The game decides which cells an item occupies by the alpha of one pixel at
the centre of each 16x16 cell. The rig's rack bays left gaps exactly on the
centre rows, so 8 of 9 cells counted as empty and other items were placed
underneath it; the terminal's stand did the same. The rig gets a solid
back plate, the terminal's stand is widened, and art/sprites.py now checks
every cell the way the game does and refuses to write a sprite with a hole.
Verified in game: new rigs are 3x3 solid, new terminals 2x2 solid.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The entry network upgrade is the gateway to the whole mod, not only
mining: it now delivers the trading terminal and an RZX 50; rigs are
bought from Dr. Jackson, who always stocks one while the player has none.
The upgrade id changes (unreleased, no migration).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Uses the game's inventor stock hook (his shop at night and his weekly visit
to the player's store) and his own table placement, so prices are item value
plus his markup. A rig if the player has none (30% otherwise), two basic
cards every time, advanced cards from day 10 (60%, a second at 30%),
flagships from day 30 (25%) or always during his special stock from day 20.
New, genuine cards only; only after Mining Access is unlocked. A test entry
in the dev panel (F9) restocks the counter the way his shop does.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>