Files
dota_factory/bin/app/data/config/modules.toml
Malte Langkabel d889b79658 Write the v2 production tree into the config files
recipes.toml: full v2 rewrite - iron/copper/quartz mining, smelting
incl. the value-losing scrap sink, reprocessing (4 scrap / 4 s,
voidsteel at 20% of the full pool), tiered intermediates, hulls,
module prefabs, and the three drop-only shortcut recipes.

modules.toml: lasers renamed to railguns (implementation unchanged),
prefab materials and numbers-pass production times; combat stats stay
placeholders for the arena pass.

ships.toml: hull-item materials, numbers-pass base production times,
and geometry-validated default_modules loadouts for every ship (waves
now spawn armed).

visuals.toml: item entries for the new palette (quartz, silicon,
copper_coil, control_chip, capacitor_bank, hardened_steel,
ceramic_plate, voidsteel, voidsteel_plate, railgun modules); retired
titanium/alloy/laser items removed.

world.toml: scrap_per_threat = 0.25 per the numbers pass.

threat_report.py: commit an item's threat only once every eligible
recipe is computable - the previous first-resolved-wins behavior let
shortcut recipes underprice items (same flaw exists in
ThreatCostCalculator, recorded as action item 9). Verified: all
default_modules placements valid, verify_recipes and verify_layouts
pass, and the report reproduces the numbers-pass tables exactly
(fitted: 10.5/47/99/233.5/354.5/722.5/1491.5/1436.5). Doc tables
updated for the three geometry-corrected loadouts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
2026-07-03 17:05:19 +02:00

257 lines
6.4 KiB
TOML

# modules.toml
#
# Production tree v2: all weapons are railguns for now — the implementation
# (instant damage, no projectile, no ammunition) stays as-is and the beam
# visual reads as a tracer round. Lasers are reserved for a future distinct
# weapon type (see docs/content_design.md, "Production tree v2 — Weapons").
# Combat stats are placeholders until the arena balancing pass;
# production_time_seconds values come from the numbers pass.
#
# Unlock progression is mostly disabled (unlock_at_station_level = -1) pending
# the pacing pass. The railguns are the exception: railgun_m is gated to
# station level 1, and railgun_l requires railgun_m to be unlocked first
# (unlock_requires) — a demonstration of the prerequisite chain.
#
# Surface mask footprint ladder — footprints gate which hulls can mount a
# module, purely through geometry (see ships.toml for the matching hull
# grids):
#
# 1x1 railgun_s, salvager, repair_tool fits every hull, incl. drones
# 1x2 maneuvering_thrusters, sensor_booster,
# armor_plates frigate and up
# 1x3 afterburner frigate and up (eats most of a frigate)
# L-shape weapon_stabilizer, weapon_primer,
# weapon_upgrade frigate and up
# 2x2 railgun_m, drone_bay cruiser and up (no 2x2 area on s hulls)
# 3x3 railgun_l battleship and up (no 3x3 area on m hulls)
# 2x6 drone_hangar carrier only
# -----------------------------------------------------------------------------
# Weapons
# -----------------------------------------------------------------------------
[[module]]
id = "railgun_s"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "railgun_s_module", amount = 1}]
production_time_seconds = 1
fill_color = "#FF8040"
glyph = "Rs"
[module.weapon]
damage = 2
attack_range_m = 50
attack_rate_hz = 2.0
[[module]]
id = "railgun_m"
unlock_at_station_level = 1
surface_mask = [
"OO",
"OO"]
materials = [{item = "railgun_m_module", amount = 1}]
production_time_seconds = 3
fill_color = "#FF8040"
glyph = "Rm"
[module.weapon]
damage = 10
attack_range_m = 70
attack_rate_hz = 1.5
[[module]]
id = "railgun_l"
unlock_at_station_level = 1
unlock_requires = ["railgun_m"]
surface_mask = [
"OOO",
"OOO",
"OOO"]
materials = [{item = "railgun_l_module", amount = 1}]
production_time_seconds = 4
fill_color = "#FF8040"
glyph = "Rl"
[module.weapon]
damage = 40
attack_range_m = 100
attack_rate_hz = 0.8
# -----------------------------------------------------------------------------
# Utility tools
# -----------------------------------------------------------------------------
[[module]]
id = "salvager"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "salvager_module", amount = 1}]
production_time_seconds = 1
fill_color = "#AACC44"
glyph = "Sv"
[module.salvage]
collection_range_m = 500
cargo_capacity = 10
collection_rate_hz = 0.5
[[module]]
id = "repair_tool"
unlock_at_station_level = -1
surface_mask = ["O"]
materials = [{item = "repair_tool_module", amount = 1}]
production_time_seconds = 1
fill_color = "#66CCFF"
glyph = "Rp"
[module.repair]
repair_rate_hz = 1
repair_amount_hp = 6
repair_range_m = 80
# -----------------------------------------------------------------------------
# Propulsion
# -----------------------------------------------------------------------------
[[module]]
id = "afterburner"
unlock_at_station_level = -1
surface_mask = ["OOO"]
materials = [{item = "afterburner_module", amount = 1}]
production_time_seconds = 1
fill_color = "#40A0FF"
glyph = "Ab"
[module.movement]
multiplied_speed_mps = 1.6
added_main_acceleration_mpss = 60
[[module]]
id = "maneuvering_thrusters"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "maneuvering_thrusters_module", amount = 1}]
production_time_seconds = 1
fill_color = "#40A0FF"
glyph = "Mt"
[module.movement]
multiplied_speed_mps = 1.2
added_maneuvering_acceleration_mpss = 10
# -----------------------------------------------------------------------------
# Defense & sensors
# -----------------------------------------------------------------------------
[[module]]
id = "armor_plates"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "armor_plates_module", amount = 1}]
production_time_seconds = 1
fill_color = "#808080"
glyph = "A"
[module.health]
added_hp = 40
[[module]]
id = "sensor_booster"
unlock_at_station_level = -1
surface_mask = ["OO"]
materials = [{item = "sensor_booster_module", amount = 1}]
production_time_seconds = 1
fill_color = "#40A0FF"
glyph = "S"
[module.sensor]
added_sensor_range_m = 50
# -----------------------------------------------------------------------------
# Weapon modifiers
# -----------------------------------------------------------------------------
[[module]]
id = "weapon_upgrade"
unlock_at_station_level = -1
surface_mask = [
"OO",
"OX",
]
materials = [{item = "weapon_upgrade_module", amount = 1}]
production_time_seconds = 2
fill_color = "#FF4040"
glyph = "Wu"
[module.weapon]
multiplied_damage = 1.2
[[module]]
id = "weapon_primer"
unlock_at_station_level = -1
surface_mask = [
"OO",
"OX",
]
materials = [{item = "weapon_primer_module", amount = 1}]
production_time_seconds = 2
fill_color = "#FF4040"
glyph = "Wp"
[module.weapon]
multiplied_attack_rate_hz = 1.2
[[module]]
id = "weapon_stabilizer"
unlock_at_station_level = -1
surface_mask = [
"OO",
"OX",
]
materials = [{item = "weapon_stabilizer_module", amount = 1}]
production_time_seconds = 1
fill_color = "#FF4040"
glyph = "Ws"
[module.weapon]
multiplied_attack_range_m = 1.5
multiplied_attack_rate_hz = 0.8
# -----------------------------------------------------------------------------
# Drone modules
#
# Footprint-only placeholders: the drone launching capability is not
# implemented yet, so these modules define no capability section.
# -----------------------------------------------------------------------------
[[module]]
id = "drone_bay"
unlock_at_station_level = -1
surface_mask = [
"OO",
"OO"]
materials = [{item = "drone_bay_module", amount = 1}]
production_time_seconds = 3
fill_color = "#CC66FF"
glyph = "Db"
[[module]]
id = "drone_hangar"
unlock_at_station_level = -1
surface_mask = [
"OOOOOO",
"OOOOOO"]
materials = [{item = "drone_hangar_module", amount = 1}]
production_time_seconds = 6
fill_color = "#9933CC"
glyph = "Dh"