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>
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>