Each line of a type's hardware section consists of the name of a piece of hardware followed by some numerical or symbolic arguments. A mass of "standard" means standard mass, which is 0.02 times the cost of the hardware. A constant * "standard" means that hardware is heavier or lighter than average. For example, a piece of hardware that costs 400 with a mass of "2 * standard" has a mass of 400 * 2 * 0.02 = 16.
We rarely remember to update the costs and masses in this table. When in doubt, consult the Types view.
|Hardware element||Cost||Mass||Use cost|
|processor instructions-per-frame [memory]||2 * instructions-per-frame + 0.05 * memory||half standard||0.0005 * instructions-executed|
|engine max-power||800 * max-power||standard||actual power|
|constructor max-power||100 * max-power||standard||actual power|
|energy max initial||max / 10 + initial||max / 500||na|
|solar-cells power||2000 * power||1.8 * standard||-power|
|eater max-power||100 * max-power||standard||- (up to max-power)|
|syphon max-power [range]||max-power * (16 + 4 * range)||standard||between +/- max-power depending on setting and target|
|enemy-syphon max-power [range]||max-power * (30 + 10 * range)||standard||between +/- max-power depending on setting and target|
|robot-sensor range [numResults]||range2 * 0.25 + range + numResults * 1||0.375 * standard||range2 * 0.005|
|food-sensor range [numResults]|
|shot-sensor range [numResults]|
|armor amount||amount||1.5 * standard||na|
|repair-rate max-power||400 * max-power||standard||2 * actual-rate|
|shield max-power||500 * max-power||0.5 * standard||actual-power|
|blaster damage range reload-time||damage * (1/reload-time + 1/100) * (120 + range * 8)||damage * (1/reload-time + 1/100) * (3.75 + range * 0.18)||damage * (0.18 + range * 0.012)|
|grenades strength range reload-time||strength * (1/reload-time + 1/200) * (110 + range * 8)||strength * (1/reload-time + 1/200) * (3.2 + range * 1)||strength * (0.132 + range * 0.0096)|
|force-field power range||power * (800 + range * 80)||standard||actual-power|
|bomb damage||0.25 * damage||1.5 * standard||na|
Masses are roughly proportional to cost. Most hardware weighs about 1 mass unit per 50 cost.
Electronic hardware like processor or shields is lighter, and armor and solar cells are heavier. There is an overhead per robot of cost 20 and mass 0.5, to discourage the creation of very small robots.
Some details of the hardware are documented in the physics page.
Sensors see one class of things (food, robots, or shots) at a limited range. You can fire a sensor as often as you like, but long-range sensors take a lot of energy to fire. You can control whether sensors see friendly robots and shots.
Moved to the hardware interface page.Grobots by Devon Schudy (firstname.lastname@example.org) and Warren Schudy (email@example.com)