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# Technic User Manual |
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The technic modpack extends Minetest Game (shipped with Minetest by default) |
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with many new elements, mainly constructable machines and tools. This manual |
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describes how to use the modpack, mainly from a player's perspective. |
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Documentation of the mod dependencies can be found here: |
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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/mt-mods/pipeworks/wiki/) |
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* [Moreores Forum Post](https://forum.minetest.net/viewtopic.php?t=549) |
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* [Basic materials Repository](https://gitlab.com/VanessaE/basic_materials) |
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## 1.0 Recipes |
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Recipes for items registered by technic are not specifically documented here. |
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Please consult a craft guide mod to look up the recipes in-game. |
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**Recommended mod:** [Unified Inventory](https://github.com/minetest-mods/unified_inventory) |
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## 2.0 Substances |
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### 2.1 Ores |
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Technic registers a few ores which are needed to craft machines or items. |
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Each ore type is found at a specific range of elevations so you will |
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ultimately need to mine at more than one elevation to find all the ores. |
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Elevation (Y axis) is measured in meters. The reference is usually at sea |
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level. Ores can generally be found more commonly by going downwards to -1000m. |
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Note ¹: *These ores are provided by Minetest Game. See [Ores](https://wiki.minetest.net/Ores#Ores_overview) for a rough overview* |
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Note ²: *These ores are provided by moreores. TODO: Add reference link* |
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#### Chromium |
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Use: stainless steel |
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Generated below: -100m, more commonly below -200m |
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#### Coal ¹ |
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Use: Fuel, alloy as carbon |
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Burning coal is a way to generate electrical power. Coal is also used, |
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usually in dust form, as an ingredient in alloying recipes, wherever |
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elemental carbon is required. |
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#### Copper ¹ |
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Copper is a common metal, used either on its own for its electrical |
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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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#### Diamond ¹ |
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Use: mainly for cutting machines |
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Diamond is a precious gemstone. It is used moderately, mainly for reasons |
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connected to its extreme hardness. |
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#### Gold ¹ |
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Use: various |
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Generated below: -64m, more commonly below -256m |
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Gold is a precious metal. It is most notably used in electrical items due to |
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its combination of good conductivity and corrosion resistance. |
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#### Iron ¹ |
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Use: multiple, mainly for alloys with carbon (coal). |
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#### Lead |
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Use: batteries, HV nuclear reactor layout |
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Generated below: 16m, more common below -128m |
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#### Mese ¹ |
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Use: various |
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Mese is a precious gemstone, and unlike diamond it is entirely fictional. |
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It is used in small quantities, wherever some magic needs to be imparted. |
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#### Mithril ² |
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Use: chests |
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Generated below: -512m, evenly common |
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Mithril is a fictional ore, being derived from J. R. R. Tolkien's |
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Middle-Earth setting. It is little used. |
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#### Silver ² |
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Use: conductors |
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Generated below: -2m, evenly common |
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Silver is a semi-precious metal and is the best conductor of all the pure elements. |
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#### Tin ¹ |
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Use: batteries, bronze |
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Tin is a common metal but is used rarely. Its abundance is well in excess |
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of its usage, so you will usually have a surplus of it. |
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#### Uranium |
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Use: nuclear reactor fuel |
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Depth: -80m until -300m, more commonly between -100m and -200m |
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It is a moderately common metal, useful only for reasons related to radioactivity: |
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it forms the fuel for nuclear reactors, and is also one of the best radiation |
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shielding materials available. |
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Keep a safety distance of a meter to avoid being harmed by radiation. |
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#### Zinc |
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Use: brass |
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Generated below: 2m, more commonly below -32m |
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Zinc only has a few uses but is a common metal. |
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### 2.2 Rocks |
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This section describes the rock types added by technic. Further rock types |
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are supported by technic machines. These can be processed using the grinder: |
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* Stone (plain) |
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* Cobblestone |
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* Desert Stone |
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#### Marble |
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Depth: -50m, evenly common |
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Marble is found in dense clusters and has mainly decorative use, but also |
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appears in one machine recipe. |
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#### Granite |
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Depth: -150m, evenly common |
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Granite is found in dense clusters and is much harder to dig than standard |
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stone. It has mainly decorative use, but also appears in a couple of |
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machine recipes. |
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#### Sulfur |
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Uses: battery box |
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Sulur is generated around some lava patches (caves). |
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### 2.3 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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Rubber trees are provided by technic if the moretrees mod is not present. |
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Extract raw latex from rubber using the "Tree Tap" tool. Punch/left-click the |
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tool on a rubber tree trunk to extract a lump of raw latex from the trunk. |
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Emptied trunks will regenerate at intervals of several minutes, which can be |
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observed by its appearance. |
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To obtain rubber from latex, alloy latex with coal dust. |
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## 3.0 Metal processing |
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Generally, each metal can exist in five forms: |
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* ore -> stone containing the lump |
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* lump -> draw metal obtained by digging ("nuggets") |
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* dust -> grinder output |
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* ingot -> melted/cooked lump or dust |
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* block -> placeable node |
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Metals can be converted between dust, ingot and block, but can't be converted |
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from them back to ore or lump forms. |
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### Grinding |
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Ores can be processed as follows: |
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* ore -> lump (digging) -> ingot (melting) |
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* ore -> lump (digging) -> 2x dust (grinding) -> 2x ingot (melting) |
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At the expense of some energy consumption, the grinder can extract more material |
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from the lump, resulting in 2x dust which can be melted to two ingots in total. |
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### Alloying |
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Input: two ingredients of the same form - lump or dust |
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Output: resulting alloy, as an ingot |
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Example: 2x copper ingots + 1x zinc ingot -> 3x brass ingot (alloying) |
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Note that grinding before alloying is the preferred method to gain more output. |
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#### iron and its alloys |
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Historically iron was the first metal whose working required processes of any |
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metallurgical sophistication. The mod's mechanics around iron broadly imitate |
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the historical progression of processes around it to get more variety. |
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Notable alloys: |
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* Wrought iron: <0.25% carbon |
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* Resists shattering but is relatively soft. |
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* Known since: 1800 BC (approx.) |
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* Cast iron: 2.1% to 4% carbon. |
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* Especially hard and rather corrosion-resistant |
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* Known since: 1200 BC (approx.) |
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* Carbon steel: 0.25% to 2.1% carbon. |
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* Intermediate of the two above. |
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* Known since: 1600 AD (approx.) |
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Technic introduces a distinction based on the carbon content, and renames some |
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items of the basic game accordingly. Iron and Steel are now distinguished. |
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Notable references: |
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* https://en.wikipedia.org/wiki/Iron |
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* https://en.wikipedia.org/wiki/Stainless_steel |
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* ... plus many more. |
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Processes: |
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* Iron -> Wrought iron (melting) |
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* Wrought iron -> Cast iron (melting) |
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* Wrought iron + coal dust -> Carbon steel (alloying) |
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* Carbon steel + coal dust -> Cast iron (alloying) |
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* Carbon steel + chromium -> Stainless steel (alloying) |
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Reversible processes: |
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* Cast iron -> Wrought iron (melting) |
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* Carbon steel -> Wrought iron (melting) |
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Check your preferred crafting guide for more information. |
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### Uranium enrichment |
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When uranium is to be used to fuel a nuclear reactor, it is not |
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sufficient to merely isolate and refine uranium metal. It is necessary |
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to control its isotopic composition, because the different isotopes |
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behave differently in nuclear processes. |
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The main isotopes of interest are U-235 and U-238. U-235 is good at |
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sustaining a nuclear chain reaction, because when a U-235 nucleus is |
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bombarded with a neutron it will usually fission (split) into fragments. |
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It is therefore described as "fissile". U-238, on the other hand, |
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is not fissile: if bombarded with a neutron it will usually capture it, |
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becoming U-239, which is very unstable and quickly decays into semi-stable |
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(and fissile) plutonium-239. |
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Inconveniently, the fissile U-235 makes up only about 0.7% of natural |
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uranium, almost all of the other 99.3% being U-238. Natural uranium |
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therefore doesn't make a great nuclear fuel. (In real life there are |
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a small number of reactor types that can use it, but technic doesn't |
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have such a reactor.) Better nuclear fuel needs to contain a higher |
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proportion of U-235. |
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Achieving a higher U-235 content isn't as simple as separating the U-235 |
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from the U-238 and just using the required amount of U-235. Because |
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U-235 and U-238 are both uranium, and therefore chemically identical, |
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they cannot be chemically separated, in the way that different elements |
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are separated from each other when refining metal. They do differ |
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in atomic mass, so they can be separated by centrifuging, but because |
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their atomic masses are very close, centrifuging doesn't separate them |
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very well. They cannot be separated completely, but it is possible to |
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produce uranium that has the isotopes mixed in different proportions. |
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Uranium with a significantly larger fissile U-235 fraction than natural |
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uranium is called "enriched", and that with a significantly lower fissile |
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fraction is called "depleted". |
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A single pass through a centrifuge produces two output streams, one with |
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a fractionally higher fissile proportion than the input, and one with a |
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fractionally lower fissile proportion. To alter the fissile proportion |
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by a significant amount, these output streams must be centrifuged again, |
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repeatedly. The usual arrangement is a "cascade", a linear arrangement |
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of many centrifuges. Each centrifuge takes as input uranium with some |
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specific fissile proportion, and passes its two output streams to the |
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two adjacent centrifuges. Natural uranium is input somewhere in the |
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middle of the cascade, and the two ends of the cascade produce properly |
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enriched and depleted uranium. |
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Fuel for technic's nuclear reactor consists of enriched uranium of which |
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3.5% is fissile. (This is a typical value for a real-life light water |
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reactor, a common type for power generation.) To enrich uranium in the |
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game, it must first be in dust form: the centrifuge will not operate |
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on ingots. (In real life uranium enrichment is done with the uranium |
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in the form of a gas.) It is best to grind uranium lumps directly to |
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dust, rather than cook them to ingots first, because this yields twice |
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as much metal dust. When uranium is in refined form (dust, ingot, or |
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block), the name of the inventory item indicates its fissile proportion. |
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Uranium of any available fissile proportion can be put through all the |
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usual processes for metal. |
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A single centrifuge operation takes two uranium dust piles, and produces |
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as output one dust pile with a fissile proportion 0.1% higher and one with |
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a fissile proportion 0.1% lower. Uranium can be enriched up to the 3.5% |
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required for nuclear fuel, and depleted down to 0.0%. Thus a cascade |
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covering the full range of fissile fractions requires 34 cascade stages. |
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(In real life, enriching to 3.5% uses thousands of cascade stages. |
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Also, centrifuging is less effective when the input isotope ratio |
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is more skewed, so the steps in fissile proportion are smaller for |
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relatively depleted uranium. Zero fissile content is only asymptotically |
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approachable, and natural uranium relatively cheap, so uranium is normally |
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only depleted to around 0.3%. On the other hand, much higher enrichment |
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than 3.5% isn't much more difficult than enriching that far.) |
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Although centrifuges can be used manually, it is not feasible to perform |
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uranium enrichment by hand. It is a practical necessity to set up |
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an automated cascade, using pneumatic tubes to transfer uranium dust |
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piles between centrifuges. Because both outputs from a centrifuge are |
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ejected into the same tube, sorting tubes are needed to send the outputs |
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in different directions along the cascade. It is possible to send items |
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into the centrifuges through the same tubes that take the outputs, so the |
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simplest version of the cascade structure has a line of 34 centrifuges |
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linked by a line of 34 sorting tube segments. |
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Assuming that the cascade depletes uranium all the way to 0.0%, |
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producing one unit of 3.5%-fissile uranium requires the input of five |
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units of 0.7%-fissile (natural) uranium, takes 490 centrifuge operations, |
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and produces four units of 0.0%-fissile (fully depleted) uranium as a |
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byproduct. It is possible to reduce the number of required centrifuge |
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operations by using more natural uranium input and outputting only |
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partially depleted uranium, but (unlike in real life) this isn't usually |
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an economical approach. The 490 operations are not spread equally over |
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the cascade stages: the busiest stage is the one taking 0.7%-fissile |
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uranium, which performs 28 of the 490 operations. The least busy is the |
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one taking 3.4%-fissile uranium, which performs 1 of the 490 operations. |
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A centrifuge cascade will consume quite a lot of energy. It is |
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worth putting a battery upgrade in each centrifuge. (Only one can be |
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accommodated, because a control logic unit upgrade is also required for |
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tube operation.) An MV centrifuge, the only type presently available, |
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draws 7 kEU/s in this state, and takes 5 s for each uranium centrifuging |
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operation. It thus takes 35 kEU per operation, and the cascade requires |
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17.15 MEU to produce each unit of enriched uranium. It takes five units |
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of enriched uranium to make each fuel rod, and six rods to fuel a reactor, |
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so the enrichment cascade requires 514.5 MEU to process a full set of |
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reactor fuel. This is about 0.85% of the 6.048 GEU that the reactor |
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will generate from that fuel. |
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If there is enough power available, and enough natural uranium input, |
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to keep the cascade running continuously, and exactly one centrifuge |
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at each stage, then the overall speed of the cascade is determined by |
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the busiest stage, the 0.7% stage. It can perform its 28 operations |
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towards the enrichment of a single uranium unit in 140 s, so that is |
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the overall cycle time of the cascade. It thus takes 70 min to enrich |
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a full set of reactor fuel. While the cascade is running at this full |
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speed, its average power consumption is 122.5 kEU/s. The instantaneous |
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power consumption varies from second to second over the 140 s cycle, |
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and the maximum possible instantaneous power consumption (with all 34 |
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centrifuges active simultaneously) is 238 kEU/s. It is recommended to |
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have some battery boxes to smooth out these variations. |
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If the power supplied to the centrifuge cascade averages less than |
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122.5 kEU/s, then the cascade can't run continuously. (Also, if the |
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power supply is intermittent, such as solar, then continuous operation |
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requires more battery boxes to smooth out the supply variations, even if |
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the average power is high enough.) Because it's automated and doesn't |
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require continuous player attention, having the cascade run at less |
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than full speed shouldn't be a major problem. The enrichment work will |
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consume the same energy overall regardless of how quickly it's performed, |
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and the speed will vary in direct proportion to the average power supply |
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(minus any supply lost because battery boxes filled completely). |
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If there is insufficient power to run both the centrifuge cascade at |
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full speed and whatever other machines require power, all machines on |
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the same power network as the centrifuge will be forced to run at the |
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same fractional speed. This can be inconvenient, especially if use |
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of the other machines is less automated than the centrifuge cascade. |
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It can be avoided by putting the centrifuge cascade on a separate power |
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network from other machines, and limiting the proportion of the generated |
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power that goes to it. |
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If there is sufficient power and it is desired to enrich uranium faster |
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than a single cascade can, the process can be speeded up more economically |
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than by building an entire second cascade. Because the stages of the |
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cascade do different proportions of the work, it is possible to add a |
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second and subsequent centrifuges to only the busiest stages, and have |
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the less busy stages still keep up with only a single centrifuge each. |
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Another possible approach to uranium enrichment is to have no fixed |
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assignment of fissile proportions to centrifuges, dynamically putting |
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whatever uranium is available into whichever centrifuges are available. |
|
386 |
Theoretically all of the centrifuges can be kept almost totally busy all |
|
387 |
the time, making more efficient use of capital resources, and the number |
|
388 |
of centrifuges used can be as little (down to one) or as large as desired. |
|
389 |
The difficult part is that it is not sufficient to put each uranium dust |
|
390 |
pile individually into whatever centrifuge is available: they must be |
|
391 |
input in matched pairs. Any odd dust pile in a centrifuge will not be |
|
392 |
processed and will prevent that centrifuge from accepting any other input. |
|
393 |
|
3b1aba
|
394 |
### concrete ### |
Z |
395 |
|
|
396 |
Concrete is a synthetic building material. The technic modpack implements |
|
397 |
it in the game. |
|
398 |
|
|
399 |
Two forms of concrete are available as building blocks: ordinary |
|
400 |
"concrete" and more advanced "blast-resistant concrete". Despite its |
|
401 |
name, the latter has no special resistance to explosions or to any other |
|
402 |
means of destruction. |
|
403 |
|
|
404 |
Concrete can also be used to make fences. They act just like wooden |
|
405 |
fences, but aren't flammable. Confusingly, the item that corresponds |
|
406 |
to a wooden "fence" is called "concrete post". Posts placed adjacently |
|
407 |
will implicitly create fence between them. Fencing also appears between |
|
408 |
a post and adjacent concrete block. |
|
409 |
|
df7bf8
|
410 |
industrial processes |
Z |
411 |
-------------------- |
5692c2
|
412 |
|
5beb84
|
413 |
### Alloying |
5692c2
|
414 |
|
5beb84
|
415 |
In Technic, alloying is a way of combining items to create other items, |
S |
416 |
distinct from standard crafting. Alloying always uses inputs of exactly |
|
417 |
two distinct types, and produces a single output. |
5692c2
|
418 |
|
5beb84
|
419 |
Check your preferred crafting guide for more information. |
5692c2
|
420 |
|
5beb84
|
421 |
### Grinding, extracting, and compressing |
df7bf8
|
422 |
|
Z |
423 |
Grinding, extracting, and compressing are three distinct, but very |
|
424 |
similar, ways of converting one item into another. They are all quite |
|
425 |
similar to the cooking found in the basic Minetest game. Each uses |
|
426 |
an input consisting of a single item type, and produces a single |
|
427 |
output. They are all performed using powered machines, respectively |
|
428 |
known generically as a "grinder", "extractor", and "compressor". |
|
429 |
Some compressing recipes require the input to be a stack of more than |
|
430 |
one of the input item: the quantity required is part of the recipe. |
|
431 |
Grinding and extracting recipes never require such a stacked input. |
|
432 |
|
|
433 |
There are multiple kinds of grinder, extractor, and compressor. Unlike |
|
434 |
cooking furnaces and alloy furnaces, there are none that directly burn |
|
435 |
fuel; they are all electrically powered. |
|
436 |
|
|
437 |
Grinding recipes always produce some kind of dust, loosely speaking, |
|
438 |
as output. The most important grinding recipes are concerned with metals: |
|
439 |
every metal lump or ingot can be ground into metal dust. Coal can also |
|
440 |
be ground into dust, and burning the dust as fuel produces much more |
|
441 |
energy than burning the original coal lump. There are a few other |
|
442 |
grinding recipes that make block types from the basic Minetest game |
|
443 |
more interconvertible: standard stone can be ground to standard sand, |
|
444 |
desert stone to desert sand, cobblestone to gravel, and gravel to dirt. |
|
445 |
|
|
446 |
Extracting is a miscellaneous category, used for a small group |
|
447 |
of processes that just don't fit nicely anywhere else. (Its name is |
|
448 |
notably vaguer than those of the other kinds of processing.) It is used |
|
449 |
for recipes that produce dye, mainly from flowers. (However, for those |
|
450 |
recipes using flowers, the basic Minetest game provides parallel crafting |
|
451 |
recipes that are easier to use and produce more dye, and those recipes |
|
452 |
are not suppressed by technic.) Its main use is to generate rubber from |
|
453 |
raw latex, which it does three times as efficiently as merely cooking |
|
454 |
the latex. Extracting was also formerly used for uranium enrichment for |
|
455 |
use as nuclear fuel, but this use has been superseded by a new enrichment |
|
456 |
system using the centrifuge. |
|
457 |
|
|
458 |
Compressing recipes are mainly used to produce a few relatively advanced |
|
459 |
artificial item types, such as the copper and carbon plates used in |
|
460 |
advanced machine recipes. There are also a couple of compressing recipes |
|
461 |
making natural block types more interconvertible. |
|
462 |
|
|
463 |
### centrifuging ### |
|
464 |
|
|
465 |
Centrifuging is another way of using a machine to convert items. |
|
466 |
Centrifuging takes an input of a single item type, and produces outputs |
|
467 |
of two distinct types. The input may be required to be a stack of |
|
468 |
more than one of the input item: the quantity required is part of |
|
469 |
the recipe. Centrifuging is only performed by a single machine type, |
|
470 |
the MV (electrically-powered) centrifuge. |
|
471 |
|
|
472 |
Currently, centrifuging recipes don't appear in the unified\_inventory |
|
473 |
craft guide, because unified\_inventory can't yet handle recipes with |
|
474 |
multiple outputs. |
|
475 |
|
|
476 |
Generally, centrifuging separates the input item into constituent |
|
477 |
substances, but it can only work when the input is reasonably fluid, |
|
478 |
and in marginal cases it is quite destructive to item structure. |
|
479 |
(In real life, centrifuges require their input to be mainly fluid, that |
|
480 |
is either liquid or gas. Few items in the game are described as liquid |
|
481 |
or gas, so the concept of the centrifuge is stretched a bit to apply to |
|
482 |
finely-divided solids.) |
|
483 |
|
|
484 |
The main use of centrifuging is in uranium enrichment, where it |
|
485 |
separates the isotopes of uranium dust that otherwise appears uniform. |
|
486 |
Enrichment is a necessary process before uranium can be used as nuclear |
|
487 |
fuel, and the radioactivity of uranium blocks is also affected by its |
|
488 |
isotopic composition. |
|
489 |
|
|
490 |
A secondary use of centrifuging is to separate the components of |
|
491 |
metal alloys. This can only be done using the dust form of the alloy. |
|
492 |
It recovers both components of binary metal/metal alloys. It can't |
|
493 |
recover the carbon from steel or cast iron. |
5692c2
|
494 |
|
5beb84
|
495 |
Chests |
7112e7
|
496 |
------ |
Z |
497 |
|
5beb84
|
498 |
See [GitHub Wiki / Chests](https://github.com/minetest-mods/technic/wiki/Chests) |
7112e7
|
499 |
|
5beb84
|
500 |
Features of extended chests: |
7112e7
|
501 |
|
5beb84
|
502 |
* Larger storage space |
S |
503 |
* Labelling |
|
504 |
* Advanced item sorting |
7112e7
|
505 |
|
Z |
506 |
|
aef07e
|
507 |
radioactivity |
Z |
508 |
------------- |
|
509 |
|
|
510 |
The technic mod adds radioactivity to the game, as a hazard that can |
|
511 |
harm player characters. Certain substances in the game are radioactive, |
|
512 |
and when placed as blocks in the game world will damage nearby players. |
|
513 |
Conversely, some substances attenuate radiation, and so can be used |
|
514 |
for shielding. The radioactivity system is based on reality, but is |
|
515 |
not an attempt at serious simulation: like the rest of the game, it has |
|
516 |
many simplifications and deliberate deviations from reality in the name |
|
517 |
of game balance. |
|
518 |
|
|
519 |
In real life radiological hazards can be roughly divided into three |
|
520 |
categories based on the time scale over which they act: prompt radiation |
|
521 |
damage (such as radiation burns) that takes effect immediately; radiation |
|
522 |
poisoning that becomes visible in hours and lasts weeks; and cumulative |
|
523 |
effects such as increased cancer risk that operate over decades. |
|
524 |
The game's version of radioactivity causes only prompt damage, not |
|
525 |
any delayed effects. Damage comes in the abstracted form of removing |
|
526 |
the player's hit points, and is immediately visible to the player. |
|
527 |
As with all other kinds of damage in the game, the player can restore |
|
528 |
the hit points by eating food items. High-nutrition foods, such as the |
|
529 |
pie baskets supplied by the bushes\_classic mod, are a useful tool in |
|
530 |
dealing with radiological hazards. |
|
531 |
|
|
532 |
Only a small range of items in the game are radioactive. From the technic |
|
533 |
mod, the only radioactive items are uranium ore, refined uranium blocks, |
|
534 |
nuclear reactor cores (when operating), and the materials released when |
|
535 |
a nuclear reactor melts down. Other mods can plug into the technic |
|
536 |
system to make their own block types radioactive. Radioactive items |
|
537 |
are harmless when held in inventories. They only cause radiation damage |
|
538 |
when placed as blocks in the game world. |
|
539 |
|
|
540 |
The rate at which damage is caused by a radioactive block depends on the |
|
541 |
distance between the source and the player. Distance matters because the |
|
542 |
damaging radiation is emitted equally in all directions by the source, |
|
543 |
so with distance it spreads out, so less of it will strike a target |
|
544 |
of any specific size. The amount of radiation absorbed by a target |
|
545 |
thus varies in proportion to the inverse square of the distance from |
|
546 |
the source. The game imitates this aspect of real-life radioactivity, |
|
547 |
but with some simplifications. While in real life the inverse square law |
|
548 |
is only really valid for sources and targets that are small relative to |
|
549 |
the distance between them, in the game it is applied even when the source |
|
550 |
and target are large and close together. Specifically, the distance is |
|
551 |
measured from the center of the radioactive block to the abdomen of the |
|
552 |
player character. For extremely close encounters, such as where the |
|
553 |
player swims in a radioactive liquid, there is an enforced lower limit |
|
554 |
on the effective distance. |
|
555 |
|
|
556 |
Different types of radioactive block emit different amounts of radiation. |
|
557 |
The least radioactive of the radioactive block types is uranium ore, |
|
558 |
which causes 0.25 HP/s damage to a player 1 m away. A block of refined |
|
559 |
but unenriched uranium, as an example, is nine times as radioactive, |
|
560 |
and so will cause 2.25 HP/s damage to a player 1 m away. By the inverse |
|
561 |
square law, the damage caused by that uranium block reduces by a factor |
|
562 |
of four at twice the distance, that is to 0.5625 HP/s at a distance of 2 |
|
563 |
m, or by a factor of nine at three times the distance, that is to 0.25 |
|
564 |
HP/s at a distance of 3 m. Other radioactive block types are far more |
|
565 |
radioactive than these: the most radioactive of all, the result of a |
|
566 |
nuclear reactor melting down, is 1024 times as radioactive as uranium ore. |
|
567 |
|
|
568 |
Uranium blocks are radioactive to varying degrees depending on their |
|
569 |
isotopic composition. An isotope being fissile, and thus good as |
|
570 |
reactor fuel, is essentially uncorrelated with it being radioactive. |
|
571 |
The fissile U-235 is about six times as radioactive than the non-fissile |
|
572 |
U-238 that makes up the bulk of natural uranium, so one might expect that |
|
573 |
enriching from 0.7% fissile to 3.5% fissile (or depleting to 0.0%) would |
|
574 |
only change the radioactivity of uranium by a few percent. But actually |
|
575 |
the radioactivity of enriched uranium is dominated by the non-fissile |
|
576 |
U-234, which makes up only about 50 parts per million of natural uranium |
|
577 |
but is about 19000 times more radioactive than U-238. The radioactivity |
|
578 |
of natural uranium comes just about half from U-238 and half from U-234, |
|
579 |
and the uranium gets enriched in U-234 along with the U-235. This makes |
|
580 |
3.5%-fissile uranium about three times as radioactive as natural uranium, |
|
581 |
and 0.0%-fissile uranium about half as radioactive as natural uranium. |
|
582 |
|
|
583 |
Radiation is attenuated by the shielding effect of material along the |
|
584 |
path between the radioactive block and the player. In general, only |
|
585 |
blocks of homogeneous material contribute to the shielding effect: for |
|
586 |
example, a block of solid metal has a shielding effect, but a machine |
|
587 |
does not, even though the machine's ingredients include a metal case. |
|
588 |
The shielding effect of each block type is based on the real-life |
|
589 |
resistance of the material to ionising radiation, but for game balance |
|
590 |
the effectiveness of shielding is scaled down from real life, more so |
|
591 |
for stronger shield materials than for weaker ones. Also, whereas in |
|
592 |
real life materials have different shielding effects against different |
|
593 |
types of radiation, the game only has one type of damaging radiation, |
|
594 |
and so only one set of shielding values. |
|
595 |
|
|
596 |
Almost any solid or liquid homogeneous material has some shielding value. |
|
597 |
At the low end of the scale, 5 meters of wooden planks nearly halves |
|
598 |
radiation, though in that case the planks probably contribute more |
|
599 |
to safety by forcing the player to stay 5 m further away from the |
|
600 |
source than by actual attenuation. Dirt halves radiation in 2.4 m, |
|
601 |
and stone in 1.7 m. When a shield must be deliberately constructed, |
|
602 |
the preferred materials are metals, the denser the better. Iron and |
|
603 |
steel halve radiation in 1.1 m, copper in 1.0 m, and silver in 0.95 m. |
f420aa
|
604 |
Lead would halve in 0.69 m (its in-game shielding value is 80). Gold halves radiation |
aef07e
|
605 |
in 0.53 m (factor of 3.7 per meter), but is a bit scarce to use for |
Z |
606 |
this purpose. Uranium halves radiation in 0.31 m (factor of 9.4 per |
|
607 |
meter), but is itself radioactive. The very best shielding in the game |
|
608 |
is nyancat material (nyancats and their rainbow blocks), which halves |
f420aa
|
609 |
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
|
610 |
|
Z |
611 |
If the theoretical radiation damage from a particular source is |
|
612 |
sufficiently small, due to distance and shielding, then no damage at all |
|
613 |
will actually occur. This means that for any particular radiation source |
|
614 |
and shielding arrangement there is a safe distance to which a player can |
|
615 |
approach without harm. The safe distance is where the radiation damage |
|
616 |
would theoretically be 0.25 HP/s. This damage threshold is applied |
|
617 |
separately for each radiation source, so to be safe in a multi-source |
|
618 |
situation it is only necessary to be safe from each source individually. |
|
619 |
|
|
620 |
The best way to use uranium as shielding is in a two-layer structure, |
|
621 |
of uranium and some non-radioactive material. The uranium layer should |
|
622 |
be nearer to the primary radiation source and the non-radioactive layer |
|
623 |
nearer to the player. The uranium provides a great deal of shielding |
|
624 |
against the primary source, and the other material shields against |
|
625 |
the uranium layer. Due to the damage threshold mechanism, a meter of |
|
626 |
dirt is sufficient to shield fully against a layer of fully-depleted |
|
627 |
(0.0%-fissile) uranium. Obviously this is only worthwhile when the |
|
628 |
primary radiation source is more radioactive than a uranium block. |
|
629 |
|
|
630 |
When constructing permanent radiation shielding, it is necessary to |
|
631 |
pay attention to the geometry of the structure, and particularly to any |
|
632 |
holes that have to be made in the shielding, for example to accommodate |
|
633 |
power cables. Any hole that is aligned with the radiation source makes a |
|
634 |
"shine path" through which a player may be irradiated when also aligned. |
|
635 |
Shine paths can be avoided by using bent paths for cables, passing |
|
636 |
through unaligned holes in multiple shield layers. If the desired |
|
637 |
shielding effect depends on multiple layers, a hole in one layer still |
|
638 |
produces a partial shine path, along which the shielding is reduced, |
|
639 |
so the positioning of holes in each layer must still be considered. |
|
640 |
Tricky shine paths can also be addressed by just keeping players out of |
|
641 |
the dangerous area. |
|
642 |
|
5beb84
|
643 |
## Electrical power |
5692c2
|
644 |
|
5beb84
|
645 |
Electrical networks in Technic are defined by a single tier (see below) |
S |
646 |
and consist of: |
5692c2
|
647 |
|
5beb84
|
648 |
* 1x Switching Station (central management unit) |
S |
649 |
* Any further stations are disabled automatically |
|
650 |
* Electricity producers (PR) |
|
651 |
* Electricity consumers/receivers (RE) |
|
652 |
* Accumulators/batteries (BA) |
5692c2
|
653 |
|
5beb84
|
654 |
### Tiers |
5692c2
|
655 |
|
5beb84
|
656 |
* LV: Low Voltage. Low material costs but is slower. |
S |
657 |
* MV: Medium Voltage. Higher processing speed. |
|
658 |
* HV: High Voltage. High material costs but is the fastest. |
5692c2
|
659 |
|
5beb84
|
660 |
Tiers can be converted from one to another using the Supply Converter node. |
S |
661 |
Its top connects to the input, the bottom to the output network. Configure |
|
662 |
the input power by right-clicking it. |
5692c2
|
663 |
|
5beb84
|
664 |
### Machine upgrade slots |
5692c2
|
665 |
|
5beb84
|
666 |
Generally, machines of MV and HV tiers have two upgrade slots. |
S |
667 |
Only specific items will have any upgrading effect. The occupied slots do |
|
668 |
count, but not the actual stack size. |
5692c2
|
669 |
|
5beb84
|
670 |
**Type 1: Energy upgrade** |
04e911
|
671 |
|
5beb84
|
672 |
Consists of any battery item. Reduces the machine's power consumption |
S |
673 |
regardless the charge of the item. |
04e911
|
674 |
|
5beb84
|
675 |
**Type 2: Tube upgrade** |
04e911
|
676 |
|
5beb84
|
677 |
Consists of a control logic unit item. Ejects processed items into pneumatic |
S |
678 |
tubes for quicker processing. |
04e911
|
679 |
|
5beb84
|
680 |
### Machines + Tubes (pipeworks) |
04e911
|
681 |
|
Z |
682 |
Generally, powered machines of MV and HV tiers can work with pneumatic |
|
683 |
tubes, and those of lower tiers cannot. (As an exception, the fuel-fired |
|
684 |
furnace from the basic Minetest game can accept inputs through tubes, |
|
685 |
but can't output into tubes.) |
|
686 |
|
|
687 |
If a machine can accept inputs through tubes at all, then this |
|
688 |
is a capability of the basic machine, not requiring any upgrade. |
|
689 |
Most item-processing machines take only one kind of input, and in that |
|
690 |
case they will accept that input from any direction. This doesn't match |
|
691 |
how tubes visually connect to the machines: generally tubes will visually |
|
692 |
connect to any face except the front, but an item passing through a tube |
|
693 |
in front of the machine will actually be accepted into the machine. |
|
694 |
|
|
695 |
A minority of machines take more than one kind of input, and in that |
|
696 |
case the input slot into which an arriving item goes is determined by the |
|
697 |
direction from which it arrives. In this case the machine may be picky |
|
698 |
about the direction of arriving items, associating each input type with |
|
699 |
a single face of the machine and not accepting inputs at all through the |
|
700 |
remaining faces. Again, the visual connection of tubes doesn't match: |
|
701 |
generally tubes will still visually connect to any face except the front, |
|
702 |
thus connecting to faces that neither accept inputs nor emit outputs. |
|
703 |
|
|
704 |
Machines do not accept items from tubes into non-input inventory slots: |
|
705 |
the output slots or upgrade slots. Output slots are normally filled |
|
706 |
only by the processing operation of the machine, and upgrade slots must |
|
707 |
be filled manually. |
|
708 |
|
|
709 |
Powered machines generally do not eject outputs into tubes without |
|
710 |
an upgrade. One tube upgrade will make them eject outputs at a slow |
|
711 |
rate; a second tube upgrade will increase the rate. Whether the slower |
|
712 |
rate is adequate depends on how it compares to the rate at which the |
|
713 |
machine produces outputs, and on how the machine is being used as part |
|
714 |
of a larger construct. The machine always ejects its outputs through a |
|
715 |
particular face, usually a side. Due to a bug, the side through which |
|
716 |
outputs are ejected is not consistent: when the machine is rotated one |
|
717 |
way, the direction of ejection is rotated the other way. This will |
|
718 |
probably be fixed some day, but because a straightforward fix would |
|
719 |
break half the machines already in use, the fix may be tied to some |
|
720 |
larger change such as free selection of the direction of ejection. |
|
721 |
|
|
722 |
### battery boxes ### |
|
723 |
|
|
724 |
The primary purpose of battery boxes is to temporarily store electrical |
|
725 |
energy to let an electrical network cope with mismatched supply and |
|
726 |
demand. They have a secondary purpose of charging and discharging |
|
727 |
powered tools. They are thus a mixture of electrical infrastructure, |
42efc7
|
728 |
powered machine, and generator. Battery boxes connect to cables only |
VE |
729 |
from the bottom. |
04e911
|
730 |
|
Z |
731 |
MV and HV battery boxes have upgrade slots. Energy upgrades increase |
|
732 |
the capacity of a battery box, each by 10% of the un-upgraded capacity. |
|
733 |
This increase is far in excess of the capacity of the battery that forms |
|
734 |
the upgrade. |
|
735 |
|
|
736 |
For charging and discharging of power tools, rather than having input and |
|
737 |
output slots, each battery box has a charging slot and a discharging slot. |
|
738 |
A fully charged/discharged item stays in its slot. The rates at which a |
|
739 |
battery box can charge and discharge increase with voltage, so it can |
|
740 |
be worth building a battery box of higher tier before one has other |
|
741 |
infrastructure of that tier, just to get access to faster charging. |
|
742 |
|
|
743 |
MV and HV battery boxes work with pneumatic tubes. An item can be input |
42efc7
|
744 |
to the charging slot through the sides or back of the battery box, or |
VE |
745 |
to the discharging slot through the top. With a tube upgrade, fully |
|
746 |
charged/discharged tools (as appropriate for their slot) will be ejected |
|
747 |
through a side. |
04e911
|
748 |
|
8cec41
|
749 |
### processing machines ### |
Z |
750 |
|
|
751 |
The furnace, alloy furnace, grinder, extractor, compressor, and centrifuge |
|
752 |
have much in common. Each implements some industrial process that |
86a04d
|
753 |
transforms items into other items, and the manner in which they present |
8cec41
|
754 |
these processes as powered machines is essentially identical. |
Z |
755 |
|
|
756 |
Most of the processing machines operate on inputs of only a single type |
|
757 |
at a time, and correspondingly have only a single input slot. The alloy |
|
758 |
furnace is an exception: it operates on inputs of two distinct types at |
|
759 |
once, and correspondingly has two input slots. It doesn't matter which |
|
760 |
way round the alloy furnace's inputs are placed in the two slots. |
|
761 |
|
|
762 |
The processing machines are mostly available in variants for multiple |
|
763 |
tiers. The furnace and alloy furnace are each available in fuel-fired, |
|
764 |
LV, and MV forms. The grinder, extractor, and compressor are each |
|
765 |
available in LV and MV forms. The centrifuge is the only single-tier |
|
766 |
processing machine, being only available in MV form. The higher-tier |
|
767 |
machines process items faster than the lower-tier ones, but also have |
|
768 |
higher power consumption, usually taking more energy overall to perform |
|
769 |
the same amount of processing. The MV machines have upgrade slots, |
|
770 |
and energy upgrades reduce their energy consumption. |
|
771 |
|
|
772 |
The MV machines can work with pneumatic tubes. They accept inputs via |
|
773 |
tubes from any direction. For most of the machines, having only a single |
|
774 |
input slot, this is perfectly simple behavior. The alloy furnace is more |
|
775 |
complex: it will put an arriving item in either input slot, preferring to |
|
776 |
stack it with existing items of the same type. It doesn't matter which |
|
777 |
slot each of the alloy furnace's inputs is in, so it doesn't matter that |
86a04d
|
778 |
there's no direct control over that, but there is a risk that supplying |
8cec41
|
779 |
a lot of one item type through tubes will result in both slots containing |
Z |
780 |
the same type of item, leaving no room for the second input. |
|
781 |
|
|
782 |
The MV machines can be given a tube upgrade to make them automatically |
|
783 |
eject output items into pneumatic tubes. The items are always ejected |
|
784 |
through a side, though which side it is depends on the machine's |
|
785 |
orientation, due to a bug. Output items are always ejected singly. |
|
786 |
For some machines, such as the grinder, the ejection rate with a |
|
787 |
single tube upgrade doesn't keep up with the rate at which items can |
|
788 |
be processed. A second tube upgrade increases the ejection rate. |
|
789 |
|
|
790 |
The LV and fuel-fired machines do not work with pneumatic tubes, except |
|
791 |
that the fuel-fired furnace (actually part of the basic Minetest game) |
|
792 |
can accept inputs from tubes. Items arriving through the bottom of |
|
793 |
the furnace go into the fuel slot, and items arriving from all other |
|
794 |
directions go into the input slot. |
|
795 |
|
706e88
|
796 |
### music player ### |
Z |
797 |
|
|
798 |
The music player is an LV powered machine that plays audio recordings. |
|
799 |
It offers a selection of up to nine tracks. The technic modpack doesn't |
|
800 |
include specific music tracks for this purpose; they have to be installed |
|
801 |
separately. |
|
802 |
|
|
803 |
The music player gives the impression that the music is being played in |
|
804 |
the Minetest world. The music only plays as long as the music player |
|
805 |
is in place and is receiving electrical power, and the choice of music |
|
806 |
is controlled by interaction with the machine. The sound also appears |
|
807 |
to emanate specifically from the music player: the ability to hear it |
|
808 |
depends on the player's distance from the music player. However, the |
|
809 |
game engine doesn't currently support any other positional cues for |
|
810 |
sound, such as attenuation, panning, or HRTF. The impression of the |
|
811 |
sound being located in the Minetest world is also compromised by the |
|
812 |
subjective nature of track choice: the specific music that is played to |
|
813 |
a player depends on what media the player has installed. |
|
814 |
|
|
815 |
### CNC machine ### |
|
816 |
|
|
817 |
The CNC machine is an LV powered machine that cuts building blocks into a |
|
818 |
variety of sub-block shapes that are not covered by the crafting recipes |
|
819 |
of the stairs mod and its variants. Most of the target shapes are not |
|
820 |
rectilinear, involving diagonal or curved surfaces. |
|
821 |
|
|
822 |
Only certain kinds of building material can be processed in the CNC |
|
823 |
machine. |
|
824 |
|
|
825 |
### tool workshop ### |
|
826 |
|
|
827 |
The tool workshop is an MV powered machine that repairs mechanically-worn |
|
828 |
tools, such as pickaxes and the other ordinary digging tools. It has |
|
829 |
a single slot for a tool to be repaired, and gradually repairs the |
|
830 |
tool while it is powered. For any single tool, equal amounts of tool |
|
831 |
wear, resulting from equal amounts of tool use, take equal amounts of |
|
832 |
repair effort. Also, all repairable tools currently take equal effort |
|
833 |
to repair equal percentages of wear. The amount of tool use enabled by |
|
834 |
equal amounts of repair therefore depends on the tool type. |
|
835 |
|
|
836 |
The mechanical wear that the tool workshop repairs is always indicated in |
|
837 |
inventory displays by a colored bar overlaid on the tool image. The bar |
|
838 |
can be seen to fill and change color as the tool workshop operates, |
|
839 |
eventually disappearing when the repair is complete. However, not every |
|
840 |
item that shows such a wear bar is using it to show mechanical wear. |
|
841 |
A wear bar can also be used to indicate charging of a power tool with |
|
842 |
stored electrical energy, or filling of a container, or potentially for |
|
843 |
all sorts of other uses. The tool workshop won't affect items that use |
|
844 |
wear bars to indicate anything other than mechanical wear. |
|
845 |
|
|
846 |
The tool workshop has upgrade slots. Energy upgrades reduce its power |
|
847 |
consumption. |
|
848 |
|
|
849 |
It can work with pneumatic tubes. Tools to be repaired are accepted |
|
850 |
via tubes from any direction. With a tube upgrade, the tool workshop |
|
851 |
will also eject fully-repaired tools via one side, the choice of side |
|
852 |
depending on the machine's orientation, as for processing machines. It is |
|
853 |
safe to put into the tool workshop a tool that is already fully repaired: |
|
854 |
assuming the presence of a tube upgrade, the tool will be quickly ejected. |
|
855 |
Furthermore, any item of unrepairable type will also be ejected as if |
|
856 |
fully repaired. (Due to a historical limitation of the basic Minetest |
|
857 |
game, it is impossible for the tool workshop to distinguish between a |
|
858 |
fully-repaired tool and any item type that never displays a wear bar.) |
|
859 |
|
|
860 |
### quarry ### |
|
861 |
|
|
862 |
The quarry is an HV powered machine that automatically digs out a |
|
863 |
large area. The region that it digs out is a cuboid with a square |
|
864 |
horizontal cross section, located immediately behind the quarry machine. |
|
865 |
The quarry's action is slow and energy-intensive, but requires little |
|
866 |
player effort. |
|
867 |
|
|
868 |
The size of the quarry's horizontal cross section is configurable through |
|
869 |
the machine's interaction form. A setting referred to as "radius" |
|
870 |
is an integer number of meters which can vary from 2 to 8 inclusive. |
|
871 |
The horizontal cross section is a square with side length of twice the |
|
872 |
radius plus one meter, thus varying from 5 to 17 inclusive. Vertically, |
|
873 |
the quarry always digs from 3 m above the machine to 100 m below it, |
|
874 |
inclusive, a total vertical height of 104 m. |
|
875 |
|
|
876 |
Whatever the quarry digs up is ejected through the top of the machine, |
|
877 |
as if from a pneumatic tube. Normally a tube should be placed there |
|
878 |
to convey the material into a sorting system, processing machines, or |
|
879 |
at least chests. A chest may be placed directly above the machine to |
|
880 |
capture the output without sorting, but is liable to overflow. |
|
881 |
|
|
882 |
If the quarry encounters something that cannot be dug, such as a liquid, |
|
883 |
a locked chest, or a protected area, it will skip past that and attempt |
|
884 |
to continue digging. However, anything remaining in the quarry area |
|
885 |
after the machine has attempted to dig there will prevent the machine |
|
886 |
from digging anything directly below it, all the way to the bottom |
|
887 |
of the quarry. An undiggable block therefore casts a shadow of undug |
|
888 |
blocks below it. If liquid is encountered, it is quite likely to flow |
|
889 |
across the entire cross section of the quarry, preventing all digging. |
|
890 |
The depth at which the quarry is currently attempting to dig is reported |
|
891 |
in its interaction form, and can be manually reset to the top of the |
|
892 |
quarry, which is useful to do if an undiggable obstruction has been |
|
893 |
manually removed. |
|
894 |
|
|
895 |
The quarry consumes 10 kEU per block dug, which is quite a lot of energy. |
|
896 |
With most of what is dug being mere stone, it is usually not economically |
|
897 |
favorable to power a quarry from anything other than solar power. |
|
898 |
In particular, one cannot expect to power a quarry by burning the coal |
|
899 |
that it digs up. |
|
900 |
|
|
901 |
Given sufficient power, the quarry digs at a rate of one block per second. |
|
902 |
This is rather tedious to wait for. Unfortunately, leaving the quarry |
|
903 |
unattended normally means that the Minetest server won't keep the machine |
|
904 |
running: it needs a player nearby. This can be resolved by using a world |
|
905 |
anchor. The digging is still quite slow, and independently of whether a |
|
906 |
world anchor is used the digging can be speeded up by placing multiple |
|
907 |
quarry machines with overlapping digging areas. Four can be placed to |
|
908 |
dig identical areas, one on each side of the square cross section. |
|
909 |
|
|
910 |
### forcefield emitter ### |
|
911 |
|
|
912 |
The forcefield emitter is an HV powered machine that generates a |
5f6b87
|
913 |
forcefield reminiscent of those seen in many science-fiction stories. |
706e88
|
914 |
|
Z |
915 |
The emitter can be configured to generate a forcefield of either |
|
916 |
spherical or cubical shape, in either case centered on the emitter. |
|
917 |
The size of the forcefield is configured using a radius parameter that |
|
918 |
is an integer number of meters which can vary from 5 to 20 inclusive. |
|
919 |
For a spherical forcefield this is simply the radius of the forcefield; |
|
920 |
for a cubical forcefield it is the distance from the emitter to the |
|
921 |
center of each square face. |
|
922 |
|
|
923 |
The power drawn by the emitter is proportional to the surface area of |
|
924 |
the forcefield being generated. A spherical forcefield is therefore the |
|
925 |
cheapest way to enclose a specified volume of space with a forcefield, |
|
926 |
if the shape of the space doesn't matter. A cubical forcefield is less |
|
927 |
efficient at enclosing volume, but is cheaper than the larger spherical |
|
928 |
forcefield that would be required if it is necessary to enclose a |
|
929 |
cubical space. |
|
930 |
|
|
931 |
The emitter is normally controlled merely through its interaction form, |
|
932 |
which has an enable/disable toggle. However, it can also (via the form) |
|
933 |
be placed in a mesecon-controlled mode. If mesecon control is enabled, |
|
934 |
the emitter must be receiving a mesecon signal in addition to being |
|
935 |
manually enabled, in order for it to generate the forcefield. |
|
936 |
|
|
937 |
The forcefield itself behaves largely as if solid, despite being |
45919b
|
938 |
immaterial: it cannot be traversed, and prevents access to blocks behind |
Z |
939 |
it. It is transparent, but not totally invisible. It cannot be dug. |
|
940 |
Some effects can pass through it, however, such as the beam of a mining |
|
941 |
laser, and explosions. In fact, explosions as currently implemented by |
|
942 |
the tnt mod actually temporarily destroy the forcefield itself; the tnt |
|
943 |
mod assumes too much about the regularity of node types. |
706e88
|
944 |
|
Z |
945 |
The forcefield occupies space that would otherwise have been air, but does |
|
946 |
not replace or otherwise interfere with materials that are solid, liquid, |
|
947 |
or otherwise not just air. If such an object blocking the forcefield is |
|
948 |
removed, the forcefield will quickly extend into the now-available space, |
|
949 |
but it does not do so instantly: there is a brief moment when the space |
|
950 |
is air and can be traversed. |
|
951 |
|
|
952 |
It is possible to have a doorway in a forcefield, by placing in advance, |
|
953 |
in space that the forcefield would otherwise occupy, some non-air blocks |
|
954 |
that can be walked through. For example, a door suffices, and can be |
|
955 |
opened and closed while the forcefield is in place. |
|
956 |
|
1d46d7
|
957 |
power generators |
Z |
958 |
---------------- |
|
959 |
|
|
960 |
### fuel-fired generators ### |
|
961 |
|
86a04d
|
962 |
The fuel-fired generators are electrical power generators that generate |
23423a
|
963 |
power by the combustion of fuel. Versions of them are available for |
Z |
964 |
all three voltages (LV, MV, and HV). These are all capable of burning |
|
965 |
any type of combustible fuel, such as coal. They are relatively easy |
|
966 |
to build, and so tend to be the first kind of generator used to power |
|
967 |
electrical machines. In this role they form an intermediate step between |
|
968 |
the directly fuel-fired machines and a more mature electrical network |
1d46d7
|
969 |
powered by means other than fuel combustion. They are also, by virtue of |
Z |
970 |
simplicity and controllability, a useful fallback or peak load generator |
|
971 |
for electrical networks that normally use more sophisticated generators. |
|
972 |
|
|
973 |
The MV and HV fuel-fired generators can accept fuel via pneumatic tube, |
|
974 |
from any direction. |
|
975 |
|
|
976 |
Keeping a fuel-fired generator fully fuelled is usually wasteful, because |
|
977 |
it will burn fuel as long as it has any, even if there is no demand for |
|
978 |
the electrical power that it generates. This is unlike the directly |
|
979 |
fuel-fired machines, which only burn fuel when they have work to do. |
|
980 |
To satisfy intermittent demand without waste, a fuel-fired generator must |
|
981 |
only be given fuel when there is either demand for the energy or at least |
|
982 |
sufficient battery capacity on the network to soak up the excess energy. |
|
983 |
|
|
984 |
The higher-tier fuel-fired generators get much more energy out of a |
|
985 |
fuel item than the lower-tier ones. The difference is much more than |
|
986 |
is needed to overcome the inefficiency of supply converters, so it is |
|
987 |
worth operating fuel-fired generators at a higher tier than the machines |
|
988 |
being powered. |
23423a
|
989 |
|
Z |
990 |
### solar generators ### |
|
991 |
|
|
992 |
The solar generators are electrical power generators that generate power |
|
993 |
from sunlight. Versions of them are available for all three voltages |
|
994 |
(LV, MV, and HV). There are four types in total, two LV and one each |
|
995 |
of MV and HV, forming a sequence of four tiers. The higher-tier ones |
|
996 |
are each built mainly from three solar generators of the next tier down, |
|
997 |
and their outputs scale in rough accordance, tripling at each tier. |
|
998 |
|
|
999 |
To operate, an arrayed solar generator must be at elevation +1 or above |
|
1000 |
and have a transparent block (typically air) immediately above it. |
|
1001 |
It will generate power only when the block above is well lit during |
|
1002 |
daylight hours. It will generate more power at higher elevation, |
|
1003 |
reaching maximum output at elevation +36 or higher when sunlit. The small |
|
1004 |
solar generator has similar rules with slightly different thresholds. |
|
1005 |
These rules are an attempt to ensure that the generator will only operate |
|
1006 |
from sunlight, but it is actually possible to fool them to some extent |
|
1007 |
with light sources such as meselamps. |
1d46d7
|
1008 |
|
Z |
1009 |
### hydro generator ### |
|
1010 |
|
adc638
|
1011 |
The hydro generator is an LV power generator that generates a respectable |
VE |
1012 |
amount of power from the natural motion of water. To operate, the |
|
1013 |
generator must be horizontally adjacent to flowing water. The power |
|
1014 |
produced is dependent on how much flow there is across any or all four |
|
1015 |
sides, the most flow of course coming from water that's flowing straight |
|
1016 |
down. |
1d46d7
|
1017 |
|
Z |
1018 |
### geothermal generator ### |
|
1019 |
|
|
1020 |
The geothermal generator is an LV power generator that generates a small |
|
1021 |
amount of power from the temperature difference between lava and water. |
|
1022 |
To operate, the generator must be horizontally adjacent to both lava |
|
1023 |
and water. It doesn't matter whether the liquids consist of source |
|
1024 |
blocks or flowing blocks. |
|
1025 |
|
|
1026 |
Beware that if lava and water blocks are adjacent to each other then the |
|
1027 |
lava will be solidified into stone or obsidian. If the lava adjacent to |
|
1028 |
the generator is thus destroyed, the generator will stop producing power. |
|
1029 |
Currently, in the default Minetest game, lava is destroyed even if |
|
1030 |
it is only diagonally adjacent to water. Under these circumstances, |
|
1031 |
the only way to operate the geothermal generator is with it adjacent |
|
1032 |
to one lava block and one water block, which are on opposite sides of |
|
1033 |
the generator. If diagonal adjacency doesn't destroy lava, such as with |
|
1034 |
the gloopblocks mod, then it is possible to have more than one lava or |
|
1035 |
water block adjacent to the geothermal generator. This increases the |
|
1036 |
generator's output, with the maximum output achieved with two adjacent |
|
1037 |
blocks of each liquid. |
23423a
|
1038 |
|
Z |
1039 |
### wind generator ### |
|
1040 |
|
|
1041 |
The wind generator is an MV power generator that generates a moderate |
|
1042 |
amount of energy from wind. To operate, the generator must be placed |
|
1043 |
atop a column of at least 20 wind mill frame blocks, and must be at |
|
1044 |
an elevation of +30 or higher. It generates more at higher elevation, |
|
1045 |
reaching maximum output at elevation +50 or higher. Its surroundings |
|
1046 |
don't otherwise matter; it doesn't actually need to be in open air. |
1d46d7
|
1047 |
|
fd527c
|
1048 |
### nuclear generator ### |
Z |
1049 |
|
|
1050 |
The nuclear generator (nuclear reactor) is an HV power generator that |
|
1051 |
generates a large amount of energy from the controlled fission of |
|
1052 |
uranium-235. It must be fuelled, with uranium fuel rods, but consumes |
|
1053 |
the fuel quite slowly in relation to the rate at which it is likely to |
|
1054 |
be mined. The operation of a nuclear reactor poses radiological hazards |
|
1055 |
to which some thought must be given. Economically, the use of nuclear |
|
1056 |
power requires a high capital investment, and a secure infrastructure, |
|
1057 |
but rewards the investment well. |
|
1058 |
|
|
1059 |
Nuclear fuel is made from uranium. Natural uranium doesn't have a |
|
1060 |
sufficiently high proportion of U-235, so it must first be enriched |
|
1061 |
via centrifuge. Producing one unit of 3.5%-fissile uranium requires |
|
1062 |
the input of five units of 0.7%-fissile (natural) uranium, and produces |
|
1063 |
four units of 0.0%-fissile (fully depleted) uranium as a byproduct. |
|
1064 |
It takes five ingots of 3.5%-fissile uranium to make each fuel rod, and |
|
1065 |
six rods to fuel a reactor. It thus takes the input of the equivalent |
|
1066 |
of 150 ingots of natural uranium, which can be obtained from the mining |
|
1067 |
of 75 blocks of uranium ore, to make a full set of reactor fuel. |
|
1068 |
|
|
1069 |
The nuclear reactor is a large multi-block structure. Only one block in |
|
1070 |
the structure, the reactor core, is of a type that is truly specific to |
|
1071 |
the reactor; the rest of the structure consists of blocks that have mainly |
|
1072 |
non-nuclear uses. The reactor core is where all the generator-specific |
|
1073 |
action happens: it is where the fuel rods are inserted, and where the |
|
1074 |
power cable must connect to draw off the generated power. |
|
1075 |
|
|
1076 |
The reactor structure consists of concentric layers, each a cubical |
|
1077 |
shell, around the core. Immediately around the core is a layer of water, |
|
1078 |
representing the reactor coolant; water blocks may be either source blocks |
|
1079 |
or flowing blocks. Around that is a layer of stainless steel blocks, |
|
1080 |
representing the reactor pressure vessel, and around that a layer of |
|
1081 |
blast-resistant concrete blocks, representing a containment structure. |
|
1082 |
It is customary, though no longer mandatory, to surround this with a |
|
1083 |
layer of ordinary concrete blocks. The mandatory reactor structure |
|
1084 |
makes a 7×7×7 cube, and the full customary structure a |
|
1085 |
9×9×9 cube. |
|
1086 |
|
|
1087 |
The layers surrounding the core don't have to be absolutely complete. |
|
1088 |
Indeed, if they were complete, it would be impossible to cable the core to |
|
1089 |
a power network. The cable makes it necessary to have at least one block |
|
1090 |
missing from each surrounding layer. The water layer is only permitted |
|
1091 |
to have one water block missing of the 26 possible. The steel layer may |
|
1092 |
have up to two blocks missing of the 98 possible, and the blast-resistant |
|
1093 |
concrete layer may have up to two blocks missing of the 218 possible. |
|
1094 |
Thus it is possible to have not only a cable duct, but also a separate |
|
1095 |
inspection hole through the solid layers. The separate inspection hole |
|
1096 |
is of limited use: the cable duct can serve double duty. |
|
1097 |
|
|
1098 |
Once running, the reactor core is significantly radioactive. The layers |
|
1099 |
of reactor structure provide quite a lot of shielding, but not enough |
|
1100 |
to make the reactor safe to be around, in two respects. Firstly, the |
|
1101 |
shortest possible path from the core to a player outside the reactor |
|
1102 |
is sufficiently short, and has sufficiently little shielding material, |
|
1103 |
that it will damage the player. This only affects a player who is |
|
1104 |
extremely close to the reactor, and close to a face rather than a vertex. |
|
1105 |
The customary additional layer of ordinary concrete around the reactor |
|
1106 |
adds sufficient distance and shielding to negate this risk, but it can |
|
1107 |
also be addressed by just keeping extra distance (a little over two |
|
1108 |
meters of air). |
|
1109 |
|
|
1110 |
The second radiological hazard of a running reactor arises from shine |
|
1111 |
paths; that is, specific paths from the core that lack sufficient |
|
1112 |
shielding. The necessary cable duct, if straight, forms a perfect |
|
1113 |
shine path, because the cable itself has no radiation shielding effect. |
|
1114 |
Any secondary inspection hole also makes a shine path, along which the |
|
1115 |
only shielding material is the water of the reactor coolant. The shine |
|
1116 |
path aspect of the cable duct can be ameliorated by adding a kink in the |
|
1117 |
cable, but this still yields paths with reduced shielding. Ultimately, |
|
1118 |
shine paths must be managed either with specific shielding outside the |
|
1119 |
mandatory structure, or with additional no-go areas. |
|
1120 |
|
|
1121 |
The radioactivity of an operating reactor core makes starting up a reactor |
|
1122 |
hazardous, and can come as a surprise because the non-operating core |
|
1123 |
isn't radioactive at all. The radioactive damage is survivable, but it is |
|
1124 |
normally preferable to avoid it by some care around the startup sequence. |
|
1125 |
To start up, the reactor must have a full set of fuel inserted, have all |
|
1126 |
the mandatory structure around it, and be cabled to a switching station. |
|
1127 |
Only the fuel insertion requires direct access to the core, so irradiation |
|
1128 |
of the player can be avoided by making one of the other two criteria be |
|
1129 |
the last one satisfied. Completing the cabling to a switching station |
|
1130 |
is the easiest to do from a safe distance. |
|
1131 |
|
|
1132 |
Once running, the reactor will generate 100 kEU/s for a week (168 hours, |
|
1133 |
604800 seconds), a total of 6.048 GEU from one set of fuel. After the |
|
1134 |
week is up, it will stop generating and no longer be radioactive. It can |
|
1135 |
then be refuelled to run for another week. It is not really intended |
|
1136 |
to be possible to pause a running reactor, but actually disconnecting |
|
1137 |
it from a switching station will have the effect of pausing the week. |
|
1138 |
This will probably change in the future. A paused reactor is still |
|
1139 |
radioactive, just not generating electrical power. |
|
1140 |
|
|
1141 |
A running reactor can't be safely dismantled, and not only because |
|
1142 |
dismantling the reactor implies removing the shielding that makes |
|
1143 |
it safe to be close to the core. The mandatory parts of the reactor |
|
1144 |
structure are not just mandatory in order to start the reactor; they're |
|
1145 |
mandatory in order to keep it intact. If the structure around the core |
|
1146 |
gets damaged, and remains damaged, the core will eventually melt down. |
|
1147 |
How long there is before meltdown depends on the extent of the damage; |
|
1148 |
if only one mandatory block is missing, meltdown will follow in 100 |
|
1149 |
seconds. While the structure of a running reactor is in a damaged state, |
|
1150 |
heading towards meltdown, a siren built into the reactor core will sound. |
|
1151 |
If the structure is rectified, the siren will signal all-clear. If the |
|
1152 |
siren stops sounding without signalling all-clear, then it was stopped |
|
1153 |
by meltdown. |
|
1154 |
|
|
1155 |
If meltdown is imminent because of damaged reactor structure, digging the |
|
1156 |
reactor core is not a way to avert it. Digging the core of a running |
|
1157 |
reactor causes instant meltdown. The only way to dismantle a reactor |
|
1158 |
without causing meltdown is to start by waiting for it to finish the |
|
1159 |
week-long burning of its current set of fuel. Once a reactor is no longer |
|
1160 |
operating, it can be dismantled by ordinary means, with no special risks. |
|
1161 |
|
|
1162 |
Meltdown, if it occurs, destroys the reactor and poses a major |
|
1163 |
environmental hazard. The reactor core melts, becoming a hot, highly |
|
1164 |
radioactive liquid known as "corium". A single meltdown yields a single |
|
1165 |
corium source block, where the core used to be. Corium flows, and the |
|
1166 |
flowing corium is very destructive to whatever it comes into contact with. |
|
1167 |
Flowing corium also randomly solidifies into a radioactive solid called |
|
1168 |
"Chernobylite". The random solidification and random destruction of |
|
1169 |
solid blocks means that the flow of corium is constantly changing. |
|
1170 |
This combined with the severe radioactivity makes corium much more |
|
1171 |
challenging to deal with than lava. If a meltdown is left to its own |
|
1172 |
devices, it gets worse over time, as the corium works its way through |
|
1173 |
the reactor structure and starts to flow over a variety of paths. |
|
1174 |
It is best to tackle a meltdown quickly; the priority is to extinguish |
|
1175 |
the corium source block, normally by dropping gravel into it. Only the |
|
1176 |
most motivated should attempt to pick up the corium in a bucket. |
|
1177 |
|
b001a6
|
1178 |
administrative world anchor |
Z |
1179 |
--------------------------- |
|
1180 |
|
|
1181 |
A world anchor is an object in the Minetest world that causes the server |
|
1182 |
to keep surrounding parts of the world running even when no players |
|
1183 |
are nearby. It is mainly used to allow machines to run unattended: |
|
1184 |
normally machines are suspended when not near a player. The technic |
|
1185 |
mod supplies a form of world anchor, as a placable block, but it is not |
|
1186 |
straightforwardly available to players. There is no recipe for it, so it |
|
1187 |
is only available if explicitly spawned into existence by someone with |
|
1188 |
administrative privileges. In a single-player world, the single player |
|
1189 |
normally has administrative privileges, and can obtain a world anchor |
|
1190 |
by entering the chat command "/give singleplayer technic:admin\_anchor". |
|
1191 |
|
7c8572
|
1192 |
The world anchor tries to force a cubical area, centered upon the anchor, |
b001a6
|
1193 |
to stay loaded. The distance from the anchor to the most distant map |
Z |
1194 |
nodes that it will keep loaded is referred to as the "radius", and can be |
|
1195 |
set in the world anchor's interaction form. The radius can be set as low |
|
1196 |
as 0, meaning that the anchor only tries to keep itself loaded, or as high |
|
1197 |
as 255, meaning that it will operate on a 511×511×511 cube. |
|
1198 |
Larger radii are forbidden, to avoid typos causing the server excessive |
|
1199 |
work; to keep a larger area loaded, use multiple anchors. Also use |
|
1200 |
multiple anchors if the area to be kept loaded is not well approximated |
|
1201 |
by a cube. |
|
1202 |
|
|
1203 |
The world is always kept loaded in units of 16×16×16 cubes, |
|
1204 |
confusingly known as "map blocks". The anchor's configured radius takes |
|
1205 |
no account of map block boundaries, but the anchor's effect is actually to |
|
1206 |
keep loaded each map block that contains any part of the configured cube. |
|
1207 |
The anchor's interaction form includes a status note showing how many map |
|
1208 |
blocks this is, and how many of those it is successfully keeping loaded. |
|
1209 |
When the anchor is disabled, as it is upon placement, it will always |
|
1210 |
show that it is keeping no map blocks loaded; this does not indicate |
|
1211 |
any kind of failure. |
|
1212 |
|
|
1213 |
The world anchor can optionally be locked. When it is locked, only |
|
1214 |
the anchor's owner, the player who placed it, can reconfigure it or |
|
1215 |
remove it. Only the owner can lock it. Locking an anchor is useful |
|
1216 |
if the use of anchors is being tightly controlled by administrators: |
|
1217 |
an administrator can set up a locked anchor and be sure that it will |
|
1218 |
not be set by ordinary players to an unapproved configuration. |
|
1219 |
|
|
1220 |
The server limits the ability of world anchors to keep parts of the world |
|
1221 |
loaded, to avoid overloading the server. The total number of map blocks |
|
1222 |
that can be kept loaded in this way is set by the server configuration |
|
1223 |
item "max\_forceloaded\_blocks" (in minetest.conf), which defaults to |
|
1224 |
only 16. For comparison, each player normally keeps 125 map blocks loaded |
|
1225 |
(a radius of 32). If an enabled world anchor shows that it is failing to |
|
1226 |
keep all the map blocks loaded that it would like to, this can be fixed |
|
1227 |
by increasing max\_forceloaded\_blocks by the amount of the shortfall. |
|
1228 |
|
|
1229 |
The tight limit on force-loading is the reason why the world anchor is |
|
1230 |
not directly available to players. With the limit so low both by default |
|
1231 |
and in common practice, the only feasible way to determine where world |
|
1232 |
anchors should be used is for administrators to decide it directly. |
|
1233 |
|
488070
|
1234 |
subjects missing from this manual |
Z |
1235 |
--------------------------------- |
|
1236 |
|
|
1237 |
This manual needs to be extended with sections on: |
|
1238 |
|
1d46d7
|
1239 |
* powered tools |
df7bf8
|
1240 |
* tool charging |
Z |
1241 |
* battery and energy crystals |
|
1242 |
* chainsaw |
|
1243 |
* flashlight |
|
1244 |
* mining lasers |
|
1245 |
* mining drills |
|
1246 |
* prospector |
|
1247 |
* sonic screwdriver |
1d46d7
|
1248 |
* liquid cans |
Z |
1249 |
* wrench |
488070
|
1250 |
* frames |
Z |
1251 |
* templates |