the same elastic exchange, once per contact, no push-out) onto a disc that bounds the hull, so ships may come a little closer than the shield ellipsoid let them.
Why the Unity mine is deleted, not moved. No catalog item fires it (T13) and it owns its whole
life in Unity; moving it would keep Unity deciding. It returns as a simulation body (ruling
mines-back-in-sim-asap; section 'Mines in the sim').
Why the split. sim-speed lands the fixed step at speed 1 now: at speed 1 the integrators
still on Time.deltaTime run at the sim's average rate, so nothing desyncs, and replays become
possible (M15). The setting waits for the census, because any open row runs at real speed in a
slowed world. Ordering: sim-speed (after controls-helm); then ballistic-flight and
sim-contact (independent, small); missile-presenter r3 after missile-odds; the loot branch
(loot-1 r2, loot-2 r2, loot-3); retire-unity-mines r2 at any time (it no longer waits on
loot-3); sim-speed-scale last,
before the combat-pace-pass.
Why the clock does not own pause. Pause is the menu's; the menu feeds the clock zero real time.
Mines in the sim
Rulings mines-back-in-sim-asap ("yes delete the mines but I want them back in the sim asap"),
mines-float-like-loot ("Mines are free floating just like loot") and unity-presents-only-r3.
Anchors are against origin/master 35ea0da4, read on 2026-10-07 in the read-only worktree
C:\ar-mines-map. None of loot-1..loot-3, retire-unity-mines, sim-speed, sim-contact,
missile-stats or missile-records has landed at this base; mining-merge has (the
Targeting/ providers are on master).
The cuts: floating-bodies (the drifting body loot and mines share), retire-unity-mines r2 (the
Unity mine deleted now, no longer waiting on the loot branch), sim-mines (the mine in Zone,
its gear and the catalog item, headless) and sim-mines-presenter (Unity draws it). loot-1 r2
rebuilds on floating-bodies. Questions mine-trigger-iff and mine-owner-leash gate
sim-mines.
Body facts
- N1. How a mine is fired.
MineManager(Gameplay/Weapons/MineManager.cs:13-32) is anInstantWeaponEffectManager, so the launcher is anInstantWeaponDataitem:InstantWeaponpays cooldown, ammo, energy, heat and wear and callsFireControl.Fire, which queues aPendingShot(InstantWeapon.cs:271);OnFirethen makesMineManager.Firespawn the mine at the barrel transform. Launch velocity:barrel.forward * weapon.Velocityturned byUnityEngine.Randomangles in +-Spread/2 on all three axes, plus the ship's velocity (InheritVelocity: 1in the prefab). The mine copiesweapon.Damage,weapon.RangeandWeaponData.DamageType. So one trigger pull also queued an ordinary shot at the target. - N2. Flight and drag.
GridObject(Gameplay/GridObject.cs; prefab values atMine Launcher.prefab:173-178): the launch velocity decays by1 - LaunchDrag*dtper frame (LaunchDrag0.2); a separate drift velocity is accelerated down the zone's gravity well bynormalize(f) * GravityStrength * (1/(1-|f|^2) - 1) * Gravitywith nodt, so it is frame-rate dependent (Gravity1), and decays byDrag0.05; a vertical spring (GridAttraction10) holds it at the grid height. The pickup prefabs carry the sameDrag,LaunchDragandGravity(map L7): loot and mines already fly one body. - N3. Arming.
Mine.Update(Mine.cs:53-87) checks nothing untilActivationDelay2 s ofTime.timeafter the mine is enabled (Mine Launcher.prefab:158). - N4. Triggering. Once armed and not yet counting down,
Physics.OverlapSphere(position, BlastRange 25, layer mask 1): any collider carryingHullColliderstarts a countdown ofBlastDelay2 s, which never cancels. There is no faction test: the launcher's own hull and its allies trigger it. Mask 1 is the Default layer. The shipped hulls and the turret carryHullCollideron layer 0 (Longinus.prefab,Djinni.prefab,Turret.prefab), butShipPrefabAuthoring.cs:161puts mod-package hulls onCombat, and station prefabs have noHullCollider, so mod ships and stations never trigger a mine. That exclusion is a layer accident, not a rule. - N5. Shield contact is dead.
ShieldManager.cs:57-60explodes a mine on shield contact, but the mine object (layer 21,GridObjects) has no collider in the prefab, so the branch never runs. - N6. Ends. Once armed, the mine explodes when its countdown ends, when
Lifetime30 s has passed, or when it is farther thanweapon.Rangefrom its launcher's transform (Mine.cs:79-84). Every end is an explosion; none fizzles. A destroyed launcher makesSource.transformthrow. - N7. The blast.
Mine.ExplodecallsFireControl.Detonate(zone, position.xz, BlastRange, Damage, DamageType)(Mine.cs:97-104), spawnsHitEffect(BigExplosion) and returns to the pool.Detonate(FireControl.cs:1350-1422) spreadsDamageover the disc's area: each occupied hull cell takesdamage * overlap / (pi r^2), so an entity takes damage in proportion to how much of its hull the disc covers, with no radial falloff; an active shield takes the entity's whole share or breaks; armour, then item pools, absorb per cell. It reads no source or faction, so everyone in the disc is harmed, the launcher included. The trigger radius and the blast radius are the oneBlastRange. - N8. Catalog. T13 holds at
35ea0da4: no catalog record names the Mine Launcher prefab. The item existed in the 2021 catalog (79b0c036"Mines and Flamethrowers", 2021-02-06); the daemon-era8c71a637recovered it fromGameData/Legacy/AetherDB.2021-03-05.msgpack, an LFS object, and pinned its 2 s activation and 30 s lifetime.WeaponType.Mineexists (Enums.cs:66).WeaponItemDatacarriesBlastRadius(key 29) andFuse(key 32), read only throughFireControl.FuseOf. The behaviour union's next free index is 40 (Behaviors.cs:188). - N9. Presentation.
Minepulses emission on submesh 2 byEmissionCurve: none before arming,ActiveEmissionon a 1 s cycle when armed,ArmedEmissionon a 0.25 s cycle while counting down.GridObjectspins it bysinandcosof time. All of it presents the arming and countdown facts.
Prior art
A short check, for the two forks only. EVE Online's bombs are unguided and untargeted, drift along the launch line, and hit every ship in the area, the launcher's fleet and the launcher included (EVE University, Bombs). Starsector's Stinger mines use a friend-or-foe trigger and detonate when a target comes within range (Starsector wiki, Mine Strike). Freelancer's mines seek hostile ships, and FreeSpace minefields hit anything (from memory, unchecked). The common shape is an IFF trigger with a blast that does not ask whose it is. No reference leashes a mine to its launcher.
The design
What a mine is. A free-floating body (ruling mines-float-like-loot) with a frozen payload:
the KinematicBody loot drifts on, plus the time it was laid, its arming delay, fuse delay and
lifetime, its blast radius, damage and damage type, and its layer's identity (entity and
faction, frozen at lay). It is not a munition record: it has no seeker, thrust, fuel or shot id,
and nothing prices or rolls it. It is not an Entity.
What is shared with loot, and what is not. floating-bodies lands what both need:
FloatingBodyId (one zone counter for every free body), KinematicBody and its Step, the
three motion settings both already use (N2), and SimulationDice (moved out of FireControl,
as loot-1 r1 planned). Each kind keeps its own collection: Zone.FloatingItems (loot,
loot-1 r2) and Zone.Mines. One collection with a payload switch would let TryPickUp see a
mine and make every reader branch on kind; two typed collections make "a tractor grabs a mine"
unrepresentable instead of forbidden. Neither kind gets a targeting provider: nothing detects
or shoots them today, and one detection interface for bodies stays with the follow-up.
Laying. MineLayerData : InstantWeaponData carries the mine's own stats (arming delay, fuse
delay, lifetime), as missile stats belong to the missile until gear supplies them (ruling
missile-stats-now-gear-later). InstantWeapon keeps paying for the round.
FireControl.Fire and FireControl.Refuses route a mine layer to FireControl.Lay before
Solve: no target, no arc gate, no PendingShot. Lay freezes the payload and has Zone.Lay
add the mine at the shooter's position with velocity shooter velocity + rotate(MountDirection.xz, a dice angle in +-Spread/2) * Velocity, the dice drawn from
SimulationDice.For(CombatSeed, MineStream, id). This also closes N1's double fire.
Arming, triggering and the blast. Zone.Update steps mines after the entities and before
FireControl.Step, in lay order. A mine is armed at LaidAt + ArmingDelay. While armed and not
triggered, it triggers on the first eligible entity whose hull the blast disc touches, through
FireControl.Touches(entity, point, radius), the coverage test extracted from Detonate, so
what triggers a mine and what its blast reaches are one geometry and every hull counts (N4's
layer accident is not kept). Which entities are eligible is question mine-trigger-iff. A
triggered mine detonates at TriggeredAt + FuseDelay whatever moves; an untriggered one at
LaidAt + Lifetime; the leash is question mine-owner-leash. Detonation calls
FireControl.Detonate unchanged with the frozen payload and then removes the mine, so every
removal of a mine is its blast, and that is the fact the presenter draws.
Presentation. MineInstance replaces Mine and GridObject on a mine prefab. ZoneRenderer
creates one per Zone.Mines add and plays the blast on remove. It draws the body at the grid
height (ahead by the sim clock's lead once sim-speed has landed), spins as GridObject did,
and pulses from Armed and Triggered in real time (ruling sim-speed-presentation). A mine
layer has no fire effect manager: the mine it lays is its presentation.
Authority map
- Owner:
Zoneowns every mine's existence (Laythe one creator, the mine step the one remover).FireControlowns laying's payload (Lay) and the blast (Detonate,Touches).KinematicBodyowns the drift arithmetic for loot and mines alike. - Inputs: the mine layer's evaluated stats at the fire step, the item's
BlastRadius, the shooter's position, velocity, mount and identity, zone time and force, the zone's entities and hulls. - Outputs:
Zone.Minesadd and remove;Detonate's damage. - Derived:
ArmedandTriggeredare read by presenters; the drawn pose and the pulse are presentation only. - Forbidden writers: any MonoBehaviour moving, arming, timing or detonating a mine; a creator of
mines besides
Zone.Lay; a blast path besidesDetonate;TryPickUpreaching a mine; aPendingShotfor a mine layer. - Shared paths: player, AI and scenario mine layers all lay through
InstantWeaponandFireControl.Fire; loot and mines drift through oneKinematicBody.Step. - Deletion line:
Mine,MineManager, the Mine Launcher prefab andShieldManager's mine branch go first (retire-unity-minesr2), before any simulated mine exists.
Model page rows
| Kind | Named by | Over time | Decides |
|---|---|---|---|
| Mine | FloatingBodyId in its zone, never reused; not saved |
Laid, drifts, arms, triggers, detonates, removed | Zone (life), FireControl (lay, blast) |
KinematicBody |
Its floating item or mine | Stepped each sim step under zone force and drag | KinematicBody.Step |
MineLayerData |
A behaviour on a WeaponType.Mine catalog item |
Authored | Catalog |
Rationale
Why mines first, and what "asap" costs either way. After the whole of loot-1, the mine
waits for the loot branch to merge: loot-1, loot-2 r2 (which also waits on feedback-1,
unreported) and loot-3 merge together, because between them the player cannot pick anything
up. That is three or four cuts nobody has started. With floating-bodies split out (about 200
headless lines, no Unity change, no behaviour change), the mine waits only for that:
retire-unity-mines r2 lands now in parallel, then sim-mines, then sim-mines-presenter. The
price is one more small cut and a revision of loot-1 (r2 takes the body from
floating-bodies and inherits the deletion of GridObject). The body's shape is fixed before
loot uses it, a small risk, because loot and mines already fly the same constants (N2).
Why retire-unity-mines no longer waits on loot-3. r1 waited so it could delete
GridObject once the pickups were off it. r2 leaves GridObject to loot-1 r2, whose pickups
are its last users once the mine is gone.
Why the trigger shares Detonate's geometry. The old trigger asked Unity's colliders and the
blast asked the hull cells, so a mine could trigger on a hull its blast then missed, or the
reverse. One coverage test makes "triggered by" and "harmed by" the same disc.
Why no targeting provider or point defense against mines. The old mine was neither
detectable nor shootable, and ruling pd-who-engages prices munitions, which a mine is not.
Detection of floating bodies stays with follow-up bodies-detection.
Catalog breadth: the weapon matrix, roles backfill and stat-boosting gear
Pass: Imagination imagination-catalog-breadth, session self-2026-10-08b. Self merges this into
docs/aetheria-release-map.md; nothing here is committed. Body: GameCult/Aetheria origin/master
a8f71d463bf1160de0b5f23caa56dc7957252345 (fetched 2026-10-08), detached worktree in the session
scratchpad, removed at the end. Rulings applied: catalog-breadth-weapons-gear-consumables,
catalog-grows-generic-designs-branded-products, tech-lineage-per-component-role,
weapon-tracking-authored, plight-not-one-cell, plight-shape. Operator, 2026-10-08, relayed by
Self: "All this comes with roles and components too, right?" (not yet admitted as a ruling; Self
should admit it so specs can cite it by id).
Part (c), consumables, is not mapped here. The component-role rule (CB-R1) and the stacking rule
(question boost-stacking) are written so that pass reuses them unchanged.
Body facts
Decode method: cultcache_py SingleFileMessagePackBackingStore.pull_all() over
GameData/Aetheria.cc at a8f71d46 (LFS pulled into the worktree), payloads msgpack.unpackbed and
read by MessagePack key. Scratch scripts cat.py, wm.py, stats.py, not committed.
-
CB1. Census at
a8f71d46. 74 FactionProductData, 51 CompoundCommodityData, 31 GearData, 22 WeaponItemData, 13 SimpleCommodityData, 12 Faction, 12 NameFile, 4 CargoBayData, 4 HullData, 3 PersonalityAttribute, 1 FieldKindData, 1 DockingBayData, 1 InputLayout. pd-gear and the Mine Launcher are on master; the Pirates (pirates-record8e51016f), lot-product (ec081b9b), generic-design-names, product-lines-weapons, maker-only-faction (5dce222b), mods-in-tree (cc83f5ad) and faction-play-1 (b3d1e929) are not. Design names are still the branded ones. -
CB2. The catalog already has a category axis and a size axis on weapons (source read
ItemData.cs:477-487,Enums.cs:55-83).WeaponItemData.WeaponType(key 26: ElectromagneticallyPropelled, ExplosivelyPropelled, Laser, Electrostatic, ParticleProjection, Missile, MicroMissile, SplitMissile, Mine, Jet) andWeaponCaliber(key 25: Small, Medium, Large, ExtraLarge). The operator's vault noteAetheriaLore Aetheria/Worldbuilding/Post-Elysium/Reference/Weapon Category Codes.md(33cd06a) defines the same taxonomy: caliber S/M/L/XL, weapon types EMPS, XPS, L, PL, ESD, PPC, launchers M, MM, MIRV with guidance D/G/S. The enum lacks PL (pulse laser) and adds Mine and Jet. The only code readers are the action-bar icon (Gameplay/ActionBarSlot.cs:154,GameSettings.cs:52-54). -
CB3. The matrix at
a8f71d46(type x authored caliber, with cell footprint):Type Small Medium Large ExtraLarge XPS (Ballistic) ClearPath 2, Earp 2, 6k Shooter 2, PD Gun 1 Autocannon 4, DeathCluster 4, pretty pretty bang bang 4, Flak Gun 2 - - EMPS - - - - Laser (Energy) Spectra 2, ColdFire 2, PD Laser 1, CShot RainbowLite Lazer 9 - - - ESD (Energy) - - plight 2 - PPC (Energy) FastBlast+- 2 ChargeBlast+- 4, ChargeBlast SG 4 - - Missile (Launcher) - GT 3K 3 - - MicroMissile (Launcher) - scorched void policy 3, pswarm 1 LRMM72 6 SRMM72 6 SplitMissile - - - - Mine (Launcher) - Mine Launcher 1 - - Jet - - - - Caliber and footprint disagree in six designs: CShot (Small, 9 cells), plight (Large, 2), pswarm (Medium, 1), SRMM72 (ExtraLarge, 6 like LRMM72's Large), Mine Launcher (Medium, 1), Flak Gun (Medium, 2). Map M30 already recorded CShot and plight.
-
CB4. Weapon homes on master (
HullData.Hardpoints, key 23). Longinus: Energy 1x2 x2, Launcher 1x3 x2. Djinni: Ballistic 1x2 x2, Launcher 1x3 x2, Launcher 3x2 x2. Turret (station): Ballistic 2x4 x2. Zenith: none.LoadoutGenerator.HasHome(:201) offers a design only if some hull's hardpointTakesit, so a Large or ExtraLarge Energy gun, an ExtraLarge launcher and a 2x2 Energy gun have no home until a hull carries such a mount. No mod package is in the tree yet. -
CB5. Roles and components today (source read
ItemData.cs:315-331,FactionProduct.cs:14-40,Provenance.cs:73,ItemData.cs:640-720). A design declaresRoles(ItemRole, a name only; its comment: "the part itself earns a record when crafting needs one to exist"). A product authorsProductRole{Role, Mean, StandardDeviation}per role;ItemManager.CreateLot(ItemManager.cs:149) rolls each role's quality into the lot; a stat reads it through aStatTerm{Source: Quality, Role}. No record type for a component item exists; the 51 CompoundCommodityData (Circuit Board, Reaction Chamber, Heat Sink Tile, Trigger ...) carry no roles and nothing links a role to them. Lineage (tech-lineage-per-component-role) has no field. -
CB6. Roles are live only where a stat reads them.
AetherDb roles-migrate(tools/AetherDb/Program.cs:255-378) assigned roles per kind from fixed field maps (:156-216) and skipped flat stats (Min == Max) and kinds with no quality-reading behaviour. The census prints, but no test fails on, products that author no spread for a role (Program.cs:110-127). -
CB7. The audit of in-flight content for roles (decode plus pirates-record diff read):
- pd-gear (merged): all three designs declare their kind's roles, each read by non-flat stats; every product authors ProductRole for each. No gap.
- Pirates (pirates-record
8e51016f,Program.csdiff lines 66-82): every rebrand mirrors its design's roles at apply time (mean .45, sd .22). It inherits the design's gaps: its Autocannon rebrand carries no roles because Autocannon declares none. - Mine Launcher (merged): no roles, every MineLayerData stat flat with no terms at all; its DME product authors none.
- Also role-less with flat stats: Autocannon, LRMM72, SRMM72 (every stat Min == Max, Quality term with no role). Large Drive reads Quality with no role and declares none. Cargo bays, docking bay, Cockpit 2x2, Turret Control Module and Tractor Beam carry no quality-reading stat.
-
CB8. Stat modifiers exist and work for passive gear (source read
Behaviors/StatModifier.cs,StatResolver.cs:108-145,Entity.cs:1960-1980).StatModifierData(behaviour union 4) names a targetStatReference{Target type name, Stat field}, a magnitudePerformanceStat(so per-role quality works),ConstantorMultiplier, and an optionalRequireBehavior. While the gear is Active its behaviour groups execute in order and stop at the first that fails (Entity.cs:1969-1976), so anEnergyDrawbefore the modifier gates it on power; the modifier attaches to every matching stat on the same entity and detaches when it stops executing.PerformanceStat.Evaluateapplieslerp * Scale + Constant, then the power factor (ItemData.cs:700-722). The sim reads every boosted stat throughEvaluate(Thruster.cs:43, Sensor.cs:168, Radiator.cs:118, Weapon.cs:133-143, VelocityLimit.cs:35, TargetingSystem.cs:80). The catalog's one modifier: MoveOnPro (both sizes) scalesCapacitorData.Capacityby 1.1-1.25. -
CB9. Gap: a modifier cannot target a base behaviour type.
TargetsOf(StatModifier.cs:91-114) matchesGetType() == targetTypeat:98,:102and:104, whileResolveStatFieldresolves anyBehaviorDatasubtype by name, abstract ones included (ItemData.cs:785-799,Extensions.cs:36-44). A modifier onWeaponData.Damagevalidates and then attaches to nothing, because every gun's behaviour is a concrete subtype (AutoWeaponData, InstantWeaponData, ChargedWeaponData, ConstantWeaponData, LauncherData, MineLayerData). -
CB10. Stacking today is unbounded.
StatResolver.ScaleModifiermultiplies every attached scale andConstantModifiersums every constant (StatResolver.cs:108-122). Ten 1.15 multipliers compound to 4.0x. Consumable effects attach through the same resolver (Entity.cs:857-881,StatModifier.cs:63), so the stacking rule is shared with part (c). -
CB11. Where stat gear lives. Tool gear has no hardpoint and fits any free interior cell (
Entity.cs:1076-1090); Targeting Computer (Tool 1x1: TargetingSystem, EnergyDraw 2, Heat 15) is the closest template for a powered booster. -
CB12. Consumables already have a sim mechanism (for part (c), not mapped here):
ConsumableItemData(ItemData.cs, keys 10-14: Behaviors, Stackable, Duration, Icon, Effectiveness) is a CraftedItemData, so it declares roles;Entity.TryActivateConsumable(:872) andConsumableItemEffect(:1582) run its behaviours, including StatModifier, with aConsumableProgressstat source. The catalog holds no consumable record.
Model page row changes
- WeaponItemData (catalog): who decides gains "the matrix cell":
WeaponTypeandWeaponCaliberare the authored category and size (questionweapon-matrix-axes); footprint lies in its caliber's band (Small 1-2 cells, Medium 3-4, Large 5-6, ExtraLarge 7-9). - CraftedItemData.Roles / FactionProductData.Roles: a design declares a role only if a non-flat stat reads it; every product authors one ProductRole per role (rule CB-R1).
- StatModifierData: targets a behaviour type and its subtypes (after modifier-subtypes); the
resolver's stacking rule is the one for gear and consumables alike (question
boost-stacking).
Rules (cited by the specs)
- CB-R1, roles and components (the whole ruling, consumables included). A crafted design
(weapon, gear, consumable) declares roles iff it has a stat that varies with quality. Each
declared role is read by at least one non-flat stat's
Qualityterm; each non-flat stat reads exactly one declared role; every product that sells the design authors one ProductRole per role, from its maker's profile (catalog-growth addenda table; Pirates .45/.22 per pirates-record). Roles come from the kind's field map inProgram.cs:156-216, extended for new kinds as named in each spec. A consumable's roles govern its effect magnitude stats the same way. Under the recommended option of questioncomponent-items, the component is the (design role, product ProductRole) pair: no component item record until crafting reads one, and the lineage mark oftech-lineage-per-component-rolelands on ProductRole when the first aethertech product does. - CB-R2, authoring a new design. Copy a template by record key (never by name, so it holds
across generic-design-names), set the shape, caliber, type and name, set every authored stat by
the ladder below as a Min-Max range of value x (0.8, 1.2) (benefit stats rise with quality, cost
stats fall), keep the template's non-quality terms, point each Quality term at its role, author
Tracking per weapon with no terms (
weapon-tracking-authored), carry no BlastRadius or Fuse (FireControlCut124Tests.cs:2589), no AmmoType (the ballistic-ammo revision owns rounds), and a description with no maker name. Two or more products from distinct makers, never Miss Terri's or the Pirates, product name never the design name. - CB-R3, caliber ladder (per step from the template's caliber): Damage per shot x2.0, Range x1.2, Mass x2.0, Price x2.0, Energy and Heat x1.8, Cooldown x1.25, Spread x0.85, Visibility x1.5. Tracking (authored, steep): 2-cell Small 10-12, Medium 5-6, Large 3, ExtraLarge 1.5; flame guns double those (the cone covers what tracking misses).
- CB-R4, footprints for new designs. Small 1x2, Medium 2x2 (launchers 1x3), Large 2x3 (launchers 3x2), ExtraLarge 2x4 (fits the station Turret's Ballistic 2x4).
- CB-R5, catalog blob. Each content cut lands through one idempotent AetherDb command; under
follow-up
catalog-blob-merge-orderits merge takes master's catalog, reruns the command'sapply, commits the regenerated blob in its own LFS commit with the dry-run text and reruns the suite. No cut picks a side's blob.
Design tables
Product names are drafts in each maker's voice (profiles: catalog-growth addenda); Hands writes the one-line descriptions in that voice.
matrix-coilguns (EMPS, Ballistic hardpoint, template ClearPath 0271bb97 for Small and
Autocannon 13116166 above; EMPS vs XPS at one caliber: Velocity x2.5, Penetration authored high,
Energy x3 per ballistics-cycle-power, Damage x1.2, Cooldown x1.6; roles barrel, feed mechanism):
| Design | Caliber | Shape | Products (maker) |
|---|---|---|---|
| Light Coilgun | Small | 1x2 | RC-1 Needle (R&D), Pin (Finch) |
| Coilgun | Medium | 2x2 | RC-4 Spindle (R&D), Plumb Line (Adrasteia) |
| Railgun | Large | 2x3 | True Meridian (Adrasteia), RX-9 Lancer (R&D), Gavel (Zhestokost) |
| Heavy Railgun | ExtraLarge | 2x4 | Axis (Adrasteia), Long Reach (AU) |
matrix-cannons (XPS, template Autocannon, AutoWeaponData; barrel, feed mechanism):
| Heavy Autocannon | Large | 2x3 | Bulwark (Zhestokost), Foreman (AU) |
|---|---|---|---|
| Siege Cannon | ExtraLarge | 2x4 | Last Word (Zhestokost), big red problem (DME) |
matrix-beams (Energy; Laser from ColdFire 2933c4ce, PPC from ChargeBlast+- 499f7891;
focusing array, power coupling):
| Medium Beam Laser | Medium | 2x2 | Filament (Alakrita), Limelight (Lucent) |
|---|---|---|---|
| Large Beam Laser | Large | 2x3 | Marquee (Lucent), Clear Sight (Adrasteia) |
| Heavy Ion Cannon | Large | 2x3 | Blackout (NiteLife), short circuit (DME) |
| Ion Lance | ExtraLarge | 2x4 | Lights Out (NiteLife), IX-12 Breaker (R&D) |
matrix-lightning (ESD, ChargedWeaponData from plight 632420a6; focusing array, power coupling):
| Arc Thrower | Small | 1x2 | Sparkler (Lucent), Live Wire (NiteLife) |
|---|---|---|---|
| Storm Projector | Medium | 2x2 | Thunderhead (NiteLife), everybody dance (DME) |
| Tempest Projector | ExtraLarge | 2x4 | Grand Finale (Lucent), Mains (NiteLife) |
matrix-missiles (Launcher; Missile from GT 3K 5ee2ff03, MicroMissile from LRMM72 32157982;
guidance system, thruster, warhead):
| Light Missile Launcher | Small | 1x2 | Fledgling (Finch), Courier (AU) |
|---|---|---|---|
| Heavy Missile Launcher | Large | 3x2 | GT 6K (R&D), Freight Forward (AU) |
| Torpedo Launcher | ExtraLarge | 2x4 | Battering Ram (Zhestokost), GT 12K (R&D) |
| Micromissile Battery | ExtraLarge | 2x4 | the whole show (DME), Fireworks (Lucent) |
matrix-mines (Launcher, MineLayerData from Mine Launcher 1b4a2bb3; new role map: warhead
reads Damage, Penetration, DamageSpread; dispenser reads Range, Cooldown, Spread, Velocity, Energy,
Heat, Visibility; ArmingDelay, FuseDelay and Lifetime stay authored per design, not ladder-scaled):
| Mine Rack | Medium | 1x3 | party favours (DME), Caltrop (Zhestokost) |
|---|---|---|---|
| Heavy Mine Layer | Large | 3x2 | surprise party (DME), Wake Warden (Lightsail) |
| Minefield Projector | ExtraLarge | 2x4 | Exclusion Zone (Zhestokost), do not enter (DME) |
matrix-flamers (Jet, Ballistic hardpoint, InstantWeaponData pellet gun from Flak Gun
6af6446e: DamageType Thermal, Count 8-12, Spread 25-35 deg, Range 150-300 at Small, Velocity
300; roles nozzle (Range, Spread, Velocity) and fuel pump (Damage, Cooldown, Energy, Heat,
Visibility)). Absorbs follow-up pirates-flamethrower's design; the Pirates' own 🔥 product moves
in their own record, not here.
| Light Flamethrower | Small | 1x2 | hot take (DME), Scorch (Zhestokost) |
|---|---|---|---|
| Flamethrower | Medium | 2x2 | keep it lit (DME), Brushfire (AU) |
| Heavy Flamethrower | Large | 2x3 | Purifier (Zhestokost), burn the boats (DME) |
| Inferno Projector | ExtraLarge | 2x4 | Ashfall (Zhestokost), Afterparty (NiteLife) |
After these, every cell of CB3 is filled except the SplitMissile row (follow-up
mirv-split-munition): 24 new designs, 49 new products.
Stat boosters (Tool 1x1, template Targeting Computer c07ea205's EnergyDraw and Heat, then a
StatModifierData Multiplier in the same group so power gates it; roles amplifier (the magnitude)
and regulator (EnergyDraw, Heat); magnitude per question boost-strength). Superseded 2026-10-09 by
ruling boost-strength-tiered-by-size: each stat gets a modest 1x1 and a strong 2x2 design, tabled in
'Spec refresh 2026-10-09' below):
| Design | Targets | Products (maker) | Cut |
|---|---|---|---|
| Thrust Amplifier | ThrusterData.Thrust | Tailwind (Finch), Second Wind (Lightsail) | boost-gear-systems |
| Signal Amplifier | SensorData.Sensitivity | Earful (Finch), Lookout (AU) | boost-gear-systems |
| Emissivity Booster | RadiatorData.Emissivity | Cold Read (Adrasteia), Cool Head (Lightsail) | boost-gear-systems |
| Reactor Overclock | ReactorData.Charge | Afterhours (NiteLife), redline (DME) | boost-gear-systems |
| Damage Amplifier | WeaponData.Damage | Showstopper (Lucent), Heavy Hand (Zhestokost) | boost-gear-combat |
| Range Extender | WeaponData.Range | Far Sight (Adrasteia), Long Look (Finch) | boost-gear-combat |
| Shield Booster | ShieldData.Capacity | Thick Skin (AU), SB-2 Bastion (R&D) | boost-gear-combat |
Rationale
Why the category is WeaponType and the size is WeaponCaliber. The operator's own taxonomy
(CB2) names exactly these two axes, and the catalog already carries both fields. Footprint is mount
space, which the brief's "sizes (cell footprints)" reads as the size; the two disagree in six
records (CB3). Recommended: caliber is the one authored size, and a catalog test holds every
footprint inside its caliber's band, so neither can drift; the six are fixed as content. plight is
the exception the operator holds open (ruling plight-shape, Defaulted, revisit after play): it
stays Large, and the band test names that ruling as its one exemption. Prior art: Starsector mounts
are type x size (small/medium/large; ballistic/energy/missile) and every type exists at every size;
Elite's hardpoints are class 1-4 with weapon families not filling every class.
Why MIRV waits. A split missile with no split is a mislabelled missile. Missiles become stepped munition records only after missile-records (r3, no report); splitting belongs on that record.
Why components are the role and its ProductRole. No system reads a part record (crafting is not
in the demo; the target's not-in-scope line excludes new mechanics), so a component item now would
be inert data. X4 and EVE give components item records because their economies produce and consume
them; the role-quality pair already carries what the operator's examples need (a laser better at
what its focusing role governs). Question component-items asks the operator.
Why the stacking question recommends diminishing returns. Interior cells are cheap compared with hardpoints, so unbounded multiplication (CB10) makes a hold full of amplifiers the dominant fit. EVE University, Stacking penalties (fetched 2026-10-08): the n-th percentage modifier on one attribute is multiplied by S(n-1), S(u) = e^-(u/2.67)^2, strongest first, so 100%, 86.9%, 57.1%, 28.3%, 10.6%, 3.0%; absolute effects are never penalized; positive and negative effects are penalized separately. Starsector hullmods are on or off per ship and priced in ordnance points (starsector.wiki.gg/wiki/Hullmods, fetched 2026-10-08: Unstable Injector raises speed and cuts weapon range 25%); the exact bonus values were not on that page. Nebulous jammers stack on a similar diminishing curve (consumables prior-art file, "Stacking and exclusivity"). Because consumables attach through the same resolver, whichever rule the operator picks covers part (c) too.
Cut order. roles-backfill and modifier-subtypes are independent of everything here. The seven
matrix cuts are independent of one another and of generic-design-names (templates by key, new
designs born generic); they wait only on the axis ruling. caliber-bands lands last: it recalibers
six records and adds the band and coverage tests that would fail before the matrix fills.
product-lines-weapons r2 adds roles-backfill to r1's dependencies so its new products of Autocannon,
LRMM72, SRMM72 and Mine Launcher author ProductRole for real roles. product-lines-gear turns
follow-up gear-product-lines into a spec (Self withdraws the follow-up as absorbed when it
admits nothing else over it). boost-gear-combat waits on modifier-subtypes; modifier-stacking and
both boost cuts wait on the operator.
Record keys. No cut here adds a MessagePack key to any type, so none touches the Faction key collision (maker-only-faction 19, faction-play-1 Doctrine, livery 18).
Admitted (mind receipts 2026-10-08 19:48-19:50 UTC)
Questions: weapon-matrix-axes (raised in matrix-coilguns, blocks every matrix cut and
caliber-bands), component-items (raised in nothing: the specs follow its recommended option and
stay valid under the others), boost-strength (raised in boost-gear-systems), boost-stacking
(raised in modifier-stacking). Cut specs r1: roles-backfill, modifier-subtypes, modifier-stacking,
boost-gear-systems, boost-gear-combat, matrix-coilguns, matrix-cannons, matrix-beams,
matrix-lightning, matrix-missiles, matrix-mines, matrix-flamers, caliber-bands, product-lines-gear;
product-lines-weapons r2 with resolution cut_spec.cut-product-lines-weapons.r1.n1 (Superseded).
Follow-ups: mirv-split-munition, homeless-calibers, matrix-rounds. Left for Self:
follow-up gear-product-lines is absorbed by product-lines-gear (close it when that merges);
follow-up pirates-flamethrower's design half is absorbed by matrix-flamers (its product move
stays the Pirates' record's).
Consumables: the host fix, supply, throttle lock and vapour cloud
Pass: Imagination imagination-consumables, session self-2026-10-08b. Self merges this into
docs/aetheria-release-map.md; nothing here is committed. Body: GameCult/Aetheria origin/master
a8f71d463bf1160de0b5f23caa56dc7957252345 (fetched 2026-10-08 ~20:00 UTC; the pirates-record merge had
not landed), detached worktree in the session scratchpad, removed at the end. Catalog: LFS blob
GameData/Aetheria.cc sha256 5ecf375f...a011, decoded with cultcache_py
SingleFileMessagePackBackingStore.pull_all() and msgpack (payloads are arrays indexed by MessagePack
key). Scratch probes q1_thrust_speed.py, q2_templates.py, not committed.
Rulings applied: catalog-breadth-weapons-gear-consumables (operator: "consumables (goofy stuff like
juicing your thrusters for a few seconds but locking the throttle at max, or a consumable coolant that
turns into a cloud of vapor to break locks)"), catalog-breadth-roles-and-components ("All this comes
with roles and components too, right?"), catalog-grows-generic-designs-branded-products,
sensor-stat-set. Reused unchanged from parts (a) and (b)
(F:\Projects\aetheria-map-addenda-catalog-breadth-2026-10-08.md): CB-R1 (roles), CB-R2 (authoring),
CB-R5 (catalog blob), and the stacking rule of question boost-stacking through cut modifier-stacking.
Prior art: F:\Projects\aetheria-consumables-prior-art-2026-10-08.md (cited below as PA section n).
Body facts
- CC1. The consumable mechanism exists end to end in code, and no record uses it. Census: no
aetheria.consumableitemdatarecord in the catalog (decode).ConsumableItemData : CraftedItemData(ItemData.cs:342-358, keys 10 Behaviors, 11 Stackable, 12 Duration, 13 Icon, 14 Effectiveness; Roles at key 9 from CraftedItemData). InstanceConsumableItem(ItemInstance.cs:65, union 3 and 2). Activation:Entity.TryActivateConsumable(Entity.cs:872-884) refuses a second active effect of a non-Stackable design (CanActivateConsumable,:867-870), takes the first instance of that design from cargo, builds aConsumableItemEffectand removes the instance. Each tick (Entity.cs:1443-1454) the effect updates its behaviours in order, stopping at the first that fails (ConsumableItemEffect.Update,:1604-1619), and atRemainingDuration < 0is dropped afterResolver.Forget(effect). Catalog load validates a consumable's modifiers and role usage (AetheriaStores.cs:77-80). - CC2. Player input exists; AI input does not. The player drags a consumable from cargo onto an
action-bar slot (
ActionGameManager.cs:484-485), the slot callsTryActivateConsumable(ActionBarSlot.cs:118-121), shows the count in cargo and the remaining-duration fill (:128-134), and the binding is saved (SavedGame.cs:221,230). Nothing inAgents/calls it (grep: the only caller isActionBarSlot.cs:120). - CC3. Defect: a consumable's stat modifier never reaches anything, and would throw.
StatModifier.Initialize(StatModifier.cs:82-89) is what computes_targets; the only caller ofIInitializableBehavior.InitializeisEntity.ActivateoverEquipment(Entity.cs:202-207).ActivateConsumable(Entity.cs:857-860) never calls it, so_targetsstays null. The effect'sUpdaterunsIAlwaysUpdatedBehavior.UpdatebeforeExecute; on the second tick_executed && !_appliedcallsApplyModifier(:224-230), which iterates the null_targets: a NullReferenceException. Source read; no test covers it (the expiry testStatResolverTests.cs:363uses a consumable with no behaviours). Body fact CB10's claim that consumable effects attach through the resolver holds for the resolver's API, not for this host path. - CC4. Defect: an expired consumable's modifiers would outlive it. Attachments are keyed by the
target item as owner and the
StatModifierinstance as modifier key (StatModifier.cs:224-237). Expiry callsResolver.Forget(effect)(Entity.cs:1451), which removes only entries whose owner is the effect (StatResolver.cs:154-170); nothing callsStatModifier.Dispose(:245-249). Once CC3 is fixed, a boost would stay attached to the thrusters forever. - CC5. Defect: a bought or generated consumable is not a ConsumableItem.
ItemManager.CreateInstance(int lot)(ItemManager.cs:173-189) returnsEquippableItemor elseCompoundCommodity;TryActivateConsumablethen casts the cargo instance toConsumableItem(Entity.cs:880), an InvalidCastException. The tests buildConsumableItemby hand for this reason (LoadoutTests.cs:787-791). - CC6. Nobody sells consumables, and nothing restocks. Station stock is
RandomProducts<EquippableItemData>(16, 1, ...)into the station's cargo at generation (LoadoutGenerator.cs:110-119);RandomProductsandAvailableProductsare constrained toEquippableItemData(:142,:154) because the availability rule includesHasHome(:164). Stations are generated once per zone (ZoneGenerator.cs:303,324); no code restocks a station (grepRestock,GenerateStationLoadout). The trade menu sells out of station cargo (StationServices.TryBuy,StationServices.cs:73;BuyPriceprices any CraftedItemInstance,:13-24). - CC7. Cargo is the inventory. A crafted instance occupies its design's
Shapecells in a cargo bay (Entity.cs:2187-2207); there is no item stack for crafted items. A consumable design therefore needs a Shape (ItemData key 5); CompoundCommodity records have none (decode: Shape None, Price 0), so they are not templates. Targeting Computerc07ea205is the 1x1 template for mass, specific heat and conductivity (CB11). - CC8. How locks are decided. Per observer,
EntityInfoGathered[target]rises bySensor.Gain(Sensor.cs:187-189: passivevisibility x sensitivity x curve(bearing) x dt / distance, pingvisibility x sensitivity x PingBoost x distanceonce) and decays byTargetInfoDecayeach tick (Sensor.cs:155-178). CrossingTargetDetectionInfoThresholdadds or removes the target fromVisibleEnemies(Entity.cs:261-277); leavingVisibleEnemiesclears the observer's target (Entity.cs:248-250), which zeroes everyLockWeaponlock (target changed,LockWeapon.cs:85-90). Lock rate isLockSpeed x info^SensorImpactinsideLockAngle(:98-105); launchers are LockWeapons (Launcher.cs:7,CreateInstancereturnsLockWeapon). FireControl's sensor factor also reads info (FireControl.cs:439-442). Minions retarget when an enemy re-entersVisibleEnemies(Minion.cs:13). A missile already in flight is a UnityGuidedProjectilethat follows itsTargettransform (GuidedProjectile.cs:44,142); the simulation does not re-decide it. The sameGainserves chunk detection throughPassiveRate(Sensor.cs:194-199,Entity.cs:384), andMiningCut3Tests.cs:254pins the entity info trace bit for bit. - CC9. How thrust and the throttle work.
Ship.MovementDirection(Ship.cs:27) has two writers, the player's input (ActionGameManager.cs:1339) and the agent (Agent.cs:70-80);Ship.Update(Ship.cs:231-257) turns it into each thruster'sAxis(strafe at:241-252, forward and reverse at:255-256) andTurninto rotation. A thruster pushes byThrustand adds heat and visibility proportional to its input, not to thrust (Thruster.cs:116-137), so a Thrust multiplier alone costs no heat. Top speed is a hull'sVelocityLimitData.TopSpeed(decode: Djinni 50, Longinus 100), clamped inVelocityLimit.Execute; the hull is inEquipment(Entity.cs:886, MapEntity), so a modifier onVelocityLimitData.TopSpeedreaches it. Catalog thrusters: Small Drive 75k, Talaria 75k-250k, Medium Drive 100k-300k, deep space burnout and RevvITup 250k-1M, Victoire 200k-1.5M (Thrust Min-Max). - CC10. Zone bodies. A mine is a runtime-only
KinematicBodyinZone.Mines(Mines.cs,Zone.cs:22), added only byZone.Lay(:235-239), stepped and removed only byStepMines(:245-260) after the entity loop, never saved, and drawn by oneZoneRenderersubscription (ZoneRenderer.cs:225-264,MinePrefab:47). This is the pattern a vapour cloud follows. - CC11. A consumable's own heat does nothing.
Behavior.AddHeatis a no-op for a consumable host (Behaviors.cs:60, "TODO: Heat for Consumables"). The first set takes its heat cost through the thrusters' own Heat stat instead. - CC12. Record keys.
BehaviorDataunion ids run to 40 (MineLayerData,Behaviors.cs:189); 12 and 26 are retired. No remote branch (71 refs,git show <ref>:.../Behaviors.cs) claims 41 or above. This pass claims 41ThrottleLockDataand 42VapourDumpData. No key is added to Faction, ConsumableItemData or any saved type; the Faction 16-19 collision is untouched.VapourCloudis runtime only, likeMine.
Model page row changes
- ConsumableItemData (catalog): new live row. Named by record key; a design with roles (CB-R1), Shape 1x1, a Price, Stackable false, a Duration, and behaviours. Decided by its AetherDb command.
- ConsumableItem (run save, cargo): created by
ItemManager.CreateInstancefor a consumable design; lives in a cargo bay; consumed byTryActivateConsumable. - ConsumableItemEffect (runtime): one per activation; owns its behaviours' lifetime: initialised at activation, disposed at expiry, then forgotten by the resolver. Not saved.
- Entity.ThrottleLocked (derived): true while any active effect carries a
ThrottleLock. Nobody writes it.Ship.Updateis the one place that turns intent (MovementDirection) into thruster axes, and it reads the lock there. - VapourCloud (runtime, Zone.Clouds): added only by
Zone.Vent, stepped and removed only byZone.StepClouds.Zone.Obscuration(a, b)is derived from the live clouds;Sensor.Gainis its one reader.
Rules (cited by the specs)
- CS-R1, the consumable mechanic. A consumable is a cargo item, single use, activated from the action
bar (player) or by an agent rule (AI). Its effect is timed (
Duration) and carries its own drawback in the same record. A non-Stackable design allows one active effect at a time, so its Duration is also its cooldown; no second cooldown mechanism. Boosts from a consumable multiply with gear under the one resolver rule (rulingboost-stacking-multiply; pinned by cutmodifier-stackingr3). - CS-R2, roles. Per CB-R1, every non-flat effect stat reads one declared role and every product authors one ProductRole per role. Benefit magnitudes rise with quality, cost magnitudes fall.
- CS-R3, the throttle lock. While locked, the effective movement intent is full forward, no strafe,
no reverse; turning stays with the pilot (question
overdrive-steering). Intent writers keep writing; they are not owners of the thruster axes. - CS-R4, obscuration. A cloud is a disc with an opacity that fades linearly to 0 over its lifetime.
Every sensor gain (passive, ping and chunk) is multiplied by the product of
(1 - opacity)over the clouds the sight line crosses, endpoints inside counting as crossing; with no cloud crossed no multiplication happens, so the info trace is bit-identical. Symmetric: the venting ship sees out no better than others see in. Lock loss is the existing rule (CC8): info decays below the detection threshold and the target is dropped. A sensor strong or close enough still burns through.
Design tables
Thruster Overdrive (cut consumables-first-set; ConsumableItemData; Shape 1x1; Mass 10; Price
6,000; Stackable false; Duration 5 s; roles propellant, regulator; behaviours in order:
ThrottleLock, then four StatModifierData Multipliers):
| Target stat | Magnitude Min-Max | Role |
|---|---|---|
| ThrusterData.Thrust | 2.0-3.0 | propellant |
| VelocityLimitData.TopSpeed | 1.5-2.0 | propellant |
| ThrusterData.Heat | 4.0-2.5 | regulator |
| ThrusterData.Visibility | 4.0-2.5 | regulator |
Products: send it (Death Monkey Explosives), Updraft (Finch Cybernetics). The heat and plume cost is real because thrusters heat by input, not thrust (CC9): a locked throttle runs every forward thruster at full input for 5 s at up to 4x heat and plume. Prior art: Starsector Burn Drive (+200 speed for 5 s, no steering, PA 1), Plasma Jets (+375% acceleration, 3 s, PA 1), EVE overheating (+50% propulsion, heat damage, PA 5).
Coolant Vent (same cut; ConsumableItemData; Shape 1x1; Mass 15; Price 4,000; Stackable false; Duration 12 s; roles nozzle, coolant; behaviours in order: VapourDump, then one StatModifierData Multiplier):
| Stat | Min-Max | Role |
|---|---|---|
| VapourDumpData.Radius | authored so the cloud encloses the largest ship hull (Djinni, 14x17 cells) at Min; Max 1.5x Min | nozzle |
| VapourDumpData.Opacity | 0.80-0.95 | nozzle |
| VapourDumpData.Lifetime | 10-14 s | coolant |
| RadiatorData.Emissivity (penalty, the drawback: the coolant is gone) | 0.4-0.6 | coolant |
Products: Smoke Machine (NiteLife Energy), Morning Fog (Lightsail Express). Prior art: Nebulous jamming against seeker return (PA 8), Elite heat sink and silent running (PA 3), Star Citizen chaff as a field effect (PA 9), EVE ECM chance as strength against sensor strength (PA 5).
Rationale
Fix the host before adding content. The mechanism the brief names (CB12) exists but is broken in
three places (CC3, CC4, CC5): a consumable with a stat modifier throws on its second tick, would leak its
boost if it did not, and can never be bought. consumable-host is the smallest cut that makes the
existing path true; no new owner. Cut modifier-stacking's test AConsumableBoostStacksWithGear cannot
pass before it, so its r2 adds the dependency and nothing else.
Why the throttle lock is derived, not latched. Two writers already set MovementDirection (CC9). A
third writer (the consumable) would race them; a latch set by a behaviour and cleared each tick is a
second owner of time. Entity.ThrottleLocked derived from the active effects, read once in
Ship.Update, cannot outlive its effect and needs no reset path.
Why obscuration and not a flat break. The sim already decides locks by information against a
threshold (CC8), and lock loss already clears targets and zeroes locks. Scaling gain along the sight line
makes the cloud a contest of signal against obscurant, the Nebulous shape (PA 8: a seeker's return must
exceed the jamming it feels; burnthrough exists), and EVE's lesson that a guaranteed area break is
unreliable or oppressive is avoided (PA 5). A flat break would add a second rule that drops targets,
beside the one that exists. The cloud rides Sensor.Gain, which survives the sensor-stat-set rebuild
(every emitter still produces a gain). In-flight missiles are not re-decided by the sim (CC8): the cloud
denies the lock before launch; seekers in flight are follow-up cloud-vs-missiles-in-flight.
Why the cloud is a zone body that inherits velocity. Vented gas keeps the ship's velocity (KinematicBody, CC10), so a coasting ship stays inside it and a ship that burns leaves it: the two consumables combine (vent, then overdrive out of the cloud) and their drawbacks bite each other (the overdrive plume is bright; leaving the cloud ends the cover). The symmetric rule makes hiding blind.
Hoarding (written for the abundant option; the operator ruled consumables-scarce on 2026-10-09 and
accepted the hoarding risk, so the cheap, everywhere-stocked half of this paragraph no longer holds: see
'Spec refresh 2026-10-09'). The elixir literature (PA 10) names scarcity, unlimited inventory and unclear purpose as
causes, and caps, abundance and situational need as cures. Here: cargo cells and mass are the cap (CC7),
both designs are cheap (6,000 and 4,000 against 25,000-250,000 for a drive) and stocked at every station
under question consumable-supply, AI pilots use them (cut consumable-ai) so the player sees what
they do, and each solves a moment (being locked, needing distance) rather than adding a stat the player
could save for a boss. Neither is a permanent advantage: each carries its drawback inside the effect.
X4's lesson (PA 9: flares strong in AI hands, worthless in the player's) is answered by giving the player
and the AI the same rule and the same information (a painted target always knows, sensor-stat-set).
Magnitudes are authored ranges grounded in the prior art above; follow-up combat-pace-pass
measures time-to-kill and engagement distance and tunes them with everything else. No question is
raised on them.
Cut order. consumable-host, throttle-lock and vapour-cloud are independent. consumable-supply
needs the host (instances). vapour-cloud-presenter needs the cloud. consumables-first-set needs the
host, the lock and the cloud. consumable-ai needs all of those and supply. modifier-stacking r2 now
waits on the host.
Admitted
Receipt mind-commit-06b3cb76... (2026-10-08 20:05 UTC). Questions: consumable-supply (raised in
consumable-supply), vapour-cloud-model (raised in vapour-cloud), overdrive-steering (raised in
throttle-lock). Cut specs r1: consumable-host, consumable-supply, throttle-lock, vapour-cloud,
vapour-cloud-presenter, consumables-first-set, consumable-ai; modifier-stacking r2 (adds depends_on
consumable-host) with resolution cut_spec.cut-modifier-stacking.r1.n1 (Superseded). Follow-ups:
cloud-vs-missiles-in-flight, modifier-magnitude-frozen-at-attach, consumable-heat-noop,
station-restock. Claimed keys: BehaviorData union 41 ThrottleLockData, 42 VapourDumpData (keys 1-3).
Ships add-on frame r5: authoring without the repo
Imagination, agent imagination-addon-frame, session self-2026-10-08b. Campaign
aetheria-release. Builds on F:\Projects\aetheria-map-addenda-addon-refresh-2026-10-08.md
(A1 to A14); A14 recorded the tension this page resolves. Numbering continues at B1.
Pinned heads: Aetheria 07dcb580 (branch eureka/aetheria-release-ships-addon-frame-r4,
local and on origin; the brief's name eureka/aetheria-release-ships-addon-frame does not
exist), CultLib 05e67014 (main), CultLib 45c2f400 (Aetheria's pinned
CultLibRevision, Directory.Build.props:6). Every line number below is at 07dcb580.
Body facts
B1. What New Ship needs from the repo (source read). _new_ship
(tools/blender/aetheria_ships/__init__.py:556-605) finds the repo by walking up for
tools/AetherDb (_aetheria_repo, 314-325), writes to <repo>/GameData/Mods/<id>/ship.cc,
and runs dotnet run --project <repo>/tools/AetherDb -- ship-authoring create (_aetherdb,
328-336). create (tools/AetherDb/ShipAuthoringCommands.cs:47-67) reads the reference
hull from GameData/Aetheria.cc through AetherDb.Open(), whose FindRoot
(tools/AetherDb/AetherDb.cs:26-32) keys on Aetheria.Shared/Aetheria.Shared.csproj, and
builds the hull with ShipAuthoringStore.HullLike
(Assets/Scripts/ServerShared/ShipAuthoring.cs:95-106): copy every member, reset Name,
Shape (new Shape()), Hardpoints, Prefab, Schematic and Visual. create does not run the
ship-ID rule; only Validate (ShipAuthoring.cs:189-192) does.
The same _aetherdb port also carries Package's validate (__init__.py:650), and the
specs in force add centre (package-frame r1) and paint (paint r3). So the repo and
dotnet dependency is the port's, not New Ship's alone: Package already needs both today.
B2. Where an author's machine gets the shipped catalog (source read). The game reads
<install>/GameData/Aetheria.cc and <install>/GameData/Mods
(Assets/Scripts/Gameplay/ActionGameManager.cs:40,48-49), with GameData beside the
player's data folder. A ship author who has the game has both. No build or release script
in the repo copies GameData into a player build (searched Assets/Scripts/Editor,
tools, workflow files): the runtime contract is the only evidence that a release carries
it.
B3. Studio needs Unity (source read). CultCache Studio is
CultCacheStudioWindow : EditorWindow (CultLib src/GameCult.Unity/Assets/Caching/Editor/ CultCacheStudioWindow.cs), opened from a Unity menu item. Ruling
authoring-host-thin-imgui-then-thing keeps it an IMGUI skin until a Thing host after the
release. Studio therefore cannot be the repo-free and Unity-free creator before then.
B4. The shipped catalog's schema catalog (probe probes/p1_catalog.py on the
07dcb580 LFS object 9e75d9a4...). 13 catalog entries, 219 records, 5 hulldata
records (LonginusX, Zenith, Turret, Djinni, Longinus; Djinni, Longinus and LonginusX are
HullType 0, Ship). It carries an aetheria.hulldata entry and no
aetheria.ship_authoring entry: the C# store writes catalog entries only for types it
holds records of.
B5. cultcache-py cannot derive a C# catalog identity (probe p3_schema_id.py and source
read). For all 13 C#-written entries, content_hash == sha256(canonical_schema_json)
but schema_id != sha256(canonical_schema_json): C# derives the id from a semantic
fingerprint over its member descriptors (CultLib src/GameCult.Caching/CultCache.cs: 655-658), with type names from CultSchemaTypeNames.FromType. cultcache-py's
DocumentDefinition.catalog_entry (packages/cultcache-py/src/cultcache_py/documents.py: 105-143) defaults the schema id and content hash to the type name, and its store's
default entry for an unregistered envelope is a stub with no members
(stores.py:356-368). Python can carry a C#-written entry through a write; it cannot
author one.
B6. Encode and decode probe on Yggdrasil (ygg-verify.sh, image
mcr.microsoft.com/dotnet/sdk:10.0, Aetheria 07dcb580, CultLib 45c2f400 staged,
logs scratchpad/probes/ygg-create-1.log and ygg-publish-2.log). Reference:
dotnet run ... ship-authoring create /tmp/o/dn/ship.cc probe.a "Probe A" --like Djinni.
| Candidate | catalog hulldata | catalog ship_authoring | hull record | ship record | C# inspect |
|---|---|---|---|---|---|
cultcache-py, no template (py_create.py) |
identical (copied from the shipped catalog) | differs: stub, schema id aetheria.ship_authoring, version aetheria.ship_authoring.v1, members [] |
equal values | identical bytes | loads: probe.a: Probe A, 0 hardpoints |
| cultcache-py with the C# file's ship_authoring entry | identical | identical | equal values, different bytes: 20 float32 (0xca) slots re-encoded float64 (0xcb), 204 to 284 bytes |
identical | loads |
| published AetherDb (B7) | identical | identical | identical | identical | loads |
stored_at is ignored throughout. new Shape() encodes [[1, 1, [true]]]. The C# reader
accepted the stub catalog by schema name (compatible drift, CultCache.cs:518-522, 803-830), reporting every slot as defaulted_missing_slot while still decoding the
payload's values: that warning text and the observed behaviour disagree, so a file that
relies on it relies on a CultLib behaviour nobody owns. The float widening is the same in
today's ship_cc.replace_layout, which re-packs the whole hull body on every Save; C#
reads float64 into float (smoke_frame's Package validated after a Rasterise write), so
it is a wire-parity gap, not a corruption (follow-up py-float-width-parity).
B7. A published AetherDb needs neither dotnet nor the repo (Yggdrasil, log
ygg-nodotnet-5.log). dotnet publish tools/AetherDb -c Release -r linux-x64 --self-contained -p:PublishSingleFile=true gave one 77,287,607-byte executable (75 MB
folder with pdbs). Run in debian:bookworm-slim with no dotnet (command -v dotnet:
none), from a folder holding only GameData/Aetheria.cc plus an empty
Aetheria.Shared/Aetheria.Shared.csproj (the current FindRoot marker), create ... --like Djinni took 1.1 s and wrote a file whose catalog and both records are byte-identical
to the dotnet-run reference. The first run aborted with No usable version of libssl was found; with libssl3 and libicu72 installed it ran. Windows needs neither package; the
win-x64 publish was not probed.
B8. The reserved-name gap is the owner's (same log). The published tool created
/out/con/ship.cc for ID con and inspect loaded it: the C# rule (ShipAuthoring.cs: 190-192) admits Windows device names, and create does not run it at all (B1).
B9. Downstream specs read (mind, 2026-10-08). package-frame r1 says "after frame r4 has
merged" and its recentre test edits cells and Packages with no Save; mounts r4's Package
writes derived Positions straight to the .cc through replace_layout; gizmos r2's drag
release writes through replace_layout from an interactive (undoable) tool. bake r1,
guards r1, mesh-mounts r1, mask-bakes r1 and paint r3 do not depend on what r5 changes
(paint's paint command goes through the _aetherdb port, which the tool cut moves).
The owner answer
What can create and write a ship .cc on an author's machine without the repo or
dotnet? Two things, by probe: cultcache-py, if a C#-written aetheria.ship_authoring
catalog entry is handed to it (B5, B6); or AetherDb itself, published self-contained
(B7). Studio cannot before the Thing host (B3).
Recommendation: the published AetherDb (question authoring-tool-without-repo, option
published-aetherdb). It keeps C# the single owner of every ship-package rule the add-on
calls (HullLike, the ID rule, Validate, CenterOfMass, Paint) and removes the repo and the
SDK from all four commands at once, which the Python route does not: Package, centre and
paint would still need the repo. The Python route needs a second copy of HullLike's reset
list and a pinned catalog entry, and widens floats until CultLib fixes B6. The repo-free
reference hull is the author's own game install (GameData/Aetheria.cc, B2).
Prior art (from knowledge; no Eyes pass was run in this budget, so confidence is medium):
game modding kits that keep one rule owner ship the game's own code compiled to modders
rather than re-implementing it in the content tool: Valve's Source SDK ships compiled
studiomdl, vbsp and vrad; Bethesda's Creation Kit is built on the engine's record code;
games that ship no tool (Factorio, KSP, Minecraft data packs) validate content at game
load, which Aetheria also does (ShipModCatalog.ResolveCatalog excludes a bad package and
names it). Blender add-ons that drive external compilers (the Source Engine tools add-on,
io_scene_valvesource, calling studiomdl) take the executable's path as a preference.
Authority map, r5
- Owner of the .cc on the author's machine: two explicit, non-undo writers. Save
Layout owns cells and hardpoints (and the first Save of a new ship creates the file
through the published AetherDb
create). Package owns the visual (model asset, anchors, lines) and, from mounts r5, saves the layout buffer through Save's writer. C# (through the published AetherDb) owns HullLike, the ship-ID rule, Validate, CenterOfMass and Paint. - Owner of the frame: the .blend. The layout buffer (
scene.aetheria_layout),aetheria.grid_originwith the grid size it was computed for, Ship Root and the objects under it all live in the .blend, so Blender's undo moves them together. - Demotions. Rasterise and Flip Nose are no longer .cc writers; they propose cells
into the buffer. New Ship is no longer a .cc writer; it binds a pending ship. The repo is
no longer an input; the game data folder is.
dotnet runis no longer a path. - Package and an unsaved buffer. Package refuses while the bound collection's buffer differs from the .cc ("Save Layout first"), so it never packages cells the author has not saved. The comparison is ship_cc's own layout revision of the buffer against the revision Load or Save recorded. Mounts r5 derives Positions into the buffer after that check and saves them through Save's writer.
- One chooser decides which collection is the ship; Bind and New Ship accept an unbound collection through it, everything else requires a bound one.
- One frame predicate: the ship's meshes are Ship Root's descendants outside Source
and Generated with no
aetheria.role. Rasterise reads them; Flip Nose turns Ship Root's children; package-frame's recentre moves Ship Root. A mesh in the bound collection that is not under Ship Root is refused by Rasterise, Flip Nose and Package with a count, never silently left out.
Rationale
Why Save, not the UNDO operators, writes the .cc. Blender's memfile undo restores the
.blend and cannot restore a file on disk. Any undoable operator that writes the .cc splits
the grid's truth (finding undo-splits-origin-from-cells), and dropping the UNDO flag does
not help: the next undo push still restores the scene to the step before. So no undoable
operator writes the disk, and the .cc changes only on an explicit Save or Package. This is
the editor-buffer pattern Blender itself follows for external files (images are edited in
memory and saved with Image > Save; the .blend is saved explicitly).
Why New Ship creates nothing on disk (new-ship-orphans-cc). Creation is deferred to
the first Save, which creates and fills the file in one operator: create, then the
buffer through replace_layout, and on any failure after create it removes the file and
the folder it made. Nothing persists unless the ship is valid enough to save, and an undone
New Ship leaves nothing to orphan.
Grid placement against outside edits. Studio can resize the grid. grid_origin is
stored with the width and height it was computed for, and the Grid is drawn only while the
buffer has that size; otherwise the panel asks for Rasterise again. This keeps a stale
origin from placing cells, without moving the origin into the .cc (the runtime derives
alignment from the centre of mass after package-frame and never needs it).
Errors (create-failure-echoes-inputs). Operator reports carry fixed text per failure;
AetherDb's own output goes to the system console, not the report.
Ship IDs (ship-id-allows-reserved-names). The rule stays C#'s
(ShipAuthoringStore), gains the Windows device names (con, prn, aux, nul, com1-9,
lpt1-9, alone or before a dot) and is run by create. New Ship checks it before anything
moves through ship_cc.valid_ship_id, whose constants ShipSchemaPinTests pins to the C#
rule, as it already pins the slot numbers.
Rejected. Studio owning creation (needs Unity until the Thing host, B3). A local encoder or catalog entry in the add-on derived by hand (B5: Python cannot derive C#'s schema id; the brief forbids it). Relying on cultcache-py's stub catalog entry (B6: the C# reader's behaviour contradicts its own warning). A framework-dependent publish (it needs the .NET runtime installed, which is the install the ruling removes).
Model page rows (changed)
| Kind | Named by | Over time | Decides |
|---|---|---|---|
| Ship .cc | GameData/Mods/<id>/ship.cc under the author's game data folder |
created by the first Save of a pending ship; changed by Save, Package, Capture Lines | Save (layout), Package (visual), C# rules through the published AetherDb |
| Layout buffer | scene.aetheria_layout |
filled by Load or New Ship, edited by Rasterise, Flip Nose, Resize and hardpoint ops, undoable | the author; persisted only by Save |
| Grid placement | aetheria.grid_origin = [x, y, width, height] on the collection |
written by Rasterise only, undoable | Rasterise |
| Pending ship | aetheria.pending = [name, reference] on the collection |
set by New Ship, cleared by the Save that creates the file | New Ship, then Save |
Flight control allocates thrust
Pass: Imagination, session self-2026-10-09-morning. Body: GameCult/Aetheria origin/master 80d2c7f3,
detached worktree, removed at the end. Ruling: flight-control-allocates-thrust (operator words in its
operator_quote). Prior art: F:\Projects\aetheria-thrust-allocation-prior-art-2026-10-09.md (Eyes; cited
as PA). This section supersedes the body facts, consumer audit and Cuts 2-3 of docs/locomotion-cut.md
(2026-09-22), which predate the aether drive's deletion (2cfdc728) and the LookDirection-to-Turn change.
That file's Cut 4 (AI heading planner) and Cut 5 (combat facing) are carried as follow-ups, not as specs.
Body facts
-
TA1. The plant. 2D translation plus kinematic yaw.
Thrusteris the only propulsor (Ship.cs:138-139). Per unit throttle a thruster adds-push * Thrust / Massto velocity along its mount and turnsDirectionbyTorque * Thrust * TorqueMultiplier / Massrad/s (Thruster.cs:127-130).Torqueis the sine of the moment arm (Thruster.cs:65-70).Axissaturates to [0,1] (Thruster.cs:46-50). AuthoredTorqueFloor0.5,TorqueMultiplier0.1 (Settings.asset, read by the probe throughAuthoredSettings). -
TA2. The mixer and its satellites (
Ship.csat80d2c7f3): bucket sets:33-40, built inActivate:97-116from mount rotation and fromTorqueagainstTorqueFloor; aggregates:51-60;TurnTime:62-67(no caller);ItemDestroyedpruning:121,:124-134;RecalculateThrustand sixRecalculate*:150-227; the mixer:236-259(strafe trim with an unguarded division by the trim count at:237,:246). Readers outsideShip.cs: the aggregates only inEvasionTermTests.cs:708-709and:997-1056;TurnTimenone;IAnalogBehavior(Behaviors.cs:96-99) onlyThruster.cs:40and a comment atEntity.cs:2343.Thruster.Manoeuvre(Thruster.cs:98-114) is the envelope's per-thruster term and the only otherTorqueFloorreader in source (:109); tests read the floor atEvasionTermTests.cs:331-332,383-384andSteeringTests.cs:304-305. -
TA3. The Duel ship, probed (scratch test in
RunStartTests, Yggdrasil job, CultMath614fd445, 2026-10-09). Longinus, mass 4235, four thrusters. Per unit throttle (starboard m/s^2, forward m/s^2, clockwise deg/s):Thruster Cell, mount Thrust Column Large Drive (1,0) Reversed 228441 (0, 53.94, +49.24) Large Drive (3,0) Reversed 259158 (0, 61.19, -55.86) Talaria (2,14) CounterClockwise 123144 (+29.08, 0, +166.26) Talaria (3,14) Clockwise 92312 (-21.80, 0, -124.63) The two drives share a design and a lot quality (0.300) and still differ by 13% in live thrust, so held forward thrust is a 6.6 deg/s turn. The two Talarias have equal torque-to-sideways ratios, so together they cannot make a pure torque: any turn on this hull pushes it sideways.
-
TA4. Allocation probe (same job;
player.Updatestepped alone at 1/60 s; a scratch hook replaced the mixer with aBoundedLeastSquaressolve; rows normalised per axis by the box extreme, ridge 1e-3; "prio" is a yaw row weight of 1000; heading in degrees, clockwise positive; axes are the four throttles in the table's order):Case mixer WLS w=1 WLS w=3 prio forward, intact, 2 s heading -12.09 -6.41 -1.38 0.017 forward, strong drive off, 2 s 97.41 59.06 14.24 -0.014 (axes .92 0 0 .36) forward, weak drive off, 2 s -109.65 -56.22 -11.47 0.026 (axes 0 .90 .29 0) forward, nose Talaria (2,14) off, 2 s -12.09 -8.83 -2.97 0.012 strafe right, 2 s 0 (no strafe at all) 181.39 39.29 0.023 (axes 0 .85 .28 0) forward + Turn 1, mean deg/s 159.9 94.2 189.0 214.9 (axes 1 0 1 0) Turn 1 in place, mean deg/s 166.1 (axes 0 0 1 0) 97.8 (.57 0 .42 0) 188.9 (1 0 .84 0) 214.9 (1 0 1 0) Turn -1 in place -124.6 -81.8 -158.8 -179.6 Turn 1, Talaria (2,14) off 0 (stuck) 12.4 36.8 48.8 (drive only) intent zero 0 0 0 0 Box extremes: clockwise 215.5 deg/s, counter-clockwise 180.5 deg/s, forward 115.1 m/s^2, starboard 29.1, port 21.8. A yaw-first solve holds heading to hundredths of a degree whatever is lost; a weighted solve at the old map's default (w = 3) leaves a drift the ruling forbids. Solve cost: 14.2 us mean (including per-call allocation, n = 4), at most 11 active-set iterations over 2000 random intents.
-
TA5. The Execute gate drops small balancing throttles.
Thruster.ExecuteandPowerRequestact only above throttle .01 (Thruster.cs:87,124). Probe: weighted solve, full forward, 10 s: heading -7.49 deg with the gate, -4.56 without; forward 0.3, 10 s: -0.213 deg with, -0.028 without. A balancing throttle below .01 on a 166 deg/s Talaria leaves up to 1.7 deg/s unbalanced. -
TA6. A power-gated column deadlocks.
PowerRequestis proportional to the throttle (Thruster.cs:87) andPowerBus.Stepgrants afterShip.Update(Entity.cs:1463), so a column zeroed forPowerSupply <= 1e-4gets throttle 0, requests nothing, and is never granted. The column's thrust is thereforeEvaluateNominalPower(Thrust)(full grant; heat, durability, quality and modifiers live,Entity.cs:1856) and its liveness isItem.Activeonly. A browned-out thruster still under-delivers after the solve (follow-upallocator-brownout-columns). -
TA7. The Duel arena moves the player by itself. With forward thrust the player's velocity swings between about +28 and -28 m/s along the nose every ~60 ticks with no
VelocityLimitclamp (limit 100, drag 0.1), while intent zero leaves it at rest. Translation measured in the Duel is not thrust; tests that measure translation useRestoredHullsTests.BuildThrustedShip. Cause not traced (the zone's field at the spawn is the first suspect). -
TA8. CultMath 0.3.0 re-rolls generated content. Full suite at
80d2c7f3with onlyCultMathRevisionmoved to614fd445(tagcultmath-unity-v0.3.0): 1057 pass, 5 fail.TutorialGalaxy_unchanged(faction homes differ), threeRestoredHullsTeststhat pick zones by name (RestoredHullsTests.cs:624,740,807: "EAC-7089", "EAC-2733" no longer exist) andACoastingAgileShipIsEasierToHitThanTheSameShipJinking(hits 95 jinking against 78 coasting; its target isstage.Generated("Djinni"),EvasionTermTests.cs:520, so the target's fit follows the galaxy). The cause is 0.3.0's breakingsnoisekernel (its CHANGELOG), read in C# bySettings.cs:72-73(galaxy cloud density),GlobalData.cs:30andEnvironment.cs:132,144. Shaders use the GPU Noise plugin, not CultMath (Background.shader:39), so nothing on the GPU moves. Every other DemoTerminus test passes. Between the tags CultMath also addsphacelle(MPL-2.0 files),cellular,smin_grad, the*_gradnoises andBoundedLeastSquares; no existing signature changes. -
TA9. The pin guard.
Directory.Build.targets:21conditionsVerifyCultLibRevisionon a backslash-spelled project identity;docs/mining-cut-refresh.md:155-157infers it never fires on Linux. Yggdrasil's~/eureka-verify/pinsholdscultlib-45c2f40andcultlib-6d5e209only;~/eureka-verify/repos/CultLib.gitcontains614fd445.
Authority map
- Owner:
ThrustAllocator(new, one perShip, stepped inShip.Update) turns intent into every thruster's throttle. - Inputs: intent (
MovementDirection, or full forward whileEntity.ThrottleLocked;Turn), and one column per thruster: its body push and turn per unit throttle at full grant, zero when the item is notActive. - Outputs:
Thruster.Axisfor the tick, read only byExecute,PowerRequestand presentation. - Derived: the box extremes (what intent is a fraction of) are derived from the columns each tick; the
envelope becomes the same extremes (cut
envelope-from-columns). The warm start is command state, never truth. - Demoted or dead: the bucket sets, aggregates, strafe trim,
TurnTime,RemoveThrusterpruning andIAnalogBehaviorare deleted.TorqueFlooris no longer an owner of anything; it dies withThruster.Manoeuvre. A thruster's capability is no longer classified by mount or by a floor; it is its column. - Forbidden writers: any
Axiswrite outsideShip.Update; any rule that classifies a thruster as "for" rotation or translation; any second solve or fallback mixer; any liveness set kept across ticks. - Shared paths: player helm, agents, the throttle lock and tests all reach the throttles only through intent.
Model page rows (changed)
| Kind | Named by | Over time | Decides |
|---|---|---|---|
| Thruster column (runtime) | the Thruster behaviour |
rebuilt every tick from live stats and Item.Active |
ThrustAllocator reads; item state stays EquippedItem's and PowerBus's |
| Allocator warm start (runtime) | the ship's ThrustAllocator |
last tick's throttles; reset when the thruster count changes | ThrustAllocator; never saved |
GameplaySettings.TorqueFloor (authored) |
field name | deleted by envelope-from-columns; the Settings.asset line is left for Unity to drop (it lands in AuthoredSettings.Unplaced) |
nobody after the cut |
Rationale
- Yaw before translation for a hold. The ruling forbids yaw from asymmetry, and TA4 shows a weighted
solve cannot deliver that at any weight that also lets a turn trade: holding is exact only when the yaw
row dominates. Prior art agrees for spacecraft-like plants: MechJeb weights torque 200 times translation,
and the Space Engineers allocation proposal serves rotation authority first (PA A3). Multirotors do the
opposite (PX4 and ArduPilot sacrifice yaw, PA A2) because yaw is not their stability axis. Translation
first was rejected: it reproduces the mixer's drift. What gives under saturation is translation, so a
damaged ship crabs rather than spins; the operator expected exactly that ("crab walking just became
optimal",
docs/locomotion-cut.md:25-29at80d2c7f3). - What a full turn spends is the operator's call (question
turn-authority), because the operator's 2026-09-22 words on rotation demand (docs/locomotion-cut.md:82-87at80d2c7f3) and TA4's numbers pull different ways. - One solve with a large yaw weight, not two sequential solves. The large-weight form approximates
sequential least squares (PA A1, Schofield) with one call, deterministic and allocation-free; a yaw
weight of 1000 against a ridge of 1e-4 keeps the conditioning near 1e5, inside the range the solver
documents as exact (
BoundedLeastSquares.csremarks). - The ridge makes the optimum unique, so the warm start never changes the answer and two equal thrusters share a demand. It costs 0.01% of full thrust.
- No actuator interface. One kind of actuator exists. The allocator takes columns and returns
throttles, so a vectored row (follow-up
vectored-thruster-rows) is more columns: a row tilting within +-theta becomes an axial variable in [0,1] and a lateral variable in [-sin theta, sin theta], and its slew rate narrows the lateral variable's bounds each tick. Bounds stay boxes, which is what the solver takes; the row maps its two solved variables back to a throttle and an angle. - The pin bump is its own cut. The solver exists only from 0.3.0, and 0.3.0 re-rolls generated content
(TA8). Backporting the solver to a 0.2.5 was rejected: CultLib releases from main, and a branch release
would carry the old noise kernel's seam bug forward.
no-save-compatibility-before-playerscovers the re-rolled galaxy. - Order.
cultmath-0-3-pin, thenthrust-allocator-core;throttle-locklands on the mixer as specified, thenthrust-allocatordeletes the mixer, keeps throttle-lock's one intent line as the allocator's input and rewrites throttle-lock's two mixer-shaped tests in allocator terms. One owner ofShip.Update's thruster block at every step.
Revision: translation error costs linearly (core r2)
Pass: Imagination, session self-2026-10-09-morning, after Hands stopped on cut-thrust-allocator-core.r1
(question allocator-translation-cost-l2-has-no-onset, ruling allocator-l1-translation-cost, operator
ruling turn-authority-full). Probes ran the real CultMath.BoundedLeastSquares (CultLib 614fd445, the
pinned 0.3.0) in a scratch console on Yggdrasil, logs l1probe1.log to l1probe3.log in the session
scratchpad (imag-allocator-r2). Column sets: TA3 (Duel Longinus); TA3 with the clockwise Talaria zeroed;
a symmetric Djinni-like hull (mains (0,50,+-20), fore laterals (+-20,0,+-80), aft laterals (+-20,0,-+60),
bow (0,-30,0)); drives 0.3% apart for the tiny-imbalance hold.
-
TA10. A squared translation cost has no onset (Hands' probe, confirmed): r1's TA-R2 mixes the drive into a turn from Turn 0 for any weights, so it cannot meet
turn-authority-full. -
TA11. The split form works only when the solver resolves it. Variables: throttles and four error variables e+x, e-x, e+y, e-y in [0,2]; rows H*(B_r u / s_r - e+ + e-) = H d_r / s_r, the yaw row Wy * B_z u / s_z = Wy d_z / s_z, a cost row we = -wkappa per error variable (linear slope L = 2 w^2 kappa, quadratic part at most e/(2 kappa) of it), a ridge row rho*u per throttle. At the solver's fixed KKT tolerance (1e-6 of the gradient at the origin) every one of 84 settings in two grids failed somewhere: Hands' (H 300, Wy 1, w .01, kappa 2, rho .01) and the first choice (H 100, Wy 10, w .01, kappa 10, rho 1e-3) gave all-zero throttles for move (0,1) and for a strafe, because the cost signal L is below the tolerance against the H^2 and Wy^2 terms; larger L settings served translation but gave throttles that depended on the warm start by up to 0.62 (ties the ridge cannot resolve below the tolerance). The chain the form needs, tolerance << rho^2 << L << H^2, Wy^2, with L/H^2 about 1e-4 for a sharp onset and L/Wy^2 about 1e-6 for the hold, spans more than the 1e6 that tolerance leaves.
-
TA12. With the tolerance at 1e-12 everything holds (
l1probe3.log, same grid, scratch change of the constant): warm-start difference 0 in every setting, IterationLimit never reached, at most 10 iterations. Chosen H 100, Wy 1000, w .3, kappa 10, rho .1:Check Result Duel onset, clockwise / counter-clockwise .772 / .691 (columns: 166.26/215.50 = .7715, 124.63/180.49 = .6905) Duel, clockwise Talaria lost drive from Turn > 0, Turn .1 gives drive .0999; Turn 1 gives 49.23 deg/s Symmetric hull no translation up to Turn .88 (pure-torque pairs, then mains cancelled by the bow); strafe .95 of the extreme Hold, forward, yaw rate (deg/s) intact -.0003, strong drive off .0003, weak drive off -.0002, drives .3% apart .0003 Forward served, move (0,1) 1.000 of the forward extreme Largest throttle step per .001 of Turn over [-1,1] .0133 (the steepest column ratio; Duel's drive slope is .0044) Largest yaw residual in the sweeps .0006 deg/s cond(A), estimated from A^T A 1.0e4; the solver documents exact results through 3e5 Neighbouring settings fail one check each: H 30 leaks the drive at Turn .001; w 1 or 3 leaks it at .0014 throttle before the onset (L/H^2 too large); rho .03 makes throttles jump up to .12 per .001 of Turn (near-ties resolved too steeply); Wy 300 lets the hold drift .003 deg/s.
-
TA13. The Duel Longinus does not strafe. Under the linear cost a starboard strafe would need the counter-turning drive at full to hold heading, which costs more forward error than the strafe gains, so move (1,0) gives no throttle. Today's mixer gives none either (TA4). The symmetric hull strafes.
Rationale changes:
- The solve keeps one call; the tolerance is the solver owner's to expose. CultMath's
BoundedLeastSquares.Solvegets an optional relative KKT tolerance (default unchanged, 1e-6), filled in CultLib, never worked around in Aetheria; the allocator passes 1e-12 and relies on the solver's progress rule to stop at its noise floor. Follow-upcultmath-bls-kkt-tolerancecarries it; Aetheria takes it by a pin bump in the core cut's first commit. - The onset is an ordering, not a label. Under a linear cost the actuator with the least normalised translation per unit of turn serves first and the next joins only when it saturates; on the Duel that is the Talaria, so the onset is the Talaria's share of the turn extreme and moves with the columns (damage, heat, brownout). Nothing classifies a thruster as attitude or drive.
- The bullets "One solve with a large yaw weight" and "The ridge" above describe r1 and are superseded by this revision: the yaw weight is 1000 against a ridge of .1, and uniqueness of the answer depends on the tolerance as well as the ridge.
Spec refresh 2026-10-09: scarce consumables, the fog bank, multiply, tiered boosters, the shipped AetherDb
Pass: Imagination imagination-spec-refresh, session self-2026-10-09-morning, follow-up
rulings-2026-10-09-spec-refresh. Body: GameCult/Aetheria origin/master 439d488a (and 07dcb580, the
frame-r4 branch, for the authoring tool), detached worktree C:\aeth-wt\imag-refresh, removed at the end.
Rulings applied (read their operator_quote in the mind): consumables-scarce, vapour-cloud-obscuration,
boost-stacking-multiply, boost-strength-tiered-by-size, components-are-roles-for-demo,
published-aetherdb-with-game, overdrive-keep-steering; composed with flight-control-allocates-thrust
and turn-authority-full (section 'Flight control allocates thrust' above). No question is raised: every
choice below is a project default or authored content that follow-up combat-pace-pass tunes.
Body facts
- RF1. The cloud patch layer (scene and source read).
ARPG.unityholds a camera namedPatch(GameObject 559840914, local y 10 under the fog camera parent, culling mask 2048 = layer 11PatchinProjectSettings/TagManager.asset) whose target isAssets/Resources/Fog Patch.renderTexture(guidc618a6b2...).VolumeSampling.cs:69publishes it as_NebulaPatch;Volumetric.cginc:95-98reads it as the patch's vertical thickness:saturate((-abs(y + disp - FloorOffset) + patch) / PatchBlend) * PatchDensity. The one environment isSettings.DefaultEnvironment(ActionGameManager.cs:216-222): PatchDensity .35, FloorOffset -20, PatchBlend 25 (Assets/Resources/Settings.asset:389-392). What paints the layer today: two quads underSectorBrushes,Depth MicroandDepth Macro, withSector Patch Depth Small/Large.matonBrushes/Simplex Brush(additiveBlend One One, world-space noise,_Depth10 and 20). A fog-bank brush already exists and nothing references it:Assets/Prefabs/RPG/Fog Patch.prefab(layer 11, a quad rotated to face up,Fog Brush.matonBrushes/Power Brush,_Depth80,_Power16,_Cutoff1; prefab guid4084aa3d..., grep of every scene, prefab and asset: no reference). A quad of side 2R carries the brush's pulse out to radius R (PowerBrush.shader:dist = length(uv - .5) * 2). - RF2. Drawing a zone body ahead.
DrawAhead.cs:15-18draws an entity atPosition + Velocity * Lead;KinematicBody.TotalVelocity(FloatingBodies.cs:31-32) is commented "What a presenter draws ahead with".MineInstance.Placedraws the latest body with no lead. The mine presenter's hooks at439d488a:ZoneRenderer.cs:47(MinePrefab),:97(_mines),:227-235(load and subscribe),:259-264(LoadMine),:289-291(ClearZone). - RF3. Generation draws (source read).
LoadoutGeneratorholds its own copy of the caller'sRandom(LoadoutGenerator.cs:27), and the wanderer generator is reused across ships (ZoneGenerator.cs:378), so one extra draw inGenerateShipLoadoutshifts every later wanderer.ItemManager.CreateInstancerolls lot quality onItemManager.Random(ItemManager.cs:123), so every extra instance shifts later lots. The catalog at439d488aholds no consumable record (CC1), so a consumable step that draws only when a consumable is on offer leaves every current golden untouched. - RF4. Death drops carry. Today
EntityInstance.cs:296-316drops each cargo item on death; cutloot-1r2 moves this intoZone.DropLoot("every cargo stack drops"). A consumable an AI ship carries is therefore loot when it dies, through the owner that already decides loot. - RF5. Multiply is the rule and nothing pins it.
StatResolver.ScaleModifier(StatResolver.cs:108-114) multiplies every attached scale;ConstantModifier(:116-122) sums.StatResolverTests.cs(455 lines) has no test with two scales on one stat. No spec in force namesmodifier-stackingindepends_on(specs-with-no-report recipe, 2026-10-09). - RF6. No player build entry point exists. No
BuildPipeline,BuildPlayerOptionsorIPostprocessBuildanywhere inAssets/ScriptsorAssets/Editor(which holds onlyEpiphany/EpiphanyEditorBridge.cs). Rulingadopt-build-cut-1(2026-10-03) ordereddocs/build-delivery-cut.mdCut 1 mapped as one cut; none was admitted, andships-playerr2 adds its Mods staging to "the committed entry point". The game reads<dataPath>/../GameData(ActionGameManager.cs:37-41,:48-49).GameDataat439d488aholdsAetheria.cc,Narrative/(read byMainMenu.cs:183) andSoundbanksInfo.json, which no C# file reads (grep) and whichaudio-1retires with Wwise. Addressables:m_BuildAddressablesWithPlayerBuild: 0(AddressableAssetSettings.asset:61, PreferencesValue), so whether content builds with the player is a per-machine preference today. Build-delivery 0.2 (probe, 2026-09-17) found a read-onlyAetheriaStores.Openof a missing catalog silent; not re-probed at439d488a(AetheriaStores.cs:16-31is unchanged in kind), so its test is written first and must fail first. - RF7. The install's tool folder cannot be
Tools. The repo hastools/; Windows paths are case-insensitive, so a developer publishing AetherDb into<repo>/Toolswould write intotools/. The install folder isModTools/, gitignored at the repo root. - RF8. The add-on anchors at
07dcb580are r1's (__init__.py:29timeout,:302-311preference,:314-325_aetheria_repo,:328-336_aetherdb,:576-577New Ship's target;AetherDb.cs:26-32FindRoot, identical on439d488a).
Model page rows (changed)
| Kind | Named by | Over time | Decides |
|---|---|---|---|
| Consumable stock (runtime, station cargo) | the station | rolled once at generation: a station stocks with chance StationConsumableChance, then one product, 1 to StationConsumableUnits units |
LoadoutGenerator, through AvailableProducts |
| Carried consumable (runtime, ship cargo) | the ship | rolled once at generation with chance ShipConsumableChance, one unit; spent by consumable-ai or dropped as loot on death |
LoadoutGenerator; then the consumable host or Zone.DropLoot |
| Fog bank (presentation) | its VapourCloud |
one patch brush per cloud, depth = authored depth x the cloud's opacity fraction, destroyed when the cloud leaves Zone.Clouds |
ZoneRenderer's one subscription; writes nothing to the sim |
| Player directory | the build output root | made by one AetheriaBuild run: player, GameData/Aetheria.cc, GameData/Narrative/**, GameData/Mods/**, ModTools/AetherDb.exe |
AetheriaBuild alone |
| Ship author's game folder | the add-on's one preference | the folder whose GameData holds Aetheria.cc; ModTools/AetherDb is found under it |
the author |
Design tables
Stat boosters, tiered by size (ruling boost-strength-tiered-by-size). Shape and template per CB-R2
and the r1 table: Tool gear, Targeting Computer c07ea205's EnergyDraw and Heat, then a StatModifierData
Multiplier in the same group; roles amplifier (magnitude) and regulator (EnergyDraw, Heat). The 1x1 keeps
the template's EnergyDraw, Heat, Mass and Price; the 2x2 takes 3x EnergyDraw and Heat and 4x Mass and
Price. Magnitude Min-Max (rises with amplifier quality): 1x1 1.03-1.08, 2x2 1.20-1.40. Both
designs on one stat multiply (ruling boost-stacking-multiply), so a 1x1 and a 2x2 at best quality give
1.512.
| Stat | 1x1 design: products | 2x2 design: products | Cut |
|---|---|---|---|
| ThrusterData.Thrust | Thrust Amplifier: Tailwind (Finch), Second Wind (Lightsail) | Thrust Amplifier Array: Jetstream (Finch), Trade Wind (Lightsail) | boost-gear-systems |
| SensorData.Sensitivity | Signal Amplifier: Earful (Finch), Lookout (AU) | Signal Amplifier Array: Big Ears (Finch), Watchtower (AU) | boost-gear-systems |
| RadiatorData.Emissivity | Emissivity Booster: Cold Read (Adrasteia), Cool Head (Lightsail) | Emissivity Booster Array: Dead Calm (Adrasteia), Cold Storage (Lightsail) | boost-gear-systems |
| ReactorData.Charge | Reactor Overclock: Afterhours (NiteLife), redline (DME) | Reactor Overclock Array: Last Call (NiteLife), meltdown (DME) | boost-gear-systems |
| WeaponData.Damage | Damage Amplifier: Showstopper (Lucent), Heavy Hand (Zhestokost) | Damage Amplifier Array: Encore (Lucent), Iron Fist (Zhestokost) | boost-gear-combat |
| WeaponData.Range | Range Extender: Far Sight (Adrasteia), Long Look (Finch) | Range Extender Array: Horizon Line (Adrasteia), Far Flight (Finch) | boost-gear-combat |
| ShieldData.Capacity | Shield Booster: Thick Skin (AU), SB-2 Bastion (R&D) | Shield Booster Array: Hard Shell (AU), SB-8 Rampart (R&D) | boost-gear-combat |
Both boost cuts are held behind follow-up role-targeted-adjacent-boosts: if the operator rules that
boosters address a role (and adjacency), the Target column changes and these specs get another revision.
The first consumables, strengthened (ruling consumables-scarce: rare, stronger). Changes from the
'Consumables' tables above; everything not named is unchanged.
| Design | Field | Was | Now |
|---|---|---|---|
| Thruster Overdrive | Duration | 5 s | 6 s |
| Price | 6,000 | 18,000 | |
| Thrust (propellant) | 2.0-3.0 | 3.0-4.5 | |
| TopSpeed (propellant) | 1.5-2.0 | 2.0-3.0 | |
| Thruster Heat, Visibility (regulator, falling) | 4.0-2.5 | 5.0-3.0 | |
| Coolant Vent | Duration | 12 s | 15 s |
| Price | 4,000 | 12,000 | |
| Radius Min | half the Djinni diagonal x 1.25 | x 1.5 (Max stays 1.5x Min) | |
| Opacity (nozzle) | .80-.95 | .90-.98 | |
| Lifetime (coolant) | 10-14 s | 14-20 s | |
| Radiator Emissivity penalty (coolant) | .4-.6 | .3-.5 |
Supply, scarce. StationConsumableChance .25, StationConsumableUnits 2 (one product, 1-2 units),
ShipConsumableChance .10, ShipConsumableUnits 1. Named constants in LoadoutGenerator beside the gear
stock's literal 16, as r1 had them.
Rationale
Scarcity through the owners that exist. "Rare loot and a few stations" needs no loot table: a ship
that carries a consumable drops it on death through the one loot owner (RF4), and only a quarter of
stations stock any. The same roll makes AI use rare, so when the player meets a vent or an overdrive in
an AI's hands it is an event, and killing that ship before it fires is a reason to loot it. Stronger
effects at a higher price follow the ruling; the hoarding risk is the operator's, accepted. The consumable
step draws nothing when no consumable is on offer (RF3), so this cut re-rolls no current fixture; once
consumables-first-set lands the generated galaxy re-rolls once, which
no-save-compatibility-before-players covers.
The fog bank is a patch brush. The operator's words in vapour-cloud-obscuration: painting into the
patch layer is the presenter. The volumetric pass already turns patch thickness into fog the ship flies
inside (RF1), so a cloud is one more additive brush on layer Patch, and Fog Patch.prefab is that brush,
already authored. Its depth is the authored depth times OpacityAt / Opacity, so the fog thins exactly as
the sim's obscuration does and is gone when the cloud is removed (opacity reaches 0 at Lifetime). r1's
particle system is dropped: a second renderer for a thing the nebula already draws.
Multiply needs a test, not code. The ruling keeps today's arithmetic (RF5), so modifier-stacking
shrinks to the tests that pin it, gear with gear and consumable with gear. A rule nobody pins is a rule a
later "balance" patch removes silently.
The boost tiers. A strong 2x2 and a modest 1x1 per stat lets cell budget, not a stacking curve, bound a ship: four cells buy x1.20-1.40 from one array or x1.13-1.36 from four 1x1s (1.03^4 to 1.08^4) at 4x the power and heat, so at equal quality the array is the better use of cells and power and a hold full of smalls is the expensive fit. Under multiply nothing else bounds stacking, so these two ranges are the bound; combat-pace-pass tunes them.
How the boosts and the overdrive compose with flight control. A Thrust multiplier (Thrust Amplifier,
Thruster Overdrive) changes only the resolved ThrusterData.Thrust. From thrust-allocator on, the
allocator's columns are the thrusters' EvaluateNominalPower(Thrust) each tick (TA6), so a boosted drive
is a stronger column and the yaw-first solve still holds heading when one drive is boosted and its twin
is not; the evasion envelope reads the same columns (envelope-from-columns). The overdrive's lock is
intent (throttle-lock), not throttles: under the allocator "throttle at max" means full forward intent,
and a drive may be trimmed below 1 to hold heading. So no booster or consumable spec writes an Axis,
touches Ship.Update or Thruster.cs, or asserts per-thruster throttles; their tests observe resolved
stats, ThrottleLocked and motion, which hold before and after the allocator lands.
The shipped tool and the player build are two owners, in order. ships-authoring-tool owns where the
add-on finds AetherDb (the game folder's ModTools/) and what AetherDb treats as its root (a folder whose
GameData holds Aetheria.cc). player-build owns what a player directory contains, the published
AetherDb included. A self-contained single-file publish was probed at 77 MB for linux-x64 (B7); the
Windows player carries the win-x64 one. One preference replaces r1's two: the tool's path is derived from
the game folder, so the two cannot disagree. ships-player r3 drops its own Mods staging line and builds
through player-build, so one cut decides the staging list.
Component records are owed after the demo cut (ruling components-are-roles-for-demo); follow-up
component-records-after-demo carries the mapping so it outlives this refresh.
Admitted
Receipts mind-commit-d41d568c..., mind-commit-dc5c5a2a..., mind-commit-c2edfe6d... (2026-10-09
13:24-13:28 UTC). Revisions, each with the resolution superseding its predecessor: consumable-supply r2,
vapour-cloud-presenter r2, modifier-stacking r3 (shrunk to tests), consumables-first-set r2 (not named in the
follow-up; reshaped by consumables-scarce), boost-gear-systems r2 and boost-gear-combat r2 (held),
ships-authoring-tool r2, ships-player r3. New: cut player-build r1, follow-up
component-records-after-demo. No question raised.
Articulated mounts
Mapped 2026-10-09 by Imagination (imagination-aeth-articulated, session self-2026-10-09-ag) for follow-up
articulated-mounts, against origin/master 6d83597b. Rulings: arc-and-traverse-on-the-link,
rig-is-presentation, sim-hooks-presentation-agnostic, projectile-flight-is-presentation,
ship-roles-are-tags, thrusters-radiators-are-meshes; follow-up articulated-mount-traverse-min.
Anchors are exact at 6d83597b.
Scope tension for Self. Target r4's not_in_scope lists "articulated mounts". The operator asked for this work
now (her hermit-crab hull carries its big gun on a jointed arm). The cuts are admitted; the target needs a revision
that takes articulated mounts out of not_in_scope before Hands is briefed.
Body facts
AM1. Arc is per hardpoint today, not per weapon. FireControl.ArcFor (FireControl.cs:36-41) reads
HardpointData.FiringArc (ItemData.cs:567-569, key 6) when above zero, else GameplaySettings.FiringArc
(Settings.cs:222, initializer 120). InArc (:50-58) passes 360 or more unconditionally. The only shipped writer
was AetherDb firing-arc-migrate (tools/AetherDb/Program.cs:998-1047), which set 360 on the Turret hull's
Ballistic hardpoints. Twenty-three hardpoint initializers author FiringArc, all in tests (git grep -nE "[{,] *FiringArc = |^ +FiringArc = " over tests, Assets/Scripts and tools: 23), and eight accessors read or write
it (hardpoint\??\.FiringArc|Mount\(s\)\.FiringArc|Hardpoints\[0\]\.FiringArc: 8). The brief's "per weapon,
default 120, turret 360" is this per-hardpoint rule.
AM2. Traverse is not simulated; it only prices. Solution (FireControl.cs:128-152) says turrets traverse
instantly in the simulation and that link traverse "will make this stateful behind the same signature".
TrackingRate (:238-245) is the gun's Weapon.Tracking times the ship's targeting gear over UnaidedTracking,
+infinity for an unauthored gun, and only PMount reads it (:383, :427, :720). Follow-up
articulated-mount-traverse-min puts the link's traverse inside TrackingRate as the slower of the two. These cuts
add no slew state: arc and aim stay derived on every read.
AM3. The visual record reserves a pivot role nobody uses. ShipAuthoringStore.Roles (ShipAuthoring.cs:50-58)
includes articulation, "a pivot, never a mount". No add-on code tags it, and ShipModShips.Assemble gives every
mod ship ArticulationPoints = Array.Empty<ArticulationPoint>() (ShipModShips.cs:164). The authoring doc says no
pivot is planned "until pivots move onto HullData" (docs/moddable-ship-authoring.md:188-189).
AM4. ArticulationPoint is one yaw/pitch pivot with no yaw clamp. ArticulationPoint.cs:9-48 slews yaw and
pitch toward Target at Speed and clamps only pitch. ShipPrefabAuthoring.cs:139-149 parses
Pivot.Group.YawMin.YawMax.PitchMin.PitchMax.Speed but stores no yaw limit, so the Controls section's C9 line
("clamps yaw to YawMin..YawMax") is wrong on this base. A single pivot needs no IK. EntityInstance.cs:282-289
gives each articulation group an aim transform, and LateUpdate places it (:410-417) from
FireControl.Solution(...).Direction of the group's first weapon. A link presenter follows that read. The Eyes IK
report (AM11) found the same two facts.
AM5. The GLB path maps every node that carries aetheria.id. ShipModCatalog.ReadNodeIds
(ShipModCatalog.cs:195-218) reads node extras, refuses a duplicate id and records whether the node has a mesh; it
keeps no parent relation. Bind (:168-191) checks each anchor's node. ShipModVisual.LoadAsync maps anchors to
Transforms through glTFast's instantiator (ShipModVisual.cs:51-54). A joint is an ordinary glTF node, so the same
map reaches it once it carries an id.
AM6. Probe: the add-on's export keeps an armature, its skin and data-bone extras. Run on Starfire 2026-10-09
with Blender 5.2.2 LTS at C:\Program Files (x86)\Steam\steamapps\common\Blender\blender.exe
(--background --factory-startup). Script probe_rig_export.py in the session scratchpad
(...\scratchpad\imagination-aeth-articulated\). It builds a collection with a hull cube; an armature
Shoulder > Elbow > Wrist; a cylinder skinned to Wrist through an Armature modifier; an empty weapon-mount
parented to the Wrist bone (parent_type = BONE) with a muzzle child; a Limit Rotation constraint on Elbow; and
custom properties on the Wrist data bone (aetheria.role=link, aetheria.id=link.claw) and on the Wrist pose bone.
It exports with the add-on's options (__init__.py:359-361: GLB, use_active_collection, use_selection,
export_extras, export_yup, export_apply). Result:
- One skin with joints
Shoulder, Elbow, Wrist; the barrel node hasskin: 0and a mesh.export_applydid not bake the armature away. - Joints are ordinary nodes in the hierarchy (
Arm > Shoulder > Elbow > Wrist > ClawGun > ClawGun.Muzzle): the bone-parented empty is a child of the Wrist joint node and keeps its extras. - Data-bone custom properties export as the joint node's
extras(Wristcarriedaetheria.roleandaetheria.id). The pose-bone property did not export. A tag set by hand in Pose Mode's custom-properties panel is lost; the add-on must write data-bone properties. - The Limit Rotation constraint left no trace in the GLB (no extension, no extras). glTF carries no joint limits, so the add-on must package them.
- The armature object's own custom property exported as extras on the
Armnode.
AM7. The ship file carries unknown slots through. ship_cc.replace_layout (ship_cc.py:161-195) and
replace_visual (:116-140) append each row's slots past the known members by mount or anchor id, and edit only
their own slots. ShipSchemaPinTests pins the Python slot numbers and member orders to the C# keys and asserts
HARDPOINT_MEMBERS has 7 names. A C# cut that adds HardpointData key 7 or HullData key 33 therefore needs no
Python change: the add-on carries both untouched until the add-on cut names them.
AM8. The schema version string is not a gate. CultCache resolves a persisted record by schema name when the
local type has one version (CultLib src/GameCult.Caching/CultCache.cs:518-523). aetheria.hulldata and
aetheria.ship_authoring are both "1" (ItemData.cs:510, ShipAuthoring.cs:12). Bumping either buys no
refusal. A retired slot is guarded by a raw-payload refusal instead, as RefuseLegacyEmbeddedHull
(ShipAuthoring.cs:124-151) guards ShipAuthoring key 1. Every cut here keeps both versions at "1".
AM9. Calibre is a footprint band, held only in a test so far. WeaponItemData.WeaponCaliber
(ItemData.cs:482-483) runs Small to ExtraLarge (Enums.cs:77-83). Cut caliber-bands (unlanded) states the bands
(Small 1-2 cells, Medium 3-4, Large 5-6, ExtraLarge 7-9) only inside its test. No balance source names an arc cap
per calibre: AetheriaLore Game Design/Ship Play Concepts.md fork 2 (line 24, read in the ship-language
worktree) gives the trade without numbers.
AM10. In-flight add-on specs that touch arcs. Among in-force specs with no report, only ships-addon-gizmos r3
(arc fan from the row's arc) and ships-addon-mounts r5 (row defaults include FiringArc; a negative grep on
.firing_arc =) name a hardpoint arc. controls-hud r2, controls-ai-bearing r1 and munition-shots r5 read
ArcFor or TrackingRate, whose signatures these cuts keep.
AM11. Eyes prior art on IK (C:\Users\Meta\AppData\Local\Temp\claude\F--Projects-CultLib\f24b705c-99b0-4915-8cd0-d31d652edbbf\scratchpad\eyes-ik-prior-art\ik-prior-art.md).
Damped least squares, min ||[J; lambda I] dtheta - [e; 0]||^2 with the joint bounds as the box, has exactly the
form of CultMath's existing BoundedLeastSquares. Every engine Eyes checked (Unity Animation Rigging, Godot 4.6,
Unreal Control Rig) keeps IK in the animation layer; none was found in a math library. Aim-an-axis leaves twist
about the aim free, so a chain aims with two effective degrees of freedom.
Model page
| Kind | Identity | Lifecycle | Authority |
|---|---|---|---|
Link (LinkData in HullData.Links, key 33) |
Id: the aetheria.id that Tag Link writes on the data bone or object (ruling ship-roles-are-tags). Renaming never changes it. For a shipped hull, the id the migration writes. |
Edited in Blender's layout buffer and written by Save or Package. A package edited after a save changes the arc or traverse a run's guns use on Continue. No save names a link, because the sim holds no slew state (AM2). If a link is removed while a hardpoint names it, the judge fails the package, compose excludes it, and Continue refuses the run, naming the missing design (RunSave.RequireDesigns). It adds nothing to mod-hull-changed-under-run, because a link change moves no cell. |
The author, through the add-on, for arc and traverse. HullLinks.Validate judges it. FireControl reads it, only through ArcFor and TrackingRate. |
Hardpoint on a link (HardpointData.Link, key 7) |
The hardpoint's mount id (Transform) plus the link id. Empty means a fixed mount: the default arc and the gun's own traverse. |
Derived at Package from the mount object's ancestry (the nearest ancestor tagged link, through a bone parent), as mounted Position is derived from the object. A mount re-parented in Blender changes link at the next Package. For ambiguous-hardpoint-origin, a link is one more way two hardpoints at one origin differ (arc, as rotation already does), so it neither fixes nor worsens that defect. The fix there is to save the hardpoint's identity: C4's element id on HardpointData. |
The mount's place in the Blender hierarchy; Package derives it. The panel and Studio show it read-only for a mounted row. The judge refuses a name that is not a link of the hull. |
Rig chain (ShipJoint in ShipAuthoring.Joints, key 5, and the link anchors) |
Each joint's Id is its bone's aetheria.id, assigned once by Package (joint.<n>) and kept on the data bone. A link anchor's id is its link's id. |
Re-rigging changes only the visual record, and every Package and compose judges it again. No save, sim fact or catalog record names a joint. The Unity rig components are cache-only and rebuilt each boot with the prototype. | The author's Blender bone IK settings (lock, limit, min, max), copied by Package. The judge checks the tree and that the yaw reach covers the link's arc. Unity reads and drives it. No joint feeds a sim fact (ruling rig-is-presentation). |
C4 (follow-up c4-ship-element-ids). Links are a fourth element kind for variants: LinkData rows keyed by
Id, as hardpoints are keyed by Transform. A heavy variant that narrows a link's arc is a tail-slot patch by link
id. ship_cc carries link rows' unknown slots by id, as it does for hardpoints and anchors; ships-addon-links
lands that.
Authority map
- Owner.
LinkData, authored per hull, owns arc width and traverse speed. The Blender hierarchy owns whether a hardpoint is on a link, derived intoHardpointData.Linkat Package. The Blender bone IK settings own the joint limits, packaged intoShipAuthoring.Joints. - Sim inputs.
HullData.LinksandHardpointData.Link, nothing else. - Outputs.
ArcFor,InArc,AimDirectionandTrackingRate, signatures unchanged. Presentation readsGunSolution.Directionof a link's lead weapon and the link's traverse. - Derived.
HardpointData.Link, from the hierarchy. A fixed mount's arc, which isGameplaySettings.FiringArc. An object link's joint (one yaw degree of freedom, plus or minus half the arc), at Package. The Unity link rigs (cache-only). - Demoted, then cut.
HardpointData.FiringArcis no longer an owner; the link is.links-recordrefuses a hardpoint that names a link while itsFiringArcis set.links-arcstops reading it and refuses it on packages.retire-firing-arcdeletes it and retires key 6.link-rig-recordreplaces thearticulationrole withlink. - Forbidden writers. No joint limit, bone length, IK result or Unity transform feeds
ArcFororTrackingRate. No panel or Studio edit writes a mounted row'sLink. No helper invents an arc or a traverse.
Rationale
Links are flat in HullData; chains live in the visual record. The sim reads only the link a hardpoint names
(ruling rig-is-presentation). A turret on a turret is a chain of joints, and a chain is presentation, so LinkData
has no parent: its arc is the whole coverage the author grants that part. Parenting lives in ShipJoint.Parent. A
link's chain runs from its joint up to the nearest ancestor that is a link, or to the root, and parent links solve
first.
One facing per link. Weapon hardpoints on one link must share a Rotation. MountDirection stays derived from
the item's rotation (FireControl.cs:28-33), the link needs no facing field, and the presenter's lead weapon aims
for every gun on the part.
Why FiringArc is retired rather than kept for fixed mounts. Two places that state an arc are two owners. A
fixed mount is the degenerate case: no link, the default arc, the gun's own traverse. Any other arc is a link,
including the shipped Turret hull's, which migrates to one link with arc 360 and traverse +infinity, so its behaviour
is unchanged. The subtraction is its own cut and lands after the add-on cuts that edit the same panel, so no open
cut's hunks are stranded.
Traverse +infinity means no mechanical limit. It matches Weapon.Tracking's convention ("an unauthored gun is
+infinity", FireControl.cs:238-245), so min needs no special case. The add-on shows it as a Free traverse
toggle; zero and NaN are refused.
Joint limits come from Blender's bone IK settings, not from Limit Rotation constraints. Blender's own IK solver
honours lock_ik_*, use_ik_limit_* and ik_min_*/ik_max_*, so an author previewing with an IK constraint sees
the limits the game uses. The semantics follow Blender's: an axis is free unless locked or limited. Package writes
each degree of freedom as a unit axis in Ship Root space at rest, converted to glTF axes, with a min and max in
degrees. This keeps the record independent of the exporter's bone-axis correction, which this map did not verify.
The reach check is yaw only, and conservative. The sim is planar. A link's chain covers its arc when the summed ranges of the chain's degrees of freedom whose axis lies within 5 degrees of Ship Root up reach the arc (an arc of 360 needs a summed 360). Serial joints about parallel axes add, so the sum is exact for the arms the add-on makes. A chain whose yaw comes only from tilted axes is refused with a message naming the link. That is the price of a check the judge can state in one line.
The solver is behind a port. Aetheria's presenter needs only this: a chain (joints root-first, their rest
offsets, their degrees of freedom with limits), an effector (the muzzle offset and its local aim axis), the current
angles and a target direction; it gets back new angles. link-rig-presenter codes against that port. Question
solver-owner decides who implements it.
Thrusters on links stay a follow-up. A gimballed thruster changes where thrust points. That is a sim fact, and
the thrust allocator (cuts thrust-allocator-core, thrust-allocator and envelope-from-columns, all in flight)
reads thrusters as fixed columns. Putting thrusters on links now would reopen those cuts. The judge refuses a
non-weapon hardpoint on a link and names follow-up gimballed-thrusters.
Cut order. links-record (types and judge), then links-arc (FireControl reads the link; the Turret hull and
the test fixtures migrate), carry the sim. link-rig-record adds the joint record and the GLB checks.
ships-addon-links lands the Blender side after ships-addon-mounts. Mounts r5 needs no revision: it writes no
arc, and ships-addon-links extends its derivation. ships-addon-gizmos r4 replaces r3. link-rig-presenter
waits on solver-owner, link-calibre-judge waits on calibre-arc-caps, and retire-firing-arc goes last.
Admitted
Receipts mind-commit-b0c6b373..., mind-commit-c00a16b5..., mind-commit-08fce00f... and mind-commit-06e09a45...
(2026-10-09 21:18-21:24 UTC). New cuts: links-record r1, links-arc r1, link-rig-record r2 (r1 superseded for one
out-of-range anchor), ships-addon-link-rows r1, ships-addon-link-package r1, link-rig-presenter r1, link-calibre-judge
r1, retire-firing-arc r1. Revised: ships-addon-gizmos r5 (r3 superseded by r4 and r4 by r5 for an untested negative
pattern). ships-addon-mounts r5 is unchanged. Questions: solver-owner (raised in link-rig-presenter) and
calibre-arc-caps (raised in link-calibre-judge). Follow-ups: gimballed-thrusters, caliber-bands-one-table.
context-pack read every anchor SAME at 6d83597b.