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Minetest technic modpack user manual |
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The technic modpack extends the Minetest game with many new elements, |
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mainly constructable machines and tools. It is a large modpack, and |
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tends to dominate gameplay when it is used. This manual describes how |
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to use the technic modpack, mainly from a player's perspective. |
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The technic modpack depends on some other modpacks: |
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* the basic Minetest game |
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* mesecons, which supports the construction of logic systems based on |
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signalling elements |
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* pipeworks, which supports the automation of item transport |
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* moreores, which provides some additional ore types |
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This manual doesn't explain how to use these other modpacks, which ought |
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to (but actually don't) have their own manuals. |
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Recipes for constructable items in technic are generally not guessable, |
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and are also not specifically documented here. You should use a |
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craft guide mod to look up the recipes in-game. For the best possible |
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guidance, use the unified\_inventory mod, with which technic registers |
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its specialised recipe types. |
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substances |
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### ore ### |
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The technic mod makes extensive use of not just the default ores but also |
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some that are added by mods. You will need to mine for all the ore types |
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in the course of the game. Each ore type is found at a specific range of |
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elevations, and while the ranges mostly overlap, some have non-overlapping |
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ranges, so you will ultimately need to mine at more than one elevation |
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to find all the ores. Also, because one of the best elevations to mine |
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at is very deep, you will be unable to mine there early in the game. |
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Elevation is measured in meters, relative to a reference plane that |
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is not quite sea level. (The standard sea level is at an elevation |
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of about +1.4.) Positive elevations are above the reference plane and |
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negative elevations below. Because elevations are always described this |
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way round, greater numbers when higher, we avoid the word "depth". |
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The ores that matter in technic are coal, iron, copper, tin, zinc, |
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chromium, uranium, silver, gold, mithril, mese, and diamond. |
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Coal is part of the basic Minetest game. It is found from elevation |
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+64 downwards, so is available right on the surface at the start of |
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the game, but it is far less abundant above elevation 0 than below. |
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It is initially used as a fuel, driving important machines in the early |
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part of the game. It becomes less important as a fuel once most of your |
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machines are electrically powered, but burning fuel remains a way to |
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generate electrical power. Coal is also used, usually in dust form, as |
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an ingredient in alloying recipes, wherever elemental carbon is required. |
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Iron is part of the basic Minetest game. It is found from elevation |
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+2 downwards, and its abundance increases in stages as one descends, |
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reaching its maximum from elevation -64 downwards. It is a common metal, |
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used frequently as a structural component. In technic, unlike the basic |
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game, iron is used in multiple forms, mainly alloys based on iron and |
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including carbon (coal). |
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Copper is part of the basic Minetest game (having migrated there from |
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moreores). It is found from elevation -16 downwards, but is more abundant |
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from elevation -64 downwards. It is a common metal, used either on its |
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own for its electrical conductivity, or as the base component of alloys. |
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Although common, it is very heavily used, and most of the time it will |
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be the material that most limits your activity. |
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Tin is supplied by the moreores mod. It is found from elevation +8 |
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downwards, with no elevation-dependent variations in abundance beyond |
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that point. It is a common metal. Its main use in pure form is as a |
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component of electrical batteries. Apart from that its main purpose is |
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as the secondary ingredient in bronze (the base being copper), but bronze |
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is itself little used. Its abundance is well in excess of its usage, |
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so you will usually have a surplus of it. |
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Zinc is supplied by technic. It is found from elevation +2 downwards, |
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with no elevation-dependent variations in abundance beyond that point. |
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It is a common metal. Its main use is as the secondary ingredient |
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in brass (the base being copper), but brass is itself little used. |
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Its abundance is well in excess of its usage, so you will usually have |
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a surplus of it. |
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Chromium is supplied by technic. It is found from elevation -100 |
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downwards, with no elevation-dependent variations in abundance beyond |
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that point. It is a moderately common metal. Its main use is as the |
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secondary ingredient in stainless steel (the base being iron). |
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Uranium is supplied by technic. It is found only from elevation -80 down |
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to -300; using it therefore requires one to mine above elevation -300 even |
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though deeper mining is otherwise more productive. It is a moderately |
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common metal, useful only for reasons related to radioactivity: it forms |
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the fuel for nuclear reactors, and is also one of the best radiation |
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shielding materials available. It is not difficult to find enough uranium |
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ore to satisfy these uses. Beware that the ore is slightly radioactive: |
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it will slightly harm you if you stand as close as possible to it. |
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It is safe when more than a meter away or when mined. |
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Silver is supplied by the moreores mod. It is found from elevation -2 |
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downwards, with no elevation-dependent variations in abundance beyond |
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that point. It is a semi-precious metal. It is little used, being most |
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notably used in electrical items due to its conductivity, being the best |
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conductor of all the pure elements. |
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Gold is part of the basic Minetest game (having migrated there from |
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moreores). It is found from elevation -64 downwards, but is more |
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abundant from elevation -256 downwards. It is a precious metal. It is |
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little used, being most notably used in electrical items due to its |
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combination of good conductivity (third best of all the pure elements) |
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and corrosion resistance. |
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Mithril is supplied by the moreores mod. It is found from elevation |
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-512 downwards, the deepest ceiling of any minable substance, with |
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no elevation-dependent variations in abundance beyond that point. |
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It is a rare precious metal, and unlike all the other metals described |
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here it is entirely fictional, being derived from J. R. R. Tolkien's |
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Middle-Earth setting. It is little used. |
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Mese is part of the basic Minetest game. It is found from elevation |
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-64 downwards. The ore is more abundant from elevation -256 downwards, |
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and from elevation -1024 downwards there are also occasional blocks of |
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solid mese (each yielding as much mese as nine blocks of ore). It is a |
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precious gemstone, and unlike diamond it is entirely fictional. It is |
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used in many recipes, though mainly not in large quantities, wherever |
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some magical quality needs to be imparted. |
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Diamond is part of the basic Minetest game (having migrated there from |
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technic). It is found from elevation -128 downwards, but is more abundant |
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from elevation -256 downwards. It is a precious gemstone. It is used |
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moderately, mainly for reasons connected to its extreme hardness. |
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### rock ### |
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In addition to the ores, there are multiple kinds of rock that need to be |
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mined in their own right, rather than for minerals. The rock types that |
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matter in technic are standard stone, desert stone, marble, and granite. |
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Standard stone is part of the basic Minetest game. It is extremely |
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common. As in the basic game, when dug it yields cobblestone, which can |
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be cooked to turn it back into standard stone. Cobblestone is used in |
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recipes only for some relatively primitive machines. Standard stone is |
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used in a couple of machine recipes. These rock types gain additional |
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significance with technic because the grinder can be used to turn them |
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into dirt and sand. This, especially when combined with an automated |
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cobblestone generator, can be an easier way to acquire sand than |
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collecting it where it occurs naturally. |
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Desert stone is part of the basic Minetest game. It is found specifically |
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in desert biomes, and only from elevation +2 upwards. Although it is |
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easily accessible, therefore, its quantity is ultimately quite limited. |
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It is used in a few recipes. |
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Marble is supplied by technic. It is found in dense clusters from |
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elevation -50 downwards. It has mainly decorative use, but also appears |
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in one machine recipe. |
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Granite is supplied by technic. It is found in dense clusters from |
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elevation -150 downwards. It is much harder to dig than standard stone, |
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so impedes mining when it is encountered. It has mainly decorative use, |
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but also appears in a couple of machine recipes. |
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### rubber ### |
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Rubber is a biologically-derived material that has industrial uses due |
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to its electrical resistivity and its impermeability. In technic, it |
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is used in a few recipes, and it must be acquired by tapping rubber trees. |
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If you have the moretrees mod installed, the rubber trees you need |
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are those defined by that mod. If not, technic supplies a copy of the |
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moretrees rubber tree. |
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Extracting rubber requires a specific tool, a tree tap. Using the tree |
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tap (by left-clicking) on a rubber tree trunk block extracts a lump of |
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raw latex from the trunk. Each trunk block can be repeatedly tapped for |
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latex, at intervals of several minutes; its appearance changes to show |
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whether it is currently ripe for tapping. Each tree has several trunk |
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blocks, so several latex lumps can be extracted from a tree in one visit. |
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Raw latex isn't used directly. It must be vulcanized to produce finished |
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rubber. This can be performed by simply cooking the latex, with each |
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latex lump producing one lump of rubber. If you have an extractor, |
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however, the latex is better processed there: each latex lump will |
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produce three lumps of rubber. |
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### metal ### |
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Many of the substances important in technic are metals, and there is |
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a common pattern in how metals are handled. Generally, each metal can |
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exist in five forms: ore, lump, dust, ingot, and block. With a couple of |
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tricky exceptions in mods outside technic, metals are only *used* in dust, |
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ingot, and block forms. Metals can be readily converted between these |
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three forms, but can't be converted from them back to ore or lump forms. |
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As in the basic Minetest game, a "lump" of metal is acquired directly by |
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digging ore, and will then be processed into some other form for use. |
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A lump is thus more akin to ore than to refined metal. (In real life, |
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metal ore rarely yields lumps ("nuggets") of pure metal directly. |
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More often the desired metal is chemically bound into the rock as an |
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oxide or some other compound, and the ore must be chemically processed |
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to yield pure metal.) |
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Not all metals occur directly as ore. Generally, elemental metals (those |
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consisting of a single chemical element) occur as ore, and alloys (those |
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consisting of a mixture of multiple elements) do not. In fact, if the |
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fictional mithril is taken to be elemental, this pattern is currently |
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followed perfectly. (It is not clear in the Middle-Earth setting whether |
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mithril is elemental or an alloy.) This might change in the future: |
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in real life some alloys do occur as ore, and some elemental metals |
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rarely occur naturally outside such alloys. Metals that do not occur |
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as ore also lack the "lump" form. |
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The basic Minetest game offers a single way to refine metals: cook a lump |
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in a furnace to produce an ingot. With technic this refinement method |
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still exists, but is rarely used outside the early part of the game, |
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because technic offers a more efficient method once some machines have |
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been built. The grinder, available only in electrically-powered forms, |
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can grind a metal lump into two piles of metal dust. Each dust pile |
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can then be cooked into an ingot, yielding two ingots from one lump. |
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This doubling of material value means that you should only cook a lump |
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directly when you have no choice, mainly early in the game when you |
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haven't yet built a grinder. |
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An ingot can also be ground back to (one pile of) dust. Thus it is always |
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possible to convert metal between ingot and dust forms, at the expense |
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of some energy consumption. Nine ingots of a metal can be crafted into |
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a block, which can be used for building. The block can also be crafted |
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back to nine ingots. Thus it is possible to freely convert metal between |
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ingot and block forms, which is convenient to store the metal compactly. |
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Every metal has dust, ingot, and block forms. |
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Alloying recipes in which a metal is the base ingredient, to produce a |
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metal alloy, always come in two forms, using the metal either as dust |
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or as an ingot. If the secondary ingredient is also a metal, it must |
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be supplied in the same form as the base ingredient. The output alloy |
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is also returned in the same form. For example, brass can be produced |
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by alloying two copper ingots with one zinc ingot to make three brass |
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ingots, or by alloying two piles of copper dust with one pile of zinc |
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dust to make three piles of brass dust. The two ways of alloying produce |
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equivalent results. |
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### iron and its alloys ### |
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Iron forms several important alloys. In real-life history, iron was the |
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second metal to be used as the base component of deliberately-constructed |
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alloys (the first was copper), and it was the first metal whose working |
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required processes of any metallurgical sophistication. The game |
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mechanics around iron broadly imitate the historical progression of |
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processes around it, rather than the less-varied modern processes. |
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The two-component alloying system of iron with carbon is of huge |
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importance, both in the game and in real life. The basic Minetest game |
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doesn't distinguish between these pure iron and these alloys at all, |
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but technic introduces a distinction based on the carbon content, and |
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renames some items of the basic game accordingly. |
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The iron/carbon spectrum is represented in the game by three metal |
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substances: wrought iron, carbon steel, and cast iron. Wrought iron |
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has low carbon content (less than 0.25%), resists shattering, and |
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is easily welded, but is relatively soft and susceptible to rusting. |
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In real-life history it was used for rails, gates, chains, wire, pipes, |
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fasteners, and other purposes. Cast iron has high carbon content |
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(2.1% to 4%), is especially hard, and resists corrosion, but is |
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relatively brittle, and difficult to work. Historically it was used |
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to build large structures such as bridges, and for cannons, cookware, |
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and engine cylinders. Carbon steel has medium carbon content (0.25% |
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to 2.1%), and intermediate properties: moderately hard and also tough, |
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somewhat resistant to corrosion. In real life it is now used for most |
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of the purposes previously satisfied by wrought iron and many of those |
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of cast iron, but has historically been especially important for its |
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use in swords, armor, skyscrapers, large bridges, and machines. |
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In real-life history, the first form of iron to be refined was |
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wrought iron, which is nearly pure iron, having low carbon content. |
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It was produced from ore by a low-temperature furnace process (the |
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"bloomery") in which the ore/iron remains solid and impurities (slag) |
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are progressively removed by hammering ("working", hence "wrought"). |
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This began in the middle East, around 1800 BCE. |
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Historically, the next forms of iron to be refined were those of high |
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carbon content. This was the result of the development of a more |
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sophisticated kind of furnace, the blast furnace, capable of reaching |
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higher temperatures. The real advantage of the blast furnace is that it |
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melts the metal, allowing it to be cast straight into a shape supplied by |
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a mould, rather than having to be gradually beaten into the desired shape. |
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A side effect of the blast furnace is that carbon from the furnace's fuel |
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is unavoidably incorporated into the metal. Normally iron is processed |
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twice through the blast furnace: once producing "pig iron", which has |
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very high carbon content and lots of impurities but lower melting point, |
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casting it into rough ingots, then remelting the pig iron and casting it |
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into the final moulds. The result is called "cast iron". Pig iron was |
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first produced in China around 1200 BCE, and cast iron later in the 5th |
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century BCE. Incidentally, the Chinese did not have the bloomery process, |
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so this was their first iron refining process, and, unlike the rest of |
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the world, their first wrought iron was made from pig iron rather than |
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directly from ore. |
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Carbon steel, with intermediate carbon content, was developed much later, |
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in Europe in the 17th century CE. It required a more sophisticated |
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process, because the blast furnace made it extremely difficult to achieve |
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a controlled carbon content. Tweaks of the blast furnace would sometimes |
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produce an intermediate carbon content by luck, but the first processes to |
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reliably produce steel were based on removing almost all the carbon from |
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pig iron and then explicitly mixing a controlled amount of carbon back in. |
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In the game, the bloomery process is represented by ordinary cooking |
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or grinding of an iron lump. The lump represents unprocessed ore, |
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and is identified only as "iron", not specifically as wrought iron. |
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This standard refining process produces dust or an ingot which is |
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specifically identified as wrought iron. Thus the standard refining |
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process produces the (nearly) pure metal. |
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Cast iron is trickier. You might expect from the real-life notes above |
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that cooking an iron lump (representing ore) would produce pig iron that |
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can then be cooked again to produce cast iron. This is kind of the case, |
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but not exactly, because as already noted cooking an iron lump produces |
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wrought iron. The game doesn't distinguish between low-temperature |
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and high-temperature cooking processes: the same furnace is used not |
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just to cast all kinds of metal but also to cook food. So there is no |
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distinction between cooking processes to produce distinct wrought iron |
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and pig iron. But repeated cooking *is* available as a game mechanic, |
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and is indeed used to produce cast iron: re-cooking a wrought iron ingot |
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produces a cast iron ingot. So pig iron isn't represented in the game as |
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a distinct item; instead wrought iron stands in for pig iron in addition |
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to its realistic uses as wrought iron. |
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Carbon steel is produced by a more regular in-game process: alloying |
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wrought iron with coal dust (which is essentially carbon). This bears |
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a fair resemblance to the historical development of carbon steel. |
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This alloying recipe is relatively time-consuming for the amount of |
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material processed, when compared against other alloying recipes, and |
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carbon steel is heavily used, so it is wise to alloy it in advance, |
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when you're not waiting for it. |
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There are additional recipes that permit all three of these types of iron |
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to be converted into each other. Alloying carbon steel again with coal |
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dust produces cast iron, with its higher carbon content. Cooking carbon |
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steel or cast iron produces wrought iron, in an abbreviated form of the |
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bloomery process. |
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There's one more iron alloy in the game: stainless steel. It is managed |
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in a completely regular manner, created by alloying carbon steel with |
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chromium. |
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### uranium enrichment ### |
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When uranium is to be used to fuel a nuclear reactor, it is not |
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sufficient to merely isolate and refine uranium metal. It is necessary |
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to control its isotopic composition, because the different isotopes |
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behave differently in nuclear processes. |
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The main isotopes of interest are U-235 and U-238. U-235 is good at |
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sustaining a nuclear chain reaction, because when a U-235 nucleus is |
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bombarded with a neutron it will usually fission (split) into fragments. |
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It is therefore described as "fissile". U-238, on the other hand, |
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is not fissile: if bombarded with a neutron it will usually capture it, |
|
358 |
becoming U-239, which is very unstable and quickly decays into semi-stable |
|
359 |
(and fissile) plutonium-239. |
|
360 |
|
|
361 |
Inconveniently, the fissile U-235 makes up only about 0.7% of natural |
|
362 |
uranium, almost all of the other 99.3% being U-238. Natural uranium |
|
363 |
therefore doesn't make a great nuclear fuel. (In real life there are |
|
364 |
a small number of reactor types that can use it, but technic doesn't |
|
365 |
have such a reactor.) Better nuclear fuel needs to contain a higher |
|
366 |
proportion of U-235. |
|
367 |
|
|
368 |
Achieving a higher U-235 content isn't as simple as separating the U-235 |
|
369 |
from the U-238 and just using the required amount of U-235. Because |
|
370 |
U-235 and U-238 are both uranium, and therefore chemically identical, |
|
371 |
they cannot be chemically separated, in the way that different elements |
|
372 |
are separated from each other when refining metal. They do differ |
|
373 |
in atomic mass, so they can be separated by centrifuging, but because |
|
374 |
their atomic masses are very close, centrifuging doesn't separate them |
|
375 |
very well. They cannot be separated completely, but it is possible to |
|
376 |
produce uranium that has the isotopes mixed in different proportions. |
|
377 |
Uranium with a significantly larger fissile U-235 fraction than natural |
|
378 |
uranium is called "enriched", and that with a significantly lower fissile |
|
379 |
fraction is called "depleted". |
|
380 |
|
|
381 |
A single pass through a centrifuge produces two output streams, one with |
|
382 |
a fractionally higher fissile proportion than the input, and one with a |
|
383 |
fractionally lower fissile proportion. To alter the fissile proportion |
|
384 |
by a significant amount, these output streams must be centrifuged again, |
|
385 |
repeatedly. The usual arrangement is a "cascade", a linear arrangement |
|
386 |
of many centrifuges. Each centrifuge takes as input uranium with some |
|
387 |
specific fissile proportion, and passes its two output streams to the |
|
388 |
two adjacent centrifuges. Natural uranium is input somewhere in the |
|
389 |
middle of the cascade, and the two ends of the cascade produce properly |
|
390 |
enriched and depleted uranium. |
|
391 |
|
|
392 |
Fuel for technic's nuclear reactor consists of enriched uranium of which |
|
393 |
3.5% is fissile. (This is a typical value for a real-life light water |
|
394 |
reactor, a common type for power generation.) To enrich uranium in the |
|
395 |
game, it must first be in dust form: the centrifuge will not operate |
|
396 |
on ingots. (In real life uranium enrichment is done with the uranium |
|
397 |
in the form of a gas.) It is best to grind uranium lumps directly to |
|
398 |
dust, rather than cook them to ingots first, because this yields twice |
|
399 |
as much metal dust. When uranium is in refined form (dust, ingot, or |
|
400 |
block), the name of the inventory item indicates its fissile proportion. |
|
401 |
Uranium of any available fissile proportion can be put through all the |
|
402 |
usual processes for metal. |
|
403 |
|
|
404 |
A single centrifuge operation takes two uranium dust piles, and produces |
|
405 |
as output one dust pile with a fissile proportion 0.1% higher and one with |
|
406 |
a fissile proportion 0.1% lower. Uranium can be enriched up to the 3.5% |
|
407 |
required for nuclear fuel, and depleted down to 0.0%. Thus a cascade |
|
408 |
covering the full range of fissile fractions requires 34 cascade stages. |
|
409 |
(In real life, enriching to 3.5% uses thousands of cascade stages. |
|
410 |
Also, centrifuging is less effective when the input isotope ratio |
|
411 |
is more skewed, so the steps in fissile proportion are smaller for |
|
412 |
relatively depleted uranium. Zero fissile content is only asymptotically |
|
413 |
approachable, and natural uranium relatively cheap, so uranium is normally |
|
414 |
only depleted to around 0.3%. On the other hand, much higher enrichment |
|
415 |
than 3.5% isn't much more difficult than enriching that far.) |
|
416 |
|
|
417 |
Although centrifuges can be used manually, it is not feasible to perform |
|
418 |
uranium enrichment by hand. It is a practical necessity to set up |
|
419 |
an automated cascade, using pneumatic tubes to transfer uranium dust |
|
420 |
piles between centrifuges. Because both outputs from a centrifuge are |
|
421 |
ejected into the same tube, sorting tubes are needed to send the outputs |
|
422 |
in different directions along the cascade. It is possible to send items |
|
423 |
into the centrifuges through the same tubes that take the outputs, so the |
|
424 |
simplest version of the cascade structure has a line of 34 centrifuges |
|
425 |
linked by a line of 34 sorting tube segments. |
|
426 |
|
|
427 |
Assuming that the cascade depletes uranium all the way to 0.0%, |
|
428 |
producing one unit of 3.5%-fissile uranium requires the input of five |
|
429 |
units of 0.7%-fissile (natural) uranium, takes 490 centrifuge operations, |
|
430 |
and produces four units of 0.0%-fissile (fully depleted) uranium as a |
|
431 |
byproduct. It is possible to reduce the number of required centrifuge |
|
432 |
operations by using more natural uranium input and outputting only |
|
433 |
partially depleted uranium, but (unlike in real life) this isn't usually |
|
434 |
an economical approach. The 490 operations are not spread equally over |
|
435 |
the cascade stages: the busiest stage is the one taking 0.7%-fissile |
|
436 |
uranium, which performs 28 of the 490 operations. The least busy is the |
|
437 |
one taking 3.4%-fissile uranium, which performs 1 of the 490 operations. |
|
438 |
|
|
439 |
A centrifuge cascade will consume quite a lot of energy. It is |
|
440 |
worth putting a battery upgrade in each centrifuge. (Only one can be |
|
441 |
accommodated, because a control logic unit upgrade is also required for |
|
442 |
tube operation.) An MV centrifuge, the only type presently available, |
|
443 |
draws 7 kEU/s in this state, and takes 5 s for each uranium centrifuging |
|
444 |
operation. It thus takes 35 kEU per operation, and the cascade requires |
|
445 |
17.15 MEU to produce each unit of enriched uranium. It takes five units |
|
446 |
of enriched uranium to make each fuel rod, and six rods to fuel a reactor, |
|
447 |
so the enrichment cascade requires 514.5 MEU to process a full set of |
|
448 |
reactor fuel. This is about 0.85% of the 6.048 GEU that the reactor |
|
449 |
will generate from that fuel. |
|
450 |
|
|
451 |
If there is enough power available, and enough natural uranium input, |
|
452 |
to keep the cascade running continuously, and exactly one centrifuge |
|
453 |
at each stage, then the overall speed of the cascade is determined by |
|
454 |
the busiest stage, the 0.7% stage. It can perform its 28 operations |
|
455 |
towards the enrichment of a single uranium unit in 140 s, so that is |
|
456 |
the overall cycle time of the cascade. It thus takes 70 min to enrich |
|
457 |
a full set of reactor fuel. While the cascade is running at this full |
|
458 |
speed, its average power consumption is 122.5 kEU/s. The instantaneous |
|
459 |
power consumption varies from second to second over the 140 s cycle, |
|
460 |
and the maximum possible instantaneous power consumption (with all 34 |
|
461 |
centrifuges active simultaneously) is 238 kEU/s. It is recommended to |
|
462 |
have some battery boxes to smooth out these variations. |
|
463 |
|
|
464 |
If the power supplied to the centrifuge cascade averages less than |
|
465 |
122.5 kEU/s, then the cascade can't run continuously. (Also, if the |
|
466 |
power supply is intermittent, such as solar, then continuous operation |
|
467 |
requires more battery boxes to smooth out the supply variations, even if |
|
468 |
the average power is high enough.) Because it's automated and doesn't |
|
469 |
require continuous player attention, having the cascade run at less |
|
470 |
than full speed shouldn't be a major problem. The enrichment work will |
|
471 |
consume the same energy overall regardless of how quickly it's performed, |
|
472 |
and the speed will vary in direct proportion to the average power supply |
|
473 |
(minus any supply lost because battery boxes filled completely). |
|
474 |
|
|
475 |
If there is insufficient power to run both the centrifuge cascade at |
|
476 |
full speed and whatever other machines require power, all machines on |
|
477 |
the same power network as the centrifuge will be forced to run at the |
|
478 |
same fractional speed. This can be inconvenient, especially if use |
|
479 |
of the other machines is less automated than the centrifuge cascade. |
|
480 |
It can be avoided by putting the centrifuge cascade on a separate power |
|
481 |
network from other machines, and limiting the proportion of the generated |
|
482 |
power that goes to it. |
|
483 |
|
|
484 |
If there is sufficient power and it is desired to enrich uranium faster |
|
485 |
than a single cascade can, the process can be speeded up more economically |
|
486 |
than by building an entire second cascade. Because the stages of the |
|
487 |
cascade do different proportions of the work, it is possible to add a |
|
488 |
second and subsequent centrifuges to only the busiest stages, and have |
|
489 |
the less busy stages still keep up with only a single centrifuge each. |
|
490 |
|
|
491 |
Another possible approach to uranium enrichment is to have no fixed |
|
492 |
assignment of fissile proportions to centrifuges, dynamically putting |
|
493 |
whatever uranium is available into whichever centrifuges are available. |
|
494 |
Theoretically all of the centrifuges can be kept almost totally busy all |
|
495 |
the time, making more efficient use of capital resources, and the number |
|
496 |
of centrifuges used can be as little (down to one) or as large as desired. |
|
497 |
The difficult part is that it is not sufficient to put each uranium dust |
|
498 |
pile individually into whatever centrifuge is available: they must be |
|
499 |
input in matched pairs. Any odd dust pile in a centrifuge will not be |
|
500 |
processed and will prevent that centrifuge from accepting any other input. |
|
501 |
|
df7bf8
|
502 |
industrial processes |
Z |
503 |
-------------------- |
5692c2
|
504 |
|
df7bf8
|
505 |
### alloying ### |
5692c2
|
506 |
|
df7bf8
|
507 |
In technic, alloying is a way of combining items to create other items, |
Z |
508 |
distinct from standard crafting. Alloying always uses inputs of exactly |
|
509 |
two distinct types, and produces a single output. Like cooking, which |
|
510 |
takes a single input, it is performed using a powered machine, known |
|
511 |
generically as an "alloy furnace". An alloy furnace always has two |
|
512 |
input slots, and it doesn't matter which way round the two ingredients |
|
513 |
are placed in the slots. Many alloying recipes require one or both |
|
514 |
slots to contain a stack of more than one of the ingredient item: the |
|
515 |
quantity required of each ingredient is part of the recipe. |
5692c2
|
516 |
|
df7bf8
|
517 |
As with the furnaces used for cooking, there are multiple kinds of alloy |
Z |
518 |
furnace, powered in different ways. The most-used alloy furnaces are |
|
519 |
electrically powered. There is also an alloy furnace that is powered |
|
520 |
by directly burning fuel, just like the basic cooking furnace. Building |
|
521 |
almost any electrical machine, including the electrically-powered alloy |
|
522 |
furnaces, requires a machine casing component, one ingredient of which |
|
523 |
is brass, an alloy. It is therefore necessary to use the fuel-fired |
|
524 |
alloy furnace in the early part of the game, on the way to building |
|
525 |
electrical machinery. |
5692c2
|
526 |
|
df7bf8
|
527 |
Alloying recipes are mainly concerned with metals. These recipes |
Z |
528 |
combine a base metal with some other element, most often another metal, |
|
529 |
to produce a new metal. This is discussed in the section on metal. |
|
530 |
There are also a few alloying recipes in which the base ingredient is |
|
531 |
non-metallic, such as the recipe for the silicon wafer. |
|
532 |
|
|
533 |
### grinding, extracting, and compressing ### |
|
534 |
|
|
535 |
Grinding, extracting, and compressing are three distinct, but very |
|
536 |
similar, ways of converting one item into another. They are all quite |
|
537 |
similar to the cooking found in the basic Minetest game. Each uses |
|
538 |
an input consisting of a single item type, and produces a single |
|
539 |
output. They are all performed using powered machines, respectively |
|
540 |
known generically as a "grinder", "extractor", and "compressor". |
|
541 |
Some compressing recipes require the input to be a stack of more than |
|
542 |
one of the input item: the quantity required is part of the recipe. |
|
543 |
Grinding and extracting recipes never require such a stacked input. |
|
544 |
|
|
545 |
There are multiple kinds of grinder, extractor, and compressor. Unlike |
|
546 |
cooking furnaces and alloy furnaces, there are none that directly burn |
|
547 |
fuel; they are all electrically powered. |
|
548 |
|
|
549 |
Grinding recipes always produce some kind of dust, loosely speaking, |
|
550 |
as output. The most important grinding recipes are concerned with metals: |
|
551 |
every metal lump or ingot can be ground into metal dust. Coal can also |
|
552 |
be ground into dust, and burning the dust as fuel produces much more |
|
553 |
energy than burning the original coal lump. There are a few other |
|
554 |
grinding recipes that make block types from the basic Minetest game |
|
555 |
more interconvertible: standard stone can be ground to standard sand, |
|
556 |
desert stone to desert sand, cobblestone to gravel, and gravel to dirt. |
|
557 |
|
|
558 |
Extracting is a miscellaneous category, used for a small group |
|
559 |
of processes that just don't fit nicely anywhere else. (Its name is |
|
560 |
notably vaguer than those of the other kinds of processing.) It is used |
|
561 |
for recipes that produce dye, mainly from flowers. (However, for those |
|
562 |
recipes using flowers, the basic Minetest game provides parallel crafting |
|
563 |
recipes that are easier to use and produce more dye, and those recipes |
|
564 |
are not suppressed by technic.) Its main use is to generate rubber from |
|
565 |
raw latex, which it does three times as efficiently as merely cooking |
|
566 |
the latex. Extracting was also formerly used for uranium enrichment for |
|
567 |
use as nuclear fuel, but this use has been superseded by a new enrichment |
|
568 |
system using the centrifuge. |
|
569 |
|
|
570 |
Compressing recipes are mainly used to produce a few relatively advanced |
|
571 |
artificial item types, such as the copper and carbon plates used in |
|
572 |
advanced machine recipes. There are also a couple of compressing recipes |
|
573 |
making natural block types more interconvertible. |
|
574 |
|
|
575 |
### centrifuging ### |
|
576 |
|
|
577 |
Centrifuging is another way of using a machine to convert items. |
|
578 |
Centrifuging takes an input of a single item type, and produces outputs |
|
579 |
of two distinct types. The input may be required to be a stack of |
|
580 |
more than one of the input item: the quantity required is part of |
|
581 |
the recipe. Centrifuging is only performed by a single machine type, |
|
582 |
the MV (electrically-powered) centrifuge. |
|
583 |
|
|
584 |
Currently, centrifuging recipes don't appear in the unified\_inventory |
|
585 |
craft guide, because unified\_inventory can't yet handle recipes with |
|
586 |
multiple outputs. |
|
587 |
|
|
588 |
Generally, centrifuging separates the input item into constituent |
|
589 |
substances, but it can only work when the input is reasonably fluid, |
|
590 |
and in marginal cases it is quite destructive to item structure. |
|
591 |
(In real life, centrifuges require their input to be mainly fluid, that |
|
592 |
is either liquid or gas. Few items in the game are described as liquid |
|
593 |
or gas, so the concept of the centrifuge is stretched a bit to apply to |
|
594 |
finely-divided solids.) |
|
595 |
|
|
596 |
The main use of centrifuging is in uranium enrichment, where it |
|
597 |
separates the isotopes of uranium dust that otherwise appears uniform. |
|
598 |
Enrichment is a necessary process before uranium can be used as nuclear |
|
599 |
fuel, and the radioactivity of uranium blocks is also affected by its |
|
600 |
isotopic composition. |
|
601 |
|
|
602 |
A secondary use of centrifuging is to separate the components of |
|
603 |
metal alloys. This can only be done using the dust form of the alloy. |
|
604 |
It recovers both components of binary metal/metal alloys. It can't |
|
605 |
recover the carbon from steel or cast iron. |
5692c2
|
606 |
|
7112e7
|
607 |
chests |
Z |
608 |
------ |
|
609 |
|
|
610 |
The technic mod replaces the basic Minetest game's single type of |
|
611 |
chest with a range of chests that have different sizes and features. |
|
612 |
The chest types are identified by the materials from which they are made; |
|
613 |
the better chests are made from more exotic materials. The chest types |
|
614 |
form a linear sequence, each being (with one exception noted below) |
|
615 |
strictly more powerful than the preceding one. The sequence begins with |
|
616 |
the wooden chest from the basic game, and each later chest type is built |
|
617 |
by upgrading a chest of the preceding type. The chest types are: |
|
618 |
|
|
619 |
1. wooden chest: 8×4 (32) slots |
|
620 |
2. iron chest: 9×5 (45) slots |
|
621 |
3. copper chest: 12×5 (60) slots |
|
622 |
4. silver chest: 12×6 (72) slots |
|
623 |
5. gold chest: 15×6 (90) slots |
|
624 |
6. mithril chest: 15×6 (90) slots |
|
625 |
|
|
626 |
The iron and later chests have the ability to sort their contents, |
|
627 |
when commanded by a button in their interaction forms. Item types are |
|
628 |
sorted in the same order used in the unified\_inventory craft guide. |
|
629 |
The copper and later chests also have an auto-sorting facility that can |
|
630 |
be enabled from the interaction form. An auto-sorting chest automatically |
|
631 |
sorts its contents whenever a player closes the chest. The contents will |
|
632 |
then usually be in a sorted state when the chest is opened, but may not |
|
633 |
be if pneumatic tubes have operated on the chest while it was closed, |
|
634 |
or if two players have the chest open simultaneously. |
|
635 |
|
|
636 |
The silver and gold chests, but not the mithril chest, have a built-in |
|
637 |
sign-like capability. They can be given a textual label, which will |
|
638 |
be visible when hovering over the chest. The gold chest, but again not |
|
639 |
the mithril chest, can be further labelled with a colored patch that is |
|
640 |
visible from a moderate distance. |
|
641 |
|
|
642 |
The mithril chest is currently an exception to the upgrading system. |
|
643 |
It has only as many inventory slots as the preceding (gold) type, and has |
|
644 |
fewer of the features. It has no feature that other chests don't have: |
|
645 |
it is strictly weaker than the gold chest. It is planned that in the |
|
646 |
future it will acquire some unique features, but for now the only reason |
|
647 |
to use it is aesthetic. |
|
648 |
|
|
649 |
The size of the largest chests is dictated by the maximum size |
|
650 |
of interaction form that the game engine can successfully display. |
|
651 |
If in the future the engine becomes capable of handling larger forms, |
|
652 |
by scaling them to fit the screen, the sequence of chest sizes will |
|
653 |
likely be revised. |
|
654 |
|
|
655 |
As with the chest of the basic Minetest game, each chest type comes |
|
656 |
in both locked and unlocked flavors. All of the chests work with the |
|
657 |
pneumatic tubes of the pipeworks mod. |
|
658 |
|
5692c2
|
659 |
electrical power |
Z |
660 |
---------------- |
|
661 |
|
|
662 |
Most machines in technic are electrically powered. To operate them it is |
|
663 |
necessary to construct an electrical power network. The network links |
|
664 |
together power generators and power-consuming machines, connecting them |
|
665 |
using power cables. |
|
666 |
|
|
667 |
There are three tiers of electrical networking: low voltage (LV), |
|
668 |
medium voltage (MV), and high voltage (HV). Each network must operate |
|
669 |
at a single voltage, and most electrical items are specific to a single |
|
670 |
voltage. Generally, the machines of higher tiers are more powerful, |
|
671 |
but consume more energy and are more expensive to build, than machines |
|
672 |
of lower tiers. It is normal to build networks of all three tiers, |
|
673 |
in ascending order as one progresses through the game, but it is not |
|
674 |
strictly necessary to do this. Building HV equipment requires some parts |
|
675 |
that can only be manufactured using electrical machines, either LV or MV, |
|
676 |
so it is not possible to build an HV network first, but it is possible |
|
677 |
to skip either LV or MV on the way to HV. |
|
678 |
|
|
679 |
Each voltage has its own cable type, with distinctive insulation. Cable |
|
680 |
segments connect to each other and to compatible machines automatically. |
|
681 |
Incompatible electrical items don't connect. All non-cable electrical |
|
682 |
items must be connected via cable: they don't connect directly to each |
|
683 |
other. Most electrical items can connect to cables in any direction, |
|
684 |
but there are a couple of important exceptions noted below. |
|
685 |
|
|
686 |
To be useful, an electrical network must connect at least one power |
|
687 |
generator to at least one power-consuming machine. In addition to these |
|
688 |
items, the network must have a "switching station" in order to operate: |
|
689 |
no energy will flow without one. Unlike most electrical items, the |
|
690 |
switching station is not voltage-specific: the same item will manage |
|
691 |
a network of any tier. However, also unlike most electrical items, |
|
692 |
it is picky about the direction in which it is connected to the cable: |
d0001a
|
693 |
the cable must be directly below the switching station. |
5692c2
|
694 |
|
Z |
695 |
Hovering over a network's switching station will show the aggregate energy |
|
696 |
supply and demand, which is useful for troubleshooting. Electrical energy |
|
697 |
is measured in "EU", and power (energy flow) in EU per second (EU/s). |
|
698 |
Energy is shifted around a network instantaneously once per second. |
|
699 |
|
|
700 |
In a simple network with only generators and consumers, if total |
|
701 |
demand exceeds total supply then no energy will flow, the machines |
|
702 |
will do nothing, and the generators' output will be lost. To handle |
|
703 |
this situation, it is recommended to add a battery box to the network. |
|
704 |
A battery box will store generated energy, and when enough has been |
|
705 |
stored to run the consumers for one second it will deliver it to the |
|
706 |
consumers, letting them run part-time. It also stores spare energy |
|
707 |
when supply exceeds demand, to let consumers run full-time when their |
|
708 |
demand occasionally peaks above the supply. More battery boxes can |
|
709 |
be added to cope with larger periods of mismatched supply and demand, |
|
710 |
such as those resulting from using solar generators (which only produce |
|
711 |
energy in the daytime). |
|
712 |
|
|
713 |
When there are electrical networks of multiple tiers, it can be appealing |
|
714 |
to generate energy on one tier and transfer it to another. The most |
|
715 |
direct way to do this is with the "supply converter", which can be |
|
716 |
directly wired into two networks. It is another tier-independent item, |
|
717 |
and also particular about the direction of cable connections: it must |
|
718 |
have the cable of one network directly above, and the cable of another |
|
719 |
network directly below. The supply converter demands 10000 EU/s from |
|
720 |
the network above, and when this network gives it power it supplies 9000 |
|
721 |
EU/s to the network below. Thus it is only 90% efficient, unlike most of |
|
722 |
the electrical system which is 100% efficient in moving energy around. |
|
723 |
To transfer more than 10000 EU/s between networks, connect multiple |
|
724 |
supply converters in parallel. |
|
725 |
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administrative world anchor |
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--------------------------- |
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|
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A world anchor is an object in the Minetest world that causes the server |
|
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to keep surrounding parts of the world running even when no players |
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are nearby. It is mainly used to allow machines to run unattended: |
|
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normally machines are suspended when not near a player. The technic |
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mod supplies a form of world anchor, as a placable block, but it is not |
|
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straightforwardly available to players. There is no recipe for it, so it |
|
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is only available if explicitly spawned into existence by someone with |
|
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administrative privileges. In a single-player world, the single player |
|
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normally has administrative privileges, and can obtain a world anchor |
|
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by entering the chat command "/give singleplayer technic:admin\_anchor". |
|
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|
|
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The world anchor tries to force a cubical area, centred upon the anchor, |
|
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to stay loaded. The distance from the anchor to the most distant map |
|
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nodes that it will keep loaded is referred to as the "radius", and can be |
|
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set in the world anchor's interaction form. The radius can be set as low |
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as 0, meaning that the anchor only tries to keep itself loaded, or as high |
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as 255, meaning that it will operate on a 511×511×511 cube. |
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Larger radii are forbidden, to avoid typos causing the server excessive |
|
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work; to keep a larger area loaded, use multiple anchors. Also use |
|
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multiple anchors if the area to be kept loaded is not well approximated |
|
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by a cube. |
|
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|
|
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The world is always kept loaded in units of 16×16×16 cubes, |
|
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confusingly known as "map blocks". The anchor's configured radius takes |
|
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no account of map block boundaries, but the anchor's effect is actually to |
|
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keep loaded each map block that contains any part of the configured cube. |
|
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The anchor's interaction form includes a status note showing how many map |
|
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blocks this is, and how many of those it is successfully keeping loaded. |
|
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When the anchor is disabled, as it is upon placement, it will always |
|
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show that it is keeping no map blocks loaded; this does not indicate |
|
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any kind of failure. |
|
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|
|
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The world anchor can optionally be locked. When it is locked, only |
|
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the anchor's owner, the player who placed it, can reconfigure it or |
|
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remove it. Only the owner can lock it. Locking an anchor is useful |
|
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if the use of anchors is being tightly controlled by administrators: |
|
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an administrator can set up a locked anchor and be sure that it will |
|
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not be set by ordinary players to an unapproved configuration. |
|
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|
|
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The server limits the ability of world anchors to keep parts of the world |
|
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loaded, to avoid overloading the server. The total number of map blocks |
|
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that can be kept loaded in this way is set by the server configuration |
|
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item "max\_forceloaded\_blocks" (in minetest.conf), which defaults to |
|
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only 16. For comparison, each player normally keeps 125 map blocks loaded |
|
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(a radius of 32). If an enabled world anchor shows that it is failing to |
|
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keep all the map blocks loaded that it would like to, this can be fixed |
|
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by increasing max\_forceloaded\_blocks by the amount of the shortfall. |
|
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|
|
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The tight limit on force-loading is the reason why the world anchor is |
|
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not directly available to players. With the limit so low both by default |
|
779 |
and in common practice, the only feasible way to determine where world |
|
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anchors should be used is for administrators to decide it directly. |
|
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|
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subjects missing from this manual |
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--------------------------------- |
|
784 |
|
|
785 |
This manual needs to be extended with sections on: |
|
786 |
|
df7bf8
|
787 |
* substances |
Z |
788 |
* concrete |
|
789 |
* powered machines |
|
790 |
* machine upgrades |
|
791 |
* how machines interact with tubes |
|
792 |
* battery box |
|
793 |
* processing machines |
|
794 |
* CNC machine |
|
795 |
* music player |
|
796 |
* tool workshop |
|
797 |
* forcefield emitter |
|
798 |
* quarry |
|
799 |
* power generators |
|
800 |
* hydro |
|
801 |
* geothermal |
|
802 |
* fuel-fired |
|
803 |
* wind |
|
804 |
* solar |
|
805 |
* nuclear |
|
806 |
* tools |
|
807 |
* tool charging |
|
808 |
* battery and energy crystals |
|
809 |
* chainsaw |
|
810 |
* flashlight |
|
811 |
* mining lasers |
|
812 |
* liquid cans |
|
813 |
* mining drills |
|
814 |
* prospector |
|
815 |
* sonic screwdriver |
|
816 |
* wrench |
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|
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* radioactivity |
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* frames |
|
819 |
* templates |