Punch Card Manual V0.0 (GregTech 5)

The Punch Card Manual is currently not obtainable ingame since Punch Cards are not fully implemented yet.

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This Manual will explain the Functionality of the Punch Cards, once they are fully implemented.

And no, they won't be like the IRL Punch Cards. This is just a current Idea Collection.

(i1&&i2)?o1=15:o1=0;=10 ignore all Whitespace Characters, use Long for saving the Numbers && || ^^ & | ^ ! ++ -- + - % / // * ** << >> >>> < > <= >= == != ~  ?:, ; ;= ;=X; = i0 i1 i2 i3 i4 i5 o0 o1 o2 o3 o4 o5 v0 v1 v2 v3 v4 v5 v6 v7 v8 v9 m0 m1 m2 m3 m4 m5 m6 m7 m8 m9 A B C D E F", "'0' = false, 'everything but 0' = true, '!' turns '0' into '1' and everything else into '0'", "',' is just a separator for multiple executed Codes in a row.

means that the Program waits until the next tick before continuing. ';=10' and ';=10;' both mean that it will wait 10 Ticks instead of 1.

And ';=0' or anything < 0 will default to 0. If the '=' Operator is used within Brackets, it returns the value the variable has been set to.

The Program saves the Char Index of the current Task, the 10 Variables (which reset to 0 as soon as the Program Loop stops), the 10 Member Variables and the remaining waiting Time in its NBT. A = 10, B = 11, C = 12, D = 13, E = 14, F = 15, just for Hexadecimal Space saving, since Redstone has only 4 Bits.

For implementing Loops you just need 1 Punch Card per Loop, these Cards can restart once they are finished, depending on how many other Cards there are in the Program Loop you inserted your Card into, since it will process them procedurally.

A Punch Card Processor can run up to four Loops, each with the length of seven Punch Cards, parallel.

Why does the Punch Card need Ink to be made, you ask? Because the empty one needs to have some lines on, and the for the punched one it prints the Code to execute in a human readable format on the Card.