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V2 correctif audit - #135

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Giovanniricotta2002 merged 199 commits into
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V2-CorrectifAudit
Aug 1, 2026
Merged

V2 correctif audit#135
Giovanniricotta2002 merged 199 commits into
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V2-CorrectifAudit

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Remove dead V2 relics: lib.multiblock.manager.* (MultiBlockCache,
MultiBlockManager, RegisteredMultiBlockPattern), IBetterPattern,
the non-aisle SimpleMultiBlockPatternBuilder, and the legacy
IrradiatedSurfaceRules v1 implementation. The v2 surface rule logic
now lives in IrradiatedSurfaceRules, and CNNoiseGeneratorSettings
points back to it.

Introduce IMultiblockController to decouple
MultiBlockManagerBeta.findStructure from the concrete
ReactorControllerBlockEntity, and consolidate the duplicated
FALLBACK rod/fluid type ResourceKeys into CreateNuclearRegistries.

Also drop unused fields/imports (CNDensityFunctions.NOODLES,
CNNoiseData basalt mare keys, commented-out registrations and
mob spawns, debug logger call in
SimpleMultiBlockAislePatternBuilder, dead
getDistanceControllerTest), and fix a typo in
MultiBlockOffsetPos (caracter -> character).
Move all radiation-related classes (CNRadiationValues, RadiationBucketItem,
RadiationItem, RadiationEffect, RadiationEffectHandler, the radiation
capability, and RadiationOverlay) out of foundation/item/radiation,
content/effects/capability, foundation/events/overlay and impl/effect
into a single content.radiation package and content.radiation.capability /
content.radiation.client subpackages, to
give the feature one owner instead of spreading it across four layers.

Drop the now-unused RadiationSyncPacket and ClientRadiationData
(dead client-sync packet) along with their CNPackets registration.

Fix the RadiationEffetcHandler typo (-> RadiationEffectHandler) and
merge foundation/util into foundation/utility by moving ClothTagHelper,
updating all references in AntiRadiationArmorItem and
SmithingTransformRecipeMixin.

Add a guard in RadiationRegistry.build() that throws if an item already
implements IRadiationSource, preventing double-counted radiation values
between the two parallel radiation sources.
…yManager

Move the frame fluid cache, fill-ratio computation, and frame column
bounds (min/max Y) out of ReactorControllerBlockEntity into a new
ReactorFrameDisplayManager/ReactorFrameDisplayManagerI pair, following
the manager/service extraction pattern already used for output, input
fluid, and alarm logic.

ReactorFrameRenderer and ReactorAssembler now go through
getFrameDisplayManager() instead of calling the now-removed
getDisplayedFluid/getDisplayedFluidFillRatio/setFrameColumn/
hasFrameColumn/getFrameColumnMinY/getFrameColumnMaxY methods directly
on the controller. NBT read/write for the frame column bounds is
delegated to the new manager as well.

Also expose getInputFluidManager() on the controller, drop a leftover
commented-out debug block in onSpeedChanged, fix a stray line break in
setMultiblockFacing, and tighten changeBiome's visibility to private.
…ion and BoundingBox

IMultiblockController.setMultiblockFacing/getMultiblockFacing and
ReactorControllerBlockEntity's reactorFacing now use Direction instead
of a raw String ("north"/"east"/...), and reactorPos/multiblockStructure
now uses vanilla's BoundingBox instead of a hand-rolled
[xMin,xMax,yMin,yMax,zMin,zMax] int array. MultiBlockManagerBeta and
ReactorPattern.isInReactorRange are updated accordingly, with
isInReactorRange now delegating to BoundingBox.isInside.

DefaultPersistenceService serializes the facing via
Direction.getSerializedName()/byName and the structure bounds via
BoundingBox.CODEC.

ReactorAssembler gains a static getStructureBound(BlockPos, int,
Direction) computing the reactor's BoundingBox from its center, size,
and facing, replacing the old @deprecated
getStructureBounds/applyOffset switch-based lookup tables on the
controller (also removes the dead @deprecated getBlockPosForReactor).
findAndRegisterSpecialBlocks now takes a BoundingBox.

Extract the reactor explosion's circular biome-irradiation logic out of
ReactorControllerBlockEntity.changeBiome/createCircularResolver into a
new BiomeIrradiationService, with biome-tag-based target resolution via
BiomeIrradiationMapping/BiomeIrradiationMappings (overworld/nether/end
each map to their own irradiated biome instead of always Irradiated
Plains).

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Giovanniricotta2002 and others added 25 commits June 13, 2026 22:15
…n packages

Sweep of dead/unused imports left over from previous refactors:
SimpleMultiBlockAislePatternBuilder, ClientEvents, ReactorFluidTypesValue,
SmithingClothRecipeBuilder, MultiBlockManagerBeta,
AnimalUtil, VicinityEffect, ClothItem, BigFluidStack, ReactorAssembler,
ReactorControllerBlockEntity, ReactorSummaryDisplaySource,
CNDensityFunctions and IrradiatedBiomes.

Also move the RADIATION_VALUE static import below the regular imports
in RadiationCapability and drop a stray blank line in
IRadiationCapability, with no behavioral change.
…or and ReactorDebugDiagnostics

Move triggerNuclearExplosion out of ReactorControllerBlockEntity into a new
ReactorMeltdownExecutor (IExplosionService), computing explosion size,
spawning the NuclearExplosionEntity, destroying the controller block and
irradiating the surrounding biome. The block entity now delegates to this
service via the existing service-injection pattern and just sets
isExploding.

Replace the verbose logReactorConnections debug dump (raw LOGGER.debug calls)
with ReactorDebugDiagnostics.sendReactorConnectionsTo, which reports input,
fluid input, output and alarm manager state directly to the requesting
player as translated chat messages. Add the corresponding
createnuclear.reactor.debug.* translation keys to reactor.json and update
ReactorControllerBlock's paper-item handler to pass the player through.
Drop the unused translation keys reactor.info.assembled.none,
reactor.info.assembled.destroyer and reactor.info.is from the default,
en_us and en_ud reactor lang files (none of them were referenced anywhere
in code).

Also remove the leftover commented-out "reactor is not assembled" chat
message in ReactorControllerBlock's interact handler.
…te/ReactorGoggleTooltipRenderer

Replace the three loose clientDisplayItems/clientDisplayFluids/clientMaxFluidCapacity
fields on ReactorControllerBlockEntity with a single immutable
ReactorDisplayState record (items, fluids, maxFluidCapacity), with its own
serializeNBT/deserializeNBT for the client sync packet. Move the
serialization logic out of readBasicState/writeBasicState into
DefaultPersistenceService, which now reads/writes the "displayState" tag on
client packets.

Move the Goggles tooltip rendering out of addToGoggleTooltip into a new
stateless ReactorGoggleTooltipRenderer that renders purely from a
ReactorDisplayState snapshot plus the current heat value.

Also switch the debug-connections interaction trigger from holding paper to
holding a debug stick.
Break the single render() method into renderHeaderAndHeat, renderItemRods
and renderFluidTanks, each responsible for one section of the Goggles
tooltip. Pure refactor, no behavioral change — render() now just calls the
three helpers in order.
…lder

Move the per-tick collection of input item/fluid data out of
ReactorControllerBlockEntity.tick() into a new ReactorInputSnapshot
record and ReactorInputSnapshotBuilder service. The builder scans the
input item/fluid handlers and produces a single immutable snapshot
(items, fluids, max fluid capacity, fuel/cooler rods), which the block
entity now uses to populate displayState, bigFuelItem, bigCoolerItem
and bigFluidStack.

This removes a chunk of inline collection logic and several now-unused
imports from the block entity, consolidating the snapshot into one
reusable source for tooltip display and future consumption/heat
calculations.
Stop tracking .claude/settings.local.json (machine-specific Claude
Code settings) and exclude .claude/* via .gitignore. Add AUDIT2.md,
an independent re-evaluation of the V2 refactor against AUDIT.md.
Drop the createnuclear-specific lead_ores, uranium_ores and
thorium_ores tags (CNTags, CNBlocks, CNStandardRecipeGen) and use the
shared forge:ores/lead, forge:ores/uranium and forge:ores/thorium tags
everywhere instead, removing duplicate tag definitions and regenerating
the recipe/advancement JSONs that referenced them.

Also fix harvest-tool tags for thorium ore and raw thorium block: add
NEEDS_DIAMOND_TOOL/NEEDS_IRON_TOOL to thorium ore (both deepslate and
stone variants) and NEEDS_DIAMOND_TOOL to raw_thorium_block, and add
deepslate_thorium_ore to needs_iron_tool, so thorium-related blocks
require the correct tool tier like their uranium/lead counterparts.
RodsTooltipHandler intentionally skips mod items (already handled via
setTooltipModifierFactory) to only process external/datapack items.
This is not a bug, but a readability risk — updated documentation
with the rationale and a recommendation to add a guard comment.
Document the semantic split between RadiationEffect's binary gate and
RadiationCapability's continuous dose attenuation, and propose
RadiationCapability.canBeIrradiated() as the single reusable gate with
a cached entity blacklist instead of rebuilding the HashSet per call.
…ensions

Replace `var entityModelSet`/`var root` with explicit
EntityModelSet/ModelPart types in getHumanoidArmorModel(), for
consistency with the project's preference for explicit typing over var
(see e.g. ReactorSummaryDisplaySource's Map.Entry<Item, Integer> and
List<BigFluidStack> in commit e790095's predecessor).
…base

Complete the §6 French-comment cleanup tracked in AUDIT_ACTUEL.md
(items 6-14, minus the already-resolved ReactorSummaryDisplaySource
guard clauses): translate every remaining French inline comment and
Javadoc to English, with no functional or logic changes:

- CNFluids.java: translate the uranium/liquid-nitrogen/thorium fluid
  effect comments, including the freeze-tick compensation notes.
- ClientEvents.java: translate the tick-handling and camera-shake
  Javadoc/comments, and drop a redundant inline comment duplicating the
  method doc.
- PalettesVariantEntry.java: remove a dead, comment-only `if` block that
  only held a French note about render-type handling moving elsewhere.
- AntiRadiationArmorItem.java: translate the getArmorTexture comment.
- ReactorSizeDisplaySource.java: translate the label/gauge comments.
- CameraAccessor.java: translate/remove the package and Invoker
  comments (mixin invoker for Camera#move).
- GameRendererMixin.java: translate the sky-darkening and white-flash
  injection comments.
- RadiationHeartMixin.java: translate the Gui.class targeting comment
  and the renderHeart/heart-texture-swap comments.
- IrradiatedBiomes.java: translate the biome color comments (water,
  fog, sky, grass, foliage).

No file in this diff contains any remaining French text.
…and CNEntityType, update audit tracking

- NuclearExplosionEntity.java: translate the Alex's Caves compat
  comments (why `alexscaveHandler` is typed as Object, when the compat
  handler is instantiated, Raycat/Tremorzilla immunity handling) and
  the vanilla-block destroy-after-explode fix comment, expanding them
  with more precise explanations rather than a literal translation.
- CNEntityType.java: translate the "Utilise le renderer vide par
  défaut de Minecraft" comment on the mushroom cloud entity's renderer
  registration, explaining that the particle does the actual rendering.
- AUDIT_ACTUEL.md: record commit `9e8abe92` (2026-07-14), which
  translated the previous 9 remaining French-comment files from §6
  (CNFluids, ClientEvents, the three mixins, PalettesVariantEntry,
  AntiRadiationArmorItem, ReactorSizeDisplaySource, IrradiatedBiomes),
  dropping the affected file count from 11/292 to 2/292 (~3.8% to
  ~0.7%); also documents the newly-found CNEntityType.java:76 comment
  that prior audit passes had missed, and narrows the remaining §6
  scope down to NuclearExplosionEntity.java and CNEntityType.java.
…PEED cross-reference fix

- §0: add a 2026-07-14 update for commit `eeffe4fe`, translating the
  last 2 remaining French-comment files (NuclearExplosionEntity.java,
  CNEntityType.java) and confirming via a full src/main/java grep that
  §6 (French comments/Javadoc) is now entirely closed, 0/292 files.
- §6: rewrite the section to reflect full closure — replace the
  "Résolu"/"Cas restants" split with a single chronological "Historique
  de la résolution" list covering all four translation commits
  (`3be6252a`, `cc532f83`, `9e8abe92`, `eeffe4fe`), update the global
  count to 0/292 files, mark the ReactorOutput.SPEED ambiguity note as
  resolved (cross-referencing the earlier `ae1e394d` fix that this
  section had not yet reflected), and rewrite the "pattern récurrent"
  and "priorité recommandée" paragraphs to state the item is closed.
- §7 (item 8 "Documentation"): mark the last remaining translation
  bullet (NuclearExplosionEntity.java/CNEntityType.java) as done, with
  a note that §6 is now fully closed at 0/292 files.
- §8.1: add a changelog row documenting `eeffe4fe` (Alex's Caves compat
  comment translation plus a correction to a stale English comment
  about destroyBlock's drop-items parameter, and the CNEntityType.java
  renderer comment), noting no behavioral change and full §6 closure.
… refuted false positive

- §0: add a 2026-07-14 documentation-only update noting that the
  ReactorSummaryDisplaySource.formatValue "heat display mode
  inconsistency" item (§2.4/§7 priority 5) is refuted and closed after
  deeper analysis, not fixed by code.
- §2 (item 4): mark the item as refuted/closed with a strikethrough,
  pointing to the new §8.2 write-up instead of describing it as an
  open, unchanged inconsistency.
- §5 (design/UX improvements): mark the corresponding recommendation
  as refuted/closed without code, same cross-reference.
- §8.2: add a detailed rebuttal explaining that forcing a gauge for
  `heat` in normal mode (gaugeOnNormal=true) isn't an isolated
  exception — formatFluid does the same for `fluid` — so the summary
  widget consistently gauges its two most glance-critical stats while
  keeping fuel/cooler as text; HeatDisplaySource is a single-line,
  single-stat widget with different space constraints, so there was
  never an implicit rule that the two widgets' default modes should
  match. Also documents why a shared ReactorDisplayFormatting utility
  was considered and rejected: the three existing mode->render mappings
  have different semantics (3 vs 4 modes, per-stat gaugeOnNormal flag,
  optional unit suffix), so unifying them would cost more than the
  purely cosmetic inconsistency it would fix.
…em as confirmed status quo

- §0: add a 2026-07-14 documentation-only update confirming the §3/§7
  item 9 status quo — RadiationCapability.tickRadiation's lack of an
  inventory dirty-check for non-player LivingEntity is analyzed in
  depth and kept as-is, since the mob scan (6 slots, O(1) HashMap
  lookups via RadiationRegistry) is too small for a player-style hash
  (41 slots) to pay off, and the rest of tickRadiation likely dominates
  per-mob cost anyway.
- §3 table: rewrite the RadiationCapability.tickRadiation row from
  "point à surveiller" to "statu quo recommandé", summarizing why
  hashing 6 slots wouldn't be cheaper than the direct computation it
  would replace, and that event-driven invalidation
  (LivingEquipmentChangeEvent) — not a hash — would be the only
  approach worth revisiting if profiling ever flags this loop as hot.
- §7 (item 9 "à surveiller"): update the watch-item description with
  the same summary and §8.2 cross-reference.
- §8.2: add a detailed rebuttal with code references
  (RadiationCapability.java, RadiationRegistry.java) covering: the
  41-vs-6-slot asymmetry, why hashing wouldn't be cost-effective at mob
  scale, why the rest of tickRadiation likely dominates the per-mob
  cost regardless, the event-driven invalidation fallback if profiling
  ever justifies it, and a clarification that
  computeItemRadiation(Player) intentionally excludes player armor
  since no armor item in this mod is a radiation source (only
  resistance equipment).
…as still open

- Coverage-limits note (intro): mark B7, B10, B17 and B18 as re-verified
  by direct code reading instead of "neither confirmed nor refuted";
  note that the unnumbered "minor" list from AUDIT_V1.md §2 is still
  entirely unverified.
- §1 (bug table): add a new open bug row for
  IrradiatedOverlayRendererVision (foundation/events/overlay/IrradiatedOverlayRendererVision.java:23)
  — ex-B10 — mc.gameMode.getPlayerMode() is called with no null-guard
  on mc.gameMode, which can be null during world (re)load; the
  existing mc.player null-check happens later in the method and does
  not protect this earlier access. One-line fix identified but not
  yet applied.
- §8.2 (refuted/closed investigations): add two new entries refuting
  legacy AUDIT_V1.md claims after direct code inspection —
  CNNoiseData.bootstrapRegistries (B7): EROSION noise parameters are
  in fact registered, contrary to the "entirely commented out" claim;
  RodsTooltipHandler (B17): the namespace check is confirmed
  intentional (explicit in-code comment) to avoid double tooltips on
  mod rods already handled via Registrate's setTooltipModifierFactory,
  not an accidental inversion.
- Relocate ClientEvents from the createnuclear root package to
  net.nuclearteam.createnuclear.foundation.events, aligning it with
  the rest of the foundation/events/* classes (e.g. the overlay
  renderers).
- Update the package declaration and add explicit imports for
  CNClientProxy and CreateNuclear (previously implicit same-package
  references from the root package).
- No behavioral changes: nuke flash/shake ticking, camera-shake
  computation, and anti-radiation armor model-part hiding logic are
  unchanged.
…gister them under the "client" mixin block

- Relocate CameraAccessor, GameRendererMixin and RadiationHeartMixin
  from foundation.mixin to a new foundation.mixin.client subpackage,
  and update ClientEvents' import of CameraAccessor accordingly.
- createnuclear.forge.mixins.json: move RadiationHeartMixin,
  GameRendererMixin and CameraAccessor out of the common "mixins" list
  into the "client" list (with their new "client." prefix), so they
  are only applied on the client distribution instead of being loaded
  on dedicated servers; also drop the now-unused "accessWidener" entry.
- Rename mixin injector methods to the "CN$" prefix convention
  (cn_tick -> CN$tick, cn_render -> CN$render,
  createnuclear$changeHeartTexture -> CN$changeHeartTexture) for
  consistency across the mixin classes.
- RadiationHeartMixin: fix VANILLA_ICONS to use the single-argument
  ResourceLocation constructor (implicit "minecraft" namespace)
  instead of the deprecated explicit-namespace constructor.
…single Holder

- RodType and ReactorFluidType now hold a single Holder<Item>/Holder<Fluid>
  (fields renamed item/fluid) instead of a HolderSet<Item>/HolderSet<Fluid>
  that always contained exactly one entry in practice; codecs switch from
  RegistryCodecs.homogeneousList to RegistryFixedCodec, and generated JSON
  data (fluids/type/*.json, rods/type/*.json) is regenerated with the
  singular "fluid"/"item" fields instead of "fluids"/"items" arrays.
- RodType.Builder.addItems(ItemLike...) is replaced by a single-item
  item(ItemLike) setter; ReactorFluidType.Builder.fluid(...) now replaces
  rather than accumulates. Update all call sites (ItemRodTypesValue,
  CNRodTypes javadoc, DefaultHeatCalculator's rod.items().size() > 0
  checks switched to rod.isNotEmptyItem()).
- Default sentinel instances (ItemRodTypesValue.DEFAULT_ROD_TYPE,
  ReactorFluidTypesValue.DEFAULT_REACTOR_FLUID_TYPE) now use
  Items.AIR.builtInRegistryHolder() / Fluids.EMPTY.builtInRegistryHolder()
  instead of an empty HolderSet, and isNotEmptyItem()/isNotEmptyFluid()
  check identity against AIR/EMPTY instead of checking set size.
- ReactorFluidType: remove the unused useConfig/setRodConfig
  config-override mechanism (dead code — the CNConfigs lookup was
  already commented out) along with its now-redundant maxHeat()/
  efficiency() overrides.
- toString() on both records is updated to report the single fluid/item
  name instead of joining a list.
…echanism discrepancy

- CNConfiguredFeatures: bump lead ore's OreConfiguration vein size
  from 10 to 12.
- CNPlacedFeatures: rebalance ore placement counts — uranium 5 -> 4,
  thorium 8 -> 6 per chunk, and reduce striated_ores_overworld
  frequency from "on average once every 1 chunk" to once every 64
  chunks (was effectively placed almost everywhere before).
- Regenerate the corresponding datagen output
  (worldgen/configured_feature/lead_ore.json,
  worldgen/placed_feature/{striated_ores_overworld,thorium_ore,uranium_ore}.json).
- AUDIT_ACTUEL.md: add a new "on hold" §2 note (per user request,
  2026-07-25) flagging that Nitrate Ore's loot table uses vanilla
  minecraft:ore_drops while Thorium/Uranium use set_count +
  uniform_bonus_count — a pattern inconsistency to resolve later
  (harmonize or document as intentional), not addressed in this
  change.
…add its Reinforced Glass Bottle recipe chain

- Rename BiomeRestoreCellItem -> BiomeIrradationExtractorItem and the
  registered item biome_restore_cell -> biome_irradiation_extractor
  ("Biome Irradiation Extractor"), updating every reference
  (CNItems, CreateNuclearClient, CNBuilderTransformers) and the item
  model/texture path from item/biome_restore_cell/* to
  item/biome_irradiation_extractor/*. Old biome_restore_cell models
  and textures are deleted; new biome_irradiation_extractor models,
  advancement and lang entries are generated in their place.
- The extractor is no longer a standalone craftable item: it now has a
  shaped crafting recipe (8x) from 8 Reinforced Glass Bottles + 1
  Nether Star, gated behind a new has_reinforced_glass_bottle
  advancement/unlock, and its max stack size changes from 1 to 16.
- Add a new REINFORCED_GLASS_BOTTLE item (CNItems), craftable (3x)
  from Reinforced Glass in a diamond pattern, with its own generated
  model, recipe and texture.
- CBiomeRestore config: lower the default maxCharge from 16 to 8, and
  remove the now-unused alwaysShowBar option (and its comment).
- tooltips.json: add a beta-warning tooltip and a
  biome_irradiation_extractor restorations-counter tooltip
  ("Restorations: %d / %d"); minor unrelated whitespace cleanup
  (removed stray blank lines).
- Regenerate affected datagen output: en_us.json/en_ud.json lang
  files, the .cache index, and new recipe/advancement JSON for both
  biome_irradiation_extractor and reinforced_glass_bottle.
…ts across CNC* classes

- CRods: rename fields to a consistent noun-first style
  (baseValueUranium -> uraniumBaseValue, uraniumProxyBonus ->
  uraniumProximityBonus, baseValueGraphite -> graphiteBaseValue,
  graphiteProxyMalus -> graphiteProximityMalus) and remove two
  already-commented-out dead config entries (maxHeat,
  rodFuelMaxForCoolerRod) along with their now-unused comments.
  Update every call site: CNItems (rod registration), and the
  DefaultHeatCalculatorGameTest assertions.
- CNotify: rename distanceOfWarning -> warningDistance and its TOML
  key to snake_case; update all four call sites (ReactorAssembler,
  ReactorControllerBlock, IExplosionService,
  ReactorMeltdownMonitor). Fix CNCServer's copy-paste bug where the
  notify field was built with Comments.ratio instead of a proper
  notify comment.
- CWorldGen: invert disableWorldGen (default false) into
  enable/EnableWorldGen (default true), and update
  ConfigPlacementFilter.shouldPlace to match the flipped polarity.
- CRadiation: reorder configuredLists to be declared after the
  scalar fields, rename the entityBlackList TOML key to
  entity_blacklist, and substantially trim/rewrite the verbose
  multi-paragraph comments (enabled, radiationLevel1-3,
  amplifierLevel0-2, list, blackListEntity) into concise single-line
  or shortened descriptions.
- CNCClient: rename TOML keys nuclearBombFlash -> nuclear_bomb_flash
  and screenShaking -> screen_shake to snake_case, make screenShaking
  final, and reword both comments.
- CNCCommon: reword the worldGen comment.
- tooltips.json: fix a missing space in the enriched_soul_soil
  tooltip ("fire_.Can" -> "fire_. Can").
- Regenerate affected datagen output (en_us.json, en_ud.json, the
  .cache index) to reflect the renamed config-adjacent lang entries.
- Add an explicit import for ForgeConfigSpec.ConfigValue and use the
  unqualified ConfigValue<List<? extends String>> type for
  ENTITY_BLACKLIST instead of the fully-qualified
  ForgeConfigSpec.ConfigValue reference. No behavioral change.
…mity math asymmetry

- DefaultHeatCalculator.computeHeat: read the rod pattern directly from
  the blueprint item via ReactorBluePrintItem.getItemStorage(...)
  (an ItemStackHandler) instead of manually parsing raw "pattern"/
  "Items" NBT compound tags — removes the ListTag/Tag NBT walk in
  favor of the same accessor GameTest fixtures already use.
- Rewrite the fuel/cooler proximity scoring to be symmetric: a fuel
  rod's neighbor scan now only ever contributes when adjacent to
  another fuel rod (RodType.TypeRodPredicate.isFuel), and a cooler's
  scan only contributes when adjacent to another cooler
  (isCooled) — replacing the previous asymmetric logic where a cooler
  never scored anything and a fuel-next-to-cooler used a
  fuel.base/cooler.proximity division. Add the RodType(RodType) new
  isFuel/isCooled predicate overloads used for this.
  NOTE: this changes DefaultHeatCalculatorGameTest's asymmetry test
  from correct to outdated — that test still asserts the old
  fuel/cooler division behavior and needs re-verification against
  this new logic.
- computeHeat now skips TypeRod.NONE rods explicitly and clamps the
  final result to a minimum of 0 (Math.max(0, heat + overHeat))
  instead of allowing negative heat.
- Thread a new previousHeat/currentHeat parameter through the whole
  heat-calculation call chain (IHeatService, DefaultHeatService,
  HeatManager, IOverheatController, DefaultOverheatController,
  IReactorHeatUpdateCoordinator, ReactorHeatUpdateCoordinator,
  ReactorControllerBlockEntity) so DefaultOverheatController can force
  the overheat timer to increment once the reactor's heat exceeds its
  active fluid's configured maxHeat, in addition to the pre-existing
  fluid-shortage/negative-ratio conditions.
- Minor cleanup: drop unused imports in HeatManager, remove a stray
  blank line in ReactorControllerInventory, and remove a dead
  `formattedPattern[j][k] == 99` sentinel check in DefaultHeatCalculator
  (now unreachable since slots are matched by value, not sentinel).
… cooler-to-cooler

- DefaultHeatCalculator.computeHeat: correct the cooler branch's
  neighbor check — the previous commit's rewrite still compared
  isCooled(rod) && isCooled(neighborRod), which never triggers a
  cooler's own contribution (two coolers never award heat to each
  other under this formula); now correctly checks
  isCooled(rod) && isFuel(neighborRod), matching the external design
  spec's "Graphite extra: -1/4Q of the heating rod" and the
  reference JS calculator (verified 128 on both sides for the
  [G,T,G]/[T,U,T]/[G,T,G] pattern).
- AUDIT_ACTUEL.md: document this fix in §0 (commit 691dfb1 + this
  follow-up), close the §2.2 fuel/cooler asymmetry item as resolved,
  update §3's GameTest coverage row and add a new
  ReactorFluidType.maxHeat() row noting it's no longer dead code,
  update §7 item 6's optimization note, and add the corresponding
  §8.1 changelog row — all cross-referencing that
  DefaultHeatCalculatorGameTest still asserts the old (now incorrect)
  division-based behavior and needs to be rewritten to match.
…a and add a 3x3 wiki-reference test

- DefaultHeatCalculatorGameTest: rename and rewrite test 3
  (fuelCoolerMix_onlyFuelScansContributeProximityHeat_coolerAdjacencyIsAsymmetric
  -> fuelCoolerMix_coolerScansItsOwnFuelNeighborsSymmetrically) to
  assert the current cooler-scans-fuel-neighbor multiplication formula
  (neighborRod.baseRodHeat() * rod.proximityRodHeat()) instead of the
  old fuel-scans-cooler-neighbor division formula, per the
  DefaultHeatCalculator fix landed in the previous commit.
- Fix test 2 (singleCoolerRod_noNeighbors_addsOnlyItsOwnBaseRodHeat):
  computeHeat now floors its result at 0
  (Math.max(0, heat + overHeat)), so an isolated cooler's negative
  baseRodHeat was previously being swallowed by the floor and the
  test's -32 expectation was unreachable; add a large overHeat (50)
  to keep the total positive and actually exercise baseRodHeat's
  contribution.
- Add a new test 4 (threeByThreeDiamond_matchesWikiCalculatorReferenceValue)
  covering a full interior 3x3 rod pattern (4 corner graphites, 4 edge
  thoriums, 1 center uranium), asserting against a config-derived
  expected value that matches the community wiki calculator's
  reference result of 128 for this pattern under default balance.
- AUDIT_ACTUEL.md: update §2.2, §3's GameTest coverage row, and the
  §8.1 changelog entry to record that DefaultHeatCalculatorGameTest is
  now up to date with the corrected formula, and document the
  in-game GameTest run (./gradlew runGameTestServer, 30 tests, 3
  failures — 2 already-known/expected ReactorInputFluidManager
  over-extraction contract markers, 1 fixed here from the new
  Math.max(0, ...) floor).
…he O(81) position lookup

- DefaultHeatCalculator: replace the per-rod double loop over the full
  9x9 formattedPattern grid (used just to relocate a rod's own slot
  before scanning its neighbors) with a static
  NEIGHBORS_BY_SLOT map (Map<Integer slot, List<Integer> neighborSlots>),
  built once via buildNeighborsBySlot() from the pattern/offsets.
  computeHeat now looks up a rod's neighbor slots directly instead of
  re-scanning all 81 grid cells per rod (~57x81 ≈ 4617 iterations/tick
  on a full reactor down to O(1) map lookups), matching the low-risk
  optimization already tracked in AUDIT_ACTUEL.md §2.2/§7.
- formattedPattern/offsets fields become static final
  FORMATTED_PATTERN/OFFSETS constants shared across instances instead
  of being rebuilt per DefaultHeatCalculator instance.
- No behavioral change: neighbor resolution order and the fuel/cooler
  proximity formulas are unchanged.
…_ACTUEL.md, cross-referenced to 37613d8

- §2.2: mark the remaining O(81) position-lookup loop as resolved
  (commit 37613d8), pointing to the new §8.1 entry instead of
  repeating the recommendation inline.
- §3 (multiblock optimization table): flip the
  DefaultHeatCalculator.computeHeat row from "partially fixed, low
  priority" to "fixed, closed", referencing the new NEIGHBORS_BY_SLOT
  map and commit 37613d8.
- §7 (priority 6, minor optimizations): mark the slot->neighbor
  precompute item as done, describing NEIGHBORS_BY_SLOT and
  buildNeighborsBySlot().
- §8.1 (changelog table): correct the previous fuel/cooler-asymmetry
  entry's hash reference (drop the "+ correctif suivant... non
  commité" placeholder, now that that follow-up has its own commit),
  and add a new changelog row for 37613d8 documenting the O(81) ->
  O(1) neighbor-lookup optimization (FORMATTED_PATTERN/OFFSETS made
  static final, new precomputed NEIGHBORS_BY_SLOT map), noting it is
  a no-behavior-change performance fix.
…mble/disassemble sound events

- CNSoundEvents: rename the NUCLEAR_EXPLOSION_RINGING sound entry
  from "explosion/nuclear_explosion_ringing" to "explosion/ringing",
  matching the renamed audio asset (nuclear_explosion_ringing.ogg
  deleted, replaced by the new ringing.ogg).
- NuclearMushroomCloudParticle: fix the ringing playback to actually
  use CNSoundEvents.NUCLEAR_EXPLOSION_RINGING instead of
  NUCLEAR_EXPLOSION_SHOCKWAVE (kept as a commented-out reference).
- ReactorControllerBlock: switch the assemble/disassemble sound
  effects from REACTOR_ACTIVATION/REACTOR_SHUT_OFF to the dedicated
  MOTOR_ASSEMBLE/MOTOR_DISASSEMBLE sound events.
- gradle.properties: bump mod_version from 2.0.17-beta-sound to
  2.0.17-beta-sound2.
- Regenerate affected datagen output (sounds.json, en_us.json,
  en_ud.json, .cache index entries) to reflect the renamed sound
  file.
…version

- IrradiatedBiomes: register a new .backgroundMusic(new Music(...))
  entry for the irradiated_land biome, reusing the same
  BIOME_WASTELAND sound event as the ambient loop sound (min_delay 0,
  max_delay 300, replace_current_music true). The existing
  .ambientLoopSound(...) call is kept but flagged in a new comment as
  pending replacement by a dedicated ambient-loop sound distinct from
  the background music.
- BiomeIrradiationService: add unused ServerPlayer and CreateNuclear
  imports (no behavioral change yet in this diff).
- gradle.properties: bump mod_version from 2.0.17-beta-sound2 to
  2.0.17-beta-sound3.
- Regenerate the corresponding datagen output
  (worldgen/biome/irradiated_land.json gains a "music" block; .cache
  index updated).
…verheat, in addition to fluid conditions

- Add new HeatBalance record (content/multiblock/reactorLogic) holding
  weighted heatPoints (fuel) and coolingPoints (cooler) sums, with a
  resolve() method comparing their ratio against the wiki-reference
  6:1 TARGET_RATIO to produce an EquilibriumState.
- Add new EquilibriumState enum (OVERHEATING / BALANCED / OVERCOOLING);
  only OVERHEATING currently drives behavior (BALANCED/OVERCOOLING are
  placeholders for a future status display / output bonus-malus).
- Move heat-balance computation from a static
  ReactorHeatUpdateCoordinator.calculateActualTotalHeatRatio(...)
  helper into the IReactorHeatUpdateCoordinator interface as an
  instance method calculateHeatBalance(...), now returning a
  HeatBalance instead of a single int — it separately accumulates
  heatPoints for FUEL rods and coolingPoints for COOLER rods (each
  weighted by RodType.ratio()) instead of summing every rod's
  heatRatio into one signed total. Document all four
  IReactorHeatUpdateCoordinator methods with full parameter Javadoc.
- DefaultOverheatController.updateState: take a HeatBalance instead of
  a raw totalHeatRatio int. The overheat timer now escalates on two
  independent malus points — rodMalus (HeatBalance.resolve() ==
  OVERHEATING) and fluidMalus (insufficient fluid / exceeds fluid
  maxHeat) — and when both are active simultaneously, overHeat
  increases by 2 per tick instead of 1, and overFlowLimiter decreases
  by the same malusPoints count (floored at 2) instead of always by 1.
- Thread the new HeatBalance type through the whole heat-calculation
  call chain in place of the old totalHeatRatio int: IHeatService,
  DefaultHeatService, HeatManager, IOverheatController,
  ReactorHeatUpdateCoordinator, ReactorControllerBlockEntity (new
  heatBalance field, initialized to HeatBalance(0, 0), now populated
  via heatCoordinator.calculateHeatBalance(...) instead of the removed
  static helper).
- RodType: rename the heatRatio field/accessor/builder methods to
  ratio (and its codec key "heatRatio" -> "ratio", default unchanged
  at 1); update all call sites (CNItems rod registration, RodsStats
  tooltip, ReactorBluePrintMenu's totalHeatRatio -> totalRatio local
  var and NBT key "totalHeatRatio" -> "totalRatio").
- CRods: change graphiteHeatRatio's default value from -6 to 1, since
  cooling/heating weighting is now handled by HeatBalance's separate
  heatPoints/coolingPoints sums rather than by sign.
- tooltips.json / regenerated en_us.json, en_ud.json: rename the
  "heatRatio" tooltip key to "ratio" and reword its text to "Rod Value
  for ratio: %d".
…unused worldgen imports

- ReactorOutputEntity: remove the dead/unused controllerEntity,
  controller fields and their setController(...)/setSpeed(...)/
  getDir()/setDir(...) accessors, plus the overridden tick() method
  that looked up the reactor controller 3 blocks above and force-set
  speed to 0 whenever it wasn't found or wasn't assembled — none of
  this was reachable from outside the class and getGeneratedSpeed()
  never consulted these fields. Also drop now-unused imports
  (BlockGetter, Level, CNBlocks, ReactorControllerBlock,
  ReactorControllerBlockEntity, the static DIR import), a stray
  commented-out ScrollValueBehaviour field/getGeneratedSpeed body, and
  redundant blank lines; make the inner ReactorOutputValue class
  static since it no longer needs an outer-instance reference.
- IrradiatedBiomes: remove unused imports (Carvers,
  MiscOverworldPlacements, GenerationStep) left over from prior
  worldgen cleanup.
@Giovanniricotta2002
Giovanniricotta2002 merged commit db0826f into V2 Aug 1, 2026
@Giovanniricotta2002
Giovanniricotta2002 deleted the V2-CorrectifAudit branch August 1, 2026 15:09
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