The game recomputes a machine's draw from its base-draw tag whenever a
module is added or removed. The rig kept that tag at the body's 2 kJ, so the
game briefly rewrote the draw to a percentage of 2 kJ before the mod put it
back. The tag now carries the body plus all cards (without modules).
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>
Top face with vents and an indicator, lit left edge, darker right side,
front with three card bays and a power port, two feet, rounded outline.
The cell-centre check still passes, so nothing can sit under it.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The game decides which cells an item occupies by the alpha of one pixel at
the centre of each 16x16 cell. The rig's rack bays left gaps exactly on the
centre rows, so 8 of 9 cells counted as empty and other items were placed
underneath it; the terminal's stand did the same. The rig gets a solid
back plate, the terminal's stand is widened, and art/sprites.py now checks
every cell the way the game does and refuses to write a sprite with a hole.
Verified in game: new rigs are 3x3 solid, new terminals 2x2 solid.
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>
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>
Market: PSCoin reference price with sentiment, anchor shifts from game
events (blackout, crackdown), daily volatility, NPC whales, a day-average
mark price, and side pairs pulled toward the reference by arbitrage.
Stablecoins: CRC depeg and haircut, CRT depeg and freeze chance by black
market reputation, CRA staking subsidy, warnings and the three-day spiral.
Exchange: CRC cash-out at market price, AML hit chance from size, 7-day
total, taint ratio and mixer/flag; light hits confiscate the tainted part,
heavy hits also report it as fencing; tax only on gains.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pure logic layer with no game references: xoshiro128** RNG with savable
state, asset registry (PSC, CRC, CRT, CRA, SPARK, Ponero), wallets whose
taint and cost basis move with transfers, constant-product pools with
nightly reversion, and mining (Probidia/PMD GPUs, RatDigg ASICs, network
hash response, halving, wear and sudden death). 35 checks pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>