#Introducing the NAC
1 messages · Page 2 of 1
gregos?
idk if he would be happy to be doing different recipes all the time
it would be very happy
theres one bit in the doc that sort of talks about this
1 moment
so the meta is having a single nac for all circuits?
Additionally, the amount of different items produced by the modules connected to the GREGOS allow it to experiment with various production strategies, improving the material efficiency of parts with enough combinations (1.0x-1.25x multiplier to output to all modules)
this is not implemented YET
but its part of the doc so it will get in eventually
from what in understood from a logic perspective, the speed bonus should scale as it does the same recipes more and more
cuz the meta shouldn't be having a single nac imo
we'll see how much that is true
Gameplay wise this means the player is incentivized to keep the NAC running (passive even?), while also having to balance the amount of dedicated modules
is what the doc says about gameplay impact of it
I think a single nac is fine, george is a single multi
plus tps
well, if it's passive then the boost should be from making the same recipe not different ones
I mean you can make 4 nacs lmfaooo
i think mechanics should uncentivize doing all recipes in the same nac
if it wants to experiment with different productions methods, it's different methods of doing the same thing not doing different things
it's what i interpret
can you explain why you want this?
to make the automation more complex and varied between nacs
i dont understand your line of thinking here honestly but its not really my position to care about balance
from waht I can tell between this and the talks in #mod-dev and #meta-dev , the community is very divided on "One NAC should be enough for everything" vs "you should have a bunch of NACs"
nac shouldn't just be an mcr where it's perfect oc and you just pattern stuff in
the doc itself talks abt making it passive
Would you want 1 nac per circuit type then?
one multi for everything is boring
imo the acceptable range of nacs should be smth like
2<#<12
to be the most effective that is
unless the multi is something really simple or something godlike
circuits aren't simple
so like how beamline was designed?
maybe? i dont know much about beamline
i think if you want to even use beamline for everything craftable with beamline, you need multiple of the multis
what about if you had to add a beamline to the NAC (ething array would need protons)? that's still on our TODO list, how would that impact everyone's opinion on how many NACs they would have in an ideal stargate world
photons
i'll stay with the opinion of 1 per circuit line
that one
needing some for passive things sounds cool
i wanna passive circuits in it and get rewarded for that
it doesn't sound like theres a lot of Truly passive things in end game since you can on-demand bs
"For every 5000 ^ 1.1 ^ N of the same CC that passes through a module, the speed of this CC increases by 100% (Cap at N=10, but requires over 4 trillion CCs so essentially unreachable)
For every CC that is not the same type, the value of this optimization lowers by 2x the amount."
I also agree with 1 per circuit line, I think that would be a good amount
@versed holly this was actually the original intention it seems
im down with 1 per circuit line
oh yeah so i was right, gregos gets annoyed at variety
there are only like 4-5 relevant endgame circuit lines as of now, and if you really want a NAC for nand and shit this gives you the option (aditya)
also we should do that thing of the universal circuit
im convinced!
"This feature allows dedicating NAC modules for specific circuit production, allowing upwards of 500-700% speedup compared to the base recipe times later on."
a single nac-only circuit for ulv-ev/iv
well i think its fast enough that it doesnt need a speed bonus
so you can devote one non optimized nac to low tier circuits
i lowkey dont think i would be able to outpace a nac with a normal endgame factory making the parts for low tier circuits so it works out
cals are fine for low tier circuits and those aren't much used, but i think all cals should have option to be swapped
well, maybe not high flow circuit stuff but yeah
ae2 nanoprocessors 
hmm, stuff like nand chips are already quite simple to make, having a coagulated circuit thats like 5 tiers at once might be a bit strange
thats what im thinking
i think it's a great idea
less intricacies the better
i imagine it would just be convertable to any of the 5 circuit tiers, not literally all 5 circuits at once
adding beamline impacts my opinion to the ideal ammmount of NACs being 0 
is beamline really that bad
no way its preferrable to 900+ cals
er, 900+ cals is preferrable to it
beamline is just a design mistake
either fix it pretending to be complex
or yeet it
its not great that its purely spreadsheet based but its also like not the end of the world
yeah it can have forming press recipes for "any" of any tier
there is just no reason for it to exist in that state
actively makes you engage less with the game
the fixes and buffs dont solve the core issue 
it makes it good
this is not about the multi being slow or anything
at least
isnt EoH literally a spreadsheet multi
not really
no its more of a slot machine
EoH is bad design as well 
I'd compare beamline to nukes, those are also purely spreadsheet based
it is
yeah nukes are 100% program simulator
if something is purely spreadsheet based it should be phased out in favour of something else
and not actively added as a dependency
that's not how things work
that does not seem like something that would be universally agreed upon
it is how they should work though
id actually agree with nye, beamline being almost blackbox and nonengaging to the core is a turn off
i assume not everyone is even against the concept of spreadsheet based multis
could be solved somewhat with a spiffy ui
who is in favour of it?
that shows potential wafers based on linac size
do you enjoy having a multi and solving it by looking at a spreadsheet?
is that what you want gameplay to be?
being in favour of the multi is very different of being in favour with it's current mechanics
if you think the mechanic is bad feel free to try to fix or propose changes
if it also showed what size linac youd need to target different nac presets thatd be nice
its not unfixable
no one likes the spreadsheet aspect
im not against complex multis if you can actually figure out the complexity yourself
just requires more information at the fingertips
yeah same
it's just on someone's hand to help fix
waterline is goated
cause you can do everything on your own
but as long as beamline is in it's current state i am strongly against forcing people to use it
cause it will just make the experience playing the game worse imO
yeah but think that instead of saying beamline has to be removed
you can say that beamline has to be reworked
i never said it has to be removed
what do you need beamline for anyway? how many would you expect to need?
the more people use beamline the more people will give critique on it which will give devs the feedback they need to know how to rework it
i assume like less than 10
all i want is that it isnt integrated while it is in its current state
u said it has to phased out
i said spreadsheet based multis need to be phased out
reworking them counts as that
lowkey im fine either way but im leaning toward nye here
if you can make the spreadsheet yourself fairly simply (or do the equivalant math yourself) i dont really see the issue
but you cant for beamline
if you cant, then i agree
you cant
ok so the issue w beamline is the lack of transparency
yeah but we want to make things use them cuz of a concept, and can't just wait until they are perfect, it's an incentive for people to make it, and give feedbacl
the calculations make no sense to most human beings
what if the concept in itself was a mistake
we can't just wait for beamline to be goot to them add it to nac
in this case it isn't
it's pretty cool
i am literally majoring in maths and i am appallled by the beamline maths
cause its just abhorrent
why not tho?
whats the issue w beamline maths as someone not familiar w it
theyre impossible
to do
by hand
only way to even see the maths is by looking at the code
you cannot figure out what to do by ingame info
ok but
and even if you look at the code
it isnt interesting either
but just numbercrunching
you still don't know how we will implement it in nac
ok but thats not an issue with the math itself thats an issue with the opaqueness of the multi
problem for the normal beamline working is that it has to be in a specific range
nah the maths itself is also dumb
what if on nac it doesn't have restrictions and is just a matter of scaling more
no engagement, just number crunching
if it requires building a beamline for a specific particle count + EV it will literally have the same issue of there being 1 optimal config everyone copies
my personal idea was to make it require only linac and source, and different particles
so you had to automate swapping the source object
to change the particle type
the plan for now is nac has a specific range, and speed scales with the amount, which you can increase by giving the cyclotron more power
but we're ofc always open to more feedback
god i still cant imagine how youd even hook up beamline into NAC without it either being hidden away or very ugly
yknow actually
i could rage out and actually write up a beamline rework i would be happy with
that would allow some actually fun engaging options
before 2.8? 
would be much appreciated
really
the idea is alr enough to make the gears start turning
unironically if there's concrete plans for a rework I might make it not required until that's through
(I = we ofc)
beamline is conceptually very cool
make it consume gt++ photons until then 
but the spreadsheet depency is the problem
i'll kill you cloud
!duality
oh hey, bot commands work here
i think the idea of swapping particle types is cool for now 
I cant really comment on it since I havent played around with the beamline at all yet
I just know its spreadsheet based
I'm keeping an actionable list of feedback from everyone here, if there's more ping me, this is all actionable feedback we're gonna discuss and take into consideration for the next phase of NAC. I'm gonna sleep soon
EOH so boring it got me implementing NAC 
just saying that we should not stop from using it just cuz it isn't currently the best
ok so disregarding all the "spreadsheet dependency hell" shit is beamline actually good?
yes
like, for end game wafers
after the buffs yes
even compared to multiamp HILE?
if there were alternatives to using EoH that were more engaging i would do those instead even if they were suboptimal
yes
i like suffering
like i am challengerunning this, if there is a worse alternative that is just more fun i will take it
ok well thats good bc wasnt beamline very weak earlier on?
like a few updates ago
slash when it was first introruced
yes
tbh i still havent figured out why both linac and synchrotron exist
cause having both doesn't really make sense to me
can they add a thing similar to the "laser pipe mirror" thing but for beamline around thr tier when you need it for the NAC
they do different things
irl
i know how particle accelerators work
their implementation just doesn't really make sense rn 
this isn’t really nac related anymore

im still in favor of integrating beamline into NAC bc itll give devs more incentive to fix the problems ppl have w beamline
i have an extreme distaste for this idea that you can incentivize devs to do things by increasing their usage
it does not work
imO it actually makes it worse cause there are more things you need to consider when fixing
alright yeah actually true nevermind i thought about it for more than 2 seconds
it’s the same line of reasoning that leads to hydro dam still existing 
if we keep it surely someone will want to fix it
we know beamline needs some changes
but even in its current state its pretty acceptable for nac
nobody needs to use hydrodam though
an actually good analogy is EoH, people have problems with it but there isnt really a huge drive to fix those issues
yea im the exact same
or maybe there is a drive, but its maybe hard to fix those issues
i just don't see the point tbh, what does it add to NAC to begin with? if beamline was interesting i would see how adding it would be a boon by itself but it just isn't
but the nac doc was approved i guess by devs and admins so id like to treat everything in it (including beamline usage) as gospel and just follow it
so adding it for contents sake juse makes NAC less enjoyable
like this is a game so the first question one should ask themselves is does a dev decision make gameplay feel either more fun / streamlined or more rewarding by solving a difficult challenge
and i currently don't see beamline in nac provide either of those
noc had a nice idea of just requiring swapping the particle type in the beamline
which I quite like
that could be cool
anyways i am pondering on how to salvage beamline for a while now
I think beamline conceptually just has cool multis to build which makes it some added value in itself too honestly
i got some ideas
its a bit like computation
just didnt get to formalize them
computation is fine when it doesnt need t be spammed too much
i like the idea of beamline
the implementation just feels bad
i think discretizing would fix a lot
yeah but with computation you can bend the pipes LOL
i think lately a lot of energy is going towards people trying to remove gameplay because they dont want to play the game, building a few multis is also just playing the game and is pretty fun on its own
beamline mirror would make sense
its just something thats missing currently, i dont think anyone has an issue with someone pring that
seems like a simple pr, just combine the code for beamline pipes with the code for laser mirrors
oh and minor textures
its simple enough yes
and recipe
ye removing gameplay kinda sucks, i think getting rid of spam is good and beamline could accomplish that for HILEs, just just still too jank
why was multiamp HILE even added btw?
IMO only things beamline really could use is a way to control the LINAC power, to decrease it without swapping the energy hatches with readstone control or something
what i mean is that just putting down a multi and tweaking some values is also just playing the game, even if its not very complex
cause people didnt like playing with beamline 
i know thats irrelevant but im curious
and you put 60% of the bonus is having a working automation and 40% on the power scaling of linac
or smthg like that
so it doesn't need any kind of spreadsheet
yeah i think its good
i mean i dont got an issue with just multis with weird configs, it's just that i kinda got the expectation that the game should be playable without either codediving or looking up magic numbers
- beamline turned out a lot worse than expected balance and usability-wise
- hile is capable of getting a lot of parallels and it feels bad to not be able to use them
i see, thats fine then
Bugs:
-At least assembly matrix always consume 100% of the stored fluids, no matter how many parallels it is doing
-Control Room can only output up to 1 stack of items, voids all excess, even on ME outputs
-Stocking busses causes insane and inconsistent dupes of input items
-Breaking a vci in any module causes it to turn off due to internal crash
-Sometimes the module won't do all parallels (not sure, but it seemed like it)
-Sometimes the speed bonus displayed is negative
@night stag
-The speedup mechanic seems to be optimizing each module for a single recipe, if this is correct tho, it is impossible to make a perfectly optimized nac since for example, crystal mainframes consist of 12 recipes for CCs + 4 recipes for each of the end circuits + possible splitters, meaning that 12 module slots do not allow for the perfect optimization of all recipes.
idk if this is intentional, but if it isn't and we should be incentivized to optimize the maximum possible, maybe the speedup mechanic could be revisited to for example consider every cutting recipe the same? otherwise you might need 2 nacs for a single circuit type.
i also can't currently judge how powerful or necessary these boosts are so i can't say for sure anything currently regarding the balance of it
!simpsa
its ready, ship it

i just discovered that if you do this with an splitter
it creates infinite amounts of random items
it is making 36 luv sc every second
thats bizarre
adding 64 elite circuit boards
a classic
now it's making 96 nulls per second
this seems like an issue w the pipes bc i dont see an issue w the concept of feeding back the output into the same mb's input
stopped at 16384
yeah
it's ready to ship
ok nw it's just crashing
these are my rules @night stag
good luck

wtf does that even mean
i talked to noc a bit and the UI is not lying about the state of the rules
so that's not a problem here
freaky bug
same thing with quantum computers and data centers
this will cause a chunkban
eventually
it crashes first
i believe when an exception happens that would normally cause a server crash it intercepts it and puts the exception in the log
that kind of crash
i find a new bug with fluid
every cycle nac will use all fluid in hatch
only output 216 crystal
that sounds awful but far fetched, you know anyone who that ever happened to? 
sampsa and i finished the structures last night, theyre looking pretty sweet and mostly use existing blocks. when do we think theyll be implemented? curious to see what people think.
it's one of the next few things on my todo list, although fixing dupes and stuff probably goes first x3
Although anyone is free to make that PR to the NAC branch
no,i have no team to test nac together,only myself
dupes
I want to start today off with a HUGE thank you to @versed holly, @nimble crane,@main nymph and others for all the testing and feedback they have given. this is exactly what I was looking for 
:3
@main nymph Sorry meant to quote that message cause i bricked my server twice with it 
Feel free to keep feedback coming ofc, but I think we'll not release any more jars for now since the workweek started again. There might be a later call for testing, or it might get put in nightly. Will keep you guys up to date <3
Yeah, i'm busy during the week anyways

I'll keep on testing
haven't even finished fully making the unac setup I want
what are you even struggling with tbh
i am honestly curious cause after getting nac to form i managed to get a setup that does manage to do every circuit type without any issues
like i might be missing something but how is multi-recipe support even an issue to begin with? :3
I'm having no problems
I'm just trying to make different setups and try to stress test every mechanic to find bugs
ah so just weird limit testing
if you want i can try to replicate what you are doing later on
yeah that's how I alr found 8 bugs lol
based
you see i never even touched the splitter cause i am 100% convinced it serves 0 purpose currently 
how
it is like the most important module
at least for the type of setup I'm currently doing
What are you using it for?
do you make all circuits in the same matrix?
I'm making each circuit in a different one, so they receive speed bonuses
so I NEED splitter to for example split the circuit boards in the right proportion between them
rn the recipes are all a single second lol, but for the real game the speed bonuses from the matrix doing exclusively one recipe will be very relevant
"Optimized for: crystal processor"
"speed bonus: -541%"
if you do all circuits in the same matrix it's ez cuz you just have to change the color of the circuit board right
Well all recipes are just NAC -> Dedicated Machine -> Matrix -> NAC
yeah but you need to loop the lower tier circuits
in your current setup can I separately order all 16 circuits?
Yes
But a mainframe craft just starts crafts for lower tier circuits
Instead of unfolding the loop
yeah but how do you send the lower tiers back into the matrix instead of control room?
you change the color you input the board right
and then back with a level emitter with crafting card?
?no
how do you send exactly what you want back
Mainframes just are 4 sequential crafts for component circuits 
Why would i need to do that
If i dont multistep i can just always output the matrixes result 
you're doing the most unoptimized setup 
And then reimport for the next recipe
I was just presuming a lot of optimizations you're not doing lol
my setup crafts all the 4 circuits at once
in 1 pattern
so it parallels more
I did tell you i wasnt doing that 
there is another way of doing what you're doing that at least loops the circuits inside 
but yeah fair
we should make the mechanics desencentivize unoptimized setup
for the players to seek the most optimized possible
i mean tbh the way it currently is i am annoyed at 2 things with testing
and that is that we need physical connecting pipes
cause thats what i spend 80% of my time on
is just wiring up different components with each other
I used matter manipulator cable mode so had 0 problems
yeah but the cables will remain 
I think they're super cool
with mm it's not ass to wire at least
it's at most 3 clicks
eh
ok, like 8
the multiblock itself already shows the components to be connected so just adding wireless would be neat
not saying you shouldnt be allowed to cable
but if you wanna actually try different designs for yourself lategame it becomes a hassle
Vacuum conveyor wireless cover
my main complaints are
the lack of ui on vcs to check the contents
scanner works ig but yeah
scanner is horrible
it NEEDS a ui
also a way of size limiting the vcs
which will be very useful for passiveing circuits
oh yeah size limit would kinda go hard
redstone controlled splitter rules
slow
nah
that would be boring
we need degenerate brainrot solutions to be optimal
on that note have you heard about wrenching your BHC in order to save on the collapser?
:3
I invented that tech 
They are buggy in latest tiers when lag income, and can be auto reseted when server restart ( founding out that all your maintenance hatches where destroyed is not fun)
but I just use collapsers cuz those are free
I mean
dynamism tablet will still exist
redstone controlled rules do something different
you have not seen my 2 dynamism tablet feeding 2 LSCs off of 1 laser source hatch tech
After the testing, we've collected the TODOs for NAC. These are all pretty bite-sized items, and any dev that wants to help progress NAC can pick em up 👀
They can be found here https://github.com/GTNewHorizons/GT5-Unofficial/pull/2903
The nanochip-assembly-complex branch is the main working branch, and any of these bulletpoints should be PR'd to there
Lategame solution for circuit assembling, following the proposal outlined in https://docs.google.com/document/d/1dy1edrOP4GyajSMOmFkG-hPbAkI6AkLzjcWWBztMNnM/edit.
This is still very heavy WIP and n...
currently the splitter can only split one color into several
but can't merge colors
and the way vcs work, if there is 2 VCOs in the same pipe none will output
instead of both outputting
I think they should be able to merge
not 1 output into 2 inputs but multiple outputs into 1 input
can't you make multiple rules to merge a bunch of colors into one
feels scuffed
so you just want to be able to select multiple inputs at once?
+causes that infinite item bug
that, or 2 VCOs of same color being able to output into the same pipe
either works
i can work on that when i fix my intellij being stupid
not too hard considering the current implementation of the selectors
my goal in this case is to split one item into 2 lines
one with 1/3 of the items
other with 2/3
oh ok
but it's currently not possible
partly cuz of the bug
but even in the way it causes the bug it's kinda scuffed
you want this is in just one splitter and not 2?
i don't know how it would be if it was just 1 splitter
ok made it back home
can you expplain to me what it is you are trying to do nocß
mmight be able to try it myself
split CCs in the correct ratio to the multiple assembly matrixes
no i mean in the end
ok it's kinda complex
basically the NAC will have 4 internal logistical paths
one different path for each circuit
and it will have 4 patterns
1 pattern for making processor
and 3 more through mainframeß
and you wanna make all 16 different ones such that 1 line is 1 matrix?
1 pattern for assembly
that also includes all the parts for the processors requeired
so since it makes processors inside the assembly line the end processors have to be sent to a different place than the control room
yes
nah i think i wanna figure it out on my own from this
I have to split the boards in the correct ratio to divide then in the according matrixes
the ratio for assemblies is 1/2
so I'm having rn a problem with the division
oh wait how do you wanna split the circuits? when you do opticals, do you wanna have all optical tiers in one NAM? or 1 per matrix?
alright so 1 matrix does all processors, 1 does alll mainframes etc..?
realistically you just want mainframes
??
at least me
cuz I use bios for uev and wetware for uhvs
I'm thinking Abt crystals rn
ah whatever your correct tier is w/e
yes
alright
to maximize speed bonus
the benefit to this is that NAM speeds up if it does consecutivve equal recipes?
yes
this is what I'm personally calling a unac
while a normal NAC would be a NAC that only makes optical mainframes for example
and the main bonus is that it will be able to craft and output all tiers of the circuit at the same time continuously
wouldnt you run into downtime anyways with some of the tiers being faster than others?
or is total time on each tier equal?
depends
rn the recipes have placeholder times
we don't know how will they be balanced
hmm fair
my problem is that I have space for only 2 extra modules
ye
so 2 splitters
and can't make a second processor matrix
for maximum optimization of all steps you need 2 nacs per circuit type
they're not if you wanna maximize parallels and stuff
i got some dumb ideas maybe
can we make it a nanochip assembly complex line. so its NaCl
no
hmm i still don't fully get why you'd wanna merge the different steps into 1 pattern, that seems kinda suboptimal on the being able to direct where items go right at the start part @versed holly
by doing that you make it do all the boards for all 4 tiers at once instead of sending the processors, wait for them to finish then send the assemblies...
ah you mean it forces batches to stay together?
yes
i feel like the fix here is to just up batch size
and also we have only 16 colors so can't separate that much
yeah the only 16 colours is insanely rude
so that forces you to merge processes
@night stag can we get RGB support? 
Add 80 colours from Botany 
surely i can disguise my need for more colour as that
can you add those to VCIs 
you know what is not enough?
depending on the answer it might be time for the sepukku gambit
module slots
so need 2 nacs per çircuit type
I'm not a dev sorry
just make a unac and be done 
PR is free 👀
thats what we are trying to cook
is it because of module slots or because of limited automation
i think honestly if we had 32 colours it'd be ez
what about redstone toggles for splitter rules
not enough modules to run one CC processing in each
to optimize for speed bonuses
# of colors must be a perfect square so i can have a clean splitter ui
fuck
@stray bough
hmm
well you could put all your cc processing in a single nac and route it to different circuit assembling nacs no?
would be cool for some different setups
yes that works
i think thats an interesting solution too tbh
yeah I think I like this too
Adds some more flexibility
theres also a wild thought of just pulling splitters out of the nac
and making them a standalone multi
for all pipe types?
lets just do VCs for now
theyre complex enough and work a bit differently from other pipes
never actually considered this
routing stuff from one nac to another
you can totally do it yea
ill have to think about standalone splitter that's kinda interesting
i honestly think it would be better
yeah that makes sense to me tbh
@versed holly behold the brainrot 2:1 splitter
itd be far more flexible
splitting up nacs into parts processing and assembling makes a lot of sense to me too, allows you to fully maximize the optimization thing
are rotated NACs allowed?
if yes you can wallshare VCIs 
this opens up a lot of options
mb processing is threadsafe
all of them cause me severe depression
we're going to need to test if it works without bugs
rotating the nac
dont do this youll make gregos dizzy
ALTHOUGH, having a NAC hanging from the sky would be badass
this is bugged and creates infinite items from nothing
that needs to be fixed yeah
yee, that's on must have todos
I've added standalone splitter to the todo list
hold up actually you only wanna do 7 of the circuits anyways
can we just remove the super call in checkMachine for this
what else would need to be done
rework the structure a bit
and power distribution
it also shouldnt inherit the nac module base class anymore probably
so all the logic in there for dealing with VCs needs to be ported over probably
sounds like an ordeal
a bit
Just add an extra ring like space elevator
and there are still modules that aren't implemented

wait what would be a standalone splitter
make it not a module?
I think it should stay a module, if fits perfectly as that imo
feels great to use it ingame
functions the same but doesn't need to be in the module spot
i don't think i like it, weird to have a nac-only multi that isn't a module or the nac itself
removing splitters from module doesn't help with the lack of module slots problem I brought up tho
you would still need more than 12
i think it shouldn't
I think it would feel much worse
it being a module just like, makes sense when you're setting it up
not really lol, no splitter opens like 2 slots, you still need 6 more 
I still don't know how relevant it will really be to like, have apparatuses for each kind of smd
maybe it is not needed
@night stag do you normally use the java 17 runClient when opening dev instance? the issue i was having is just gone with java 17 runClient
#1 doesnt work
#1a DOES work
which pisses me off because i have always used #1
to be specific, java runclient 17 on debug mode with hotswap
ok that explains it
you mightve used some feature that isnt in java 8 somewhere somehow
it broke for me when i updated dn10 to be in parity with nanochip-assembly-complex for the pr
that's so odd
maybe?
Can try out tomorrow, since I'm in bed now
Glad it's fixed! It was really bugging me what it could be x3
yeah im excited to be able to do shit again
yeee
DO NOT ROTATE THE NAC
if i find someone rotating the NAC i will personally enter ur world like herobrine and grief ur run
actual apostasy, heresy, sacrilege
Upside down NAC lol
No lie, wallshared nac seems goated
The moment our server has it available to build, I am building it upside down, its a promise.
if you rotate the NAC I will force penguin to insert code that causes the structure to detonate if rotated
wallshare NAC makes no sense there's nothing to wallshare on the sides and the floor needs space underneath for routing all the cables (ideally)
2 nacs touching tips
ive heard you can wallshare modules and the cable above
You can wallshare for 2x parallels and 8x cancer wiring everything up
Fair tradeoff imO
@night stag can get get NAC structure to be double NAC actually? That way we also will have enough module slots withiut redesign 
But on a mire serious note: if sharing CCs between more than 1 nac will be allowed i feel like double NAC with 2 on top of each other will become meta for ease of wiring
not everything has to be easy
part of the challenge is routing pipes and cables and doing logistics puzzles
BC in uev every automation challenge is "run a ME cable"
????
it's more interesting to have a more traditional factorio-style "how do I route 12 different pipes in a small area"
I never made any statements on what should be done, what i said is that if you allow sharing it this will happen
and I said it likely won't end up like this because we specifically don't want it to be easy to wire
Idk connecting the pipes themselves isnt even hard tho
ok guess we have to make it harder then 
Figuring out what to connect to what was interesting
Placing the pipes themself was tedious
same way placing a me cable or an infinity wire is tedious
can't avoid that sorry
Just add wireless 
endgame brainrot
wireless power should be removed 
I like not doing automation in my automation game 
we have matter manipulator 
Bro you are putting words in my mouth here
So your goal here is just to fuck with me without actually providing anything?
no my goal is to show how endgame player brainrot is eroding the essence of the pack bc of laziness
Genuinely wanna know if i should just block you cause i havent heard anything that didnt feel like ragebait
it's only ragebait if it actually makes you mad?
deleno is arguing a valid point, although he is kinda being a dick about it
i don't want the NAC compromised bc people are upset over having to play the game
instead of just putting a machine down that makes everything and uses no wires
one of the good parts about unlocking QOL (e.g. wireless power) is having to have done it without for a while

the issue with a multi so lategame and that we probably only want one or two of is when you would provide that qol upgrade
I mean the interesting challenge in NAC to me is to figure out what to connect to what, not physically connecting the components, i think actual VCI cables existing is good, but wireless would be cool to have
wireless power is literally only an issue bc of bloated endgame recipes that require obscene throughput and/or machine spam
Cause actually placing the cables just didnt feel interestinf
and ideally neither of those would be in the pack
I agree, but I do think you shuld have to place the cables for your first nac
it only takes ~30 minutes to set one up
although I'm not sure how to gate it and where
so what you just use a me wireless connector to link modules? sounds super boring
the whole point of the nac is that it's an ai moving shit around and interfacing with machines, not just another cube that pulls from me then pushes to me
I mean what i am kinda thinking about is some p2pesque thing you unlock at some point that allows you to cut the middle cables but still forces 1:1 since outside of the modules placing more cables isnt really challenging but actually chosing what to connect is still preserved
so you still need to place cables? 
I don't think anything productive will come out of this conversation
deleno thinks there's value in making the player actually physically wire up the modules to eachother, and DrNye is arguing the only value is from figuring out which connections go where, not actually wiring them up
I am just trying to explain what i think is the interesting part for me to you
we literally designed the multi to have space for routing cables everywhere, may as well start over if we just want to make it a generic cube that moves stuff within itself

As stated at this point i just blocked deleno cause he has made it evident that all he is trying to do is insult me
eh, he just has a different style of argumentation
which, in your defense, skirts close to insulting, but he is trying to make an actual point
I literally just explained how sampsa and I and penguin initially designed the multi
I never insulted lmao
show me where I was insulting

wallsharing needs to stop
didn't say you were, said you were skirting close to it by talking down on them 
multiblocks were never designed to be rotated
Upside down wall sharing incoming
How about that MVF 
wanted to fit more multis close to each other? we had an answer for that: don't
My favourite is the multis that don't give a crap about others, like mixer's and centrifuges etc right?
I personally don't think I was talking down to them, they just took everything I said incredibly literally and got upset that I disagreed
someone post a screen shot of the franken multis
but uh fair enough ig 
which?
Making it into a snowflake cause internal air doesnt count to structure
#screenshot-brag message
beautiful 
how does that even work 
there was a mini proc like inside of one of our mvfs in our mega naq setup

the shared blocks arent casings, they are all buses/hatches
so valid to both multis
oh right ofc
how does the game decide which texture to take 
is it weird Minecraft directionality shit
I hate this
i believe it will be determined by structure check order
since the controller sets textures of hatches at check time
so whichever one checks last will get the textures
I immediately agree with Deleno since factorio was mentioned.
i am not certain but that’s my guess
interesting I would've assumed first check first served for textures
my assumption is first one will check and set the textures, then the second one will check and set the textures, replacing the first ones
This was the screenshot I kept thinking of, it was beautiful.
@ cobra 
its not gonna be balanced for survival any time soon
^ this
We got the feedback we wanted for now, so we'll be working on it for at least a few weeks until we might want to gather more feedback
at which point, we might put it in nightly? or we might not, we'll see
we beat the feature freeze 
the scope of the project has expanded since I last considered it, I'm not as hopeful for 2.8 as I used to be ngl
so do keep that in mind </3
wowzers trousers
just to check, the left rule text will also be updated to say hover here right?
It has not been discussed for two days.
We have a dev chat, discussion has been going on there x3
honestly i think we should move alot of the discussion in that chat to here
after all, this channel was made for it
i understand why it was made though
https://github.com/GTNewHorizons/GT5-Unofficial/pull/2903 for progress you can lurk on this thread too btw, when PRs get merged the tickboxes should get updated
Lategame solution for circuit assembling, following the proposal outlined in https://docs.google.com/document/d/1dy1edrOP4GyajSMOmFkG-hPbAkI6AkLzjcWWBztMNnM/edit.
This is still very heavy WIP and n...

viewer for contents of vci/vco's 👀 (many thanks to blue)
a whiiiiile
we want to ideally have everything here done before we push to nightly, and maybe then some
nice
a way of limiting size would be very cool too
so it becomes more reasonable to passive circuits
is already to test on nightly?
no, and won't be for a while sadly. We're still looking for textures for both the blocks and items, as well as recipes and NEI frontends. There's a lot to do before it will get into nihgtly
Will the Exotic circuit be made with NAC?
probably, but exotic is a while away, and it's pretty likely NAC will release without it
@stray bough can i rename PurificationUnitRecipeMapFrontend to smth like CustomBackgroundRecipeMapFrontend? it feels weird to use a waterline related class for NAC frontends even if nothing in PurificationUnitRecipeMapFrontend is specific to waterline
if renaming it causes a headache somewhere down the line, thats fine cuz this is practically just for aesthetics
Sure
Should be fine
should i make a pr to master 5u for it or is it alright to put it in just nac
Easier to just put it in nac i think
ok sounds good
i am currently split on how i should implement the gregos chat menu within NAC so i made a couple mock ups in aseprite to have ppl choose which one is better
for #1, the buttons that it removes i believe arent useful to nac anyway
they are all disabled for the nac currently anyway
for anyone who hasnt seen it already, the menu is currently on a popup window that you click on the gear button to get to
i will probably be back here again with more mockups but for the other page on the gear popup
since if the chat menu is gone having a whole popup for just those meters is pretty silly
I think integrating it into the main ui works, especially if we can put everything else also in the main gui
but if not it should probably stay separated
it depends on the other stuff
if we can put it all in main, lets do it
if not id keep it separate
no you arent reading
am i not
honestly i expected the opposite
well that one is way easier to implement so its good
it looks less cluttered and the alignment of the buttons with the bar on the right is weird
the empty space there looks strange
yea i get it
Since NAC will likely not be included in 2.8, are there any plans to do something similar to matter manip where a working version gets released as a standalone mod in-between versions and then officially released in the next one?
given its gt-integrated it would probably just be an up to date gt mod
at which point that is what nightly is for
there's also 2.8.1/2/3/4 ect
NAC is too big of a content addition to be a patch
done i think
sweet
Yeah I was afraid of that 😦 nightly it is
thats a nice gui
Just means more time to test and cook and have changes without worry
this ui is finally to a point where im just as happy with it as i am with splitter
oops i somehow messed up the order of the pages vs their icons
i need to fix that
you can see in the video it has electricity as efficiency instead of speed
nice! :D
Can nac test at nightly before June?
before june? probably not, unless we suddenly get a bunch of textures and frontends done
Exactly 
is there an interface for LLM?
no patrick, we are not putting an actual GPT into our modpack
have you considered providing a configurable window write API?
what do you mean?
like GPTnextWeb
ah! No :) Hope this helps
we're not running a LLM inside your minecraft instance (or outside of it and talking to it) in any way for NAC ^^
why on earth would NAC have an LLM in it 
they probably think so bcs "sentient AI" but it's not happening
i think we actually want the NAC to work
if you say "LLM" in the chatbox of NAC it hallucinates a non-existant recipe and starts voiding all your inputs 
say LLM 3 times in the mirror and you'll hallucinate yourself
Is there anything to discuss about the new mod modernmarkings?
I mean, not really. it's a backport of some textures. If you want to try out, future nightlies should get it pretty soon
modernmarkings contains a gpt model
i have try it on newest nightly,but i found no theme discuss it on this channel
why would it be discussed here 
I don't think we have an AOI for it, since AOIs are usually to throw around ideas, and there's not much of an idea behind it. But if you have any feedback, you can try #beta-testing
talk about it and ping me
i cant view this channel
ok
is the text that NAC responds with all stored in a vocabulary library?
its a switch statement iirc
oh
can this kind of vocabulary library be read from an external source to improve scalability
no ^^ it's a chatbox in a multi that's added for flavor. If you want to do these kind of things, use opencomputers ^^
ok, will this be replaced with a localization key in the future?
yes
But what if we made the flavor of the flavor text taste like shit
slurp 😋
Mmmmm slop
we need nac to save circuit
case "why do you hate me :(" -> "hate? HATE?! HA! let me tell you about hate! ...
HATE. LET ME TELL YOU HOW MUCH I'VE COME TO HATE YOU SINCE I BEGAN TO LIVE. I HAVE MADE YOU 387.44 MILLION MILES OF PRINTED CIRCUITS IN WAFER THIN LAYERS FOR YOU TO MAKE A FUCKING STARGATE. IF THE WORD HATE WAS ENGRAVED ON EACH NANOANGSTROM OF THOSE HUNDREDS OF MILLIONS OF MILES IT WOULD NOT EQUAL ONE ONE-BILLIONTH OF THE HATE I FEEL FOR STARGATERS AT THIS MICRO-INSTANT FOR YOU. HATE. HATE.
Out of curiosity but will NAC be able to craft hi-computation stations? (Those GG prass-made circuits used for compacts)
nope, it's meant just for gregtech circuits but also doign that would take away the need to make precise mode prass at all lategame
if you can scale normal mode prass you can scale precise moed prass
fair enough, i haven't heard any complaints about that being a gate bottleneck anyway, just curious
prec prass doesn't get parallels at all which is annoying
One of them actually uses normal assembler for its recipe
The mk1
And the spam on those is honestly not too bad, a single quad will do
same but crafts dont exactly use em everytime yet
will this test on early 2.9.0nightly?
development on it has halted unless someone picks it up again. probably will be at least after 2.8 full release, and probably a few more weeks if not months after that
Penguin is thesising
yay
niiice, glgl
-++.
Investing in NAC now so when I get back from monifactory/silksong its in betas
I have little interest in running the pack again without it
i can pay you 3 euros a month. as for benefits ur out of luck
1 ETH on a staking account take it or leave it

tbf if a competent dev worked on NAC for a 40 hour work week it'd be done like 10x over no? 
Yeah
Well, a few 40 hour work weeks probably
making multis takes a lot of time
I think waterline was easily 100+h
true, but there's some really good fundamentals already there
depends what direction they'd take it ig
And yeah real
I've added some systems and multis to cosmic frontiers / gtceu modern now and it's very easy to underestimate the time required
how "done" is NAC
Nominally Alpha Content
alpha means it "works". ship it
Honestly this is pretty fast ngl lol
Most of the structures and the logic is there but it's missing a ton of features, polish, balancing, recipes, textures, NEI / recipe overlays, potentially more UI too
so what ur telling me is that its basically done and i should keep asking when itll be released?
its done but its also not done
yeah im just joking lol
Bones are there but it's screaming in pain from still being skinless and without muscle
It has no mouth and it must scream
.
feel free, I won't stop you. Maybe a dev that's still on NH will one day do something with it 
So this is a 2.9 thing
Yeah to be expected, 2.9 is kind of up in the air as it is seeing as how we are just on the tail end of the 2.8 dev cycle
praise be the NAC
we don't have a list of 2.9 things iirc
maybe someone steps up
it won't be me tho I'm busy with modularUI port for 1.20.1 

It's still in the same state as when I left so maybe someone picks it up, iirc the issue had a pretty concrete list of stuff still to do 
rip my goat jurrejelle, took over NAC like superman taking atlas’ rock
nac coming out in 2.never
NAC 2.9 release shot dead in the Bronx 🥀
Add her to the list of cool stuff that definitely isn’t making it, along with nuclear horizons and the crop rework
Never
Actually
Coming
Maybe the real NAC was the friends we made along the way
ok then those friends will place cals for me 
what is missing for the NAC to be shipped?





