Model name is display only; performance and price follow brand and tier.
Tier physical traits: power pins 6/8/8/8+8 and fans 1/2/3/3.
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>
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>
CardLook has five dimensions of three values each (fan, gold fingers,
bracket on the front; back print and back sticker on the back), 243
combinations. Wear traits follow health and appear on genuine cards too;
three signs (wrong port count, wrong or re-printed silkscreen, handwritten
serial) appear only on fakes, one to three of them. CardValue is the single
value function: sale price and the appraisal's correct value are both
price x (0.25 + 0.75 x health) of the chip actually inside; a dealer quotes
a fake by its labelled model. Graphics card prices rise to about 1.8x and
the block reward to 90 to keep the mining share in range.
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 inventor stock hook (his shop at night and his weekly visit
to the player's store) and his own table placement, so prices are item value
plus his markup. A rig if the player has none (30% otherwise), two basic
cards every time, advanced cards from day 10 (60%, a second at 30%),
flagships from day 30 (25%) or always during his special stock from day 20.
New, genuine cards only; only after Mining Access is unlocked. A test entry
in the dev panel (F9) restocks the counter the way his shop does.
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>