Remember that these machines are for the end-game of Monifactory. While some of these behaviors might be a little unfair, it’s intended because the end-game machines should be a challenge to setup. These machines should be difficult to setup because its complicated, not because it costs a million Monium.
- Has an internal temperature that can cool down and heat up
- Temperature vaguely obeys Newton’s Law of Cooling
- Means the temperature quickly changes when moving away from the extremes, but is quite slow to actually reach a extreme
- Prevents any cheesing of the passive cost by quickly disabling the Infuser because one tick of warming when it’s cold is worth many ticks of cooling
- Infuser requires a passive draw of energy while cooling
- The amount is dependent on the Cryogenic Casing tier
- The passive draw (and the cooling) can be disabled by disabling the
machine
- Also disables recipes, too bad!
- While the multiblock is broken, the infuser doesn’t change temperature
- This is an easy fix to multiblocks taking a few ticks to actually form on world load
- Also is nice to people who need to edit the multiblock
- And makes me feel better about making it take longer to cool down
- Temperature vaguely obeys Newton’s Law of Cooling
- Has internal sculk that is required to do recipes
- This sculk is initially gained by spending some expensive item, like a Sculk Catalyst
- The sculk can be maintained by constantly feeding it with liquid experience
- If it runs out of experience at any time, it loses the sculk and will require another catalyst
- Sculk is also lost when the multiblock is broken
- Uncertain mechanics
- Should it be able to overclock? do parallel?
- Should it even cost anything to do recipes?
- Maybe just have it increase the passive xp cost while cold, but run for free when its cold enough.
- Would also give an excuse to make the passive cost pretty high to make it more inticing to turn it off when not in use