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Machines

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.

Hypogrean Infuser

  • 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
  • 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