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  1. Due to the nature of running discrete programs on discretely classical machines, the physics of ONI are not like the physics of classical mechanics except as a reasonable approximation in some cases. Classical mechanics relies on notions of continuity, smoothness, and strict consistency of systems of equations. ONI physics can not replicate exactly continuity or smoothness and the consistency of local mechanics with global mechanics is hit and miss in a lot of cases due to the nature of the tractability problems of the ONI programmatic world and the realities of corporate development. As such, ONI's mechanics despite some appearances otherwise are fundamentally discrete and quantized. Some quantities are pseudo-continuous and are represented by floats or doubles in code with precision set by hardware constraints of CPUs and GPUs. Given this reality it is some what perplexing to me that the mathematical physics theories of ONI do not include or identify the quanta of the ONI system. Two of the biggest differences between ONI physics and real world physics is in the space-time of the game world; it is an unknown problem in real world physics as to whether or not space or time are quantized, but in ONI, we have definitive answers to this problem. ONI space-time is quantized, and one of the most basic quanta of the game is the tick which is roughly 0.2 seconds on a standardized machine in real time. The tick is the quantum of time in the ONI universe; this is a really important notion because time underlies mechanics for things like velocity and acceleration and thermal transfer or any force/action mechanics. We know for a fact that space in ONI is also quantized; the most obvious examples is the square grid of the game world tiles, but space is also quantized in many cases in terms of storage or containers. This immediately implies the quantization of velocity in the ONI mechanics as distance/time = velocity. Given that the tick is the minimum unit of time for any given action or transformation of the game state and the tile is the minimum possible distance then the quanta of velocity is the ONI equivalent of the speed of light or the limit of signal speed through tiles; the rough consistency of the ONI system results in significant differences between this quantum of velocity and the real world c in particular with things like circuit networks and power transmission, but the acknowledgement of this fact can facilitate the development of a class or group of such speed limits and experimentally derived quanta. Of tremendous interest to the general community including both devs and players is the notion of the thermodynamics of ONI; Thermal transfer of energy from one body to another is the primary mechanics of the game, but the exact documentable statement of those mechanics in a comprehensive sense has been elusive. I propose that there exists a thermal quantum of energy and there exists a thermal quantum of wattage; these represent the minimum non-zero value of energy that can transfer from one body to another. Also of general interest, ONI's fundamental mechanics do not strictly conserve mass and many other quantities like heat as would be conserved in a closed real world physical system. As such, the first law of ONI thermodynamics concerns some other set of invariants which immediately seem to me to be closely related to ONI space-time mechanics; the identification of what quantities are specifically and strictly consistently conserved across the whole game world at every step of the simulation would be of great interest and use for the player base and the devs.