Circuit Assembly & balancing
CD4017BE opened this issue ยท 0 comments
Main Ideas:
- A circuit schematic gains different complexity values depending on the amount and types of gates used in it. Current plan is 3 different stats:
basic complexity
(io, logic-cates, comparators),advanced complexity
(arithmetic and other advanced gates) andmemory
(= bytes used for all variables combined) - Processors are build in an assembler block out of a base component that determines maximum io-port count and
size
. Other materials can then be added to build up the required complexity stats from above. However the amount of materials that can be added is limited by the base component'ssize
value. - Circuits consume power for each cycle they process which is taken from a small internal buffer. But the internal buffer will recharge on its own with a rate that depends on the materials used for assembling the processor. So if the circuit runs slow enough or the
passive recharge
rate is high enough it can run on its own, otherwise external power supply is needed. - For assembly materials basically any item available in the modpack can be registered. The general balancing idea is: Big clunky components (like raw redstone, quartz, etc. ) that offer low
complexity
persize
but cause highpassive recharge
versus small integrated components (microchips, electronic circuit boards, etc.) with highcomplexity
at lowsize
cost but basically nopassive recharge
. And maybe also some "booster materials" that only increasepassive recharge
at a smallsize
cost (Uranium, Pellets of RTG-Fuel and stuff like that). - For very simple circuits there will be a Prototype Processor that offers some basic complexity stats and can be directly crafted from crafting grid without needing to tinker with the assembler. And of course also a Creative Processor.