Bank shows real credits, rent and deposits/withdrawals; Poinbase is the
compliant exchange; Web3 is the wallet and decentralised trading.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Fans (1/2/3/3) and power connectors (6/8/8/8+8) follow the real chip's tier,
so a fake shows its real tier physically. Serial numbers (brand prefix, tier
code, factory code, four digits) are drawn on the sticker from card state;
the label bar gets power-and-fans and serial rows, eight in total, with a
framed panel. A graphics card appraisal guide item holds the rules.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Six labels (model, fan, contacts, bracket, back print, sticker). Dealers
state claims (honest tell the truth, middlemen hide 70%, scammers hide
everything and name the stamped model); the price follows claims until a
label is pointed out, then follows the real state. Pointing at a fake's
evidence exposes the model label too. A wrong accusation costs reputation.
Owned cards can have claims edited freely with a labeler present; a buyer
spots each hidden flaw with 35% chance, which exposes it and costs
reputation. Dimensions are additive percent adjustments on the model price.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Fan, contact and scratch levels are recomputed from health and a per-card
seed, so a card looks older as it wears. Fan and contacts scale hashrate.
Each inspection-tray detail now maps to exactly one dimension value. Quoting
dealers price the card as if its condition were fine; the player points out
fan, contacts, bracket, print or sticker in the tray to take the matching
discount or expose a fake (a wrong accusation costs reputation like the
vanilla confrontation). Unowned cards show a coarse grade and rated specs.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Cards are inspectable. While the magnifier inspection tray shows a card, a
mod-owned panel under the tray draws the card enlarged with its appearance
overlays and a turn-over button. No Harmony patches: a resident component
watches the inspection manager.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Client-temporary features are stripped when an item sits on the front
counter, so the scam markup never applied. The quote now lives in a tag and
counts only while the item is not owned. GPU item type ELECTRONIC has no
translation in the game, so cards are typed as Material.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
A scav-type seller visits now and then with three to five used cards. An
honest dealer sells at true value, a middleman adds 8%, a scammer mixes in
fakes (relabelled cheap chips) priced at 90% of the labelled model's value.
The markup is a client-temporary item feature, so a bought card is only
worth its real value. Cards are registered as appraisal items; the correct
value is the same function as the sale value.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Terminal, rig and an RZX 50 (520 of goods) for 300, same price tier as the
other early network upgrades; the player is left with enough cash for the
first week's rent.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Terminal: monitor with a top face and a trapezoid keyboard. Graphics card:
a metal bracket with ports, two fans, brand stripe, gold fingers with a PCIe
notch and power connectors on top, now 2x2 cells. Rig: two slots by default,
an upgrade slot that takes the next level's electronics (4 common, 1 rare,
2 rare) and consumes them at once; the card grid reshapes with the slot
count, which is kept on the rig's tags. Verified in game, including the
slot limit, the upgrade items, five cards, and save and reload.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Uses the game's own "Service" card key like Probably Automated instead of
a custom group label, and the terminal as its icon.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The entry network upgrade is the gateway to the whole mod, not only
mining: it now delivers the trading terminal and an RZX 50; rigs are
bought from Dr. Jackson, who always stocks one while the player has none.
The upgrade id changes (unreleased, no migration).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The rig gets the game's universal module bay (module adjacency included).
The machine's summed performance, efficiency and quality percentages are
divided by 4, like the ratios vanilla machines use, and capped: hashrate
at most +20%, power saving at most 25%, card wear at most -30%. Performance
also raises wear and burn-out chance by the same amount; negative
efficiency (overclock module, neural cores) raises power draw. Replaces the
planned mod-specific overclock module. Tested in game.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
First playable slice, tested in game on the test save:
- Network upgrade "Mining Access" (300) delivers a trading terminal, a
mining rig and an RZX 50.
- The rig is a machine with a battery slot and four card slots; each night
it draws its total power from the battery and its cards mine PSCoin.
Cards show hashrate, power draw and condition, wear every night and can
burn out. All state lives on item tags or in the mod save data.
- Trading terminal with wallet, trade (four pairs, deposit credits as CRC,
withdraw CRC through the compliance desk) and report pages.
- Nightly log lines; exchange opening and halving news on the paper.
- English and Chinese text; sprites generated by art/sprites.py.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>