#Introducing the NAC
3606 messages · Page 4 of 4 (latest)
Ah wait I think I know why
Alright, got it workin!
The way it works is
- Each module has a buffer of EU large enough to run its longest recipe (limited by the laser on the NAC)
- NAC charges these buffers, starting with the assembly matrix as it's most important
Because we added quantum circuits to assembly matrix with a long recipe time, its buffer is currently really large
So it'll take some time to charge it to full
We have something planned to make this not as bad, but for now you just need to wait for the matrix buffer to fill up
Awesome
never runed the dev enviroment lul, is there a way I can add a resource pack there?
It produces a run/ folder which is basically just a normal instance you can place things into
ah perfect, thank you!
This might actually take quite a while with the current implementation, I recommend using /nbtedit to just fill the assembly matrix EU buffer manually
@distant sandal
bit sad to see the color go but it is still using the same theme
well true that
also on the side note, dont you think these should be some custom buttons?
if planned 
Are they not
they are basic mui2 buttons
You mean the icon on them or the style
We can always replace them with better custom icons I suppose but that's very very low prio
Sure, you've seen what they do
tbh i'd like the gui to be dark theme, but those custom ones are already dark and they have the vibe of progressing because gui is unique
it should be an option if possible
like, i use this texturepack to not get flashbanged, not to see everything grayed out
took me a while to realise it is nac aoi not shdow ui lmao
I understand your view. But from my view, I wanted the resource pack to have matching "theme" across all GUis. And I sadly know that I won't satisfy all people.
just make them as two separate packs 
one for dark guis, another as an addon that replaces every gui
Uh I don't want to do that. You can always delete or add assets by yourself
eh as long as it doesn't ship with the pack you're free to do whatever of course
so like I canot put this in resource pack?
ah, no, that train is gone, I talked with admins
Ah alright
It's nothing against you but I feel like if it does, many people will blindly enable it at the start of their run and a lot of these custom made uis kind of lose their identity a little which would be too bad
But yeah for your resourcepack this is totally fine I think
True that ye
honestly? I think the blue is dark enough for dark mode people as it is its not really needed for nac
I'm gonna cite myself
hope you understand
Once this gets added Pollution rework can go back to being the AOI that will never get done 
i am the god of splitter debugging
apparently since the inception of nac 1.5 years ago it has been bugged to swap item meta and amount and no one noticed 
instead of making the Matrix (M) fill first, it could be better to distribute power like M O M O M O M O.... O is another machine, M is the matrix.
as it you can use the NAC when ready.
it could also solve the scenario when your NAC powerfail, in that case you have to wait because you cant craft any circuits during charging time
because 20 minutes and still noting its too much
NAC can never powerfail
But distributing like that is a lot more complex
Just nbtedit, it's probably going to take 20 * 1000 seconds
so:
- either put a huge laser ??? (can solve it in survival)
- you agree NAC has a huge charging time before use?
No, we are fixing the buffer size since it's larger than it should be right now
I just pushed a commit that cuts it by 20x
It being that large is a bug
Placing a large laser doesn't affect charging time since it bases the buffer size on the size of your laser
It should be 1000s to charge the assembly matrix now
already said they were fixing it 
pin the message, i think you are in the future
.
I can take a look this weekend?
yeah but that's the point it's supposed to be hard to automate as a tradeoff for how strong it is, not just a reskinned CAL with dtpf mechanics 
its def not that dw
its not exactly trivial to automate
took penguin a good while today
universal is possible but probably nuts to actually do in practice
calibration is not dtpf convergence
but why do universal when it's actively worse than making multiple NACs since you lose the bonus
you get your own buffs for it
oh?
universal will have its own callibrated buff
its a really cool flavor implementation but i think we also ended up going away from the idea of the gregos having a distinct personality
i dont think this is true anymore
it doesnt really work

universal buff (if were even keeping it right now) would be weaker than a specialized nac
but universal nac is therotically possible anyway
yet you can still chat to it... 
yeah it doesnt work yet

it would require you to do really weird shit
it being needy is kinda what i mean
also universal wouldnt work with the old system either
it's just a shame that it's gonna be yet another multi that you have to make like 8 of and it's a glorified "items in, product out" machine with no real challenge once set up
how is the old implementation change this? am i missing something?
we love needy NAC, rest in peace 
the challenge is maximizing its potential rather than an automation challenge this time
maximizing potential by making 1 type of circuit in it?
or you mean setting up the modules?
modules and color channels and calibration, etc
can you explain what the original vision was and how it wouldnt be 'yet another multi ___'? im just wondering what divered between the old implementation adn the current one
im curious as well
i just want to make sure we still respect that to some degree. or i can clarify the exact mechanic that is now in place
the original vision was an automation challenge where you had to change what you made or it would get bored. idk if there was a super specific design in mind (I haven't read the doc in like a year) but it wouldnt be as easy as just "throw random recipes in from time to time to reset it's "boredom stat"
but there were ideas to teach it new techniques by making diff circuits and switching up what it made each time it did a batch based on what it wanted to do or something iirc
again have to ask sampsa or read doc bc this was ages ago 
and we haven't touched gtnh in like 8 months
i see. when we got it there was a speed up bonus for same recipe ran in the machine in a row. meaning that if you ran recipe A and then followed by recipe B, the machine would be slower then running just recipe A (or it wouldve, if the mechanic worked) which seems directly contrary to what youre saying
right, well hopefully it will still be cool
this was also an idea. the idea was a balancing act - doing the same recipe multiple times would speed it up/get more efficient, but the AI would get bored and eventually destructive if you kept doing the same recipe over and over
so the challenge was balancing utilising the efficiency bonus with also learning new stuff to get bonuses that way iirc
it wasn't really set in stone but the point was to make it not just a dtpf-lite
and also to make it universable bc it's supposed to be a 1 or 2 multi, not a multi for each line. gorge style y'know
it's really a flavour fail when you have this grandiose multi which is supposed to be the best and final version of something that literally self improves itself but then you still make like 10 of it
like imagine 10 gorges 
i dont think nac is a dtpf-lite, its very much seperate from the other big multis at least mechanically, DTPF is very much a passive multi, EOH is a material gen, Gorge is all about mass processesing, Nac is the on demand multi that requires you to learn and use its wiring system.
its penguins project and he doesnt imagine it as a gorge equivalent
Potential idle sound for NAC
look I'm just going off the original vision sampsa and I had
in the end it's not my multi and it's not us coding I'm just responding to questions about that vision
Im just happy to have anything to replace the damn AAL endgame
sounds sick but gives me "computer bleeps over existing fusion reactor" sound 
I can feel the unsettling probability of AI uprising
our aal and cal stacks are the worst part of our base pretty much every base we've made 
I cant think of anything mechanical within NAC that would have some sort of sound tbh
If you have any lore ideas to get me started on better sound design
its good to know. but i will say the vision definetly got lost to the main different teams that picked up this project over time lol
PCB printing is quite mechanically intensive
yea i mean the project went on for years and came and went a dozen times, its got a totally different vision atp
Ill probably make module SFX
I should make the heartbeat louder lol
and that's fine, projects change and evolve, just a shame that nac won't really be a central or unique multi, same way antimatter ended up getting spammed rather than just minmaxing the shit out of 1 of each

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like this
idt its quite equivalent to be honest. each individual nac is still likely a one-of if you assign it a circuit type, its not really the same level of endless spam. and each of the lines will be unique because they each use different modules with different mechanics and different routing
theres no reason youd see an array of like 50 nacs, maybe 4
if I had to listen to this all day while standing next to nac I'd kms 
and those 4 would all be different

i do think from playtesting myself its by far the most mechanical multi in the pack
i also agree
that's good.
With more heartbeat so you can contemplate the philisophical ramifications of trapping an AI in a box to make you millions of circuits
it took a solid hour or so? for me to do it originally
i think it is also at this point hitting the "automation challenge" mark much better than other multis have. most of our players dont like to set up redstone contraptions and solve spreadsheets, nac is much more organic and approachable as a logistics challenge. just my 2c
this
one thing that stand out to me about nac today is how
i was talking topenguin in vc and he showed me his soltuion and i said something completely different but both would end up working for nac
that was also the original intent - bring back LV tier pipe routing logistics challenges which are completely absent post EV once you get AE2
so I'm glad to hear thats still a core part of the experience
yea. this is i think the part that has been really honed and is very present in the current vision
hopefully youll still enjoy it lol
theres a lot of intricacies to using it and what not
we worked really hard on it for the past 3 or so weeks
disturbing, have a great day
tbh hes probably having a blast
literally anything is better than CAL spam so I'm not upset at all
I'm keen to finally get to place it and set it up and decorate it
personally i hope we can find away to softly encourage universal as an option. imo it should not be the optimal way to solve it, but it is a little sad for it to be actively worse. maybe we can think more about a way to integrate a universal calibration mode
it is very pretty idk if uve seen the pr recently but penguin updated the pr with recent photos of the textures of the blocks and stuff
i dont think it should be optimal because i think it will frustrate almost all players with extreme difficulty, and they will all resort to guides
its a very very very pretty multiblock
very based, universal is fun
I don't go on GitHub, ever 
lmfao
I'm sure the texture work has enhanced it a lot

yeah I love the white blocks with the blue glowy, adds that extra detail it needed
@mental heart goat detected
I think my only regret structurally at this point is some of the modules should've been way taller

horje....
we made them quite small and simple but looking back they feel so tiny compared to the main tower
I like that they all have different heights it makes it almost like this small city
specifically the city from halflife
yeah that was the original inspiration for the main tower and then the modules but most of the modules ended up a bit too short for that to fully be realised
gargantuan central monolith surrounded by the suburbs
I wonder if I still have the original image inspiration folder for the central structure at least
we got urban decay in gtnh before GTA 6

the first time i saw it i think i said it reminded me of atlantis from the stargate show
i thought it was supposed to be glados originally or like aperature science or a main like structure originally
that was the inspiration for the internal part with the controller lol
also gregos-glados
yeah ofc lol
never seen Stargate I should watch it
it feels almost mandatory at this point
anyway I'll look for the images once I hop on pc
flip it upside-down and its glados
i honestly cant find the images i used as inspiration, i might have just made it up while building with sampsa
One thing I think will be really cool but we dont have yet is that NAC introduces the possibility of implementing nonvoidable items that you need to get rid of using some other process
Because CCs aren’t real they avoid the solution of “just throw it in a thrashcan”
pyanodons 
Greganadons
i love the idea that you can "fail" making higher tier chips so it just gives u lower tier ones like irl PCB fabs
gangue dust (NAC)
Or somethinf
There should be a chance to fail making a lower tier one so it makes an even lower tier one 
damn my transcendent circuit failed and became a ulv vacuum tube

nac multis can now store BigInteger power internally (recipes are still capped to max_int eu/t)
that's pretty nice
ill add this into the game tonight and see how it is
Yeah feel free to :)
This would just be the main operating sound of the NAC right. NAC itself has no real recipes it's just always on
The modules themselves idk what to do with
I feel like we should avoid making a whole orchestra of sounds playing when you're around the NAC but idk
Aspect and I were working on some Cosmic Frontiers magic stuff and they had the idea to make them harmonize
I think ill experiment with modules fitting over the main nac sound
Just would need to be harmonically fitting together
Ah so there's no need to sync the audio tracks?
yep, its all looped
I could make different length loops for polyrhythms 
Well what I mean is that the loop starts won't necessarily align
Unless we code them to but that might result in weird things so idk if we can really do that just for audio
to get serious do you have any thematic or lore ideas of what direction I can go into for sound design?
I think what you have for the main controller is going in the right direction
The modules are much less "alive" however, but they are still controlled/looked over by the nac
The modules will be lots of machine and assembly sounds
Yeah I think that makes sense
screwdrivers, welding, etc
Trying to think if there are some things I can do to further solidify the NAC having a unique sound design, delenos criticism of fusion + computer sounds was valid
Should be on theme for the specific module ofc
yeah fair
@spark thistle ,the shadow ui is super cool! about the color thing though, what if it kept the colors in a very muted and dulled way in the traces?
then it could still be dark mode, not hurting eyes from bright stuff, but also keep the small pretty bits :3

hell yeah
there is that new ItemStack(...) call to merge stacks into one
It had metadata and amount swapped

tbf I like this also this without color change of the tracers, maybe a little little color change, but I prefer the darker ones because they match the overall theme ; /
Added some liquid cooling sfx, I think its close
sounds so similar to the best sound in the game - sound of fusions
its one of my favorite saw base presets
I just had an epiphany, I was under the assumption that I had to go mono for sounds which makes things much harder
can anyone direct me to where the audio files for all gt machines are?
specifically endgame stuff like dtpf
assets/gregtech/sounds
nac is silly

the long overflow one that was with gorge? 
nac power routing is very different
it was long overflow but nac style
peak
Do note that this is an extra processing step in the nac and doesn't replace your regular engravers
So beamline is still required right
nac doesnt skip any of the processing for circuit parts before
it just lets you do the assembling much much much faster
so we still need 10 baibillions of cutters?

it's not a solution 
like, it is a solution, but it is very bad gameplay-wise
imo having a bunch of the dumb multis is not necessarily a huge problem
Like, having upgraded versions is nice and I think we can probably work on getting those in
But this takes a lot of time to do well and is not something we need to rush or maybe even prioritize
yeah, i'd love to make those but holy projects, i have like 3-4 things (only counting nh) i'm doing at the same time and i can't properly finish any of those
and one of them really wants material unification so it is a very long thing
It's really not a huge priority I think
AAL/CAL is pretty egregious because of how much setup they require
But a bunch of multis that only need some cribs and power is kind of whatever honestly
yeah, but we have both of those in development
The people whining about it every day have no idea how good they have it these days lol
Yeah, it's fine
yeah
I do think cutters are egregious
I had like 384 and they were still a bottleneck
I think chrom was helping implement an endgame lubricant tho so that might solve things
but that cost too much
It doesn't consume a lot and you already need a shit ton of superfluid for gate
If you think an upgraded cutter multi would be cheaper to run you're dead wrong
50L per recipe
Depends on the recipe
50L is not much, you make a lot of superfluid fairly quickly already
it costs nothing
but does it replace water of different grades?
water is free, just throw more parallels and more power
maxint: 
where is graded water used in cutter map
It’s not
boule cutting has water, but thats hardly gonna be a bottleneck
Thought I capped it to 10L
very heartbeaty, gives system shock vibes :D
oh dang v2 is even cooler
Bass so heavy my headphones were shaking 10/10
@stray bough this recipe gives me TOC since all recipes use 8 items and this use only 7, what about adding a fine wire of some short? 
overall, I´m excited to use NAC hahaha
that seems to be a bug, its supposed to have 8
Ah @rocky wraith forgot to remove this on the coremod pr
well i just havent changed it yet since these recipes were temporarily in 5u
yeh we shifted ids to not conflict with LHC
:erm:
its fixed
nah I'm not about that
seems a bit off to use controllers of lasers and cutters in a recipe
seems pretty normal to me
its a processing module
maybe replace laser with like emitter or smth
plenty of multis use controllers too
a lot of lategame machines use controllers in recipes

its extremely common
every module follows a pattern
the modules take controllers of the multis they represent
EOH using controllers of a lot of machines in the recipe xd
like it wasn't obvious
casing, 4 uev circuits, 16 vacuum pipes, a uev component that fits the module, 2 relevant multiblock controllers, 2 relevant items
fluids of mutated solder and the material used in the framebox of the structure
is this obvious
the only different one is assembly matrix which is just a similar format but with more inputs since its a bit more important
well sure if you have some structure in recipes
they all follow a pattern
(you already said it)
there's simply not enough items in late game to make them any more distinct
theres a format to the recipes that they all follow
the recipes are following a kind of ordering yea.
why no one told me that before
the recipes have a shared organisational scheme
so much information holy
happy to provide help
give me time to process it
say that again...
that again
Godspeed soldiers, congratz on the (soon) release 
now ate csperimentals?
if I see someone build a sideways or upside down NAC in an actual world I will personally go and grief it
real
how did the module that had the fluid in it end up looking?
did we make a new fluid or render a fake fluid or just remove it entirely?
also the one with the coils/Tesla coils, did they stay or did we make new coil blocks for tiering? since that was the initial purpose of those
removed
don’t remember seeing this one
the fluid removed or the module?
maybe that was a prototype we abandoned but i dont think so?
it was quite tall
yeah. The tanks are empty now
boooooo
we could do a render but there’s a few issues with stuff like that
(Fluid, not render)
i see
nocturnally active cryptovisions
does NAC or 2.9 aim exotic circuit?
new arrival confirmed, the NAC is now at coordinates 1,1,1 and Now available on Channel 9
New Air Craft
Upside down nac is a real meta
NAC enables exotics but they're not being worked on yet

please make one (1) nac in the normal orientation as a centrepiece of your base
no wallsharing, no rotating, no spamming, no funny business
nac is a serious multi, no joking allowed
No Allowed Comedy
Add gimmick - if place 2 nac controller, It nukes overworld
No Additional Controller
NFB - no funny business
lmao real

By the way, whenever anyone gets the chance, the NAC V4 wav is good, I can convert to .ogg if needed!
Ive already put it in the game
gm
exotics when /j
never
Never Adding Circuits 
I'll do that tomorrow when I'll be at home 
(in about 14 hours)


we need taranium for exotics
taranium when
what are exotics
the upcoming tier of circuit above the current highest circuit line (opticals)
Another tier before gate?
MAX
theres a couple of those
theyre all in game, just some are unimplemented
There are 2 unimplemented circuit tiers before gate
This is supposedly one of them
3

they are already ingame without recipes and have been for years. exotics, cosmics, and temporally transcendent
Im in hv this is beyond me
Finally we can make them? Lol
@stray bough is this some mistake?
top is supposed to be bio, we fixed it already, just a typo
I’m not sure what color it specifically asks for. Maybe penguin knows but I think it should be said somewhere in a tooltip or the info box. If not it should be added
It does tell you but it’s Chinese here so I can’t help with that
just about that edge case where it decides what color the output should be
very interesting it does break in fullpack
im not sure if anythings wrong with the hatch adder, but i dont think so....
maybe the version of nac thats in is dated
yellow
anyway we have managed to solve the problem
directing all outputs to a splitter
yeah
it is quite fast
we made 1 million optical mainframe within 3 minutes
what power?
i used 1677uxv debug energy hatch so i cannot tell exactly
time to nerf
maybe about 30000 max
we should do a 4 parallel max
nearly one uxv ssass
300000
if you promise GREGOS a snack, he gives you 5 instead
he?
idk
isn't no hatch being added to the projection
misgendering a piece of code 🥀
gregos has no gender, as it is a computer
but it has voice of a man 
teeeechnically

thats not how that works
who cares 🥀
yeah same lol
i think i fixed this. unless blockrenderer has an old version im not sure
it doesnt even have a voice yet 
it seem can't input in different hatch? But i success do Optical processor once
It can't output into a different hatch than the one it asks for no. If your recipe inputs are in a yellow hatch, the output must go in a yellow output
ummmm.... the hatch isolation only support same color?
Hatch isolation does not apply to NAC
Recipes can take items from different colored hatches, and will place their outputs in the color of the hatch that the first item was found in
If that color output isn't there you will see the "no output space" error
this?
Correct
and quite nanochip assembly
yes
wow
FAST I'd say
We weren’t kidding when we said one nac will be fast enough for anything, the only limit is your setup
It’s more feasible to do one nac per circuit line instead
yeah i expected it to be like 64 opticals per second, but 400 PER TICK 
damn
Well this is with a lot of power I assume
32k parallel, I think these are a uiv or UMV recipe so
Overclocked a few times
The goal is that we can make gate take like 100x more circuits eventually without this being an issue
the power is this
NAC in daily or exp build?
yeah,it has in exp75
oh
Quick quirk, how about not automatically going into text mode when opening the gui for NAC?
It never did that when I tested
Maybe it saved the last mode you were in?
nope, its always opening with ability to type
There is always a text bar, but that's not talk mode
change to button?
I don't really see the issue with having the text bar yet tbh
nono I mean if you open the main NAC gui, the text box is automatically gettic focused
so you need to double ESC to exit
I was thinking if chaning that is doable/worth?
Oh, probably
so its not auto-focused at opening the gui
im pretty sure the textbox was intentionally focused on ui open
i cant remember for sure though
yes it’s intentional but it’s a quick fix
yep that's how i made it
it would be very easy to fix
i can fix it if it needs a fix
it's probably better if it's like AE2, an option to auto focus or not
already pushed
gg
i fixed it
will be good next release
@stray bough will Superconductivity module and cutting module add some small automations like FBID module?
Nope
They look a bit monotonous. ...
The basic modules aren’t really supposed to be any more complex
Since the routing is already enough effort
oops
Does NAC Supports TecTech Multi-Amp and Laser Hatches I can't tell from the description??? I'm assuming no (Experimental 75)
It does, you should be able to see this on the structure preview
I meant this should be specified in the description because it always is specified
Sure, probably
NAC changelog for next experimental:
- Fixed missing recipe for cut superconductor UMV bolt PC
- Fixed typos and mistakes in info panel
- Clarify some confusion about connections being 1:1
- More info on the second calibration progress bar
- Prevent uncolored vacuum pipes from connecting, same way data pipes work
- Add outline to splitter rule color selection when selected
- Fix structure display
- NAC controller scan is now optical processor instead of optical mainframe
- Adjust bio and wetware catalyst cost of bio module to be much less expensive
Yooooo
This is what its all about!
Now make uranium edible (and instantly kill u)
holy old nac
Actually none of that screenshot is still in 😭
We removed that line
And the mood bar/tabs are gone
i remember stealing mui2 code from it
when i was working on ECCF only nac and redstone sniffer had mui2 code
about eccf is is still under development, or how is it looking?
nah i stopped it for now

no progress for 5 months + bad code + i don't like the concept at all, needs rebalancing
understand 
even so, the textures changed lated to be frame separately and overlays separately, so you'd need to redo them anyways 
Ye, these are pretty old, from the times I had fun in experimentals or something

inshallah it is merged


