Files
dota_factory/bin/app/data/config/ships.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

322 lines
9.0 KiB
TOML

# ships.toml
#
# First real-content iteration: ship ids and layout grids are the designed
# content; stats, materials, and production times are placeholders until the
# recipe and balancing passes.
#
# Unlock progression is mostly disabled (unlock_at_station_level = -1) pending
# the balancing pass. The capital hulls are the exception: battleship is gated
# to station level 1, and dreadnought (level 2) requires battleship to be
# unlocked first (unlock_requires) — a demonstration of the prerequisite chain.
#
# Size classes:
# xs drone 1 cell — exactly one 1x1 module
# s frigate, destroyer no 2x2 area anywhere: only 1x1/1x2/1x3/L modules fit
# m cruiser, battlecruiser 2x2 areas (m guns, drone bays) but no 3x3 area
# l battleship four m guns, or exactly one 3x3 l gun at heavy
# opportunity cost
# xl dreadnought, carrier dreadnought fits three l guns but no drone
# hangar; carrier fits one drone hangar (2x6)
# but no l gun (its deck rows are broken up
# by elevator shafts)
[[ship]]
id = "drone"
unlock_at_station_level = -1
layout = ["O"]
default_modules = [{type = "railgun_s", x = 0, y = 0, rotation = "east"}]
[ship.schematic]
materials = [{item = "drone_hull", amount = 1}]
production_time_seconds = 1
[ship.health]
hp = 3
[ship.movement]
speed_mps = 40
main_acceleration_mpss = 2
maneuvering_acceleration_mpss = 1
angular_acceleration_radpss = 12.56
max_rotation_speed_radps = 6.28
[ship.sensor]
sensor_range_m = 150
# Frigate — 5 cells in a plus shape. Holds a couple of small guns plus at
# most one 1x2 support (every 1x2 placement crosses the center cell), or one
# L-shaped weapon modifier, or an afterburner spanning the full center line.
[[ship]]
id = "frigate"
unlock_at_station_level = -1
layout = [
"XOX",
"OOO",
"XOX",
]
default_modules = [
{type = "railgun_s", x = 1, y = 0, rotation = "east"},
{type = "railgun_s", x = 2, y = 1, rotation = "east"},
{type = "maneuvering_thrusters", x = 0, y = 1, rotation = "east"},
]
[ship.schematic]
materials = [{item = "frigate_hull", amount = 1}]
production_time_seconds = 2
[ship.health]
hp = 30
[ship.movement]
speed_mps = 30
main_acceleration_mpss = 50
maneuvering_acceleration_mpss = 25
angular_acceleration_radpss = 8
max_rotation_speed_radps = 4
[ship.sensor]
sensor_range_m = 200
# Destroyer — 8 cells: a long gun deck with three turret bumps on top.
# Still no 2x2 area, so it packs more small guns than a frigate but can never
# mount medium hardware.
[[ship]]
id = "destroyer"
unlock_at_station_level = -1
layout = [
"OXOXO",
"OOOOO",
]
default_modules = [
{type = "railgun_s", x = 0, y = 0, rotation = "east"},
{type = "railgun_s", x = 2, y = 0, rotation = "east"},
{type = "railgun_s", x = 4, y = 0, rotation = "east"},
{type = "armor_plates", x = 0, y = 1, rotation = "east"},
{type = "sensor_booster", x = 3, y = 1, rotation = "east"},
]
[ship.schematic]
materials = [{item = "destroyer_hull", amount = 1}]
production_time_seconds = 3
[ship.health]
hp = 50
[ship.movement]
speed_mps = 25
main_acceleration_mpss = 40
maneuvering_acceleration_mpss = 20
angular_acceleration_radpss = 6
max_rotation_speed_radps = 3
[ship.sensor]
sensor_range_m = 220
# Cruiser — 12 cells with notched corners. Fits at most two 2x2 m guns
# (stacked through the middle), leaving the four side cells for small
# supports; no 3x3 area exists for an l gun.
[[ship]]
id = "cruiser"
unlock_at_station_level = -1
layout = [
"XOOX",
"OOOO",
"OOOO",
"XOOX",
]
default_modules = [
{type = "railgun_m", x = 0, y = 1, rotation = "east"},
{type = "railgun_m", x = 2, y = 1, rotation = "east"},
{type = "armor_plates", x = 1, y = 0, rotation = "east"},
{type = "maneuvering_thrusters", x = 1, y = 3, rotation = "east"},
]
[ship.schematic]
materials = [{item = "cruiser_hull", amount = 1}]
production_time_seconds = 4
[ship.health]
hp = 120
[ship.movement]
speed_mps = 20
main_acceleration_mpss = 30
maneuvering_acceleration_mpss = 15
angular_acceleration_radpss = 4
max_rotation_speed_radps = 2
[ship.sensor]
sensor_range_m = 250
# Battlecruiser — 16 cells: a wide bow split into two gun cheeks, tapering
# toward the stern. Fits three 2x2 m guns (two in the cheeks, one through
# the middle) with small support slots left over; the split bow and tapered
# stern leave no 3x3 area for an l gun and no 2x6 area for a drone hangar.
[[ship]]
id = "battlecruiser"
unlock_at_station_level = -1
layout = [
"OOXXOO",
"OOOOOO",
"XOOOOX",
"XXOOXX",
]
default_modules = [
{type = "railgun_m", x = 0, y = 0, rotation = "east"},
{type = "railgun_m", x = 4, y = 0, rotation = "east"},
{type = "railgun_m", x = 2, y = 1, rotation = "east"},
{type = "armor_plates", x = 2, y = 3, rotation = "east"},
{type = "railgun_s", x = 1, y = 2, rotation = "east"},
{type = "railgun_s", x = 4, y = 2, rotation = "east"},
]
[ship.schematic]
materials = [{item = "battlecruiser_hull", amount = 1}]
production_time_seconds = 5
[ship.health]
hp = 180
[ship.movement]
speed_mps = 18
main_acceleration_mpss = 25
maneuvering_acceleration_mpss = 12
angular_acceleration_radpss = 3
max_rotation_speed_radps = 1.5
[ship.sensor]
sensor_range_m = 260
# Battleship — 24 cells: a broadside hull with notched flanks on every other
# row. Fits four 2x2 m guns (two per gun deck) with the bow, stern, and flank
# cells left for supports. All 3x3 placements crowd the center columns, so at
# most ONE l gun fits — and mounting it blocks every m gun mount, leaving
# only narrow support strips. The notched rows are never adjacent-and-full,
# so no 2x6 drone hangar fits.
[[ship]]
id = "battleship"
unlock_at_station_level = 1
layout = [
"XOOOOX",
"OOOOOO",
"XOOOOX",
"OOOOOO",
"XOOOOX",
]
default_modules = [
{type = "railgun_l", x = 1, y = 0, rotation = "east"},
{type = "railgun_m", x = 1, y = 3, rotation = "east"},
{type = "railgun_m", x = 3, y = 3, rotation = "east"},
{type = "weapon_stabilizer", x = 4, y = 1, rotation = "east"},
{type = "railgun_s", x = 4, y = 0, rotation = "east"},
{type = "railgun_s", x = 0, y = 1, rotation = "east"},
]
[ship.schematic]
materials = [{item = "battleship_hull", amount = 1}]
production_time_seconds = 6
[ship.health]
hp = 350
[ship.movement]
speed_mps = 14
main_acceleration_mpss = 18
maneuvering_acceleration_mpss = 8
angular_acceleration_radpss = 2
max_rotation_speed_radps = 1
[ship.sensor]
sensor_range_m = 280
# Dreadnought — 36 cells: the main battery deck is split into three 3x3 gun
# slots by structural spacer columns, so exactly three l guns fit side by
# side (or m guns / supports in unused slots). The spacers cap every
# horizontal run at 5 cells, so the 2x6 drone hangar can never fit — carriers
# stay the only hangar hull. Bow and stern strips hold supports.
[[ship]]
id = "dreadnought"
unlock_at_station_level = 2
unlock_requires = ["battleship"]
layout = [
"XXXOOOOOXXX",
"OOOXOOOXOOO",
"OOOXOOOXOOO",
"OOOXOOOXOOO",
"XXOOXXXOOXX",
]
default_modules = [
{type = "railgun_l", x = 0, y = 1, rotation = "east"},
{type = "railgun_l", x = 4, y = 1, rotation = "east"},
{type = "railgun_l", x = 8, y = 1, rotation = "east"},
{type = "armor_plates", x = 3, y = 0, rotation = "east"},
{type = "armor_plates", x = 5, y = 0, rotation = "east"},
{type = "armor_plates", x = 2, y = 4, rotation = "east"},
{type = "armor_plates", x = 7, y = 4, rotation = "east"},
{type = "railgun_s", x = 7, y = 0, rotation = "east"},
]
[ship.schematic]
materials = [{item = "dreadnought_hull", amount = 1}]
production_time_seconds = 8
[ship.health]
hp = 800
[ship.movement]
speed_mps = 8
main_acceleration_mpss = 10
maneuvering_acceleration_mpss = 5
angular_acceleration_radpss = 1
max_rotation_speed_radps = 0.5
[ship.sensor]
sensor_range_m = 300
# Carrier — 37 cells: the top flight deck (rows 0-1) is the only place wide
# enough for the 2x6 drone hangar, and exactly one fits. The middle deck row
# is broken up by elevator shafts (the X cells) so no 3x3 l gun can ever fit;
# the lower decks hold supports and 2x2 point-defense m guns.
[[ship]]
id = "carrier"
unlock_at_station_level = -1
layout = [
"XOOOOOOOOX",
"OOOOOOOOOO",
"OOXOOXOOXO",
"XOOOOOOOOX",
"XXXOOOOXXX",
]
default_modules = [
{type = "drone_hangar", x = 2, y = 0, rotation = "east"},
{type = "railgun_m", x = 3, y = 2, rotation = "east"},
{type = "railgun_m", x = 6, y = 2, rotation = "east"},
{type = "armor_plates", x = 0, y = 1, rotation = "east"},
{type = "armor_plates", x = 8, y = 1, rotation = "east"},
{type = "sensor_booster", x = 3, y = 4, rotation = "east"},
]
[ship.schematic]
materials = [{item = "carrier_hull", amount = 1}]
production_time_seconds = 8
[ship.health]
hp = 700
[ship.movement]
speed_mps = 9
main_acceleration_mpss = 10
maneuvering_acceleration_mpss = 5
angular_acceleration_radpss = 1
max_rotation_speed_radps = 0.5
[ship.sensor]
sensor_range_m = 350