Aetheria/docs/mining-cut.md
Meta Vens e4d38f16fa Mining Q3 ruled: chunks respawn on the authored curve, wear persists
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 11:09:35 +02:00

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Mining: Target and Cut Map

Date: 2026-09-25

Status: target and cut map, from an Imagination pass. Nothing here has landed. The first half is the target (the ends). The second half is the cut map (the means). When the campaign closes, split the target out as docs/mining-target.md and keep this file as history.

Anchors are against codex/fire-control-12 HEAD 8bd25f6f, read from a clean worktree of that commit. Claims marked (probe) were measured by running code; claims marked (read) come from source at the cited anchor. Probes live in the session scratchpad and are not kept in the repo:

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

Scope: mining only. Fire control is mid-rewrite on this branch (Cut 12.3 and 12.4 of docs/fire-control-cut.md, being worked in the main tree by other agents). Cuts 3 and 4 below edit FireControl.cs and Entity.cs and must land after fire-control Cut 12 closes, or rebase onto it. Cut 1 and Cut 2 touch no fire-control code. §Overlap names every shared line.


Part I: Target

Operator's words (2026-09-25)

On the asteroid simulation:

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

"Would be nice if we could slim that down"

The campaign:

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

Standing rulings this campaign obeys (not re-litigated)

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

Objective

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

Invariants

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

Canonical implementations

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

Not consumers

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

Out of scope

  • Backward economy generation, routes and piracy (next scope, docs/three-gates-scope.md:141-145). This campaign writes the first real Extracted lots, and generation will later synthesize more of the same shape.
  • Refining, crafting from ore, prices for ore (every live simple commodity has Price 0 (probe)).
  • AI cargo offload at a home station (the 2020 controller's GoHome). An AI miner with full cargo stops mining.
  • Electronic-warfare clutter ("a ship ... can float in a debris field or asteroid belt and pass as junk", docs/three-gates-scope.md:155-157). This is parked there. Q2's recommendation keeps the door open, because a chunk enters through the shared detection gate.
  • Orbits beyond belts. Zone.Update still steps the planet orbits (:156-161), which cost about 31 us/tick in the probe zone. That is cheap and out of scope.

0b. Identity, lifecycle, authority

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

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


Operator questions, in the order they block cuts

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

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

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

Q2 (blocks Cut 3). How does a chunk become a target? This is the architectural fork. The options below were costed against the live code:

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

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

  • Visibility. A chunk passes the visibility gate within the shooter's chunk detection range, and its PSensor is 1, because rocks do not hide. Recommend that range be the equipped ResourceScanner's Range, with a GameplaySettings.UnaidedChunkRange fallback. That is the TargetingSystem/UnaidedTracking precedent (FireControl.cs:121-125), and it gives ResourceScanner a job: it is to chunks what the targeting system is to ships. Its dead survey half (ResourceScanner.cs:71-107, // TODO: Implement Scanning!) is deleted.
  • Stance. StanceAllowsFire (Weapon.cs:101) allows fire on a chunk.
  • Lock weapons. Launchers cannot lock a chunk. LockWeapon.cs:86 requires IsHostileTo, and rocks are not hostile, so guided and lock launchers (GT 3K, LRMM72, SRMM72, pswarm, scorched void policy) cannot mine. Rule it if that is wrong.
  • Blasts (fire-control 12.4). A blast shot targeting a chunk delivers damage × area(blast disc ∩ chunk disc) / area(blast disc), which is 12.4's own area rule with the chunk disc as the only cell. Untargeted chunks near a blast are unaffected, so there is no per-blast scan of belts.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Q7 (blocks Cut 5). Where does composition live? BodyData.Resources (key 4, ZoneData.cs:53-54) is on every body and has never had a writer since the 2020 generator (17673cd2) was commented out. Its only reader is MineAsteroid (Zone.cs:322-323). No live belt has resources (probe: 8 belts, 0 authored).

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

Q8 (blocks Cut 7). The catalog has no Corrosive or Ionizing weapon, now or in its history. Live weapons use Kinetic (10), Optical (3), Electric (3) and Thermal (3) (probe). legacy-0305 and legacy-0414 use the same four types (probe). An ore whose affinity peaks at Corrosive or Ionizing is unreachable.

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

Q9 (blocks Cut 6). Which AI ships mine? Nothing assigns a Mining task today. Zone.CreateAgent (Zone.cs:122-129) gives every NPC a PatrolOrbitsTask.

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

Part II: Body map

The belt simulation today

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

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

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

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

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

Consumers of the belt state

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

The mining path today, end to end

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

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

(read, FireControl.cs at 8bd25f6f):

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

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

The catalog and the legacy record (probe)

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

Provenance: how a mined lot is born

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

The mint:

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

Three existing rules must learn about simple lots:

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

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

Overlap with work in flight

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

Part III: Cut map

Status header

Status: cut map. Ends are owned by Part I of this document; Part III owns the means.

Rulings (operator): Q1 = A, Q3 = A (2026-09-25). Q2, Q4-Q9 open.

Open: Q2, Q4-Q9. Cut 2 is unblocked.

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

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

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

Follow-ups outside this campaign:

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

Cut order

Cut Nature Depends on
1 Subtraction: belts evaluated on demand. No threads, no stored poses. none
2 Subtraction plus one owner: the dead mining path goes, and chunk identity and wear get one owner Q1, Q3
3 Targetable chunks: the one slot, the one chunk query, the HUD Q2; fire-control Cut 12 closed
4 Hit resolution against chunks through FireControl (damage only, no loot) 3
5 Composition, loot roll, provenance, deposit 4; Q4-Q7
6 AI mining on the same path 5; Q9; locomotion Cut 4
7 Content: ores, affinities, abundance, Drill Bit, Resource Scanner (operator review) 5; Q1, Q8

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


Cut 1. Belts are evaluated when asked

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

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

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

Cut 3. A chunk is a target

  • Repo/branch: Aetheria, codex/mining, rebased onto the fire-control Cut 12 close. Depends on Cut 2 and Q2. Written for Q2=A.
  • Deletes first: none of substance. Reshapes follow.
  • Adds:
    • TargetRef (readonly struct: Entity Entity, ChunkId? Chunk, value equality, IsNone).
    • Zone.ChunksNear(float2 position, float range, List<ChunkId> into). It is the one chunk query: it skips belts whose annulus (GetOrbitPosition(parent), Radius) cannot reach, evaluates the rest on demand, and skips broken chunks. The player's reticle pick, target cycling and the AI all call it.
    • Zone.ChunkVelocity(ChunkId): analytic, 2πD/T · (−sin θ, cos θ) plus the parent Orbit.Velocity (Zone.cs:160).
    • FireControl.ChunkDetectionRange(Entity): the equipped ResourceScanner's Range when active, else GameplaySettings.UnaidedChunkRange (the Tracking shape, FireControl.cs:121-125).
  • Per-file changes (anchors at 8bd25f6f; re-anchor after the Cut 12 rebase):
    • Entity.cs:46: Target becomes ReactiveProperty<TargetRef>. :201, :227, :231-234, :298-299 compare and clear through .Entity. :317 and :328 (TrySelectTargetItem, ResolvedTargetItem) are entity-only, via .Entity. :1060 TargetRange reads the chunk position for a chunk.
    • ActionGameManager.cs:372-404: the reticle, next and previous handlers include chunks from Zone.ChunksNear within ChunkDetectionRange. TargetNearest stays enemies-only (:380-388, its own comment: it drives weapon lock). The HUD at :1266-1275 shows the chunk's size, and its wear as hitpoints, for a chunk target. The visibility fills are ship-only. UpdateFireControlDebug(Entity) (:1284) takes TargetRef.
    • Weapon.cs:101 StanceAllowsFire: a chunk is allowed. :110-117 ArcAllowsFire: reads the target position through the ref.
    • LockWeapon.cs:80-98, TurretController.cs:60-100, Combat.cs:28-126, Minion.cs:14,18,21, Ship.cs:84, EntityInstance.cs:207,236,405: .Entity and null-checks. Turrets and combat never hold a chunk (they write only enemies).
  • Authority map:
    • Owner: Entity.Target, the one slot.
    • Inputs: the player's targeting handlers and the AI states.
    • Outputs: the current TargetRef.
    • Derived state: TargetItem (ship-only, nulled on any change as today, Entity.cs:286); TargetRange.
    • Forbidden writers: any second target field; any chunk selection that bypasses Zone.ChunksNear.
    • Shared paths: player reticle, cycling, AI (Cut 6), and dock/undock reactivation (Entity.cs:298-299).
    • Deletion line: no ReactiveProperty<Entity> Target remains.
  • Verification:
    • tests:
      • ReticleAndCycleOfferChunksWithinDetectionRange, headless through the same query the handler calls.
      • AScannerExtendsChunkDetection (and UnaidedFallbackWithoutOne).
      • ABrokenChunkIsNotOffered.
      • TargetingAChunkClearsTheAimedItem.
      • TargetRefEquality: the same chunk held twice is equal.
      • Every existing fire-control test still passes unchanged. That is the negative check that ship targeting did not move.
    • negative: rg -n "ReactiveProperty<Entity> Target\b" is empty.
    • operator: target a rock with the reticle, cycle through rocks and ships, and dock and undock with a rock targeted.

Cut 4. A shot at a chunk goes through FireControl

  • Repo/branch: Aetheria, codex/mining. Depends on Cut 3 and fire-control 12.4.
  • Deletes first: none. Reshape PendingShot.Target and ShotOutcome.Target (FireControl.cs:860,997) to TargetRef.
  • Adds: Silhouette.Disc(float radiusCells, float precision), which returns one interval [-R, R), A = 0, and Span = 2R. The hull path and the disc path share one integrator, extracted from :710-718. ShotOutcome gains float3 ImpactPoint for presentation: the chunk position at commit.
  • Per-file changes (re-anchor after 12.4):
    • PFire :161-181: for a chunk, the visibility gate is range ≤ ChunkDetectionRange, info = 1, and a LockWeapon is gated out.
    • Forecast, HitProbability, Inspect (:194-265): for a chunk, the silhouette is the disc.
    • PredictedIntercept :133-139 and TravelDirection: position and velocity through the ref.
    • Fire :329-393: freezes the ref.
    • Step :398-443: targetGone includes !ChunkExists.
    • CommitProbability and Commit (:476-559): for a chunk, the disc and no shield.
    • Apply :564-582: a chunk hit calls Zone.Wear(chunk, Damage).
    • Unity presentation: EntityInstance.cs:207,236 and the effect managers aim at the chunk's rendered position when the target is a chunk. That is presentation only.
  • Authority map:
    • Owner: FireControl, unchanged.
    • New inputs: the chunk pose, velocity and radius through Zone.
    • Forbidden: any hit test against chunk geometry outside Commit, and any read of a chunk pose in Apply (R4).
    • Shared: player trigger, AI Activate, turrets (which cannot hold chunks).
    • Deletion line: none.
  • Verification:
    • tests:
      • AChunkShotUsesTheSameFactors: Accuracy, PSpread and Sigma equal a ship shot's at equal range and precision.
      • DiscMassIsTheClosedForm: POnHull = Φ(R/σ) − Φ(−R/σ).
      • ABiggerRockIsEasierToHit.
      • AChunkThatBreaksMidFlightIsAMiss.
      • ChunkHitsWearTheChunk.
      • LaunchersCannotFireOnAChunk.
      • ChunkDiceAreTheShotsOwn: the same galaxy and shot give the same outcome.
      • Stryker over the new branches.
    • negative: no Target.Value.Position-shaped chunk read outside Zone.Chunk* (grep).
    • operator: shoot a rock with each damage type. It shrinks and breaks, and misses are plausible at range.

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

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

Cut 6. The AI mines on the same path

  • Repo/branch: Aetheria, codex/mining, rebased onto locomotion Cut 4. Depends on Cut 5 and Q9.
  • Deletes first: Agents/Tasks/Mining.cs is reshaped. It is not persisted, so its MessagePack attributes go. It keeps Belt (CultRecordKey) and a wanted-ore reference.
  • Adds: MiningState in Minion (Minion.cs:7-22), entered when Task is Mining and no enemy is targeted. It picks a chunk via Zone.ChunksNear and writes Ship.Target (the same slot the player writes). It approaches through the live MoveToState toward ChunkPosition. It selects the weapon group whose damage type has the highest Affinity for the wanted ore, gates on FireControl.HitProbability ≥ AgentMinHitProbability, and calls weapon.Activate(), which is exactly Combat.cs:117-124. It retargets when !ChunkExists, and stops when no cargo bay can take a unit. The combat transition keeps priority: a visible enemy preempts mining (Minion.cs:14,18). Zone.CreateAgent (Zone.cs:122-129) assigns Mining by Q9's rule.
  • Authority map:
    • Owner: MiningState decides what to shoot.
    • Forbidden: any AI-only extraction call. The only way ore enters an AI hold is FireControl.Apply.
    • Shared paths: the same target slot, HitProbability, Activate, Commit and Apply as the player.
  • Verification:
    • tests:
      • AnAgentMinesThroughFireControl: a headless zone, an agent with a Mining task, N seconds of ticks, then ore in its hold whose lots are Extracted from that belt, and every unit traceable to a ShotOutcome.
      • AnEnemyPreemptsMining.
      • TheAgentPicksTheAffineGroup.
    • operator: watch an NPC mine a belt.

Cut 7. Content (operator review)

  • A content cut through an AetherDb command (mining-content [apply], dry run by default, one catalog commit; precedent: targeting-catalog). The operator reviews a sheet before apply:
    • The 14 legacy ores missing from live (Crystal, Silicon, Carbon, Nitrogen, Iron, Titanium, Copper, Lead, Ethanol, Hydrocarbons, Acid, Oxygen, Carbon Dioxide, Plant Matter), restored with their legacy mass, specific heat, conductivity and category (probe values in legacy-0414). The 3 missing ammo types are out of scope.
    • Abundance and Affinity for each belt ore, over the four damage types that exist (Q8).
    • The Drill Bit as a mining weapon (Q1), and the Resource Scanner as the chunk sensor (Q2), restored from legacy with their authored ranges.
    • AsteroidYield, ChunkCompositionVariance, MiningDepthPerPenetration and UnaidedChunkRange values.
    • The Corrosive and Ionizing gap, recorded (Q8).
  • Verification: census and dangling before and after. The loot-table fixture from Cut 5 runs against the live catalog, asserting that every belt ore is reachable by at least one live weapon's damage type.

Subtraction ledger (estimate)

Cut Removed Added Formats and targets
1 ~65 (Zone.cs), ~12 (ZoneRenderer.cs) ~35 threading removed; no new target
2 ~160 (MiningTool.cs, MineAsteroid, survey Execute, dictionaries, _random, MiningDifficulty) ~70 union 26 retired; ZonePack key 6 added
3 ~0 ~80, plus ~60 mechanical site edits Target retyped
4 ~0 ~70 PendingShot/ShotOutcome target retyped
5 2 (BodyData.Resources) ~150 SimpleCommodityData keys 12 and 13; Extracted key 2; ItemInstance.Lot moves to the base
6 ~15 (Mining.cs attributes) ~90 none
7 0 content only catalog records

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

Build budget

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