Aetheria/docs/aetheria-release-map.md
Meta Vens d2f0ee8933 Aetheria release map: the mining index fix is pins only
Ruling targeting-density-scaling-accepted accepts the index's growth with
rock density, so the sublinear region structure is recorded as rejected
under it. mining-index-pins adds the three tests for Soul's
cost-loosening-unpinned and exact-reach-unpinned findings and lands before
mining-target-queries, which stands as specced.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 16:19:32 +02:00

95 KiB
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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 says otherwise.

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.ShotCommitted and ShotResolved (Zone.cs:41-42) carry a ShotOutcome (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 :1030 and :1043 and passes it to Detonate. 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.
  • ChargedWeapon has OnStartCharging, OnStopCharging, OnCharged and OnFailed (ChargedWeapon.cs:87-90).
  • ConstantWeapon has OnStartFiring and OnStopFiring.
  • EntityInstance.SetEntity subscribes 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 FireAudioEvent and SetAudioParameter call returns at its null check. The calls sit in InstantWeapon.cs:275, ChargedWeapon.cs:137,154,169,185, Reactor.cs:97, Thruster.cs:96 and AetherDrive.cs:170-172.
  • No production code subscribes to EquippedItem.AudioEvents (:1375).
  • WwiseSoundBinding and WwiseLoopingSoundBinding (WwiseSoundBinding.cs) have zero use sites.
  • GameData/SoundbanksInfo.json (2,648 lines) is read by no code. Only docs/build-delivery-cut.md:231 mentions copying it.
  • EntityInstance.cs:243-251 reads item.Data.SoundBank and does nothing with it.
  • Catalog fields that hold Wwise ids:
    • EquippableItemData.SoundBank (ItemData.cs:403);
    • AetherDriveData.RpmAudioParameter and TorqueRatioAudioParameter (AetherDrive.cs:44-48, keys 11 and 12);
    • Faction.OverworldMusic, CombatMusic and BossMusic (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" and SchemaVersion="103".
  • Its 225 .wav are in LFS and present in the operator's checkout: Originals/SFX holds 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 Grain sources feed a Wwise plugin, and their procedural behaviour does not carry over outside Wwise.
  • *.wav is 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 calls ActionGameManager.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.cs at :72 and :522;
    • Entity.cs at :43, :198-240, :295-395 and :1075;
    • EntityInstance.cs at :236 and :410;
    • ActionGameManager.cs across :362-1432, including :1076-1100;
    • ZoneRenderer.cs and Zone.cs.
  • scenarios (aa3baf12):
    • Entity.cs at :204, :601 and :786-1003;
    • ActionGameManager.cs at :583, :732 and :801.
  • moddable-ships (a93625c2):
    • ActionGameManager.cs at :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.asset m_RealVoiceCount), no authored containers or RTPC graph, and mixer assets that cannot be created from script.

  • Unity 6's AudioRandomContainer has no public scripting API for its clip list. The first cut therefore uses a small ScriptableObject sound 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:

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.

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 current BaseState. Each tick, Update (:47-56) runs the state, then takes the first StateTransition whose Condition() 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 only Agent subclass. It composes root, patrol and combat in its constructor. Behaviour is authored in C#; there is no data-driven layer.
  • codex/scenarios makes AddTransition's walk state per call, because zones are built on several threads (its BaseState.cs hunk at :12-58).

F2. Tasks are the command slot, and only one task kind is wired.

  • Agent.Task (Agent.cs:22) holds one AgentTask (Tasks/AgentTask.cs:13-22). Minion enters patrol when Task is PatrolOrbitsTask (Minion.cs:10-12).
  • HaulingTask, Mining, StationTowing and Survey are data with no state that reads them. AgentTask.Priority and Reserved have no reader; they are the remains of a task board that is no longer in the tree (WanderTask and MatchVelocity were deleted in cc7f2c88).
  • PatrolOrbitsState (Tasks/PatrolOrbits.cs:10-31) and MoveToOrbitState (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 Task changes. 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 a Minion with a patrol over four random orbits. Zone.Update ticks agents (:185-186), then entities (:188), then FireControl.Step (:193).
  • codex/scenarios adds Zone.Admit(entity, piloted) as the only writer of Entities.Add and 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.

  • Entity holds VisibleEntities, VisibleEnemies, VisibleFriendlies, EntityHostility (Entity.cs:34-37) and EntityInfoGathered (:64).
  • Sensor.Execute is the only writer of EntityInfoGathered (Sensor.cs:157-189). Sensor.Ping (:110-125) boosts it and adds the pinger's own visibility.
  • Crossing TargetDetectionInfoThreshold moves an entity into the visible lists (Entity.cs:237-254).
  • FireControl.Designated requires source.VisibleEntities.Contains(target) (FireControl.cs:232-239). IsRevealed reads the observer's own EntityInfoGathered (: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 hostility is at :547.
  • GetFactionRelationship (:556-563) answers Beloved for the own faction and Neutral for every other, except for the player's ship, which reads Galaxy.FactionRelationships. Ruling faction-relations-field fills 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 outside Entity can 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).
  • Entity clears it when the target leaves the zone or visibility (Entity.cs:201, :227, :298-299).
  • codex/mining turns Target into a TargetRef (asteroid chunks can be targets) written through SetTarget. It edits Minion.cs:14-21 and Combat.cs:28.

F7. Combat tuning is global.

  • CombatState.SampleDps biases range by GameplaySettings.AgentRangeExponent (Combat.cs:158, Settings.cs:242). Movement reads AgentForwardLerp and AgentMaxForwardDistance (Combat.cs:95, Settings.cs:243-244).
  • FireControl.AgentFires (FireControl.cs:93-99) compares hit probability with the global AgentMinHitProbability (Settings.cs:260). Its callers are Combat.cs:121 and TurretController.cs:81.
  • CombatState aims at the target's most dangerous revealed weapon through TrySelectTargetItem (Combat.cs:40-53).

F8. Faction.Personality is economy vocabulary, not combat doctrine.

  • Faction.Personality (Corporations.cs:28-29) maps PersonalityAttribute records (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_on or target_priority as float bands in them, as Faction Play's lever table proposed, would give one record two meanings.

F9. Generation spawns individuals, not groups.

  • ZoneGenerator adds enemyCount ships 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 in 515859cf (docs/cultcache-migration-cut.md:161-163). Every other weapon, Zhestokost ballistics included, reloads for free.
  • LoadoutGenerator puts no rounds in any cargo, and station stock is drawn from EquippableItemData only (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). GetFactionRelationship reads Faction.Relations, and IsHostileTo treats 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 ShareTrack policy: own faction, allies by relation, or every flight hostile to the track (Finch). A shared entry lets a recipient engage and steer; adopted grudges become SetIff on its own members. Sharing never writes EntityInfoGathered, so a recipient fires only once its own sensors hold the target. This is question shared-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 with AnswerCall in 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. The catalog author. Read when a ship joins a flight.
Flight Runtime: zone plus faction. Formed at admission, rebuilt on load, gone 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-1 lands the owner: doctrine, the flight as the only writer of Target and Task, 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-2 adds slots and the duel, hull break-off with the flee state, and ping cadence: Lucent whole. It needs feedback-1's absorb.
  • faction-play-3 adds 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-4 makes ammunition real for Zhestokost and closes the tender loop (question zhestokost-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.

Prior art

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 adds FieldKindData, ships add ShipAuthoring) and tools/AetherDb/Program.cs:39-41 (a case line and the usage string).
  • codex/scenarios (aa3baf12): AetheriaStores.cs:9 (scenarios add Scenario). Program.cs, ItemData.cs, Loadout.cs and LoadoutTests.cs merge 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.cs in ShowMain and inserts EnterGame and Refuse just before ShowSettings (lane :195-218).
  • audio-1 edits ShowSettings (master :186-200), so expect an adjacent-hunk conflict there. Resolve it by keeping both.
  • feedback-1 edits ShowGraphicsSettings, which the lane does not touch.
  • Neither cut touches ActionGameManager.cs, ZoneRenderer.cs or the lane's new files.

M4. The mount ruling of 2026-09-30 is in the docs, not the code.

  • a93625c2 records 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 role articulation.
  • ShipModPlan copies every mount into Equipment (ShipModPlan.cs:13-14,56). ShipModShips fills EquipmentHardpoints from it (ShipModShips.cs:152).
  • The only reader of EquipmentHardpoints is the dead SoundBank block (EntityInstance.cs:244-253), which audio-1 also deletes. So the array has no consumer.
  • Role-versus-type checks are split. The validator checks thruster and radiator mounts. ShipModPlan.Build checks 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; RandomHull at LoadoutGenerator.cs:113).
  • A product names a design and a manufacturer Faction (FactionProduct.cs:15-31). Generation also requires Price > 0.
  • A package holds only HullData and ShipAuthoring (ShipAuthoring.cs:126-140 refuses a third record; ship_cc.py:81-82 does 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 ConsoleController and ConsoleView found no debug-build gate. It is assumed live in a player; ships-player checks it.
  • ship-authoring create writes a HullData with default stats and Price 0 (ShipAuthoringCommands.cs:38-56).
  • Question release-hull-home asks how a release hull gets its manufacturer and price.

M6. The model must sit on the schematic grid.

  • Entity.ToWorldPoint (Entity.cs:426-433) gives world = (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-1 places impact sparks at ToWorldPoint of 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 with export_format='GLB', use_active_collection=True, export_extras=True, export_yup=True):
    • An object custom property aetheria.id lands in the node's extras.
    • 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).
  • 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.png and SinisterQuietSchematic.png.

M9. The template lacks a radiator material.

  • EntityInstance heats radiators with material.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:

  • ShipModPlaySmoke and ShipModPreview.Smoke passed in Unity 6000.3.24f1 (moddable-ships-cut.md S2 status).
  • glTFast's manual says a Built-In pipeline player must carry glTFast's shader variants: a ShaderVariantCollection in Graphics' Preloaded Shaders, or placeholder materials in Resources. 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.Assemble throws if the collider mesh is not readable (ShipModShips.cs:103-104).
  • origin/master has no player build entry point. docs/build-delivery-cut.md Cut 1 maps one (Assets/Editor/AetheriaBuild.cs, copying GameData/Aetheria.cc). It does not copy GameData/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:

  • ResolveCatalog returns the shipped catalog (TheBootCatalogIsTheShippedOneUntilAModIsInstalled).
  • Preload returns at once (ShipModShips.cs:31).
  • Loading is 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

  1. Hands creates eureka/aetheria-release-ships at a93625c2. The Codex branch is never pushed to.

  2. 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.

  3. Soul passes the merge: a narrow pass, because no file changed on both sides.

  4. Self merges the branch into master with --no-ff, gated by ships-merge-gate.

  5. After that, every content cut branches from master in its own worktree, on eureka/aetheria-release-ships-<cut>. Anchors stay valid, because the master merge changes no lane file.

  6. 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 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:

  1. Tripo: image to model, textured. Export GLB. Tripo's smart low-poly option is worth its 10 credits above about 60k triangles.
  2. 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.cc with the reference hull's stats (create --like). C# owns the schema, and Python never builds a HullData.
    • 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.
  3. Rebuild, unwrap, rebake and mask: see "Hull materials, mount meshes and per-hull prep" below (steps P3 to P7).
  4. 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.
  5. Panel: toggle cells, add the internal hardpoints (reactor, shield, sensors and so on, which carry no anchor), and set footprints.
  6. 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.glb with 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.
  7. 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-package is 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 question hull-paint-mask with option texture-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.LoadAsync builds new GltfImport(...) with no material generator (ShipModVisual.cs:45). glTFast's default Built-In generator therefore picks glTF/PbrMetallicRoughness for every hull material.
  • Prefab hulls paint with Aetheria/GlowFade (Assets/Shaders/GlowFade.shader; Car Paint White.mat and Cockpit.mat use it). It does two things a glTF shader does not:
    • it lights by the volumetric ambient (noambient, VolumeSampleColorSimple in vert, :35 and :67-72);
    • it dithers in and out by _Fade (:84-88).
  • EntityInstance.Awake gives each material with _Fade a per-entity instance it fades. Every other submesh is swapped to InvisibleMaterial and only shown by ShowUnfadedElements (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.PrimaryColor and SecondaryColor (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:539 calls UploadMeshData(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-player still checks it in a built player.
  • IMaterialGenerator.GenerateMaterial(MaterialBase, IGltfReadable, bool) sees every core slot: PbrMetallicRoughness.BaseColorTexture and MetallicRoughnessTexture, NormalTexture, OcclusionTexture, EmissiveTexture, each with index and texCoord (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_COLOR corner attribute exported with export_vertex_color='NAME' becomes one exact COLOR_0.
  • 'ACTIVE' wrote every attribute, and its COLOR_0 was 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.py and maskpng.py in this pass's scratch. Their numbers are quoted here.

M17. Thruster and radiator mounts are already meshes at runtime.

  • ShipModShips.Assemble requires a MeshRenderer under both (ShipModShips.cs:87-92, :128-137).
  • On 80de88f2, ships-mounts hides the thruster's mesh behind the template's Invisible material (:130, commit da2a299b).
  • ShipInstance.SetEntity hands 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.Bind checks only that each anchor's node exists (ShipModCatalog.cs:176-180), and ship-authoring validate reads 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 .gitattributes rule *.png filter=lfs already covers package masks.

The hull material model

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, a HullPaint), 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 on GlowFade'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, _Grime darkens and roughens.
    • Painted metallic and smoothness come from the slot's finish.
    • It has no shader_feature keywords, 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.PreloadAsync reads the PNG with File.ReadAllBytes and ImageConversion.LoadImage into a linear texture with mips, compresses it, and makes it non-readable.
  • HullMaterialGenerator, a glTFast IMaterialGenerator with one instance per package, clones ShipModTemplate.Hull with the GLB's slots and the hull's mask. No glTF shader is needed at runtime.
  • ShipModShips.ApplyPaint sets the resolved livery through a MaterialPropertyBlock in ShipInstance.SetEntity. Property blocks do not survive Instantiate.
  • Livery resolution is one pure function, HullPaint.Resolve: the owner faction's Livery (Faction key 16, cut ships-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 Radiator material, which EntityInstance heats.
  • 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, unless hull-livery-scope rules 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 Debris and 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 version v3.5-20260815 adds delight (default true).
  • The hulls in Quiet.blend arrived 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

  • ships-hull-material r2: the shader, the generator, HullPaint with Mask, the mask's PNG checks in Bind, the linear DXT5 load and ApplyPaint.
  • ships-hull-livery r1 (unchanged): Faction.Livery. It waits on hull-livery-scope.
  • ships-addon-paint r2:
    • 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-package r2 (unchanged): validate reads the GLB; Bind refuses a thruster or radiator node without a mesh.
  • ships-addon-frame r3: Source, rasterising from her meshes, the export leaving out Source, and Bake From Source. No debris tools.
  • ships-addon-mounts r3: face-based thruster and radiator mounts on her meshes, and no triangle warning.
  • ships-player r2 (unchanged): the no-glTF/-shader check, radiator material, emitter probe. *.png is 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 Newtonsoft ImportAddon to 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). ImageConversion is 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.

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), so faction-play-2 will 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-player does 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/Mods staged into the player;
    • the C3 sim test;
    • the SetEntity probe;
    • 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 the Prefab branch.
    • 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.
  • Before the operator's CultLib checkout moves past the C2a merge:
    • Python must still write a raw record into a single-file store. ship_cc pushes HullData and ShipAuthoring envelopes (ship_cc.py:108,163), and parity-py rewrites that write path.
    • Follow-up variants-python-raw-push asks parity-py to keep that path or name its replacement, with tools/blender/tests as its consumer check.
    • ships-addon-mounts adds a guard: the add-on refuses an untested cultcache_py revision (M12).
  • When C4 brings element ids to Aetheria, they arrive on ShipAnchor, HardpointData and ShipPolyline.
    • ship_cc already carries hardpoint slots past FiringArc, keyed by mount id. ships-addon-package does 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 ShipAuthoring.ModelAsset, relative, in the package. Re-exported by every Package. Derived from the collection. The package directory supplies it to the game, and the game reads nothing else from there.
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 base mod, 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 .faction file. 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:

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 (ruling jettison-shared-floating-items);
  • the merge order of every lane and the faction-play cuts;
  • the re-map of faction-play-4 to ruling ballistics-real-ammo.

The cuts are typed specs in the mind: scenarios-adopt, mining-index, mining-index-pins, mining-target-queries, mining-merge, loot-1 to loot-3, ballistic-ammo and faction-play-4 r2. The fork is question fastblast-ammo.

The lane tips were read with git show in a scratch clone on 2026-10-03:

  • codex/scenarios is at aa3baf12: 30 ahead of master and 20 behind, base 702b454b.
  • codex/mining is at 83d8371e: 32 ahead and 21 behind, base 65c63495.
  • 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, log probesC.log). At aa3baf12 it 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. ArcFor returns the default 120 instead of the authored 360.
    • (b) A design with an empty leading column: ItemFits(-1, 4) is true but TryFindSpace is false, and ArcFor throws IndexOutOfRangeException.
    • (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.
  • 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:245,260 and ShipInstance.cs:70;
    • ActionGameManager.cs:1044,1048,1049.

    This is a grep at aa3baf12. The pattern in scenarios-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 aa3baf12 with catalog 70a7b0a9 (an xUnit probe run through ygg-verify, job aeth@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-adopt commits 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 (347752dd to b2e346f5, MiningDifficulty removed), so it merges without a conflict.

L3. The belt freeze's cause is mapped (mining Cut 3 Soul F1):

  • Every reticle, next or previous press builds ActionGameManager.TargetCandidates (:1174 at 83d8371e).
  • That calls Entity.VisibleChunksInReach (Entity.cs:377-385), which calls Zone.ChunksNear (Zone.cs:326-339).
  • ChunksNear loops 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 are Sensor.Gain (Sensor.cs:187-199) and Entity.ChunkInfo (Entity.cs:355-368).
  • The rule is linear in visibility v and falls as 1/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 on ChunkInfo is 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 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) on Zone), 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 grep for Zone.Loot, TryPickUp and LootDrop over every local and remote ref found nothing in code.
  • On master f1dee184, the loot path is all Unity:
    • the roll uses UnityEngine.Random.value and onUnitSphere (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).
  • No lane touches these hunks. Mining edits EntityInstance.cs:236,410 and ZoneRenderer.cs:72-483, away from the loot lines. Moddable-ships edits ZoneRenderer.cs:289-304.

L7. Today's loot tuning, read from the assets.

  • GameSettings.cs:14-16: PickupLifetime 30, LootDropProbability .25, LootDropVelocity 25.
  • All five pickup prefabs (Assets/Prefabs/RPG/Pickups/*.prefab) carry the same GridObject values: Drag .05, LaunchDrag .2, Gravity 1, GridAttraction 10, RotationSpeed 1.
  • Tractor Beam.prefab: Radius 25, Traction 25, Distance 75.
  • GridObject also 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;
    • GrabEvent names 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.TryPickUp from ShieldManager".

    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 GearData on a Sensors hardpoint, with no behaviours and one product. Nothing in the simulation can grab today.

  • The presentation seam exists, but grabs nothing real:

    • GrabEvent carries an int TargetHandle (CapabilityEvents.cs:53-67);
    • CapabilityPresentationBinder resolves it to a live Transform through delegates (:16-45), and only FieldTester supplies 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.UseAmmo removes 1 unit per reload and refills MagazineSize rounds (InstantWeapon.cs:176-202). ConstantWeapon does the same (:129-160). So faction-play-4 r1's "AmmoMagazines x MagazineSize rounds" over-stocked by a factor of MagazineSize.

  • UseAmmo returns true at once when MagazineSize <= 1 (:178), so a one-round gun fires free even with an AmmoType.

  • Firing energy reaches a weapon through the power bus:

    • PowerBus.cs:122 takes every active IPowerConsumer;
    • an item's PowerSupply is 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-ammo takes 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. 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:

  1. ships-merge. Its spec exists; ruling ships-merge-on-agent-proof.
  2. 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.
  3. mining-index, then mining-index-pins, then mining-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 guard Best when mining-target-queries gives it callers.
  4. 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.
  5. feedback-1 and audio-1 may land at any time: their hunks are disjoint from all three lanes (B10). feedback-1 must land before loot-2.
  6. loot-1 to loot-3, on one branch from master after step 4, merged together. They wait for step 4 because mining's belt code rewrites Zone.cs, and the loot cuts edit Zone's constructor and Update.
  7. ballistic-ammo, after step 4: it needs scenarios' LoadoutGenerator and mining's Weapon.cs. It is independent of the loot cuts.
  8. faction-play-1 to -3, re-anchored first (follow-up faction-play-reanchor). faction-play-1 rewrites lines both lanes changed, so it starts only after step 4:
    • mining's targeting lines: Minion.cs:14-21, Combat.cs:28, and Target as a TargetRef written through SetTarget;
    • scenarios' admission lines: Zone.Admit.
  9. faction-play-4 r2, after faction-play-3 and ballistic-ammo.
  10. Jettison, then pirate collection, on Zone.Release and the grab, after step 6.

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 after Soul's first pass is only pins.

  • Soul (verdict cut-mining-index.s1) measured the index at a4e8e147. It is correct, and the 3M-rock press fell from 4.3 s to 150-600 ms.
  • Press cost still grows with rock count in a fixed belt (finding f1-press-linear-in-density). Two things drive it: the press path returns every visible rock, and groups hold a fixed 256 rocks.
  • The operator accepted that growth (ruling targeting-density-scaling-accepted): "That targeting scaling is acceptable to me, I'm not planning on having ten thousand entities in range, that's already gonna make the UI layer melt."
  • Rejected under that ruling: a sublinear region structure, meaning square polar cells that co-rotate per ring, refreshed lazily, with best-first search over a ring tree. Two reasons. Exact angle and distance-order queries in linear space cost about the square root of the local rock count anyway: this is the line-query bound for kd-trees and Chazelle's lower bound for simplex range searching. And the in-range counts that design allows are far below where the linear term matters.
  • What is left is mining-index-pins: three tests for findings cost-loosening-unpinned and exact-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.
  • mining-target-queries r1 stands as specced. The one finding that names it (f1: Best still enumerates every region) is the growth the ruling accepts; the other two touch only BeltTargets' tests. Its AKeyPressDoesNotGrowWithTheBelt scales area at constant density, which the ruling leaves in force.

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).
  • Together they are about 1,000 lines.
  • Merging after loot-1 alone would ship a game where loot cannot be collected, because loot-1 deletes 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-up cultmath-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 (AmmoType per 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.