| | |
| | | guidance, use the unified\_inventory mod, with which technic registers |
| | | its specialised recipe types. |
| | | |
| | | ore |
| | | --- |
| | | substances |
| | | ---------- |
| | | |
| | | ### ore ### |
| | | |
| | | The technic mod makes extensive use of not just the default ores but also |
| | | some that are added by mods. You will need to mine for all the ore types |
| | |
| | | from elevation -256 downwards. It is a precious gemstone. It is used |
| | | moderately, mainly for reasons connected to its extreme hardness. |
| | | |
| | | rock |
| | | ---- |
| | | ### rock ### |
| | | |
| | | In addition to the ores, there are multiple kinds of rock that need to be |
| | | mined in their own right, rather than for minerals. The rock types that |
| | |
| | | so impedes mining when it is encountered. It has mainly decorative use, |
| | | but also appears in a couple of machine recipes. |
| | | |
| | | alloying |
| | | -------- |
| | | ### rubber ### |
| | | |
| | | In technic, alloying is a way of combining items to create other items, |
| | | distinct from standard crafting. Alloying always uses inputs of exactly |
| | | two distinct types, and produces a single output. Like cooking, which |
| | | takes a single input, it is performed using a powered machine, known |
| | | generically as an "alloy furnace". An alloy furnace always has two |
| | | input slots, and it doesn't matter which way round the two ingredients |
| | | are placed in the slots. Many alloying recipes require one or both |
| | | slots to contain a stack of more than one of the ingredient item: the |
| | | quantity required of each ingredient is part of the recipe. |
| | | Rubber is a biologically-derived material that has industrial uses due |
| | | to its electrical resistivity and its impermeability. In technic, it |
| | | is used in a few recipes, and it must be acquired by tapping rubber trees. |
| | | |
| | | As with the furnaces used for cooking, there are multiple kinds of alloy |
| | | furnace, powered in different ways. The most-used alloy furnaces are |
| | | electrically powered. There is also an alloy furnace that is powered |
| | | by directly burning fuel, just like the basic cooking furnace. Building |
| | | almost any electrical machine, including the electrically-powered alloy |
| | | furnaces, requires a machine casing component, one ingredient of which |
| | | is brass, an alloy. It is therefore necessary to use the fuel-fired |
| | | alloy furnace in the early part of the game, on the way to building |
| | | electrical machinery. |
| | | If you have the moretrees mod installed, the rubber trees you need |
| | | are those defined by that mod. If not, technic supplies a copy of the |
| | | moretrees rubber tree. |
| | | |
| | | Alloying recipes are mainly concerned with metals. These recipes |
| | | combine a base metal with some other element, most often another metal, |
| | | to produce a new metal. This is discussed in the section on metal. |
| | | There are also a few alloying recipes in which the base ingredient is |
| | | non-metallic, such as the recipe for the silicon wafer. |
| | | Extracting rubber requires a specific tool, a tree tap. Using the tree |
| | | tap (by left-clicking) on a rubber tree trunk block extracts a lump of |
| | | raw latex from the trunk. Each trunk block can be repeatedly tapped for |
| | | latex, at intervals of several minutes; its appearance changes to show |
| | | whether it is currently ripe for tapping. Each tree has several trunk |
| | | blocks, so several latex lumps can be extracted from a tree in one visit. |
| | | |
| | | grinding, extracting, and compressing |
| | | ------------------------------------- |
| | | Raw latex isn't used directly. It must be vulcanized to produce finished |
| | | rubber. This can be performed by alloying the latex with coal dust. |
| | | |
| | | Grinding, extracting, and compressing are three distinct, but very |
| | | similar, ways of converting one item into another. They are all quite |
| | | similar to the cooking found in the basic Minetest game. Each uses |
| | | an input consisting of a single item type, and produces a single |
| | | output. They are all performed using powered machines, respectively |
| | | known generically as a "grinder", "extractor", and "compressor". |
| | | Some compressing recipes require the input to be a stack of more than |
| | | one of the input item: the quantity required is part of the recipe. |
| | | Grinding and extracting recipes never require such a stacked input. |
| | | |
| | | There are multiple kinds of grinder, extractor, and compressor. Unlike |
| | | cooking furnaces and alloy furnaces, there are none that directly burn |
| | | fuel; they are all electrically powered. |
| | | |
| | | Grinding recipes always produce some kind of dust, loosely speaking, |
| | | as output. The most important grinding recipes are concerned with metals: |
| | | every metal lump or ingot can be ground into metal dust. Coal can also |
| | | be ground into dust, and burning the dust as fuel produces much more |
| | | energy than burning the original coal lump. There are a few other |
| | | grinding recipes that make block types from the basic Minetest game |
| | | more interconvertible: standard stone can be ground to standard sand, |
| | | desert stone to desert sand, cobblestone to gravel, and gravel to dirt. |
| | | |
| | | Extracting is a miscellaneous category, used for a small group |
| | | of processes that just don't fit nicely anywhere else. (Its name is |
| | | notably vaguer than those of the other kinds of processing.) It is used |
| | | for recipes that produce dye, mainly from flowers. (However, for those |
| | | recipes using flowers, the basic Minetest game provides parallel crafting |
| | | recipes that are easier to use and produce more dye, and those recipes |
| | | are not suppressed by technic.) Its main use is to generate rubber from |
| | | raw latex, which it does three times as efficiently as merely cooking |
| | | the latex. Extracting was also formerly used for uranium enrichment for |
| | | use as nuclear fuel, but this use has been superseded by a new enrichment |
| | | system using the centrifuge. |
| | | |
| | | Compressing recipes are mainly used to produce a few relatively advanced |
| | | artificial item types, such as the copper and carbon plates used in |
| | | advanced machine recipes. There are also a couple of compressing recipes |
| | | making natural block types more interconvertible. |
| | | |
| | | centrifuging |
| | | ------------ |
| | | |
| | | Centrifuging is another way of using a machine to convert items. |
| | | Centrifuging takes an input of a single item type, and produces outputs |
| | | of two distinct types. The input may be required to be a stack of |
| | | more than one of the input item: the quantity required is part of |
| | | the recipe. Centrifuging is only performed by a single machine type, |
| | | the MV (electrically-powered) centrifuge. |
| | | |
| | | Currently, centrifuging recipes don't appear in the unified\_inventory |
| | | craft guide, because unified\_inventory can't yet handle recipes with |
| | | multiple outputs. |
| | | |
| | | Generally, centrifuging separates the input item into constituent |
| | | substances, but it can only work when the input is reasonably fluid, |
| | | and in marginal cases it is quite destructive to item structure. |
| | | (In real life, centrifuges require their input to be mainly fluid, that |
| | | is either liquid or gas. Few items in the game are described as liquid |
| | | or gas, so the concept of the centrifuge is stretched a bit to apply to |
| | | finely-divided solids.) |
| | | |
| | | The main use of centrifuging is in uranium enrichment, where it |
| | | separates the isotopes of uranium dust that otherwise appears uniform. |
| | | Enrichment is a necessary process before uranium can be used as nuclear |
| | | fuel, and the radioactivity of uranium blocks is also affected by its |
| | | isotopic composition. |
| | | |
| | | A secondary use of centrifuging is to separate the components of |
| | | metal alloys. This can only be done using the dust form of the alloy. |
| | | It recovers both components of binary metal/metal alloys. It can't |
| | | recover the carbon from steel or cast iron. |
| | | |
| | | metal |
| | | ----- |
| | | ### metal ### |
| | | |
| | | Many of the substances important in technic are metals, and there is |
| | | a common pattern in how metals are handled. Generally, each metal can |
| | |
| | | dust to make three piles of brass dust. The two ways of alloying produce |
| | | equivalent results. |
| | | |
| | | iron and its alloys |
| | | ------------------- |
| | | ### iron and its alloys ### |
| | | |
| | | Iron forms several important alloys. In real-life history, iron was the |
| | | second metal to be used as the base component of deliberately-constructed |
| | |
| | | in a completely regular manner, created by alloying carbon steel with |
| | | chromium. |
| | | |
| | | rubber |
| | | ------ |
| | | ### uranium enrichment ### |
| | | |
| | | Rubber is a biologically-derived material that has industrial uses due |
| | | to its electrical resistivity and its impermeability. In technic, it |
| | | is used in a few recipes, and it must be acquired by tapping rubber trees. |
| | | When uranium is to be used to fuel a nuclear reactor, it is not |
| | | sufficient to merely isolate and refine uranium metal. It is necessary |
| | | to control its isotopic composition, because the different isotopes |
| | | behave differently in nuclear processes. |
| | | |
| | | If you have the moretrees mod installed, the rubber trees you need |
| | | are those defined by that mod. If not, technic supplies a copy of the |
| | | moretrees rubber tree. |
| | | The main isotopes of interest are U-235 and U-238. U-235 is good at |
| | | sustaining a nuclear chain reaction, because when a U-235 nucleus is |
| | | bombarded with a neutron it will usually fission (split) into fragments. |
| | | It is therefore described as "fissile". U-238, on the other hand, |
| | | is not fissile: if bombarded with a neutron it will usually capture it, |
| | | becoming U-239, which is very unstable and quickly decays into semi-stable |
| | | (and fissile) plutonium-239. |
| | | |
| | | Extracting rubber requires a specific tool, a tree tap. Using the tree |
| | | tap (by left-clicking) on a rubber tree trunk block extracts a lump of |
| | | raw latex from the trunk. Each trunk block can be repeatedly tapped for |
| | | latex, at intervals of several minutes; its appearance changes to show |
| | | whether it is currently ripe for tapping. Each tree has several trunk |
| | | blocks, so several latex lumps can be extracted from a tree in one visit. |
| | | Inconveniently, the fissile U-235 makes up only about 0.7% of natural |
| | | uranium, almost all of the other 99.3% being U-238. Natural uranium |
| | | therefore doesn't make a great nuclear fuel. (In real life there are |
| | | a small number of reactor types that can use it, but technic doesn't |
| | | have such a reactor.) Better nuclear fuel needs to contain a higher |
| | | proportion of U-235. |
| | | |
| | | Raw latex isn't used directly. It must be vulcanized to produce finished |
| | | rubber. This can be performed by simply cooking the latex, with each |
| | | latex lump producing one lump of rubber. If you have an extractor, |
| | | however, the latex is better processed there: each latex lump will |
| | | produce three lumps of rubber. |
| | | Achieving a higher U-235 content isn't as simple as separating the U-235 |
| | | from the U-238 and just using the required amount of U-235. Because |
| | | U-235 and U-238 are both uranium, and therefore chemically identical, |
| | | they cannot be chemically separated, in the way that different elements |
| | | are separated from each other when refining metal. They do differ |
| | | in atomic mass, so they can be separated by centrifuging, but because |
| | | their atomic masses are very close, centrifuging doesn't separate them |
| | | very well. They cannot be separated completely, but it is possible to |
| | | produce uranium that has the isotopes mixed in different proportions. |
| | | Uranium with a significantly larger fissile U-235 fraction than natural |
| | | uranium is called "enriched", and that with a significantly lower fissile |
| | | fraction is called "depleted". |
| | | |
| | | A single pass through a centrifuge produces two output streams, one with |
| | | a fractionally higher fissile proportion than the input, and one with a |
| | | fractionally lower fissile proportion. To alter the fissile proportion |
| | | by a significant amount, these output streams must be centrifuged again, |
| | | repeatedly. The usual arrangement is a "cascade", a linear arrangement |
| | | of many centrifuges. Each centrifuge takes as input uranium with some |
| | | specific fissile proportion, and passes its two output streams to the |
| | | two adjacent centrifuges. Natural uranium is input somewhere in the |
| | | middle of the cascade, and the two ends of the cascade produce properly |
| | | enriched and depleted uranium. |
| | | |
| | | Fuel for technic's nuclear reactor consists of enriched uranium of which |
| | | 3.5% is fissile. (This is a typical value for a real-life light water |
| | | reactor, a common type for power generation.) To enrich uranium in the |
| | | game, it must first be in dust form: the centrifuge will not operate |
| | | on ingots. (In real life uranium enrichment is done with the uranium |
| | | in the form of a gas.) It is best to grind uranium lumps directly to |
| | | dust, rather than cook them to ingots first, because this yields twice |
| | | as much metal dust. When uranium is in refined form (dust, ingot, or |
| | | block), the name of the inventory item indicates its fissile proportion. |
| | | Uranium of any available fissile proportion can be put through all the |
| | | usual processes for metal. |
| | | |
| | | A single centrifuge operation takes two uranium dust piles, and produces |
| | | as output one dust pile with a fissile proportion 0.1% higher and one with |
| | | a fissile proportion 0.1% lower. Uranium can be enriched up to the 3.5% |
| | | required for nuclear fuel, and depleted down to 0.0%. Thus a cascade |
| | | covering the full range of fissile fractions requires 34 cascade stages. |
| | | (In real life, enriching to 3.5% uses thousands of cascade stages. |
| | | Also, centrifuging is less effective when the input isotope ratio |
| | | is more skewed, so the steps in fissile proportion are smaller for |
| | | relatively depleted uranium. Zero fissile content is only asymptotically |
| | | approachable, and natural uranium relatively cheap, so uranium is normally |
| | | only depleted to around 0.3%. On the other hand, much higher enrichment |
| | | than 3.5% isn't much more difficult than enriching that far.) |
| | | |
| | | Although centrifuges can be used manually, it is not feasible to perform |
| | | uranium enrichment by hand. It is a practical necessity to set up |
| | | an automated cascade, using pneumatic tubes to transfer uranium dust |
| | | piles between centrifuges. Because both outputs from a centrifuge are |
| | | ejected into the same tube, sorting tubes are needed to send the outputs |
| | | in different directions along the cascade. It is possible to send items |
| | | into the centrifuges through the same tubes that take the outputs, so the |
| | | simplest version of the cascade structure has a line of 34 centrifuges |
| | | linked by a line of 34 sorting tube segments. |
| | | |
| | | Assuming that the cascade depletes uranium all the way to 0.0%, |
| | | producing one unit of 3.5%-fissile uranium requires the input of five |
| | | units of 0.7%-fissile (natural) uranium, takes 490 centrifuge operations, |
| | | and produces four units of 0.0%-fissile (fully depleted) uranium as a |
| | | byproduct. It is possible to reduce the number of required centrifuge |
| | | operations by using more natural uranium input and outputting only |
| | | partially depleted uranium, but (unlike in real life) this isn't usually |
| | | an economical approach. The 490 operations are not spread equally over |
| | | the cascade stages: the busiest stage is the one taking 0.7%-fissile |
| | | uranium, which performs 28 of the 490 operations. The least busy is the |
| | | one taking 3.4%-fissile uranium, which performs 1 of the 490 operations. |
| | | |
| | | A centrifuge cascade will consume quite a lot of energy. It is |
| | | worth putting a battery upgrade in each centrifuge. (Only one can be |
| | | accommodated, because a control logic unit upgrade is also required for |
| | | tube operation.) An MV centrifuge, the only type presently available, |
| | | draws 7 kEU/s in this state, and takes 5 s for each uranium centrifuging |
| | | operation. It thus takes 35 kEU per operation, and the cascade requires |
| | | 17.15 MEU to produce each unit of enriched uranium. It takes five units |
| | | of enriched uranium to make each fuel rod, and six rods to fuel a reactor, |
| | | so the enrichment cascade requires 514.5 MEU to process a full set of |
| | | reactor fuel. This is about 0.85% of the 6.048 GEU that the reactor |
| | | will generate from that fuel. |
| | | |
| | | If there is enough power available, and enough natural uranium input, |
| | | to keep the cascade running continuously, and exactly one centrifuge |
| | | at each stage, then the overall speed of the cascade is determined by |
| | | the busiest stage, the 0.7% stage. It can perform its 28 operations |
| | | towards the enrichment of a single uranium unit in 140 s, so that is |
| | | the overall cycle time of the cascade. It thus takes 70 min to enrich |
| | | a full set of reactor fuel. While the cascade is running at this full |
| | | speed, its average power consumption is 122.5 kEU/s. The instantaneous |
| | | power consumption varies from second to second over the 140 s cycle, |
| | | and the maximum possible instantaneous power consumption (with all 34 |
| | | centrifuges active simultaneously) is 238 kEU/s. It is recommended to |
| | | have some battery boxes to smooth out these variations. |
| | | |
| | | If the power supplied to the centrifuge cascade averages less than |
| | | 122.5 kEU/s, then the cascade can't run continuously. (Also, if the |
| | | power supply is intermittent, such as solar, then continuous operation |
| | | requires more battery boxes to smooth out the supply variations, even if |
| | | the average power is high enough.) Because it's automated and doesn't |
| | | require continuous player attention, having the cascade run at less |
| | | than full speed shouldn't be a major problem. The enrichment work will |
| | | consume the same energy overall regardless of how quickly it's performed, |
| | | and the speed will vary in direct proportion to the average power supply |
| | | (minus any supply lost because battery boxes filled completely). |
| | | |
| | | If there is insufficient power to run both the centrifuge cascade at |
| | | full speed and whatever other machines require power, all machines on |
| | | the same power network as the centrifuge will be forced to run at the |
| | | same fractional speed. This can be inconvenient, especially if use |
| | | of the other machines is less automated than the centrifuge cascade. |
| | | It can be avoided by putting the centrifuge cascade on a separate power |
| | | network from other machines, and limiting the proportion of the generated |
| | | power that goes to it. |
| | | |
| | | If there is sufficient power and it is desired to enrich uranium faster |
| | | than a single cascade can, the process can be speeded up more economically |
| | | than by building an entire second cascade. Because the stages of the |
| | | cascade do different proportions of the work, it is possible to add a |
| | | second and subsequent centrifuges to only the busiest stages, and have |
| | | the less busy stages still keep up with only a single centrifuge each. |
| | | |
| | | Another possible approach to uranium enrichment is to have no fixed |
| | | assignment of fissile proportions to centrifuges, dynamically putting |
| | | whatever uranium is available into whichever centrifuges are available. |
| | | Theoretically all of the centrifuges can be kept almost totally busy all |
| | | the time, making more efficient use of capital resources, and the number |
| | | of centrifuges used can be as little (down to one) or as large as desired. |
| | | The difficult part is that it is not sufficient to put each uranium dust |
| | | pile individually into whatever centrifuge is available: they must be |
| | | input in matched pairs. Any odd dust pile in a centrifuge will not be |
| | | processed and will prevent that centrifuge from accepting any other input. |
| | | |
| | | ### concrete ### |
| | | |
| | | Concrete is a synthetic building material. The technic modpack implements |
| | | it in the game. |
| | | |
| | | Two forms of concrete are available as building blocks: ordinary |
| | | "concrete" and more advanced "blast-resistant concrete". Despite its |
| | | name, the latter has no special resistance to explosions or to any other |
| | | means of destruction. |
| | | |
| | | Concrete can also be used to make fences. They act just like wooden |
| | | fences, but aren't flammable. Confusingly, the item that corresponds |
| | | to a wooden "fence" is called "concrete post". Posts placed adjacently |
| | | will implicitly create fence between them. Fencing also appears between |
| | | a post and adjacent concrete block. |
| | | |
| | | industrial processes |
| | | -------------------- |
| | | |
| | | ### alloying ### |
| | | |
| | | In technic, alloying is a way of combining items to create other items, |
| | | distinct from standard crafting. Alloying always uses inputs of exactly |
| | | two distinct types, and produces a single output. Like cooking, which |
| | | takes a single input, it is performed using a powered machine, known |
| | | generically as an "alloy furnace". An alloy furnace always has two |
| | | input slots, and it doesn't matter which way round the two ingredients |
| | | are placed in the slots. Many alloying recipes require one or both |
| | | slots to contain a stack of more than one of the ingredient item: the |
| | | quantity required of each ingredient is part of the recipe. |
| | | |
| | | As with the furnaces used for cooking, there are multiple kinds of alloy |
| | | furnace, powered in different ways. The most-used alloy furnaces are |
| | | electrically powered. There is also an alloy furnace that is powered |
| | | by directly burning fuel, just like the basic cooking furnace. Building |
| | | almost any electrical machine, including the electrically-powered alloy |
| | | furnaces, requires a machine casing component, one ingredient of which |
| | | is brass, an alloy. It is therefore necessary to use the fuel-fired |
| | | alloy furnace in the early part of the game, on the way to building |
| | | electrical machinery. |
| | | |
| | | Alloying recipes are mainly concerned with metals. These recipes |
| | | combine a base metal with some other element, most often another metal, |
| | | to produce a new metal. This is discussed in the section on metal. |
| | | There are also a few alloying recipes in which the base ingredient is |
| | | non-metallic, such as the recipe for the silicon wafer. |
| | | |
| | | ### grinding, extracting, and compressing ### |
| | | |
| | | Grinding, extracting, and compressing are three distinct, but very |
| | | similar, ways of converting one item into another. They are all quite |
| | | similar to the cooking found in the basic Minetest game. Each uses |
| | | an input consisting of a single item type, and produces a single |
| | | output. They are all performed using powered machines, respectively |
| | | known generically as a "grinder", "extractor", and "compressor". |
| | | Some compressing recipes require the input to be a stack of more than |
| | | one of the input item: the quantity required is part of the recipe. |
| | | Grinding and extracting recipes never require such a stacked input. |
| | | |
| | | There are multiple kinds of grinder, extractor, and compressor. Unlike |
| | | cooking furnaces and alloy furnaces, there are none that directly burn |
| | | fuel; they are all electrically powered. |
| | | |
| | | Grinding recipes always produce some kind of dust, loosely speaking, |
| | | as output. The most important grinding recipes are concerned with metals: |
| | | every metal lump or ingot can be ground into metal dust. Coal can also |
| | | be ground into dust, and burning the dust as fuel produces much more |
| | | energy than burning the original coal lump. There are a few other |
| | | grinding recipes that make block types from the basic Minetest game |
| | | more interconvertible: standard stone can be ground to standard sand, |
| | | desert stone to desert sand, cobblestone to gravel, and gravel to dirt. |
| | | |
| | | Extracting is a miscellaneous category, used for a small group |
| | | of processes that just don't fit nicely anywhere else. (Its name is |
| | | notably vaguer than those of the other kinds of processing.) It is used |
| | | for recipes that produce dye, mainly from flowers. (However, for those |
| | | recipes using flowers, the basic Minetest game provides parallel crafting |
| | | recipes that are easier to use and produce more dye, and those recipes |
| | | are not suppressed by technic.) Its main use is to generate rubber from |
| | | raw latex, which it does three times as efficiently as merely cooking |
| | | the latex. Extracting was also formerly used for uranium enrichment for |
| | | use as nuclear fuel, but this use has been superseded by a new enrichment |
| | | system using the centrifuge. |
| | | |
| | | Compressing recipes are mainly used to produce a few relatively advanced |
| | | artificial item types, such as the copper and carbon plates used in |
| | | advanced machine recipes. There are also a couple of compressing recipes |
| | | making natural block types more interconvertible. |
| | | |
| | | ### centrifuging ### |
| | | |
| | | Centrifuging is another way of using a machine to convert items. |
| | | Centrifuging takes an input of a single item type, and produces outputs |
| | | of two distinct types. The input may be required to be a stack of |
| | | more than one of the input item: the quantity required is part of |
| | | the recipe. Centrifuging is only performed by a single machine type, |
| | | the MV (electrically-powered) centrifuge. |
| | | |
| | | Currently, centrifuging recipes don't appear in the unified\_inventory |
| | | craft guide, because unified\_inventory can't yet handle recipes with |
| | | multiple outputs. |
| | | |
| | | Generally, centrifuging separates the input item into constituent |
| | | substances, but it can only work when the input is reasonably fluid, |
| | | and in marginal cases it is quite destructive to item structure. |
| | | (In real life, centrifuges require their input to be mainly fluid, that |
| | | is either liquid or gas. Few items in the game are described as liquid |
| | | or gas, so the concept of the centrifuge is stretched a bit to apply to |
| | | finely-divided solids.) |
| | | |
| | | The main use of centrifuging is in uranium enrichment, where it |
| | | separates the isotopes of uranium dust that otherwise appears uniform. |
| | | Enrichment is a necessary process before uranium can be used as nuclear |
| | | fuel, and the radioactivity of uranium blocks is also affected by its |
| | | isotopic composition. |
| | | |
| | | A secondary use of centrifuging is to separate the components of |
| | | metal alloys. This can only be done using the dust form of the alloy. |
| | | It recovers both components of binary metal/metal alloys. It can't |
| | | recover the carbon from steel or cast iron. |
| | | |
| | | chests |
| | | ------ |
| | |
| | | in both locked and unlocked flavors. All of the chests work with the |
| | | pneumatic tubes of the pipeworks mod. |
| | | |
| | | radioactivity |
| | | ------------- |
| | | |
| | | The technic mod adds radioactivity to the game, as a hazard that can |
| | | harm player characters. Certain substances in the game are radioactive, |
| | | and when placed as blocks in the game world will damage nearby players. |
| | | Conversely, some substances attenuate radiation, and so can be used |
| | | for shielding. The radioactivity system is based on reality, but is |
| | | not an attempt at serious simulation: like the rest of the game, it has |
| | | many simplifications and deliberate deviations from reality in the name |
| | | of game balance. |
| | | |
| | | In real life radiological hazards can be roughly divided into three |
| | | categories based on the time scale over which they act: prompt radiation |
| | | damage (such as radiation burns) that takes effect immediately; radiation |
| | | poisoning that becomes visible in hours and lasts weeks; and cumulative |
| | | effects such as increased cancer risk that operate over decades. |
| | | The game's version of radioactivity causes only prompt damage, not |
| | | any delayed effects. Damage comes in the abstracted form of removing |
| | | the player's hit points, and is immediately visible to the player. |
| | | As with all other kinds of damage in the game, the player can restore |
| | | the hit points by eating food items. High-nutrition foods, such as the |
| | | pie baskets supplied by the bushes\_classic mod, are a useful tool in |
| | | dealing with radiological hazards. |
| | | |
| | | Only a small range of items in the game are radioactive. From the technic |
| | | mod, the only radioactive items are uranium ore, refined uranium blocks, |
| | | nuclear reactor cores (when operating), and the materials released when |
| | | a nuclear reactor melts down. Other mods can plug into the technic |
| | | system to make their own block types radioactive. Radioactive items |
| | | are harmless when held in inventories. They only cause radiation damage |
| | | when placed as blocks in the game world. |
| | | |
| | | The rate at which damage is caused by a radioactive block depends on the |
| | | distance between the source and the player. Distance matters because the |
| | | damaging radiation is emitted equally in all directions by the source, |
| | | so with distance it spreads out, so less of it will strike a target |
| | | of any specific size. The amount of radiation absorbed by a target |
| | | thus varies in proportion to the inverse square of the distance from |
| | | the source. The game imitates this aspect of real-life radioactivity, |
| | | but with some simplifications. While in real life the inverse square law |
| | | is only really valid for sources and targets that are small relative to |
| | | the distance between them, in the game it is applied even when the source |
| | | and target are large and close together. Specifically, the distance is |
| | | measured from the center of the radioactive block to the abdomen of the |
| | | player character. For extremely close encounters, such as where the |
| | | player swims in a radioactive liquid, there is an enforced lower limit |
| | | on the effective distance. |
| | | |
| | | Different types of radioactive block emit different amounts of radiation. |
| | | The least radioactive of the radioactive block types is uranium ore, |
| | | which causes 0.25 HP/s damage to a player 1 m away. A block of refined |
| | | but unenriched uranium, as an example, is nine times as radioactive, |
| | | and so will cause 2.25 HP/s damage to a player 1 m away. By the inverse |
| | | square law, the damage caused by that uranium block reduces by a factor |
| | | of four at twice the distance, that is to 0.5625 HP/s at a distance of 2 |
| | | m, or by a factor of nine at three times the distance, that is to 0.25 |
| | | HP/s at a distance of 3 m. Other radioactive block types are far more |
| | | radioactive than these: the most radioactive of all, the result of a |
| | | nuclear reactor melting down, is 1024 times as radioactive as uranium ore. |
| | | |
| | | Uranium blocks are radioactive to varying degrees depending on their |
| | | isotopic composition. An isotope being fissile, and thus good as |
| | | reactor fuel, is essentially uncorrelated with it being radioactive. |
| | | The fissile U-235 is about six times as radioactive than the non-fissile |
| | | U-238 that makes up the bulk of natural uranium, so one might expect that |
| | | enriching from 0.7% fissile to 3.5% fissile (or depleting to 0.0%) would |
| | | only change the radioactivity of uranium by a few percent. But actually |
| | | the radioactivity of enriched uranium is dominated by the non-fissile |
| | | U-234, which makes up only about 50 parts per million of natural uranium |
| | | but is about 19000 times more radioactive than U-238. The radioactivity |
| | | of natural uranium comes just about half from U-238 and half from U-234, |
| | | and the uranium gets enriched in U-234 along with the U-235. This makes |
| | | 3.5%-fissile uranium about three times as radioactive as natural uranium, |
| | | and 0.0%-fissile uranium about half as radioactive as natural uranium. |
| | | |
| | | Radiation is attenuated by the shielding effect of material along the |
| | | path between the radioactive block and the player. In general, only |
| | | blocks of homogeneous material contribute to the shielding effect: for |
| | | example, a block of solid metal has a shielding effect, but a machine |
| | | does not, even though the machine's ingredients include a metal case. |
| | | The shielding effect of each block type is based on the real-life |
| | | resistance of the material to ionising radiation, but for game balance |
| | | the effectiveness of shielding is scaled down from real life, more so |
| | | for stronger shield materials than for weaker ones. Also, whereas in |
| | | real life materials have different shielding effects against different |
| | | types of radiation, the game only has one type of damaging radiation, |
| | | and so only one set of shielding values. |
| | | |
| | | Almost any solid or liquid homogeneous material has some shielding value. |
| | | At the low end of the scale, 5 meters of wooden planks nearly halves |
| | | radiation, though in that case the planks probably contribute more |
| | | to safety by forcing the player to stay 5 m further away from the |
| | | source than by actual attenuation. Dirt halves radiation in 2.4 m, |
| | | and stone in 1.7 m. When a shield must be deliberately constructed, |
| | | the preferred materials are metals, the denser the better. Iron and |
| | | steel halve radiation in 1.1 m, copper in 1.0 m, and silver in 0.95 m. |
| | | Lead would halve in 0.69 m (its in-game shielding value is 80). Gold halves radiation |
| | | in 0.53 m (factor of 3.7 per meter), but is a bit scarce to use for |
| | | this purpose. Uranium halves radiation in 0.31 m (factor of 9.4 per |
| | | meter), but is itself radioactive. The very best shielding in the game |
| | | is nyancat material (nyancats and their rainbow blocks), which halves |
| | | 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. |
| | | |
| | | If the theoretical radiation damage from a particular source is |
| | | sufficiently small, due to distance and shielding, then no damage at all |
| | | will actually occur. This means that for any particular radiation source |
| | | and shielding arrangement there is a safe distance to which a player can |
| | | approach without harm. The safe distance is where the radiation damage |
| | | would theoretically be 0.25 HP/s. This damage threshold is applied |
| | | separately for each radiation source, so to be safe in a multi-source |
| | | situation it is only necessary to be safe from each source individually. |
| | | |
| | | The best way to use uranium as shielding is in a two-layer structure, |
| | | of uranium and some non-radioactive material. The uranium layer should |
| | | be nearer to the primary radiation source and the non-radioactive layer |
| | | nearer to the player. The uranium provides a great deal of shielding |
| | | against the primary source, and the other material shields against |
| | | the uranium layer. Due to the damage threshold mechanism, a meter of |
| | | dirt is sufficient to shield fully against a layer of fully-depleted |
| | | (0.0%-fissile) uranium. Obviously this is only worthwhile when the |
| | | primary radiation source is more radioactive than a uranium block. |
| | | |
| | | When constructing permanent radiation shielding, it is necessary to |
| | | pay attention to the geometry of the structure, and particularly to any |
| | | holes that have to be made in the shielding, for example to accommodate |
| | | power cables. Any hole that is aligned with the radiation source makes a |
| | | "shine path" through which a player may be irradiated when also aligned. |
| | | Shine paths can be avoided by using bent paths for cables, passing |
| | | through unaligned holes in multiple shield layers. If the desired |
| | | shielding effect depends on multiple layers, a hole in one layer still |
| | | produces a partial shine path, along which the shielding is reduced, |
| | | so the positioning of holes in each layer must still be considered. |
| | | Tricky shine paths can also be addressed by just keeping players out of |
| | | the dangerous area. |
| | | |
| | | electrical power |
| | | ---------------- |
| | | |
| | |
| | | switching station is not voltage-specific: the same item will manage |
| | | a network of any tier. However, also unlike most electrical items, |
| | | it is picky about the direction in which it is connected to the cable: |
| | | the cable must be directly below the switching station. Due to a bug, |
| | | the switching station will visually appear to connect to cables on other |
| | | sides, but those connections don't do anything. |
| | | the cable must be directly below the switching station. |
| | | |
| | | Hovering over a network's switching station will show the aggregate energy |
| | | supply and demand, which is useful for troubleshooting. Electrical energy |
| | |
| | | To transfer more than 10000 EU/s between networks, connect multiple |
| | | supply converters in parallel. |
| | | |
| | | powered machines |
| | | ---------------- |
| | | |
| | | ### powered machine tiers ### |
| | | |
| | | Each powered machine takes its power in some specific form, being |
| | | either fuel-fired (burning fuel directly) or electrically powered at |
| | | some specific voltage. There is a general progression through the |
| | | game from using fuel-fired machines to electrical machines, and to |
| | | higher electrical voltages. The most important kinds of machine come |
| | | in multiple variants that are powered in different ways, so the earlier |
| | | ones can be superseded. However, some machines are only available for |
| | | a specific power tier, so the tier can't be entirely superseded. |
| | | |
| | | ### powered machine upgrades ### |
| | | |
| | | Some machines have inventory slots that are used to upgrade them in |
| | | some way. Generally, machines of MV and HV tiers have two upgrade slots, |
| | | and machines of lower tiers (fuel-fired and LV) do not. Any item can |
| | | be placed in an upgrade slot, but only specific items will have any |
| | | upgrading effect. It is possible to have multiple upgrades of the same |
| | | type, but this can't be achieved by stacking more than one upgrade item |
| | | in one slot: it is necessary to put the same kind of item in more than one |
| | | upgrade slot. The ability to upgrade machines is therefore very limited. |
| | | Two kinds of upgrade are currently possible: an energy upgrade and a |
| | | tube upgrade. |
| | | |
| | | An energy upgrade consists of a battery item, the same kind of battery |
| | | that serves as a mobile energy store. The effect of an energy upgrade |
| | | is to improve in some way the machine's use of electrical energy, most |
| | | often by making it use less energy. The upgrade effect has no relation |
| | | to energy stored in the battery: the battery's charge level is irrelevant |
| | | and will not be affected. |
| | | |
| | | A tube upgrade consists of a control logic unit item. The effect of a |
| | | tube upgrade is to make the machine able, or more able, to eject items |
| | | it has finished with into pneumatic tubes. The machines that can take |
| | | this kind of upgrade are in any case capable of accepting inputs from |
| | | pneumatic tubes. These upgrades are essential in using powered machines |
| | | as components in larger automated systems. |
| | | |
| | | ### tubes with powered machines ### |
| | | |
| | | Generally, powered machines of MV and HV tiers can work with pneumatic |
| | | tubes, and those of lower tiers cannot. (As an exception, the fuel-fired |
| | | furnace from the basic Minetest game can accept inputs through tubes, |
| | | but can't output into tubes.) |
| | | |
| | | If a machine can accept inputs through tubes at all, then this |
| | | is a capability of the basic machine, not requiring any upgrade. |
| | | Most item-processing machines take only one kind of input, and in that |
| | | case they will accept that input from any direction. This doesn't match |
| | | how tubes visually connect to the machines: generally tubes will visually |
| | | connect to any face except the front, but an item passing through a tube |
| | | in front of the machine will actually be accepted into the machine. |
| | | |
| | | A minority of machines take more than one kind of input, and in that |
| | | case the input slot into which an arriving item goes is determined by the |
| | | direction from which it arrives. In this case the machine may be picky |
| | | about the direction of arriving items, associating each input type with |
| | | a single face of the machine and not accepting inputs at all through the |
| | | remaining faces. Again, the visual connection of tubes doesn't match: |
| | | generally tubes will still visually connect to any face except the front, |
| | | thus connecting to faces that neither accept inputs nor emit outputs. |
| | | |
| | | Machines do not accept items from tubes into non-input inventory slots: |
| | | the output slots or upgrade slots. Output slots are normally filled |
| | | only by the processing operation of the machine, and upgrade slots must |
| | | be filled manually. |
| | | |
| | | Powered machines generally do not eject outputs into tubes without |
| | | an upgrade. One tube upgrade will make them eject outputs at a slow |
| | | rate; a second tube upgrade will increase the rate. Whether the slower |
| | | rate is adequate depends on how it compares to the rate at which the |
| | | machine produces outputs, and on how the machine is being used as part |
| | | of a larger construct. The machine always ejects its outputs through a |
| | | particular face, usually a side. Due to a bug, the side through which |
| | | outputs are ejected is not consistent: when the machine is rotated one |
| | | way, the direction of ejection is rotated the other way. This will |
| | | probably be fixed some day, but because a straightforward fix would |
| | | break half the machines already in use, the fix may be tied to some |
| | | larger change such as free selection of the direction of ejection. |
| | | |
| | | ### battery boxes ### |
| | | |
| | | The primary purpose of battery boxes is to temporarily store electrical |
| | | energy to let an electrical network cope with mismatched supply and |
| | | demand. They have a secondary purpose of charging and discharging |
| | | powered tools. They are thus a mixture of electrical infrastructure, |
| | | powered machine, and generator. Battery boxes connect to cables only |
| | | from the bottom. |
| | | |
| | | MV and HV battery boxes have upgrade slots. Energy upgrades increase |
| | | the capacity of a battery box, each by 10% of the un-upgraded capacity. |
| | | This increase is far in excess of the capacity of the battery that forms |
| | | the upgrade. |
| | | |
| | | For charging and discharging of power tools, rather than having input and |
| | | output slots, each battery box has a charging slot and a discharging slot. |
| | | A fully charged/discharged item stays in its slot. The rates at which a |
| | | battery box can charge and discharge increase with voltage, so it can |
| | | be worth building a battery box of higher tier before one has other |
| | | infrastructure of that tier, just to get access to faster charging. |
| | | |
| | | MV and HV battery boxes work with pneumatic tubes. An item can be input |
| | | to the charging slot through the sides or back of the battery box, or |
| | | to the discharging slot through the top. With a tube upgrade, fully |
| | | charged/discharged tools (as appropriate for their slot) will be ejected |
| | | through a side. |
| | | |
| | | ### processing machines ### |
| | | |
| | | The furnace, alloy furnace, grinder, extractor, compressor, and centrifuge |
| | | have much in common. Each implements some industrial process that |
| | | transforms items into other items, and they manner in which they present |
| | | these processes as powered machines is essentially identical. |
| | | |
| | | Most of the processing machines operate on inputs of only a single type |
| | | at a time, and correspondingly have only a single input slot. The alloy |
| | | furnace is an exception: it operates on inputs of two distinct types at |
| | | once, and correspondingly has two input slots. It doesn't matter which |
| | | way round the alloy furnace's inputs are placed in the two slots. |
| | | |
| | | The processing machines are mostly available in variants for multiple |
| | | tiers. The furnace and alloy furnace are each available in fuel-fired, |
| | | LV, and MV forms. The grinder, extractor, and compressor are each |
| | | available in LV and MV forms. The centrifuge is the only single-tier |
| | | processing machine, being only available in MV form. The higher-tier |
| | | machines process items faster than the lower-tier ones, but also have |
| | | higher power consumption, usually taking more energy overall to perform |
| | | the same amount of processing. The MV machines have upgrade slots, |
| | | and energy upgrades reduce their energy consumption. |
| | | |
| | | The MV machines can work with pneumatic tubes. They accept inputs via |
| | | tubes from any direction. For most of the machines, having only a single |
| | | input slot, this is perfectly simple behavior. The alloy furnace is more |
| | | complex: it will put an arriving item in either input slot, preferring to |
| | | stack it with existing items of the same type. It doesn't matter which |
| | | slot each of the alloy furnace's inputs is in, so it doesn't matter that |
| | | there's no direct control ovar that, but there is a risk that supplying |
| | | a lot of one item type through tubes will result in both slots containing |
| | | the same type of item, leaving no room for the second input. |
| | | |
| | | The MV machines can be given a tube upgrade to make them automatically |
| | | eject output items into pneumatic tubes. The items are always ejected |
| | | through a side, though which side it is depends on the machine's |
| | | orientation, due to a bug. Output items are always ejected singly. |
| | | For some machines, such as the grinder, the ejection rate with a |
| | | single tube upgrade doesn't keep up with the rate at which items can |
| | | be processed. A second tube upgrade increases the ejection rate. |
| | | |
| | | The LV and fuel-fired machines do not work with pneumatic tubes, except |
| | | that the fuel-fired furnace (actually part of the basic Minetest game) |
| | | can accept inputs from tubes. Items arriving through the bottom of |
| | | the furnace go into the fuel slot, and items arriving from all other |
| | | directions go into the input slot. |
| | | |
| | | ### music player ### |
| | | |
| | | The music player is an LV powered machine that plays audio recordings. |
| | | It offers a selection of up to nine tracks. The technic modpack doesn't |
| | | include specific music tracks for this purpose; they have to be installed |
| | | separately. |
| | | |
| | | The music player gives the impression that the music is being played in |
| | | the Minetest world. The music only plays as long as the music player |
| | | is in place and is receiving electrical power, and the choice of music |
| | | is controlled by interaction with the machine. The sound also appears |
| | | to emanate specifically from the music player: the ability to hear it |
| | | depends on the player's distance from the music player. However, the |
| | | game engine doesn't currently support any other positional cues for |
| | | sound, such as attenuation, panning, or HRTF. The impression of the |
| | | sound being located in the Minetest world is also compromised by the |
| | | subjective nature of track choice: the specific music that is played to |
| | | a player depends on what media the player has installed. |
| | | |
| | | ### CNC machine ### |
| | | |
| | | The CNC machine is an LV powered machine that cuts building blocks into a |
| | | variety of sub-block shapes that are not covered by the crafting recipes |
| | | of the stairs mod and its variants. Most of the target shapes are not |
| | | rectilinear, involving diagonal or curved surfaces. |
| | | |
| | | Only certain kinds of building material can be processed in the CNC |
| | | machine. |
| | | |
| | | ### tool workshop ### |
| | | |
| | | The tool workshop is an MV powered machine that repairs mechanically-worn |
| | | tools, such as pickaxes and the other ordinary digging tools. It has |
| | | a single slot for a tool to be repaired, and gradually repairs the |
| | | tool while it is powered. For any single tool, equal amounts of tool |
| | | wear, resulting from equal amounts of tool use, take equal amounts of |
| | | repair effort. Also, all repairable tools currently take equal effort |
| | | to repair equal percentages of wear. The amount of tool use enabled by |
| | | equal amounts of repair therefore depends on the tool type. |
| | | |
| | | The mechanical wear that the tool workshop repairs is always indicated in |
| | | inventory displays by a colored bar overlaid on the tool image. The bar |
| | | can be seen to fill and change color as the tool workshop operates, |
| | | eventually disappearing when the repair is complete. However, not every |
| | | item that shows such a wear bar is using it to show mechanical wear. |
| | | A wear bar can also be used to indicate charging of a power tool with |
| | | stored electrical energy, or filling of a container, or potentially for |
| | | all sorts of other uses. The tool workshop won't affect items that use |
| | | wear bars to indicate anything other than mechanical wear. |
| | | |
| | | The tool workshop has upgrade slots. Energy upgrades reduce its power |
| | | consumption. |
| | | |
| | | It can work with pneumatic tubes. Tools to be repaired are accepted |
| | | via tubes from any direction. With a tube upgrade, the tool workshop |
| | | will also eject fully-repaired tools via one side, the choice of side |
| | | depending on the machine's orientation, as for processing machines. It is |
| | | safe to put into the tool workshop a tool that is already fully repaired: |
| | | assuming the presence of a tube upgrade, the tool will be quickly ejected. |
| | | Furthermore, any item of unrepairable type will also be ejected as if |
| | | fully repaired. (Due to a historical limitation of the basic Minetest |
| | | game, it is impossible for the tool workshop to distinguish between a |
| | | fully-repaired tool and any item type that never displays a wear bar.) |
| | | |
| | | ### quarry ### |
| | | |
| | | The quarry is an HV powered machine that automatically digs out a |
| | | large area. The region that it digs out is a cuboid with a square |
| | | horizontal cross section, located immediately behind the quarry machine. |
| | | The quarry's action is slow and energy-intensive, but requires little |
| | | player effort. |
| | | |
| | | The size of the quarry's horizontal cross section is configurable through |
| | | the machine's interaction form. A setting referred to as "radius" |
| | | is an integer number of meters which can vary from 2 to 8 inclusive. |
| | | The horizontal cross section is a square with side length of twice the |
| | | radius plus one meter, thus varying from 5 to 17 inclusive. Vertically, |
| | | the quarry always digs from 3 m above the machine to 100 m below it, |
| | | inclusive, a total vertical height of 104 m. |
| | | |
| | | Whatever the quarry digs up is ejected through the top of the machine, |
| | | as if from a pneumatic tube. Normally a tube should be placed there |
| | | to convey the material into a sorting system, processing machines, or |
| | | at least chests. A chest may be placed directly above the machine to |
| | | capture the output without sorting, but is liable to overflow. |
| | | |
| | | If the quarry encounters something that cannot be dug, such as a liquid, |
| | | a locked chest, or a protected area, it will skip past that and attempt |
| | | to continue digging. However, anything remaining in the quarry area |
| | | after the machine has attempted to dig there will prevent the machine |
| | | from digging anything directly below it, all the way to the bottom |
| | | of the quarry. An undiggable block therefore casts a shadow of undug |
| | | blocks below it. If liquid is encountered, it is quite likely to flow |
| | | across the entire cross section of the quarry, preventing all digging. |
| | | The depth at which the quarry is currently attempting to dig is reported |
| | | in its interaction form, and can be manually reset to the top of the |
| | | quarry, which is useful to do if an undiggable obstruction has been |
| | | manually removed. |
| | | |
| | | The quarry consumes 10 kEU per block dug, which is quite a lot of energy. |
| | | With most of what is dug being mere stone, it is usually not economically |
| | | favorable to power a quarry from anything other than solar power. |
| | | In particular, one cannot expect to power a quarry by burning the coal |
| | | that it digs up. |
| | | |
| | | Given sufficient power, the quarry digs at a rate of one block per second. |
| | | This is rather tedious to wait for. Unfortunately, leaving the quarry |
| | | unattended normally means that the Minetest server won't keep the machine |
| | | running: it needs a player nearby. This can be resolved by using a world |
| | | anchor. The digging is still quite slow, and independently of whether a |
| | | world anchor is used the digging can be speeded up by placing multiple |
| | | quarry machines with overlapping digging areas. Four can be placed to |
| | | dig identical areas, one on each side of the square cross section. |
| | | |
| | | ### forcefield emitter ### |
| | | |
| | | The forcefield emitter is an HV powered machine that generates a |
| | | forcefield remeniscent of those seen in many science-fiction stories. |
| | | |
| | | The emitter can be configured to generate a forcefield of either |
| | | spherical or cubical shape, in either case centered on the emitter. |
| | | The size of the forcefield is configured using a radius parameter that |
| | | is an integer number of meters which can vary from 5 to 20 inclusive. |
| | | For a spherical forcefield this is simply the radius of the forcefield; |
| | | for a cubical forcefield it is the distance from the emitter to the |
| | | center of each square face. |
| | | |
| | | The power drawn by the emitter is proportional to the surface area of |
| | | the forcefield being generated. A spherical forcefield is therefore the |
| | | cheapest way to enclose a specified volume of space with a forcefield, |
| | | if the shape of the space doesn't matter. A cubical forcefield is less |
| | | efficient at enclosing volume, but is cheaper than the larger spherical |
| | | forcefield that would be required if it is necessary to enclose a |
| | | cubical space. |
| | | |
| | | The emitter is normally controlled merely through its interaction form, |
| | | which has an enable/disable toggle. However, it can also (via the form) |
| | | be placed in a mesecon-controlled mode. If mesecon control is enabled, |
| | | the emitter must be receiving a mesecon signal in addition to being |
| | | manually enabled, in order for it to generate the forcefield. |
| | | |
| | | The forcefield itself behaves largely as if solid, despite being |
| | | immaterial: it cannot be traversed, and prevents access to blocks behind |
| | | it. It is transparent, but not totally invisible. It cannot be dug. |
| | | Some effects can pass through it, however, such as the beam of a mining |
| | | laser, and explosions. In fact, explosions as currently implemented by |
| | | the tnt mod actually temporarily destroy the forcefield itself; the tnt |
| | | mod assumes too much about the regularity of node types. |
| | | |
| | | The forcefield occupies space that would otherwise have been air, but does |
| | | not replace or otherwise interfere with materials that are solid, liquid, |
| | | or otherwise not just air. If such an object blocking the forcefield is |
| | | removed, the forcefield will quickly extend into the now-available space, |
| | | but it does not do so instantly: there is a brief moment when the space |
| | | is air and can be traversed. |
| | | |
| | | It is possible to have a doorway in a forcefield, by placing in advance, |
| | | in space that the forcefield would otherwise occupy, some non-air blocks |
| | | that can be walked through. For example, a door suffices, and can be |
| | | opened and closed while the forcefield is in place. |
| | | |
| | | power generators |
| | | ---------------- |
| | | |
| | | ### fuel-fired generators ### |
| | | |
| | | The fiel-fired generators are electrical power generators that generate |
| | | power by the combustion of fuel. Versions of them are available for |
| | | all three voltages (LV, MV, and HV). These are all capable of burning |
| | | any type of combustible fuel, such as coal. They are relatively easy |
| | | to build, and so tend to be the first kind of generator used to power |
| | | electrical machines. In this role they form an intermediate step between |
| | | the directly fuel-fired machines and a more mature electrical network |
| | | powered by means other than fuel combustion. They are also, by virtue of |
| | | simplicity and controllability, a useful fallback or peak load generator |
| | | for electrical networks that normally use more sophisticated generators. |
| | | |
| | | The MV and HV fuel-fired generators can accept fuel via pneumatic tube, |
| | | from any direction. |
| | | |
| | | Keeping a fuel-fired generator fully fuelled is usually wasteful, because |
| | | it will burn fuel as long as it has any, even if there is no demand for |
| | | the electrical power that it generates. This is unlike the directly |
| | | fuel-fired machines, which only burn fuel when they have work to do. |
| | | To satisfy intermittent demand without waste, a fuel-fired generator must |
| | | only be given fuel when there is either demand for the energy or at least |
| | | sufficient battery capacity on the network to soak up the excess energy. |
| | | |
| | | The higher-tier fuel-fired generators get much more energy out of a |
| | | fuel item than the lower-tier ones. The difference is much more than |
| | | is needed to overcome the inefficiency of supply converters, so it is |
| | | worth operating fuel-fired generators at a higher tier than the machines |
| | | being powered. |
| | | |
| | | ### solar generators ### |
| | | |
| | | The solar generators are electrical power generators that generate power |
| | | from sunlight. Versions of them are available for all three voltages |
| | | (LV, MV, and HV). There are four types in total, two LV and one each |
| | | of MV and HV, forming a sequence of four tiers. The higher-tier ones |
| | | are each built mainly from three solar generators of the next tier down, |
| | | and their outputs scale in rough accordance, tripling at each tier. |
| | | |
| | | To operate, an arrayed solar generator must be at elevation +1 or above |
| | | and have a transparent block (typically air) immediately above it. |
| | | It will generate power only when the block above is well lit during |
| | | daylight hours. It will generate more power at higher elevation, |
| | | reaching maximum output at elevation +36 or higher when sunlit. The small |
| | | solar generator has similar rules with slightly different thresholds. |
| | | These rules are an attempt to ensure that the generator will only operate |
| | | from sunlight, but it is actually possible to fool them to some extent |
| | | with light sources such as meselamps. |
| | | |
| | | ### hydro generator ### |
| | | |
| | | The hydro generator is an LV power generator that generates a respectable |
| | | amount of power from the natural motion of water. To operate, the |
| | | generator must be horizontally adjacent to flowing water. The power |
| | | produced is dependent on how much flow there is across any or all four |
| | | sides, the most flow of course coming from water that's flowing straight |
| | | down. |
| | | |
| | | ### geothermal generator ### |
| | | |
| | | The geothermal generator is an LV power generator that generates a small |
| | | amount of power from the temperature difference between lava and water. |
| | | To operate, the generator must be horizontally adjacent to both lava |
| | | and water. It doesn't matter whether the liquids consist of source |
| | | blocks or flowing blocks. |
| | | |
| | | Beware that if lava and water blocks are adjacent to each other then the |
| | | lava will be solidified into stone or obsidian. If the lava adjacent to |
| | | the generator is thus destroyed, the generator will stop producing power. |
| | | Currently, in the default Minetest game, lava is destroyed even if |
| | | it is only diagonally adjacent to water. Under these circumstances, |
| | | the only way to operate the geothermal generator is with it adjacent |
| | | to one lava block and one water block, which are on opposite sides of |
| | | the generator. If diagonal adjacency doesn't destroy lava, such as with |
| | | the gloopblocks mod, then it is possible to have more than one lava or |
| | | water block adjacent to the geothermal generator. This increases the |
| | | generator's output, with the maximum output achieved with two adjacent |
| | | blocks of each liquid. |
| | | |
| | | ### wind generator ### |
| | | |
| | | The wind generator is an MV power generator that generates a moderate |
| | | amount of energy from wind. To operate, the generator must be placed |
| | | atop a column of at least 20 wind mill frame blocks, and must be at |
| | | an elevation of +30 or higher. It generates more at higher elevation, |
| | | reaching maximum output at elevation +50 or higher. Its surroundings |
| | | don't otherwise matter; it doesn't actually need to be in open air. |
| | | |
| | | ### nuclear generator ### |
| | | |
| | | The nuclear generator (nuclear reactor) is an HV power generator that |
| | | generates a large amount of energy from the controlled fission of |
| | | uranium-235. It must be fuelled, with uranium fuel rods, but consumes |
| | | the fuel quite slowly in relation to the rate at which it is likely to |
| | | be mined. The operation of a nuclear reactor poses radiological hazards |
| | | to which some thought must be given. Economically, the use of nuclear |
| | | power requires a high capital investment, and a secure infrastructure, |
| | | but rewards the investment well. |
| | | |
| | | Nuclear fuel is made from uranium. Natural uranium doesn't have a |
| | | sufficiently high proportion of U-235, so it must first be enriched |
| | | via centrifuge. Producing one unit of 3.5%-fissile uranium requires |
| | | the input of five units of 0.7%-fissile (natural) uranium, and produces |
| | | four units of 0.0%-fissile (fully depleted) uranium as a byproduct. |
| | | It takes five ingots of 3.5%-fissile uranium to make each fuel rod, and |
| | | six rods to fuel a reactor. It thus takes the input of the equivalent |
| | | of 150 ingots of natural uranium, which can be obtained from the mining |
| | | of 75 blocks of uranium ore, to make a full set of reactor fuel. |
| | | |
| | | The nuclear reactor is a large multi-block structure. Only one block in |
| | | the structure, the reactor core, is of a type that is truly specific to |
| | | the reactor; the rest of the structure consists of blocks that have mainly |
| | | non-nuclear uses. The reactor core is where all the generator-specific |
| | | action happens: it is where the fuel rods are inserted, and where the |
| | | power cable must connect to draw off the generated power. |
| | | |
| | | The reactor structure consists of concentric layers, each a cubical |
| | | shell, around the core. Immediately around the core is a layer of water, |
| | | representing the reactor coolant; water blocks may be either source blocks |
| | | or flowing blocks. Around that is a layer of stainless steel blocks, |
| | | representing the reactor pressure vessel, and around that a layer of |
| | | blast-resistant concrete blocks, representing a containment structure. |
| | | It is customary, though no longer mandatory, to surround this with a |
| | | layer of ordinary concrete blocks. The mandatory reactor structure |
| | | makes a 7×7×7 cube, and the full customary structure a |
| | | 9×9×9 cube. |
| | | |
| | | The layers surrounding the core don't have to be absolutely complete. |
| | | Indeed, if they were complete, it would be impossible to cable the core to |
| | | a power network. The cable makes it necessary to have at least one block |
| | | missing from each surrounding layer. The water layer is only permitted |
| | | to have one water block missing of the 26 possible. The steel layer may |
| | | have up to two blocks missing of the 98 possible, and the blast-resistant |
| | | concrete layer may have up to two blocks missing of the 218 possible. |
| | | Thus it is possible to have not only a cable duct, but also a separate |
| | | inspection hole through the solid layers. The separate inspection hole |
| | | is of limited use: the cable duct can serve double duty. |
| | | |
| | | Once running, the reactor core is significantly radioactive. The layers |
| | | of reactor structure provide quite a lot of shielding, but not enough |
| | | to make the reactor safe to be around, in two respects. Firstly, the |
| | | shortest possible path from the core to a player outside the reactor |
| | | is sufficiently short, and has sufficiently little shielding material, |
| | | that it will damage the player. This only affects a player who is |
| | | extremely close to the reactor, and close to a face rather than a vertex. |
| | | The customary additional layer of ordinary concrete around the reactor |
| | | adds sufficient distance and shielding to negate this risk, but it can |
| | | also be addressed by just keeping extra distance (a little over two |
| | | meters of air). |
| | | |
| | | The second radiological hazard of a running reactor arises from shine |
| | | paths; that is, specific paths from the core that lack sufficient |
| | | shielding. The necessary cable duct, if straight, forms a perfect |
| | | shine path, because the cable itself has no radiation shielding effect. |
| | | Any secondary inspection hole also makes a shine path, along which the |
| | | only shielding material is the water of the reactor coolant. The shine |
| | | path aspect of the cable duct can be ameliorated by adding a kink in the |
| | | cable, but this still yields paths with reduced shielding. Ultimately, |
| | | shine paths must be managed either with specific shielding outside the |
| | | mandatory structure, or with additional no-go areas. |
| | | |
| | | The radioactivity of an operating reactor core makes starting up a reactor |
| | | hazardous, and can come as a surprise because the non-operating core |
| | | isn't radioactive at all. The radioactive damage is survivable, but it is |
| | | normally preferable to avoid it by some care around the startup sequence. |
| | | To start up, the reactor must have a full set of fuel inserted, have all |
| | | the mandatory structure around it, and be cabled to a switching station. |
| | | Only the fuel insertion requires direct access to the core, so irradiation |
| | | of the player can be avoided by making one of the other two criteria be |
| | | the last one satisfied. Completing the cabling to a switching station |
| | | is the easiest to do from a safe distance. |
| | | |
| | | Once running, the reactor will generate 100 kEU/s for a week (168 hours, |
| | | 604800 seconds), a total of 6.048 GEU from one set of fuel. After the |
| | | week is up, it will stop generating and no longer be radioactive. It can |
| | | then be refuelled to run for another week. It is not really intended |
| | | to be possible to pause a running reactor, but actually disconnecting |
| | | it from a switching station will have the effect of pausing the week. |
| | | This will probably change in the future. A paused reactor is still |
| | | radioactive, just not generating electrical power. |
| | | |
| | | A running reactor can't be safely dismantled, and not only because |
| | | dismantling the reactor implies removing the shielding that makes |
| | | it safe to be close to the core. The mandatory parts of the reactor |
| | | structure are not just mandatory in order to start the reactor; they're |
| | | mandatory in order to keep it intact. If the structure around the core |
| | | gets damaged, and remains damaged, the core will eventually melt down. |
| | | How long there is before meltdown depends on the extent of the damage; |
| | | if only one mandatory block is missing, meltdown will follow in 100 |
| | | seconds. While the structure of a running reactor is in a damaged state, |
| | | heading towards meltdown, a siren built into the reactor core will sound. |
| | | If the structure is rectified, the siren will signal all-clear. If the |
| | | siren stops sounding without signalling all-clear, then it was stopped |
| | | by meltdown. |
| | | |
| | | If meltdown is imminent because of damaged reactor structure, digging the |
| | | reactor core is not a way to avert it. Digging the core of a running |
| | | reactor causes instant meltdown. The only way to dismantle a reactor |
| | | without causing meltdown is to start by waiting for it to finish the |
| | | week-long burning of its current set of fuel. Once a reactor is no longer |
| | | operating, it can be dismantled by ordinary means, with no special risks. |
| | | |
| | | Meltdown, if it occurs, destroys the reactor and poses a major |
| | | environmental hazard. The reactor core melts, becoming a hot, highly |
| | | radioactive liquid known as "corium". A single meltdown yields a single |
| | | corium source block, where the core used to be. Corium flows, and the |
| | | flowing corium is very destructive to whatever it comes into contact with. |
| | | Flowing corium also randomly solidifies into a radioactive solid called |
| | | "Chernobylite". The random solidification and random destruction of |
| | | solid blocks means that the flow of corium is constantly changing. |
| | | This combined with the severe radioactivity makes corium much more |
| | | challenging to deal with than lava. If a meltdown is left to its own |
| | | devices, it gets worse over time, as the corium works its way through |
| | | the reactor structure and starts to flow over a variety of paths. |
| | | It is best to tackle a meltdown quickly; the priority is to extinguish |
| | | the corium source block, normally by dropping gravel into it. Only the |
| | | most motivated should attempt to pick up the corium in a bucket. |
| | | |
| | | administrative world anchor |
| | | --------------------------- |
| | | |
| | | A world anchor is an object in the Minetest world that causes the server |
| | | to keep surrounding parts of the world running even when no players |
| | | are nearby. It is mainly used to allow machines to run unattended: |
| | | normally machines are suspended when not near a player. The technic |
| | | mod supplies a form of world anchor, as a placable block, but it is not |
| | | straightforwardly available to players. There is no recipe for it, so it |
| | | is only available if explicitly spawned into existence by someone with |
| | | administrative privileges. In a single-player world, the single player |
| | | normally has administrative privileges, and can obtain a world anchor |
| | | by entering the chat command "/give singleplayer technic:admin\_anchor". |
| | | |
| | | The world anchor tries to force a cubical area, centered upon the anchor, |
| | | to stay loaded. The distance from the anchor to the most distant map |
| | | nodes that it will keep loaded is referred to as the "radius", and can be |
| | | set in the world anchor's interaction form. The radius can be set as low |
| | | as 0, meaning that the anchor only tries to keep itself loaded, or as high |
| | | as 255, meaning that it will operate on a 511×511×511 cube. |
| | | Larger radii are forbidden, to avoid typos causing the server excessive |
| | | work; to keep a larger area loaded, use multiple anchors. Also use |
| | | multiple anchors if the area to be kept loaded is not well approximated |
| | | by a cube. |
| | | |
| | | The world is always kept loaded in units of 16×16×16 cubes, |
| | | confusingly known as "map blocks". The anchor's configured radius takes |
| | | no account of map block boundaries, but the anchor's effect is actually to |
| | | keep loaded each map block that contains any part of the configured cube. |
| | | The anchor's interaction form includes a status note showing how many map |
| | | blocks this is, and how many of those it is successfully keeping loaded. |
| | | When the anchor is disabled, as it is upon placement, it will always |
| | | show that it is keeping no map blocks loaded; this does not indicate |
| | | any kind of failure. |
| | | |
| | | The world anchor can optionally be locked. When it is locked, only |
| | | the anchor's owner, the player who placed it, can reconfigure it or |
| | | remove it. Only the owner can lock it. Locking an anchor is useful |
| | | if the use of anchors is being tightly controlled by administrators: |
| | | an administrator can set up a locked anchor and be sure that it will |
| | | not be set by ordinary players to an unapproved configuration. |
| | | |
| | | The server limits the ability of world anchors to keep parts of the world |
| | | loaded, to avoid overloading the server. The total number of map blocks |
| | | that can be kept loaded in this way is set by the server configuration |
| | | item "max\_forceloaded\_blocks" (in minetest.conf), which defaults to |
| | | only 16. For comparison, each player normally keeps 125 map blocks loaded |
| | | (a radius of 32). If an enabled world anchor shows that it is failing to |
| | | keep all the map blocks loaded that it would like to, this can be fixed |
| | | by increasing max\_forceloaded\_blocks by the amount of the shortfall. |
| | | |
| | | The tight limit on force-loading is the reason why the world anchor is |
| | | not directly available to players. With the limit so low both by default |
| | | and in common practice, the only feasible way to determine where world |
| | | anchors should be used is for administrators to decide it directly. |
| | | |
| | | subjects missing from this manual |
| | | --------------------------------- |
| | | |
| | | This manual needs to be extended with sections on: |
| | | |
| | | * the miscellaneous powered machine types |
| | | * how machines interact with tubes |
| | | * the generator types |
| | | * the mining tools |
| | | * radioactivity |
| | | * powered tools |
| | | * tool charging |
| | | * battery and energy crystals |
| | | * chainsaw |
| | | * flashlight |
| | | * mining lasers |
| | | * mining drills |
| | | * prospector |
| | | * sonic screwdriver |
| | | * liquid cans |
| | | * wrench |
| | | * frames |
| | | * templates |