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Minetest technic modpack user manual |
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==================================== |
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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 have |
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their own manuals: |
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* [Minetest Game Documentation](https://wiki.minetest.net/Main_Page) |
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* [Mesecons Documentation](http://mesecons.net/items.html) |
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* [Pipeworks Documentation](https://github.com/minetest-mods/pipeworks/wiki) |
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* [Moreores Forum Post](https://forum.minetest.net/viewtopic.php?t=549) |
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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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---------- |
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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 part of the basic Minetest game (having migrated there from |
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moreores). It is found from elevation +8 downwards, with no |
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elevation-dependent variations in abundance beyond that point. |
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It is a common metal. Its main use in pure form is as a component |
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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 alloying the latex with coal dust. |
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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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|
356 |
The main isotopes of interest are U-235 and U-238. U-235 is good at |
|
357 |
sustaining a nuclear chain reaction, because when a U-235 nucleus is |
|
358 |
bombarded with a neutron it will usually fission (split) into fragments. |
|
359 |
It is therefore described as "fissile". U-238, on the other hand, |
|
360 |
is not fissile: if bombarded with a neutron it will usually capture it, |
|
361 |
becoming U-239, which is very unstable and quickly decays into semi-stable |
|
362 |
(and fissile) plutonium-239. |
|
363 |
|
|
364 |
Inconveniently, the fissile U-235 makes up only about 0.7% of natural |
|
365 |
uranium, almost all of the other 99.3% being U-238. Natural uranium |
|
366 |
therefore doesn't make a great nuclear fuel. (In real life there are |
|
367 |
a small number of reactor types that can use it, but technic doesn't |
|
368 |
have such a reactor.) Better nuclear fuel needs to contain a higher |
|
369 |
proportion of U-235. |
|
370 |
|
|
371 |
Achieving a higher U-235 content isn't as simple as separating the U-235 |
|
372 |
from the U-238 and just using the required amount of U-235. Because |
|
373 |
U-235 and U-238 are both uranium, and therefore chemically identical, |
|
374 |
they cannot be chemically separated, in the way that different elements |
|
375 |
are separated from each other when refining metal. They do differ |
|
376 |
in atomic mass, so they can be separated by centrifuging, but because |
|
377 |
their atomic masses are very close, centrifuging doesn't separate them |
|
378 |
very well. They cannot be separated completely, but it is possible to |
|
379 |
produce uranium that has the isotopes mixed in different proportions. |
|
380 |
Uranium with a significantly larger fissile U-235 fraction than natural |
|
381 |
uranium is called "enriched", and that with a significantly lower fissile |
|
382 |
fraction is called "depleted". |
|
383 |
|
|
384 |
A single pass through a centrifuge produces two output streams, one with |
|
385 |
a fractionally higher fissile proportion than the input, and one with a |
|
386 |
fractionally lower fissile proportion. To alter the fissile proportion |
|
387 |
by a significant amount, these output streams must be centrifuged again, |
|
388 |
repeatedly. The usual arrangement is a "cascade", a linear arrangement |
|
389 |
of many centrifuges. Each centrifuge takes as input uranium with some |
|
390 |
specific fissile proportion, and passes its two output streams to the |
|
391 |
two adjacent centrifuges. Natural uranium is input somewhere in the |
|
392 |
middle of the cascade, and the two ends of the cascade produce properly |
|
393 |
enriched and depleted uranium. |
|
394 |
|
|
395 |
Fuel for technic's nuclear reactor consists of enriched uranium of which |
|
396 |
3.5% is fissile. (This is a typical value for a real-life light water |
|
397 |
reactor, a common type for power generation.) To enrich uranium in the |
|
398 |
game, it must first be in dust form: the centrifuge will not operate |
|
399 |
on ingots. (In real life uranium enrichment is done with the uranium |
|
400 |
in the form of a gas.) It is best to grind uranium lumps directly to |
|
401 |
dust, rather than cook them to ingots first, because this yields twice |
|
402 |
as much metal dust. When uranium is in refined form (dust, ingot, or |
|
403 |
block), the name of the inventory item indicates its fissile proportion. |
|
404 |
Uranium of any available fissile proportion can be put through all the |
|
405 |
usual processes for metal. |
|
406 |
|
|
407 |
A single centrifuge operation takes two uranium dust piles, and produces |
|
408 |
as output one dust pile with a fissile proportion 0.1% higher and one with |
|
409 |
a fissile proportion 0.1% lower. Uranium can be enriched up to the 3.5% |
|
410 |
required for nuclear fuel, and depleted down to 0.0%. Thus a cascade |
|
411 |
covering the full range of fissile fractions requires 34 cascade stages. |
|
412 |
(In real life, enriching to 3.5% uses thousands of cascade stages. |
|
413 |
Also, centrifuging is less effective when the input isotope ratio |
|
414 |
is more skewed, so the steps in fissile proportion are smaller for |
|
415 |
relatively depleted uranium. Zero fissile content is only asymptotically |
|
416 |
approachable, and natural uranium relatively cheap, so uranium is normally |
|
417 |
only depleted to around 0.3%. On the other hand, much higher enrichment |
|
418 |
than 3.5% isn't much more difficult than enriching that far.) |
|
419 |
|
|
420 |
Although centrifuges can be used manually, it is not feasible to perform |
|
421 |
uranium enrichment by hand. It is a practical necessity to set up |
|
422 |
an automated cascade, using pneumatic tubes to transfer uranium dust |
|
423 |
piles between centrifuges. Because both outputs from a centrifuge are |
|
424 |
ejected into the same tube, sorting tubes are needed to send the outputs |
|
425 |
in different directions along the cascade. It is possible to send items |
|
426 |
into the centrifuges through the same tubes that take the outputs, so the |
|
427 |
simplest version of the cascade structure has a line of 34 centrifuges |
|
428 |
linked by a line of 34 sorting tube segments. |
|
429 |
|
|
430 |
Assuming that the cascade depletes uranium all the way to 0.0%, |
|
431 |
producing one unit of 3.5%-fissile uranium requires the input of five |
|
432 |
units of 0.7%-fissile (natural) uranium, takes 490 centrifuge operations, |
|
433 |
and produces four units of 0.0%-fissile (fully depleted) uranium as a |
|
434 |
byproduct. It is possible to reduce the number of required centrifuge |
|
435 |
operations by using more natural uranium input and outputting only |
|
436 |
partially depleted uranium, but (unlike in real life) this isn't usually |
|
437 |
an economical approach. The 490 operations are not spread equally over |
|
438 |
the cascade stages: the busiest stage is the one taking 0.7%-fissile |
|
439 |
uranium, which performs 28 of the 490 operations. The least busy is the |
|
440 |
one taking 3.4%-fissile uranium, which performs 1 of the 490 operations. |
|
441 |
|
|
442 |
A centrifuge cascade will consume quite a lot of energy. It is |
|
443 |
worth putting a battery upgrade in each centrifuge. (Only one can be |
|
444 |
accommodated, because a control logic unit upgrade is also required for |
|
445 |
tube operation.) An MV centrifuge, the only type presently available, |
|
446 |
draws 7 kEU/s in this state, and takes 5 s for each uranium centrifuging |
|
447 |
operation. It thus takes 35 kEU per operation, and the cascade requires |
|
448 |
17.15 MEU to produce each unit of enriched uranium. It takes five units |
|
449 |
of enriched uranium to make each fuel rod, and six rods to fuel a reactor, |
|
450 |
so the enrichment cascade requires 514.5 MEU to process a full set of |
|
451 |
reactor fuel. This is about 0.85% of the 6.048 GEU that the reactor |
|
452 |
will generate from that fuel. |
|
453 |
|
|
454 |
If there is enough power available, and enough natural uranium input, |
|
455 |
to keep the cascade running continuously, and exactly one centrifuge |
|
456 |
at each stage, then the overall speed of the cascade is determined by |
|
457 |
the busiest stage, the 0.7% stage. It can perform its 28 operations |
|
458 |
towards the enrichment of a single uranium unit in 140 s, so that is |
|
459 |
the overall cycle time of the cascade. It thus takes 70 min to enrich |
|
460 |
a full set of reactor fuel. While the cascade is running at this full |
|
461 |
speed, its average power consumption is 122.5 kEU/s. The instantaneous |
|
462 |
power consumption varies from second to second over the 140 s cycle, |
|
463 |
and the maximum possible instantaneous power consumption (with all 34 |
|
464 |
centrifuges active simultaneously) is 238 kEU/s. It is recommended to |
|
465 |
have some battery boxes to smooth out these variations. |
|
466 |
|
|
467 |
If the power supplied to the centrifuge cascade averages less than |
|
468 |
122.5 kEU/s, then the cascade can't run continuously. (Also, if the |
|
469 |
power supply is intermittent, such as solar, then continuous operation |
|
470 |
requires more battery boxes to smooth out the supply variations, even if |
|
471 |
the average power is high enough.) Because it's automated and doesn't |
|
472 |
require continuous player attention, having the cascade run at less |
|
473 |
than full speed shouldn't be a major problem. The enrichment work will |
|
474 |
consume the same energy overall regardless of how quickly it's performed, |
|
475 |
and the speed will vary in direct proportion to the average power supply |
|
476 |
(minus any supply lost because battery boxes filled completely). |
|
477 |
|
|
478 |
If there is insufficient power to run both the centrifuge cascade at |
|
479 |
full speed and whatever other machines require power, all machines on |
|
480 |
the same power network as the centrifuge will be forced to run at the |
|
481 |
same fractional speed. This can be inconvenient, especially if use |
|
482 |
of the other machines is less automated than the centrifuge cascade. |
|
483 |
It can be avoided by putting the centrifuge cascade on a separate power |
|
484 |
network from other machines, and limiting the proportion of the generated |
|
485 |
power that goes to it. |
|
486 |
|
|
487 |
If there is sufficient power and it is desired to enrich uranium faster |
|
488 |
than a single cascade can, the process can be speeded up more economically |
|
489 |
than by building an entire second cascade. Because the stages of the |
|
490 |
cascade do different proportions of the work, it is possible to add a |
|
491 |
second and subsequent centrifuges to only the busiest stages, and have |
|
492 |
the less busy stages still keep up with only a single centrifuge each. |
|
493 |
|
|
494 |
Another possible approach to uranium enrichment is to have no fixed |
|
495 |
assignment of fissile proportions to centrifuges, dynamically putting |
|
496 |
whatever uranium is available into whichever centrifuges are available. |
|
497 |
Theoretically all of the centrifuges can be kept almost totally busy all |
|
498 |
the time, making more efficient use of capital resources, and the number |
|
499 |
of centrifuges used can be as little (down to one) or as large as desired. |
|
500 |
The difficult part is that it is not sufficient to put each uranium dust |
|
501 |
pile individually into whatever centrifuge is available: they must be |
|
502 |
input in matched pairs. Any odd dust pile in a centrifuge will not be |
|
503 |
processed and will prevent that centrifuge from accepting any other input. |
|
504 |
|
3b1aba
|
505 |
### concrete ### |
Z |
506 |
|
|
507 |
Concrete is a synthetic building material. The technic modpack implements |
|
508 |
it in the game. |
|
509 |
|
|
510 |
Two forms of concrete are available as building blocks: ordinary |
|
511 |
"concrete" and more advanced "blast-resistant concrete". Despite its |
|
512 |
name, the latter has no special resistance to explosions or to any other |
|
513 |
means of destruction. |
|
514 |
|
|
515 |
Concrete can also be used to make fences. They act just like wooden |
|
516 |
fences, but aren't flammable. Confusingly, the item that corresponds |
|
517 |
to a wooden "fence" is called "concrete post". Posts placed adjacently |
|
518 |
will implicitly create fence between them. Fencing also appears between |
|
519 |
a post and adjacent concrete block. |
|
520 |
|
df7bf8
|
521 |
industrial processes |
Z |
522 |
-------------------- |
5692c2
|
523 |
|
df7bf8
|
524 |
### alloying ### |
5692c2
|
525 |
|
df7bf8
|
526 |
In technic, alloying is a way of combining items to create other items, |
Z |
527 |
distinct from standard crafting. Alloying always uses inputs of exactly |
|
528 |
two distinct types, and produces a single output. Like cooking, which |
|
529 |
takes a single input, it is performed using a powered machine, known |
|
530 |
generically as an "alloy furnace". An alloy furnace always has two |
|
531 |
input slots, and it doesn't matter which way round the two ingredients |
|
532 |
are placed in the slots. Many alloying recipes require one or both |
|
533 |
slots to contain a stack of more than one of the ingredient item: the |
|
534 |
quantity required of each ingredient is part of the recipe. |
5692c2
|
535 |
|
df7bf8
|
536 |
As with the furnaces used for cooking, there are multiple kinds of alloy |
Z |
537 |
furnace, powered in different ways. The most-used alloy furnaces are |
|
538 |
electrically powered. There is also an alloy furnace that is powered |
|
539 |
by directly burning fuel, just like the basic cooking furnace. Building |
|
540 |
almost any electrical machine, including the electrically-powered alloy |
|
541 |
furnaces, requires a machine casing component, one ingredient of which |
|
542 |
is brass, an alloy. It is therefore necessary to use the fuel-fired |
|
543 |
alloy furnace in the early part of the game, on the way to building |
|
544 |
electrical machinery. |
5692c2
|
545 |
|
df7bf8
|
546 |
Alloying recipes are mainly concerned with metals. These recipes |
Z |
547 |
combine a base metal with some other element, most often another metal, |
|
548 |
to produce a new metal. This is discussed in the section on metal. |
|
549 |
There are also a few alloying recipes in which the base ingredient is |
|
550 |
non-metallic, such as the recipe for the silicon wafer. |
|
551 |
|
|
552 |
### grinding, extracting, and compressing ### |
|
553 |
|
|
554 |
Grinding, extracting, and compressing are three distinct, but very |
|
555 |
similar, ways of converting one item into another. They are all quite |
|
556 |
similar to the cooking found in the basic Minetest game. Each uses |
|
557 |
an input consisting of a single item type, and produces a single |
|
558 |
output. They are all performed using powered machines, respectively |
|
559 |
known generically as a "grinder", "extractor", and "compressor". |
|
560 |
Some compressing recipes require the input to be a stack of more than |
|
561 |
one of the input item: the quantity required is part of the recipe. |
|
562 |
Grinding and extracting recipes never require such a stacked input. |
|
563 |
|
|
564 |
There are multiple kinds of grinder, extractor, and compressor. Unlike |
|
565 |
cooking furnaces and alloy furnaces, there are none that directly burn |
|
566 |
fuel; they are all electrically powered. |
|
567 |
|
|
568 |
Grinding recipes always produce some kind of dust, loosely speaking, |
|
569 |
as output. The most important grinding recipes are concerned with metals: |
|
570 |
every metal lump or ingot can be ground into metal dust. Coal can also |
|
571 |
be ground into dust, and burning the dust as fuel produces much more |
|
572 |
energy than burning the original coal lump. There are a few other |
|
573 |
grinding recipes that make block types from the basic Minetest game |
|
574 |
more interconvertible: standard stone can be ground to standard sand, |
|
575 |
desert stone to desert sand, cobblestone to gravel, and gravel to dirt. |
|
576 |
|
|
577 |
Extracting is a miscellaneous category, used for a small group |
|
578 |
of processes that just don't fit nicely anywhere else. (Its name is |
|
579 |
notably vaguer than those of the other kinds of processing.) It is used |
|
580 |
for recipes that produce dye, mainly from flowers. (However, for those |
|
581 |
recipes using flowers, the basic Minetest game provides parallel crafting |
|
582 |
recipes that are easier to use and produce more dye, and those recipes |
|
583 |
are not suppressed by technic.) Its main use is to generate rubber from |
|
584 |
raw latex, which it does three times as efficiently as merely cooking |
|
585 |
the latex. Extracting was also formerly used for uranium enrichment for |
|
586 |
use as nuclear fuel, but this use has been superseded by a new enrichment |
|
587 |
system using the centrifuge. |
|
588 |
|
|
589 |
Compressing recipes are mainly used to produce a few relatively advanced |
|
590 |
artificial item types, such as the copper and carbon plates used in |
|
591 |
advanced machine recipes. There are also a couple of compressing recipes |
|
592 |
making natural block types more interconvertible. |
|
593 |
|
|
594 |
### centrifuging ### |
|
595 |
|
|
596 |
Centrifuging is another way of using a machine to convert items. |
|
597 |
Centrifuging takes an input of a single item type, and produces outputs |
|
598 |
of two distinct types. The input may be required to be a stack of |
|
599 |
more than one of the input item: the quantity required is part of |
|
600 |
the recipe. Centrifuging is only performed by a single machine type, |
|
601 |
the MV (electrically-powered) centrifuge. |
|
602 |
|
|
603 |
Currently, centrifuging recipes don't appear in the unified\_inventory |
|
604 |
craft guide, because unified\_inventory can't yet handle recipes with |
|
605 |
multiple outputs. |
|
606 |
|
|
607 |
Generally, centrifuging separates the input item into constituent |
|
608 |
substances, but it can only work when the input is reasonably fluid, |
|
609 |
and in marginal cases it is quite destructive to item structure. |
|
610 |
(In real life, centrifuges require their input to be mainly fluid, that |
|
611 |
is either liquid or gas. Few items in the game are described as liquid |
|
612 |
or gas, so the concept of the centrifuge is stretched a bit to apply to |
|
613 |
finely-divided solids.) |
|
614 |
|
|
615 |
The main use of centrifuging is in uranium enrichment, where it |
|
616 |
separates the isotopes of uranium dust that otherwise appears uniform. |
|
617 |
Enrichment is a necessary process before uranium can be used as nuclear |
|
618 |
fuel, and the radioactivity of uranium blocks is also affected by its |
|
619 |
isotopic composition. |
|
620 |
|
|
621 |
A secondary use of centrifuging is to separate the components of |
|
622 |
metal alloys. This can only be done using the dust form of the alloy. |
|
623 |
It recovers both components of binary metal/metal alloys. It can't |
|
624 |
recover the carbon from steel or cast iron. |
5692c2
|
625 |
|
7112e7
|
626 |
chests |
Z |
627 |
------ |
|
628 |
|
|
629 |
The technic mod replaces the basic Minetest game's single type of |
|
630 |
chest with a range of chests that have different sizes and features. |
|
631 |
The chest types are identified by the materials from which they are made; |
|
632 |
the better chests are made from more exotic materials. The chest types |
|
633 |
form a linear sequence, each being (with one exception noted below) |
|
634 |
strictly more powerful than the preceding one. The sequence begins with |
|
635 |
the wooden chest from the basic game, and each later chest type is built |
|
636 |
by upgrading a chest of the preceding type. The chest types are: |
|
637 |
|
|
638 |
1. wooden chest: 8×4 (32) slots |
|
639 |
2. iron chest: 9×5 (45) slots |
|
640 |
3. copper chest: 12×5 (60) slots |
|
641 |
4. silver chest: 12×6 (72) slots |
|
642 |
5. gold chest: 15×6 (90) slots |
|
643 |
6. mithril chest: 15×6 (90) slots |
|
644 |
|
|
645 |
The iron and later chests have the ability to sort their contents, |
|
646 |
when commanded by a button in their interaction forms. Item types are |
|
647 |
sorted in the same order used in the unified\_inventory craft guide. |
|
648 |
The copper and later chests also have an auto-sorting facility that can |
|
649 |
be enabled from the interaction form. An auto-sorting chest automatically |
|
650 |
sorts its contents whenever a player closes the chest. The contents will |
|
651 |
then usually be in a sorted state when the chest is opened, but may not |
|
652 |
be if pneumatic tubes have operated on the chest while it was closed, |
|
653 |
or if two players have the chest open simultaneously. |
|
654 |
|
|
655 |
The silver and gold chests, but not the mithril chest, have a built-in |
|
656 |
sign-like capability. They can be given a textual label, which will |
|
657 |
be visible when hovering over the chest. The gold chest, but again not |
|
658 |
the mithril chest, can be further labelled with a colored patch that is |
|
659 |
visible from a moderate distance. |
|
660 |
|
|
661 |
The mithril chest is currently an exception to the upgrading system. |
|
662 |
It has only as many inventory slots as the preceding (gold) type, and has |
|
663 |
fewer of the features. It has no feature that other chests don't have: |
|
664 |
it is strictly weaker than the gold chest. It is planned that in the |
|
665 |
future it will acquire some unique features, but for now the only reason |
|
666 |
to use it is aesthetic. |
|
667 |
|
|
668 |
The size of the largest chests is dictated by the maximum size |
|
669 |
of interaction form that the game engine can successfully display. |
|
670 |
If in the future the engine becomes capable of handling larger forms, |
|
671 |
by scaling them to fit the screen, the sequence of chest sizes will |
|
672 |
likely be revised. |
|
673 |
|
|
674 |
As with the chest of the basic Minetest game, each chest type comes |
|
675 |
in both locked and unlocked flavors. All of the chests work with the |
|
676 |
pneumatic tubes of the pipeworks mod. |
|
677 |
|
aef07e
|
678 |
radioactivity |
Z |
679 |
------------- |
|
680 |
|
|
681 |
The technic mod adds radioactivity to the game, as a hazard that can |
|
682 |
harm player characters. Certain substances in the game are radioactive, |
|
683 |
and when placed as blocks in the game world will damage nearby players. |
|
684 |
Conversely, some substances attenuate radiation, and so can be used |
|
685 |
for shielding. The radioactivity system is based on reality, but is |
|
686 |
not an attempt at serious simulation: like the rest of the game, it has |
|
687 |
many simplifications and deliberate deviations from reality in the name |
|
688 |
of game balance. |
|
689 |
|
|
690 |
In real life radiological hazards can be roughly divided into three |
|
691 |
categories based on the time scale over which they act: prompt radiation |
|
692 |
damage (such as radiation burns) that takes effect immediately; radiation |
|
693 |
poisoning that becomes visible in hours and lasts weeks; and cumulative |
|
694 |
effects such as increased cancer risk that operate over decades. |
|
695 |
The game's version of radioactivity causes only prompt damage, not |
|
696 |
any delayed effects. Damage comes in the abstracted form of removing |
|
697 |
the player's hit points, and is immediately visible to the player. |
|
698 |
As with all other kinds of damage in the game, the player can restore |
|
699 |
the hit points by eating food items. High-nutrition foods, such as the |
|
700 |
pie baskets supplied by the bushes\_classic mod, are a useful tool in |
|
701 |
dealing with radiological hazards. |
|
702 |
|
|
703 |
Only a small range of items in the game are radioactive. From the technic |
|
704 |
mod, the only radioactive items are uranium ore, refined uranium blocks, |
|
705 |
nuclear reactor cores (when operating), and the materials released when |
|
706 |
a nuclear reactor melts down. Other mods can plug into the technic |
|
707 |
system to make their own block types radioactive. Radioactive items |
|
708 |
are harmless when held in inventories. They only cause radiation damage |
|
709 |
when placed as blocks in the game world. |
|
710 |
|
|
711 |
The rate at which damage is caused by a radioactive block depends on the |
|
712 |
distance between the source and the player. Distance matters because the |
|
713 |
damaging radiation is emitted equally in all directions by the source, |
|
714 |
so with distance it spreads out, so less of it will strike a target |
|
715 |
of any specific size. The amount of radiation absorbed by a target |
|
716 |
thus varies in proportion to the inverse square of the distance from |
|
717 |
the source. The game imitates this aspect of real-life radioactivity, |
|
718 |
but with some simplifications. While in real life the inverse square law |
|
719 |
is only really valid for sources and targets that are small relative to |
|
720 |
the distance between them, in the game it is applied even when the source |
|
721 |
and target are large and close together. Specifically, the distance is |
|
722 |
measured from the center of the radioactive block to the abdomen of the |
|
723 |
player character. For extremely close encounters, such as where the |
|
724 |
player swims in a radioactive liquid, there is an enforced lower limit |
|
725 |
on the effective distance. |
|
726 |
|
|
727 |
Different types of radioactive block emit different amounts of radiation. |
|
728 |
The least radioactive of the radioactive block types is uranium ore, |
|
729 |
which causes 0.25 HP/s damage to a player 1 m away. A block of refined |
|
730 |
but unenriched uranium, as an example, is nine times as radioactive, |
|
731 |
and so will cause 2.25 HP/s damage to a player 1 m away. By the inverse |
|
732 |
square law, the damage caused by that uranium block reduces by a factor |
|
733 |
of four at twice the distance, that is to 0.5625 HP/s at a distance of 2 |
|
734 |
m, or by a factor of nine at three times the distance, that is to 0.25 |
|
735 |
HP/s at a distance of 3 m. Other radioactive block types are far more |
|
736 |
radioactive than these: the most radioactive of all, the result of a |
|
737 |
nuclear reactor melting down, is 1024 times as radioactive as uranium ore. |
|
738 |
|
|
739 |
Uranium blocks are radioactive to varying degrees depending on their |
|
740 |
isotopic composition. An isotope being fissile, and thus good as |
|
741 |
reactor fuel, is essentially uncorrelated with it being radioactive. |
|
742 |
The fissile U-235 is about six times as radioactive than the non-fissile |
|
743 |
U-238 that makes up the bulk of natural uranium, so one might expect that |
|
744 |
enriching from 0.7% fissile to 3.5% fissile (or depleting to 0.0%) would |
|
745 |
only change the radioactivity of uranium by a few percent. But actually |
|
746 |
the radioactivity of enriched uranium is dominated by the non-fissile |
|
747 |
U-234, which makes up only about 50 parts per million of natural uranium |
|
748 |
but is about 19000 times more radioactive than U-238. The radioactivity |
|
749 |
of natural uranium comes just about half from U-238 and half from U-234, |
|
750 |
and the uranium gets enriched in U-234 along with the U-235. This makes |
|
751 |
3.5%-fissile uranium about three times as radioactive as natural uranium, |
|
752 |
and 0.0%-fissile uranium about half as radioactive as natural uranium. |
|
753 |
|
|
754 |
Radiation is attenuated by the shielding effect of material along the |
|
755 |
path between the radioactive block and the player. In general, only |
|
756 |
blocks of homogeneous material contribute to the shielding effect: for |
|
757 |
example, a block of solid metal has a shielding effect, but a machine |
|
758 |
does not, even though the machine's ingredients include a metal case. |
|
759 |
The shielding effect of each block type is based on the real-life |
|
760 |
resistance of the material to ionising radiation, but for game balance |
|
761 |
the effectiveness of shielding is scaled down from real life, more so |
|
762 |
for stronger shield materials than for weaker ones. Also, whereas in |
|
763 |
real life materials have different shielding effects against different |
|
764 |
types of radiation, the game only has one type of damaging radiation, |
|
765 |
and so only one set of shielding values. |
|
766 |
|
|
767 |
Almost any solid or liquid homogeneous material has some shielding value. |
|
768 |
At the low end of the scale, 5 meters of wooden planks nearly halves |
|
769 |
radiation, though in that case the planks probably contribute more |
|
770 |
to safety by forcing the player to stay 5 m further away from the |
|
771 |
source than by actual attenuation. Dirt halves radiation in 2.4 m, |
|
772 |
and stone in 1.7 m. When a shield must be deliberately constructed, |
|
773 |
the preferred materials are metals, the denser the better. Iron and |
|
774 |
steel halve radiation in 1.1 m, copper in 1.0 m, and silver in 0.95 m. |
f420aa
|
775 |
Lead would halve in 0.69 m (its in-game shielding value is 80). Gold halves radiation |
aef07e
|
776 |
in 0.53 m (factor of 3.7 per meter), but is a bit scarce to use for |
Z |
777 |
this purpose. Uranium halves radiation in 0.31 m (factor of 9.4 per |
|
778 |
meter), but is itself radioactive. The very best shielding in the game |
|
779 |
is nyancat material (nyancats and their rainbow blocks), which halves |
f420aa
|
780 |
radiation in 0.22 m (factor of 24 per meter), but is extremely scarce. See [technic/technic/radiation.lua](https://github.com/minetest-technic/technic/blob/master/technic/radiation.lua) for the in-game shielding values, which are different from real-life values. |
aef07e
|
781 |
|
Z |
782 |
If the theoretical radiation damage from a particular source is |
|
783 |
sufficiently small, due to distance and shielding, then no damage at all |
|
784 |
will actually occur. This means that for any particular radiation source |
|
785 |
and shielding arrangement there is a safe distance to which a player can |
|
786 |
approach without harm. The safe distance is where the radiation damage |
|
787 |
would theoretically be 0.25 HP/s. This damage threshold is applied |
|
788 |
separately for each radiation source, so to be safe in a multi-source |
|
789 |
situation it is only necessary to be safe from each source individually. |
|
790 |
|
|
791 |
The best way to use uranium as shielding is in a two-layer structure, |
|
792 |
of uranium and some non-radioactive material. The uranium layer should |
|
793 |
be nearer to the primary radiation source and the non-radioactive layer |
|
794 |
nearer to the player. The uranium provides a great deal of shielding |
|
795 |
against the primary source, and the other material shields against |
|
796 |
the uranium layer. Due to the damage threshold mechanism, a meter of |
|
797 |
dirt is sufficient to shield fully against a layer of fully-depleted |
|
798 |
(0.0%-fissile) uranium. Obviously this is only worthwhile when the |
|
799 |
primary radiation source is more radioactive than a uranium block. |
|
800 |
|
|
801 |
When constructing permanent radiation shielding, it is necessary to |
|
802 |
pay attention to the geometry of the structure, and particularly to any |
|
803 |
holes that have to be made in the shielding, for example to accommodate |
|
804 |
power cables. Any hole that is aligned with the radiation source makes a |
|
805 |
"shine path" through which a player may be irradiated when also aligned. |
|
806 |
Shine paths can be avoided by using bent paths for cables, passing |
|
807 |
through unaligned holes in multiple shield layers. If the desired |
|
808 |
shielding effect depends on multiple layers, a hole in one layer still |
|
809 |
produces a partial shine path, along which the shielding is reduced, |
|
810 |
so the positioning of holes in each layer must still be considered. |
|
811 |
Tricky shine paths can also be addressed by just keeping players out of |
|
812 |
the dangerous area. |
|
813 |
|
5692c2
|
814 |
electrical power |
Z |
815 |
---------------- |
|
816 |
|
|
817 |
Most machines in technic are electrically powered. To operate them it is |
|
818 |
necessary to construct an electrical power network. The network links |
|
819 |
together power generators and power-consuming machines, connecting them |
|
820 |
using power cables. |
|
821 |
|
|
822 |
There are three tiers of electrical networking: low voltage (LV), |
|
823 |
medium voltage (MV), and high voltage (HV). Each network must operate |
|
824 |
at a single voltage, and most electrical items are specific to a single |
|
825 |
voltage. Generally, the machines of higher tiers are more powerful, |
|
826 |
but consume more energy and are more expensive to build, than machines |
|
827 |
of lower tiers. It is normal to build networks of all three tiers, |
|
828 |
in ascending order as one progresses through the game, but it is not |
|
829 |
strictly necessary to do this. Building HV equipment requires some parts |
|
830 |
that can only be manufactured using electrical machines, either LV or MV, |
|
831 |
so it is not possible to build an HV network first, but it is possible |
|
832 |
to skip either LV or MV on the way to HV. |
|
833 |
|
|
834 |
Each voltage has its own cable type, with distinctive insulation. Cable |
|
835 |
segments connect to each other and to compatible machines automatically. |
|
836 |
Incompatible electrical items don't connect. All non-cable electrical |
|
837 |
items must be connected via cable: they don't connect directly to each |
|
838 |
other. Most electrical items can connect to cables in any direction, |
|
839 |
but there are a couple of important exceptions noted below. |
|
840 |
|
|
841 |
To be useful, an electrical network must connect at least one power |
|
842 |
generator to at least one power-consuming machine. In addition to these |
|
843 |
items, the network must have a "switching station" in order to operate: |
|
844 |
no energy will flow without one. Unlike most electrical items, the |
|
845 |
switching station is not voltage-specific: the same item will manage |
|
846 |
a network of any tier. However, also unlike most electrical items, |
|
847 |
it is picky about the direction in which it is connected to the cable: |
d0001a
|
848 |
the cable must be directly below the switching station. |
5692c2
|
849 |
|
Z |
850 |
Hovering over a network's switching station will show the aggregate energy |
|
851 |
supply and demand, which is useful for troubleshooting. Electrical energy |
|
852 |
is measured in "EU", and power (energy flow) in EU per second (EU/s). |
|
853 |
Energy is shifted around a network instantaneously once per second. |
|
854 |
|
|
855 |
In a simple network with only generators and consumers, if total |
|
856 |
demand exceeds total supply then no energy will flow, the machines |
|
857 |
will do nothing, and the generators' output will be lost. To handle |
|
858 |
this situation, it is recommended to add a battery box to the network. |
|
859 |
A battery box will store generated energy, and when enough has been |
|
860 |
stored to run the consumers for one second it will deliver it to the |
|
861 |
consumers, letting them run part-time. It also stores spare energy |
|
862 |
when supply exceeds demand, to let consumers run full-time when their |
|
863 |
demand occasionally peaks above the supply. More battery boxes can |
|
864 |
be added to cope with larger periods of mismatched supply and demand, |
|
865 |
such as those resulting from using solar generators (which only produce |
|
866 |
energy in the daytime). |
|
867 |
|
|
868 |
When there are electrical networks of multiple tiers, it can be appealing |
|
869 |
to generate energy on one tier and transfer it to another. The most |
|
870 |
direct way to do this is with the "supply converter", which can be |
|
871 |
directly wired into two networks. It is another tier-independent item, |
|
872 |
and also particular about the direction of cable connections: it must |
|
873 |
have the cable of one network directly above, and the cable of another |
|
874 |
network directly below. The supply converter demands 10000 EU/s from |
|
875 |
the network above, and when this network gives it power it supplies 9000 |
|
876 |
EU/s to the network below. Thus it is only 90% efficient, unlike most of |
|
877 |
the electrical system which is 100% efficient in moving energy around. |
|
878 |
To transfer more than 10000 EU/s between networks, connect multiple |
|
879 |
supply converters in parallel. |
|
880 |
|
04e911
|
881 |
powered machines |
Z |
882 |
---------------- |
|
883 |
|
|
884 |
### powered machine tiers ### |
|
885 |
|
|
886 |
Each powered machine takes its power in some specific form, being |
|
887 |
either fuel-fired (burning fuel directly) or electrically powered at |
|
888 |
some specific voltage. There is a general progression through the |
|
889 |
game from using fuel-fired machines to electrical machines, and to |
|
890 |
higher electrical voltages. The most important kinds of machine come |
|
891 |
in multiple variants that are powered in different ways, so the earlier |
|
892 |
ones can be superseded. However, some machines are only available for |
|
893 |
a specific power tier, so the tier can't be entirely superseded. |
|
894 |
|
|
895 |
### powered machine upgrades ### |
|
896 |
|
|
897 |
Some machines have inventory slots that are used to upgrade them in |
|
898 |
some way. Generally, machines of MV and HV tiers have two upgrade slots, |
|
899 |
and machines of lower tiers (fuel-fired and LV) do not. Any item can |
|
900 |
be placed in an upgrade slot, but only specific items will have any |
|
901 |
upgrading effect. It is possible to have multiple upgrades of the same |
|
902 |
type, but this can't be achieved by stacking more than one upgrade item |
|
903 |
in one slot: it is necessary to put the same kind of item in more than one |
|
904 |
upgrade slot. The ability to upgrade machines is therefore very limited. |
|
905 |
Two kinds of upgrade are currently possible: an energy upgrade and a |
|
906 |
tube upgrade. |
|
907 |
|
|
908 |
An energy upgrade consists of a battery item, the same kind of battery |
|
909 |
that serves as a mobile energy store. The effect of an energy upgrade |
|
910 |
is to improve in some way the machine's use of electrical energy, most |
|
911 |
often by making it use less energy. The upgrade effect has no relation |
|
912 |
to energy stored in the battery: the battery's charge level is irrelevant |
|
913 |
and will not be affected. |
|
914 |
|
|
915 |
A tube upgrade consists of a control logic unit item. The effect of a |
|
916 |
tube upgrade is to make the machine able, or more able, to eject items |
|
917 |
it has finished with into pneumatic tubes. The machines that can take |
|
918 |
this kind of upgrade are in any case capable of accepting inputs from |
|
919 |
pneumatic tubes. These upgrades are essential in using powered machines |
|
920 |
as components in larger automated systems. |
|
921 |
|
|
922 |
### tubes with powered machines ### |
|
923 |
|
|
924 |
Generally, powered machines of MV and HV tiers can work with pneumatic |
|
925 |
tubes, and those of lower tiers cannot. (As an exception, the fuel-fired |
|
926 |
furnace from the basic Minetest game can accept inputs through tubes, |
|
927 |
but can't output into tubes.) |
|
928 |
|
|
929 |
If a machine can accept inputs through tubes at all, then this |
|
930 |
is a capability of the basic machine, not requiring any upgrade. |
|
931 |
Most item-processing machines take only one kind of input, and in that |
|
932 |
case they will accept that input from any direction. This doesn't match |
|
933 |
how tubes visually connect to the machines: generally tubes will visually |
|
934 |
connect to any face except the front, but an item passing through a tube |
|
935 |
in front of the machine will actually be accepted into the machine. |
|
936 |
|
|
937 |
A minority of machines take more than one kind of input, and in that |
|
938 |
case the input slot into which an arriving item goes is determined by the |
|
939 |
direction from which it arrives. In this case the machine may be picky |
|
940 |
about the direction of arriving items, associating each input type with |
|
941 |
a single face of the machine and not accepting inputs at all through the |
|
942 |
remaining faces. Again, the visual connection of tubes doesn't match: |
|
943 |
generally tubes will still visually connect to any face except the front, |
|
944 |
thus connecting to faces that neither accept inputs nor emit outputs. |
|
945 |
|
|
946 |
Machines do not accept items from tubes into non-input inventory slots: |
|
947 |
the output slots or upgrade slots. Output slots are normally filled |
|
948 |
only by the processing operation of the machine, and upgrade slots must |
|
949 |
be filled manually. |
|
950 |
|
|
951 |
Powered machines generally do not eject outputs into tubes without |
|
952 |
an upgrade. One tube upgrade will make them eject outputs at a slow |
|
953 |
rate; a second tube upgrade will increase the rate. Whether the slower |
|
954 |
rate is adequate depends on how it compares to the rate at which the |
|
955 |
machine produces outputs, and on how the machine is being used as part |
|
956 |
of a larger construct. The machine always ejects its outputs through a |
|
957 |
particular face, usually a side. Due to a bug, the side through which |
|
958 |
outputs are ejected is not consistent: when the machine is rotated one |
|
959 |
way, the direction of ejection is rotated the other way. This will |
|
960 |
probably be fixed some day, but because a straightforward fix would |
|
961 |
break half the machines already in use, the fix may be tied to some |
|
962 |
larger change such as free selection of the direction of ejection. |
|
963 |
|
|
964 |
### battery boxes ### |
|
965 |
|
|
966 |
The primary purpose of battery boxes is to temporarily store electrical |
|
967 |
energy to let an electrical network cope with mismatched supply and |
|
968 |
demand. They have a secondary purpose of charging and discharging |
|
969 |
powered tools. They are thus a mixture of electrical infrastructure, |
42efc7
|
970 |
powered machine, and generator. Battery boxes connect to cables only |
VE |
971 |
from the bottom. |
04e911
|
972 |
|
Z |
973 |
MV and HV battery boxes have upgrade slots. Energy upgrades increase |
|
974 |
the capacity of a battery box, each by 10% of the un-upgraded capacity. |
|
975 |
This increase is far in excess of the capacity of the battery that forms |
|
976 |
the upgrade. |
|
977 |
|
|
978 |
For charging and discharging of power tools, rather than having input and |
|
979 |
output slots, each battery box has a charging slot and a discharging slot. |
|
980 |
A fully charged/discharged item stays in its slot. The rates at which a |
|
981 |
battery box can charge and discharge increase with voltage, so it can |
|
982 |
be worth building a battery box of higher tier before one has other |
|
983 |
infrastructure of that tier, just to get access to faster charging. |
|
984 |
|
|
985 |
MV and HV battery boxes work with pneumatic tubes. An item can be input |
42efc7
|
986 |
to the charging slot through the sides or back of the battery box, or |
VE |
987 |
to the discharging slot through the top. With a tube upgrade, fully |
|
988 |
charged/discharged tools (as appropriate for their slot) will be ejected |
|
989 |
through a side. |
04e911
|
990 |
|
8cec41
|
991 |
### processing machines ### |
Z |
992 |
|
|
993 |
The furnace, alloy furnace, grinder, extractor, compressor, and centrifuge |
|
994 |
have much in common. Each implements some industrial process that |
86a04d
|
995 |
transforms items into other items, and the manner in which they present |
8cec41
|
996 |
these processes as powered machines is essentially identical. |
Z |
997 |
|
|
998 |
Most of the processing machines operate on inputs of only a single type |
|
999 |
at a time, and correspondingly have only a single input slot. The alloy |
|
1000 |
furnace is an exception: it operates on inputs of two distinct types at |
|
1001 |
once, and correspondingly has two input slots. It doesn't matter which |
|
1002 |
way round the alloy furnace's inputs are placed in the two slots. |
|
1003 |
|
|
1004 |
The processing machines are mostly available in variants for multiple |
|
1005 |
tiers. The furnace and alloy furnace are each available in fuel-fired, |
|
1006 |
LV, and MV forms. The grinder, extractor, and compressor are each |
|
1007 |
available in LV and MV forms. The centrifuge is the only single-tier |
|
1008 |
processing machine, being only available in MV form. The higher-tier |
|
1009 |
machines process items faster than the lower-tier ones, but also have |
|
1010 |
higher power consumption, usually taking more energy overall to perform |
|
1011 |
the same amount of processing. The MV machines have upgrade slots, |
|
1012 |
and energy upgrades reduce their energy consumption. |
|
1013 |
|
|
1014 |
The MV machines can work with pneumatic tubes. They accept inputs via |
|
1015 |
tubes from any direction. For most of the machines, having only a single |
|
1016 |
input slot, this is perfectly simple behavior. The alloy furnace is more |
|
1017 |
complex: it will put an arriving item in either input slot, preferring to |
|
1018 |
stack it with existing items of the same type. It doesn't matter which |
|
1019 |
slot each of the alloy furnace's inputs is in, so it doesn't matter that |
86a04d
|
1020 |
there's no direct control over that, but there is a risk that supplying |
8cec41
|
1021 |
a lot of one item type through tubes will result in both slots containing |
Z |
1022 |
the same type of item, leaving no room for the second input. |
|
1023 |
|
|
1024 |
The MV machines can be given a tube upgrade to make them automatically |
|
1025 |
eject output items into pneumatic tubes. The items are always ejected |
|
1026 |
through a side, though which side it is depends on the machine's |
|
1027 |
orientation, due to a bug. Output items are always ejected singly. |
|
1028 |
For some machines, such as the grinder, the ejection rate with a |
|
1029 |
single tube upgrade doesn't keep up with the rate at which items can |
|
1030 |
be processed. A second tube upgrade increases the ejection rate. |
|
1031 |
|
|
1032 |
The LV and fuel-fired machines do not work with pneumatic tubes, except |
|
1033 |
that the fuel-fired furnace (actually part of the basic Minetest game) |
|
1034 |
can accept inputs from tubes. Items arriving through the bottom of |
|
1035 |
the furnace go into the fuel slot, and items arriving from all other |
|
1036 |
directions go into the input slot. |
|
1037 |
|
706e88
|
1038 |
### music player ### |
Z |
1039 |
|
|
1040 |
The music player is an LV powered machine that plays audio recordings. |
|
1041 |
It offers a selection of up to nine tracks. The technic modpack doesn't |
|
1042 |
include specific music tracks for this purpose; they have to be installed |
|
1043 |
separately. |
|
1044 |
|
|
1045 |
The music player gives the impression that the music is being played in |
|
1046 |
the Minetest world. The music only plays as long as the music player |
|
1047 |
is in place and is receiving electrical power, and the choice of music |
|
1048 |
is controlled by interaction with the machine. The sound also appears |
|
1049 |
to emanate specifically from the music player: the ability to hear it |
|
1050 |
depends on the player's distance from the music player. However, the |
|
1051 |
game engine doesn't currently support any other positional cues for |
|
1052 |
sound, such as attenuation, panning, or HRTF. The impression of the |
|
1053 |
sound being located in the Minetest world is also compromised by the |
|
1054 |
subjective nature of track choice: the specific music that is played to |
|
1055 |
a player depends on what media the player has installed. |
|
1056 |
|
|
1057 |
### CNC machine ### |
|
1058 |
|
|
1059 |
The CNC machine is an LV powered machine that cuts building blocks into a |
|
1060 |
variety of sub-block shapes that are not covered by the crafting recipes |
|
1061 |
of the stairs mod and its variants. Most of the target shapes are not |
|
1062 |
rectilinear, involving diagonal or curved surfaces. |
|
1063 |
|
|
1064 |
Only certain kinds of building material can be processed in the CNC |
|
1065 |
machine. |
|
1066 |
|
|
1067 |
### tool workshop ### |
|
1068 |
|
|
1069 |
The tool workshop is an MV powered machine that repairs mechanically-worn |
|
1070 |
tools, such as pickaxes and the other ordinary digging tools. It has |
|
1071 |
a single slot for a tool to be repaired, and gradually repairs the |
|
1072 |
tool while it is powered. For any single tool, equal amounts of tool |
|
1073 |
wear, resulting from equal amounts of tool use, take equal amounts of |
|
1074 |
repair effort. Also, all repairable tools currently take equal effort |
|
1075 |
to repair equal percentages of wear. The amount of tool use enabled by |
|
1076 |
equal amounts of repair therefore depends on the tool type. |
|
1077 |
|
|
1078 |
The mechanical wear that the tool workshop repairs is always indicated in |
|
1079 |
inventory displays by a colored bar overlaid on the tool image. The bar |
|
1080 |
can be seen to fill and change color as the tool workshop operates, |
|
1081 |
eventually disappearing when the repair is complete. However, not every |
|
1082 |
item that shows such a wear bar is using it to show mechanical wear. |
|
1083 |
A wear bar can also be used to indicate charging of a power tool with |
|
1084 |
stored electrical energy, or filling of a container, or potentially for |
|
1085 |
all sorts of other uses. The tool workshop won't affect items that use |
|
1086 |
wear bars to indicate anything other than mechanical wear. |
|
1087 |
|
|
1088 |
The tool workshop has upgrade slots. Energy upgrades reduce its power |
|
1089 |
consumption. |
|
1090 |
|
|
1091 |
It can work with pneumatic tubes. Tools to be repaired are accepted |
|
1092 |
via tubes from any direction. With a tube upgrade, the tool workshop |
|
1093 |
will also eject fully-repaired tools via one side, the choice of side |
|
1094 |
depending on the machine's orientation, as for processing machines. It is |
|
1095 |
safe to put into the tool workshop a tool that is already fully repaired: |
|
1096 |
assuming the presence of a tube upgrade, the tool will be quickly ejected. |
|
1097 |
Furthermore, any item of unrepairable type will also be ejected as if |
|
1098 |
fully repaired. (Due to a historical limitation of the basic Minetest |
|
1099 |
game, it is impossible for the tool workshop to distinguish between a |
|
1100 |
fully-repaired tool and any item type that never displays a wear bar.) |
|
1101 |
|
|
1102 |
### quarry ### |
|
1103 |
|
|
1104 |
The quarry is an HV powered machine that automatically digs out a |
|
1105 |
large area. The region that it digs out is a cuboid with a square |
|
1106 |
horizontal cross section, located immediately behind the quarry machine. |
|
1107 |
The quarry's action is slow and energy-intensive, but requires little |
|
1108 |
player effort. |
|
1109 |
|
|
1110 |
The size of the quarry's horizontal cross section is configurable through |
|
1111 |
the machine's interaction form. A setting referred to as "radius" |
|
1112 |
is an integer number of meters which can vary from 2 to 8 inclusive. |
|
1113 |
The horizontal cross section is a square with side length of twice the |
|
1114 |
radius plus one meter, thus varying from 5 to 17 inclusive. Vertically, |
|
1115 |
the quarry always digs from 3 m above the machine to 100 m below it, |
|
1116 |
inclusive, a total vertical height of 104 m. |
|
1117 |
|
|
1118 |
Whatever the quarry digs up is ejected through the top of the machine, |
|
1119 |
as if from a pneumatic tube. Normally a tube should be placed there |
|
1120 |
to convey the material into a sorting system, processing machines, or |
|
1121 |
at least chests. A chest may be placed directly above the machine to |
|
1122 |
capture the output without sorting, but is liable to overflow. |
|
1123 |
|
|
1124 |
If the quarry encounters something that cannot be dug, such as a liquid, |
|
1125 |
a locked chest, or a protected area, it will skip past that and attempt |
|
1126 |
to continue digging. However, anything remaining in the quarry area |
|
1127 |
after the machine has attempted to dig there will prevent the machine |
|
1128 |
from digging anything directly below it, all the way to the bottom |
|
1129 |
of the quarry. An undiggable block therefore casts a shadow of undug |
|
1130 |
blocks below it. If liquid is encountered, it is quite likely to flow |
|
1131 |
across the entire cross section of the quarry, preventing all digging. |
|
1132 |
The depth at which the quarry is currently attempting to dig is reported |
|
1133 |
in its interaction form, and can be manually reset to the top of the |
|
1134 |
quarry, which is useful to do if an undiggable obstruction has been |
|
1135 |
manually removed. |
|
1136 |
|
|
1137 |
The quarry consumes 10 kEU per block dug, which is quite a lot of energy. |
|
1138 |
With most of what is dug being mere stone, it is usually not economically |
|
1139 |
favorable to power a quarry from anything other than solar power. |
|
1140 |
In particular, one cannot expect to power a quarry by burning the coal |
|
1141 |
that it digs up. |
|
1142 |
|
|
1143 |
Given sufficient power, the quarry digs at a rate of one block per second. |
|
1144 |
This is rather tedious to wait for. Unfortunately, leaving the quarry |
|
1145 |
unattended normally means that the Minetest server won't keep the machine |
|
1146 |
running: it needs a player nearby. This can be resolved by using a world |
|
1147 |
anchor. The digging is still quite slow, and independently of whether a |
|
1148 |
world anchor is used the digging can be speeded up by placing multiple |
|
1149 |
quarry machines with overlapping digging areas. Four can be placed to |
|
1150 |
dig identical areas, one on each side of the square cross section. |
|
1151 |
|
|
1152 |
### forcefield emitter ### |
|
1153 |
|
|
1154 |
The forcefield emitter is an HV powered machine that generates a |
5f6b87
|
1155 |
forcefield reminiscent of those seen in many science-fiction stories. |
706e88
|
1156 |
|
Z |
1157 |
The emitter can be configured to generate a forcefield of either |
|
1158 |
spherical or cubical shape, in either case centered on the emitter. |
|
1159 |
The size of the forcefield is configured using a radius parameter that |
|
1160 |
is an integer number of meters which can vary from 5 to 20 inclusive. |
|
1161 |
For a spherical forcefield this is simply the radius of the forcefield; |
|
1162 |
for a cubical forcefield it is the distance from the emitter to the |
|
1163 |
center of each square face. |
|
1164 |
|
|
1165 |
The power drawn by the emitter is proportional to the surface area of |
|
1166 |
the forcefield being generated. A spherical forcefield is therefore the |
|
1167 |
cheapest way to enclose a specified volume of space with a forcefield, |
|
1168 |
if the shape of the space doesn't matter. A cubical forcefield is less |
|
1169 |
efficient at enclosing volume, but is cheaper than the larger spherical |
|
1170 |
forcefield that would be required if it is necessary to enclose a |
|
1171 |
cubical space. |
|
1172 |
|
|
1173 |
The emitter is normally controlled merely through its interaction form, |
|
1174 |
which has an enable/disable toggle. However, it can also (via the form) |
|
1175 |
be placed in a mesecon-controlled mode. If mesecon control is enabled, |
|
1176 |
the emitter must be receiving a mesecon signal in addition to being |
|
1177 |
manually enabled, in order for it to generate the forcefield. |
|
1178 |
|
|
1179 |
The forcefield itself behaves largely as if solid, despite being |
45919b
|
1180 |
immaterial: it cannot be traversed, and prevents access to blocks behind |
Z |
1181 |
it. It is transparent, but not totally invisible. It cannot be dug. |
|
1182 |
Some effects can pass through it, however, such as the beam of a mining |
|
1183 |
laser, and explosions. In fact, explosions as currently implemented by |
|
1184 |
the tnt mod actually temporarily destroy the forcefield itself; the tnt |
|
1185 |
mod assumes too much about the regularity of node types. |
706e88
|
1186 |
|
Z |
1187 |
The forcefield occupies space that would otherwise have been air, but does |
|
1188 |
not replace or otherwise interfere with materials that are solid, liquid, |
|
1189 |
or otherwise not just air. If such an object blocking the forcefield is |
|
1190 |
removed, the forcefield will quickly extend into the now-available space, |
|
1191 |
but it does not do so instantly: there is a brief moment when the space |
|
1192 |
is air and can be traversed. |
|
1193 |
|
|
1194 |
It is possible to have a doorway in a forcefield, by placing in advance, |
|
1195 |
in space that the forcefield would otherwise occupy, some non-air blocks |
|
1196 |
that can be walked through. For example, a door suffices, and can be |
|
1197 |
opened and closed while the forcefield is in place. |
|
1198 |
|
1d46d7
|
1199 |
power generators |
Z |
1200 |
---------------- |
|
1201 |
|
|
1202 |
### fuel-fired generators ### |
|
1203 |
|
86a04d
|
1204 |
The fuel-fired generators are electrical power generators that generate |
23423a
|
1205 |
power by the combustion of fuel. Versions of them are available for |
Z |
1206 |
all three voltages (LV, MV, and HV). These are all capable of burning |
|
1207 |
any type of combustible fuel, such as coal. They are relatively easy |
|
1208 |
to build, and so tend to be the first kind of generator used to power |
|
1209 |
electrical machines. In this role they form an intermediate step between |
|
1210 |
the directly fuel-fired machines and a more mature electrical network |
1d46d7
|
1211 |
powered by means other than fuel combustion. They are also, by virtue of |
Z |
1212 |
simplicity and controllability, a useful fallback or peak load generator |
|
1213 |
for electrical networks that normally use more sophisticated generators. |
|
1214 |
|
|
1215 |
The MV and HV fuel-fired generators can accept fuel via pneumatic tube, |
|
1216 |
from any direction. |
|
1217 |
|
|
1218 |
Keeping a fuel-fired generator fully fuelled is usually wasteful, because |
|
1219 |
it will burn fuel as long as it has any, even if there is no demand for |
|
1220 |
the electrical power that it generates. This is unlike the directly |
|
1221 |
fuel-fired machines, which only burn fuel when they have work to do. |
|
1222 |
To satisfy intermittent demand without waste, a fuel-fired generator must |
|
1223 |
only be given fuel when there is either demand for the energy or at least |
|
1224 |
sufficient battery capacity on the network to soak up the excess energy. |
|
1225 |
|
|
1226 |
The higher-tier fuel-fired generators get much more energy out of a |
|
1227 |
fuel item than the lower-tier ones. The difference is much more than |
|
1228 |
is needed to overcome the inefficiency of supply converters, so it is |
|
1229 |
worth operating fuel-fired generators at a higher tier than the machines |
|
1230 |
being powered. |
23423a
|
1231 |
|
Z |
1232 |
### solar generators ### |
|
1233 |
|
|
1234 |
The solar generators are electrical power generators that generate power |
|
1235 |
from sunlight. Versions of them are available for all three voltages |
|
1236 |
(LV, MV, and HV). There are four types in total, two LV and one each |
|
1237 |
of MV and HV, forming a sequence of four tiers. The higher-tier ones |
|
1238 |
are each built mainly from three solar generators of the next tier down, |
|
1239 |
and their outputs scale in rough accordance, tripling at each tier. |
|
1240 |
|
|
1241 |
To operate, an arrayed solar generator must be at elevation +1 or above |
|
1242 |
and have a transparent block (typically air) immediately above it. |
|
1243 |
It will generate power only when the block above is well lit during |
|
1244 |
daylight hours. It will generate more power at higher elevation, |
|
1245 |
reaching maximum output at elevation +36 or higher when sunlit. The small |
|
1246 |
solar generator has similar rules with slightly different thresholds. |
|
1247 |
These rules are an attempt to ensure that the generator will only operate |
|
1248 |
from sunlight, but it is actually possible to fool them to some extent |
|
1249 |
with light sources such as meselamps. |
1d46d7
|
1250 |
|
Z |
1251 |
### hydro generator ### |
|
1252 |
|
adc638
|
1253 |
The hydro generator is an LV power generator that generates a respectable |
VE |
1254 |
amount of power from the natural motion of water. To operate, the |
|
1255 |
generator must be horizontally adjacent to flowing water. The power |
|
1256 |
produced is dependent on how much flow there is across any or all four |
|
1257 |
sides, the most flow of course coming from water that's flowing straight |
|
1258 |
down. |
1d46d7
|
1259 |
|
Z |
1260 |
### geothermal generator ### |
|
1261 |
|
|
1262 |
The geothermal generator is an LV power generator that generates a small |
|
1263 |
amount of power from the temperature difference between lava and water. |
|
1264 |
To operate, the generator must be horizontally adjacent to both lava |
|
1265 |
and water. It doesn't matter whether the liquids consist of source |
|
1266 |
blocks or flowing blocks. |
|
1267 |
|
|
1268 |
Beware that if lava and water blocks are adjacent to each other then the |
|
1269 |
lava will be solidified into stone or obsidian. If the lava adjacent to |
|
1270 |
the generator is thus destroyed, the generator will stop producing power. |
|
1271 |
Currently, in the default Minetest game, lava is destroyed even if |
|
1272 |
it is only diagonally adjacent to water. Under these circumstances, |
|
1273 |
the only way to operate the geothermal generator is with it adjacent |
|
1274 |
to one lava block and one water block, which are on opposite sides of |
|
1275 |
the generator. If diagonal adjacency doesn't destroy lava, such as with |
|
1276 |
the gloopblocks mod, then it is possible to have more than one lava or |
|
1277 |
water block adjacent to the geothermal generator. This increases the |
|
1278 |
generator's output, with the maximum output achieved with two adjacent |
|
1279 |
blocks of each liquid. |
23423a
|
1280 |
|
Z |
1281 |
### wind generator ### |
|
1282 |
|
|
1283 |
The wind generator is an MV power generator that generates a moderate |
|
1284 |
amount of energy from wind. To operate, the generator must be placed |
|
1285 |
atop a column of at least 20 wind mill frame blocks, and must be at |
|
1286 |
an elevation of +30 or higher. It generates more at higher elevation, |
|
1287 |
reaching maximum output at elevation +50 or higher. Its surroundings |
|
1288 |
don't otherwise matter; it doesn't actually need to be in open air. |
1d46d7
|
1289 |
|
fd527c
|
1290 |
### nuclear generator ### |
Z |
1291 |
|
|
1292 |
The nuclear generator (nuclear reactor) is an HV power generator that |
|
1293 |
generates a large amount of energy from the controlled fission of |
|
1294 |
uranium-235. It must be fuelled, with uranium fuel rods, but consumes |
|
1295 |
the fuel quite slowly in relation to the rate at which it is likely to |
|
1296 |
be mined. The operation of a nuclear reactor poses radiological hazards |
|
1297 |
to which some thought must be given. Economically, the use of nuclear |
|
1298 |
power requires a high capital investment, and a secure infrastructure, |
|
1299 |
but rewards the investment well. |
|
1300 |
|
|
1301 |
Nuclear fuel is made from uranium. Natural uranium doesn't have a |
|
1302 |
sufficiently high proportion of U-235, so it must first be enriched |
|
1303 |
via centrifuge. Producing one unit of 3.5%-fissile uranium requires |
|
1304 |
the input of five units of 0.7%-fissile (natural) uranium, and produces |
|
1305 |
four units of 0.0%-fissile (fully depleted) uranium as a byproduct. |
|
1306 |
It takes five ingots of 3.5%-fissile uranium to make each fuel rod, and |
|
1307 |
six rods to fuel a reactor. It thus takes the input of the equivalent |
|
1308 |
of 150 ingots of natural uranium, which can be obtained from the mining |
|
1309 |
of 75 blocks of uranium ore, to make a full set of reactor fuel. |
|
1310 |
|
|
1311 |
The nuclear reactor is a large multi-block structure. Only one block in |
|
1312 |
the structure, the reactor core, is of a type that is truly specific to |
|
1313 |
the reactor; the rest of the structure consists of blocks that have mainly |
|
1314 |
non-nuclear uses. The reactor core is where all the generator-specific |
|
1315 |
action happens: it is where the fuel rods are inserted, and where the |
|
1316 |
power cable must connect to draw off the generated power. |
|
1317 |
|
|
1318 |
The reactor structure consists of concentric layers, each a cubical |
|
1319 |
shell, around the core. Immediately around the core is a layer of water, |
|
1320 |
representing the reactor coolant; water blocks may be either source blocks |
|
1321 |
or flowing blocks. Around that is a layer of stainless steel blocks, |
|
1322 |
representing the reactor pressure vessel, and around that a layer of |
|
1323 |
blast-resistant concrete blocks, representing a containment structure. |
|
1324 |
It is customary, though no longer mandatory, to surround this with a |
|
1325 |
layer of ordinary concrete blocks. The mandatory reactor structure |
|
1326 |
makes a 7×7×7 cube, and the full customary structure a |
|
1327 |
9×9×9 cube. |
|
1328 |
|
|
1329 |
The layers surrounding the core don't have to be absolutely complete. |
|
1330 |
Indeed, if they were complete, it would be impossible to cable the core to |
|
1331 |
a power network. The cable makes it necessary to have at least one block |
|
1332 |
missing from each surrounding layer. The water layer is only permitted |
|
1333 |
to have one water block missing of the 26 possible. The steel layer may |
|
1334 |
have up to two blocks missing of the 98 possible, and the blast-resistant |
|
1335 |
concrete layer may have up to two blocks missing of the 218 possible. |
|
1336 |
Thus it is possible to have not only a cable duct, but also a separate |
|
1337 |
inspection hole through the solid layers. The separate inspection hole |
|
1338 |
is of limited use: the cable duct can serve double duty. |
|
1339 |
|
|
1340 |
Once running, the reactor core is significantly radioactive. The layers |
|
1341 |
of reactor structure provide quite a lot of shielding, but not enough |
|
1342 |
to make the reactor safe to be around, in two respects. Firstly, the |
|
1343 |
shortest possible path from the core to a player outside the reactor |
|
1344 |
is sufficiently short, and has sufficiently little shielding material, |
|
1345 |
that it will damage the player. This only affects a player who is |
|
1346 |
extremely close to the reactor, and close to a face rather than a vertex. |
|
1347 |
The customary additional layer of ordinary concrete around the reactor |
|
1348 |
adds sufficient distance and shielding to negate this risk, but it can |
|
1349 |
also be addressed by just keeping extra distance (a little over two |
|
1350 |
meters of air). |
|
1351 |
|
|
1352 |
The second radiological hazard of a running reactor arises from shine |
|
1353 |
paths; that is, specific paths from the core that lack sufficient |
|
1354 |
shielding. The necessary cable duct, if straight, forms a perfect |
|
1355 |
shine path, because the cable itself has no radiation shielding effect. |
|
1356 |
Any secondary inspection hole also makes a shine path, along which the |
|
1357 |
only shielding material is the water of the reactor coolant. The shine |
|
1358 |
path aspect of the cable duct can be ameliorated by adding a kink in the |
|
1359 |
cable, but this still yields paths with reduced shielding. Ultimately, |
|
1360 |
shine paths must be managed either with specific shielding outside the |
|
1361 |
mandatory structure, or with additional no-go areas. |
|
1362 |
|
|
1363 |
The radioactivity of an operating reactor core makes starting up a reactor |
|
1364 |
hazardous, and can come as a surprise because the non-operating core |
|
1365 |
isn't radioactive at all. The radioactive damage is survivable, but it is |
|
1366 |
normally preferable to avoid it by some care around the startup sequence. |
|
1367 |
To start up, the reactor must have a full set of fuel inserted, have all |
|
1368 |
the mandatory structure around it, and be cabled to a switching station. |
|
1369 |
Only the fuel insertion requires direct access to the core, so irradiation |
|
1370 |
of the player can be avoided by making one of the other two criteria be |
|
1371 |
the last one satisfied. Completing the cabling to a switching station |
|
1372 |
is the easiest to do from a safe distance. |
|
1373 |
|
|
1374 |
Once running, the reactor will generate 100 kEU/s for a week (168 hours, |
|
1375 |
604800 seconds), a total of 6.048 GEU from one set of fuel. After the |
|
1376 |
week is up, it will stop generating and no longer be radioactive. It can |
|
1377 |
then be refuelled to run for another week. It is not really intended |
|
1378 |
to be possible to pause a running reactor, but actually disconnecting |
|
1379 |
it from a switching station will have the effect of pausing the week. |
|
1380 |
This will probably change in the future. A paused reactor is still |
|
1381 |
radioactive, just not generating electrical power. |
|
1382 |
|
|
1383 |
A running reactor can't be safely dismantled, and not only because |
|
1384 |
dismantling the reactor implies removing the shielding that makes |
|
1385 |
it safe to be close to the core. The mandatory parts of the reactor |
|
1386 |
structure are not just mandatory in order to start the reactor; they're |
|
1387 |
mandatory in order to keep it intact. If the structure around the core |
|
1388 |
gets damaged, and remains damaged, the core will eventually melt down. |
|
1389 |
How long there is before meltdown depends on the extent of the damage; |
|
1390 |
if only one mandatory block is missing, meltdown will follow in 100 |
|
1391 |
seconds. While the structure of a running reactor is in a damaged state, |
|
1392 |
heading towards meltdown, a siren built into the reactor core will sound. |
|
1393 |
If the structure is rectified, the siren will signal all-clear. If the |
|
1394 |
siren stops sounding without signalling all-clear, then it was stopped |
|
1395 |
by meltdown. |
|
1396 |
|
|
1397 |
If meltdown is imminent because of damaged reactor structure, digging the |
|
1398 |
reactor core is not a way to avert it. Digging the core of a running |
|
1399 |
reactor causes instant meltdown. The only way to dismantle a reactor |
|
1400 |
without causing meltdown is to start by waiting for it to finish the |
|
1401 |
week-long burning of its current set of fuel. Once a reactor is no longer |
|
1402 |
operating, it can be dismantled by ordinary means, with no special risks. |
|
1403 |
|
|
1404 |
Meltdown, if it occurs, destroys the reactor and poses a major |
|
1405 |
environmental hazard. The reactor core melts, becoming a hot, highly |
|
1406 |
radioactive liquid known as "corium". A single meltdown yields a single |
|
1407 |
corium source block, where the core used to be. Corium flows, and the |
|
1408 |
flowing corium is very destructive to whatever it comes into contact with. |
|
1409 |
Flowing corium also randomly solidifies into a radioactive solid called |
|
1410 |
"Chernobylite". The random solidification and random destruction of |
|
1411 |
solid blocks means that the flow of corium is constantly changing. |
|
1412 |
This combined with the severe radioactivity makes corium much more |
|
1413 |
challenging to deal with than lava. If a meltdown is left to its own |
|
1414 |
devices, it gets worse over time, as the corium works its way through |
|
1415 |
the reactor structure and starts to flow over a variety of paths. |
|
1416 |
It is best to tackle a meltdown quickly; the priority is to extinguish |
|
1417 |
the corium source block, normally by dropping gravel into it. Only the |
|
1418 |
most motivated should attempt to pick up the corium in a bucket. |
|
1419 |
|
b001a6
|
1420 |
administrative world anchor |
Z |
1421 |
--------------------------- |
|
1422 |
|
|
1423 |
A world anchor is an object in the Minetest world that causes the server |
|
1424 |
to keep surrounding parts of the world running even when no players |
|
1425 |
are nearby. It is mainly used to allow machines to run unattended: |
|
1426 |
normally machines are suspended when not near a player. The technic |
|
1427 |
mod supplies a form of world anchor, as a placable block, but it is not |
|
1428 |
straightforwardly available to players. There is no recipe for it, so it |
|
1429 |
is only available if explicitly spawned into existence by someone with |
|
1430 |
administrative privileges. In a single-player world, the single player |
|
1431 |
normally has administrative privileges, and can obtain a world anchor |
|
1432 |
by entering the chat command "/give singleplayer technic:admin\_anchor". |
|
1433 |
|
7c8572
|
1434 |
The world anchor tries to force a cubical area, centered upon the anchor, |
b001a6
|
1435 |
to stay loaded. The distance from the anchor to the most distant map |
Z |
1436 |
nodes that it will keep loaded is referred to as the "radius", and can be |
|
1437 |
set in the world anchor's interaction form. The radius can be set as low |
|
1438 |
as 0, meaning that the anchor only tries to keep itself loaded, or as high |
|
1439 |
as 255, meaning that it will operate on a 511×511×511 cube. |
|
1440 |
Larger radii are forbidden, to avoid typos causing the server excessive |
|
1441 |
work; to keep a larger area loaded, use multiple anchors. Also use |
|
1442 |
multiple anchors if the area to be kept loaded is not well approximated |
|
1443 |
by a cube. |
|
1444 |
|
|
1445 |
The world is always kept loaded in units of 16×16×16 cubes, |
|
1446 |
confusingly known as "map blocks". The anchor's configured radius takes |
|
1447 |
no account of map block boundaries, but the anchor's effect is actually to |
|
1448 |
keep loaded each map block that contains any part of the configured cube. |
|
1449 |
The anchor's interaction form includes a status note showing how many map |
|
1450 |
blocks this is, and how many of those it is successfully keeping loaded. |
|
1451 |
When the anchor is disabled, as it is upon placement, it will always |
|
1452 |
show that it is keeping no map blocks loaded; this does not indicate |
|
1453 |
any kind of failure. |
|
1454 |
|
|
1455 |
The world anchor can optionally be locked. When it is locked, only |
|
1456 |
the anchor's owner, the player who placed it, can reconfigure it or |
|
1457 |
remove it. Only the owner can lock it. Locking an anchor is useful |
|
1458 |
if the use of anchors is being tightly controlled by administrators: |
|
1459 |
an administrator can set up a locked anchor and be sure that it will |
|
1460 |
not be set by ordinary players to an unapproved configuration. |
|
1461 |
|
|
1462 |
The server limits the ability of world anchors to keep parts of the world |
|
1463 |
loaded, to avoid overloading the server. The total number of map blocks |
|
1464 |
that can be kept loaded in this way is set by the server configuration |
|
1465 |
item "max\_forceloaded\_blocks" (in minetest.conf), which defaults to |
|
1466 |
only 16. For comparison, each player normally keeps 125 map blocks loaded |
|
1467 |
(a radius of 32). If an enabled world anchor shows that it is failing to |
|
1468 |
keep all the map blocks loaded that it would like to, this can be fixed |
|
1469 |
by increasing max\_forceloaded\_blocks by the amount of the shortfall. |
|
1470 |
|
|
1471 |
The tight limit on force-loading is the reason why the world anchor is |
|
1472 |
not directly available to players. With the limit so low both by default |
|
1473 |
and in common practice, the only feasible way to determine where world |
|
1474 |
anchors should be used is for administrators to decide it directly. |
|
1475 |
|
488070
|
1476 |
subjects missing from this manual |
Z |
1477 |
--------------------------------- |
|
1478 |
|
|
1479 |
This manual needs to be extended with sections on: |
|
1480 |
|
1d46d7
|
1481 |
* powered tools |
df7bf8
|
1482 |
* tool charging |
Z |
1483 |
* battery and energy crystals |
|
1484 |
* chainsaw |
|
1485 |
* flashlight |
|
1486 |
* mining lasers |
|
1487 |
* mining drills |
|
1488 |
* prospector |
|
1489 |
* sonic screwdriver |
1d46d7
|
1490 |
* liquid cans |
Z |
1491 |
* wrench |
488070
|
1492 |
* frames |
Z |
1493 |
* templates |