From c06a56daff0ffef1dad3a69eb16f5411585ccb01 Mon Sep 17 00:00:00 2001 From: SmallJoker <mk939@ymail.com> Date: Wed, 16 Sep 2020 18:56:10 +0200 Subject: [PATCH] Denser documentation. 'Slay The Dragon' Part 2 --- manual.md | 1101 ++++++++++++++++++++++++++++++++++++++++++++++----------- 1 files changed, 884 insertions(+), 217 deletions(-) diff --git a/manual.md b/manual.md index d356667..833937e 100644 --- a/manual.md +++ b/manual.md @@ -1,244 +1,186 @@ -Minetest technic modpack user manual -==================================== +# Technic User Manual -The technic modpack extends the Minetest game with many new elements, -mainly constructable machines and tools. It is a large modpack, and -tends to dominate gameplay when it is used. This manual describes how -to use the technic modpack, mainly from a player's perspective. +The technic modpack extends Minetest Game (shipped with Minetest by default) +with many new elements, mainly constructable machines and tools. This manual +describes how to use the modpack, mainly from a player's perspective. -The technic modpack depends on some other modpacks: +Documentation of the mod dependencies can be found here: -* the basic Minetest game -* mesecons, which supports the construction of logic systems based on - signalling elements -* pipeworks, which supports the automation of item transport -* moreores, which provides some additional ore types +* [Minetest Game Documentation](https://wiki.minetest.net/Main_Page) +* [Mesecons Documentation](http://mesecons.net/items.html) +* [Pipeworks Documentation](https://gitlab.com/VanessaE/pipeworks/-/wikis/home) +* [Moreores Forum Post](https://forum.minetest.net/viewtopic.php?t=549) +* [Basic materials Repository](https://gitlab.com/VanessaE/basic_materials) -This manual doesn't explain how to use these other modpacks, which ought -to (but actually don't) have their own manuals. +## Recipes -Recipes for constructable items in technic are generally not guessable, -and are also not specifically documented here. You should use a -craft guide mod to look up the recipes in-game. For the best possible -guidance, use the unified\_inventory mod, with which technic registers -its specialised recipe types. +Recipes for items registered by technic are not specifically documented here. +Please consult a craft guide mod to look up the recipes in-game. -substances ----------- +**Recommended mod:** [Unified Inventory](https://github.com/minetest-mods/unified_inventory) -### ore ### +## Substances -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 -in the course of the game. Each ore type is found at a specific range of -elevations, and while the ranges mostly overlap, some have non-overlapping -ranges, so you will ultimately need to mine at more than one elevation -to find all the ores. Also, because one of the best elevations to mine -at is very deep, you will be unable to mine there early in the game. +### Ores -Elevation is measured in meters, relative to a reference plane that -is not quite sea level. (The standard sea level is at an elevation -of about +1.4.) Positive elevations are above the reference plane and -negative elevations below. Because elevations are always described this -way round, greater numbers when higher, we avoid the word "depth". +Technic registers a few ores which are needed to craft machines or items. +Each ore type is found at a specific range of elevations so you will +ultimately need to mine at more than one elevation to find all the ores. -The ores that matter in technic are coal, iron, copper, tin, zinc, -chromium, uranium, silver, gold, mithril, mese, and diamond. +Elevation (Y axis) is measured in meters. The reference is usually at sea +level. Ores can generally be found more commonly by going downwards to -1000m. -Coal is part of the basic Minetest game. It is found from elevation -+64 downwards, so is available right on the surface at the start of -the game, but it is far less abundant above elevation 0 than below. -It is initially used as a fuel, driving important machines in the early -part of the game. It becomes less important as a fuel once most of your -machines are electrically powered, but burning fuel remains a way to -generate electrical power. Coal is also used, usually in dust form, as -an ingredient in alloying recipes, wherever elemental carbon is required. +Note ¹: *These ores are provided by Minetest Game. See [Ores](https://wiki.minetest.net/Ores#Ores_overview) for a rough overview* -Iron is part of the basic Minetest game. It is found from elevation -+2 downwards, and its abundance increases in stages as one descends, -reaching its maximum from elevation -64 downwards. It is a common metal, -used frequently as a structural component. In technic, unlike the basic -game, iron is used in multiple forms, mainly alloys based on iron and -including carbon (coal). +Note ²: *These ores are provided by moreores. TODO: Add reference link* -Copper is part of the basic Minetest game (having migrated there from -moreores). It is found from elevation -16 downwards, but is more abundant -from elevation -64 downwards. It is a common metal, used either on its -own for its electrical conductivity, or as the base component of alloys. +#### Coal ¹ +Use: Fuel, alloy as carbon + +Burning coal is a way to generate electrical power. Coal is also used, +usually in dust form, as an ingredient in alloying recipes, wherever +elemental carbon is required. + +#### Iron ¹ +Use: multiple, mainly for alloys with carbon (coal). + +#### Copper ¹ +Copper is a common metal, used either on its own for its electrical +conductivity, or as the base component of alloys. Although common, it is very heavily used, and most of the time it will be the material that most limits your activity. -Tin is supplied by the moreores mod. It is found from elevation +8 -downwards, with no elevation-dependent variations in abundance beyond -that point. It is a common metal. Its main use in pure form is as a -component of electrical batteries. Apart from that its main purpose is -as the secondary ingredient in bronze (the base being copper), but bronze -is itself little used. Its abundance is well in excess of its usage, -so you will usually have a surplus of it. +#### Tin ¹ +Use: batteries, bronze -Zinc is supplied by technic. It is found from elevation +2 downwards, -with no elevation-dependent variations in abundance beyond that point. -It is a common metal. Its main use is as the secondary ingredient -in brass (the base being copper), but brass is itself little used. -Its abundance is well in excess of its usage, so you will usually have -a surplus of it. +Tin is a common metal but is used rarely. Its abundance is well in excess +of its usage, so you will usually have a surplus of it. -Chromium is supplied by technic. It is found from elevation -100 -downwards, with no elevation-dependent variations in abundance beyond -that point. It is a moderately common metal. Its main use is as the -secondary ingredient in stainless steel (the base being iron). +#### Zinc +Use: brass -Uranium is supplied by technic. It is found only from elevation -80 down -to -300; using it therefore requires one to mine above elevation -300 even -though deeper mining is otherwise more productive. It is a moderately -common metal, useful only for reasons related to radioactivity: it forms -the fuel for nuclear reactors, and is also one of the best radiation -shielding materials available. It is not difficult to find enough uranium -ore to satisfy these uses. Beware that the ore is slightly radioactive: -it will slightly harm you if you stand as close as possible to it. -It is safe when more than a meter away or when mined. +Depth: 2m, more commonly below -32m -Silver is supplied by the moreores mod. It is found from elevation -2 -downwards, with no elevation-dependent variations in abundance beyond -that point. It is a semi-precious metal. It is little used, being most -notably used in electrical items due to its conductivity, being the best -conductor of all the pure elements. +Zinc only has a few uses but is a common metal. -Gold is part of the basic Minetest game (having migrated there from -moreores). It is found from elevation -64 downwards, but is more -abundant from elevation -256 downwards. It is a precious metal. It is -little used, being most notably used in electrical items due to its -combination of good conductivity (third best of all the pure elements) -and corrosion resistance. +#### Chromium +Use: stainless steel -Mithril is supplied by the moreores mod. It is found from elevation --512 downwards, the deepest ceiling of any minable substance, with -no elevation-dependent variations in abundance beyond that point. -It is a rare precious metal, and unlike all the other metals described -here it is entirely fictional, being derived from J. R. R. Tolkien's +Depth: -100m, more commonly below -200m + +#### Uranium +Use: nuclear reactor fuel + +Depth: -80m until -300m, more commonly between -100m and -200m + +It is a moderately common metal, useful only for reasons related to radioactivity: +it forms the fuel for nuclear reactors, and is also one of the best radiation +shielding materials available. + +Keep a safety distance of a meter to avoid being harmed by radiation. + +#### Silver ² +Use: conductors + +Depth: -2m, evenly common + +Silver is a semi-precious metal and is the best conductor of all the pure elements. + +#### Gold ¹ +Use: various + +Depth: -64m, more commonly below -256m + +Gold is a precious metal. It is most notably used in electrical items due to +its combination of good conductivity and corrosion resistance. + +#### Mithril ² +Use: chests + +Depth: -512m, evenly common + +Mithril is a fictional ore, being derived from J. R. R. Tolkien's Middle-Earth setting. It is little used. -Mese is part of the basic Minetest game. It is found from elevation --64 downwards. The ore is more abundant from elevation -256 downwards, -and from elevation -1024 downwards there are also occasional blocks of -solid mese (each yielding as much mese as nine blocks of ore). It is a -precious gemstone, and unlike diamond it is entirely fictional. It is -used in many recipes, though mainly not in large quantities, wherever -some magical quality needs to be imparted. +#### Mese ¹ +Use: various -Diamond is part of the basic Minetest game (having migrated there from -technic). It is found from elevation -128 downwards, but is more abundant -from elevation -256 downwards. It is a precious gemstone. It is used -moderately, mainly for reasons connected to its extreme hardness. +Mese is a precious gemstone, and unlike diamond it is entirely fictional. +It is used in small quantities, wherever some magic needs to be imparted. -### rock ### +#### Diamond ¹ +Use: mainly for cutting machines -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 -matter in technic are standard stone, desert stone, marble, and granite. +Diamond is a precious gemstone. It is used moderately, mainly for reasons +connected to its extreme hardness. -Standard stone is part of the basic Minetest game. It is extremely -common. As in the basic game, when dug it yields cobblestone, which can -be cooked to turn it back into standard stone. Cobblestone is used in -recipes only for some relatively primitive machines. Standard stone is -used in a couple of machine recipes. These rock types gain additional -significance with technic because the grinder can be used to turn them -into dirt and sand. This, especially when combined with an automated -cobblestone generator, can be an easier way to acquire sand than -collecting it where it occurs naturally. +### Rocks -Desert stone is part of the basic Minetest game. It is found specifically -in desert biomes, and only from elevation +2 upwards. Although it is -easily accessible, therefore, its quantity is ultimately quite limited. -It is used in a few recipes. +This section describes the rock types added by technic. Further rock types +are supported by technic machines. These can be processed using the grinder: -Marble is supplied by technic. It is found in dense clusters from -elevation -50 downwards. It has mainly decorative use, but also appears -in one machine recipe. + * Stone (plain) + * Cobblestone + * Desert Stone -Granite is supplied by technic. It is found in dense clusters from -elevation -150 downwards. It is much harder to dig than standard stone, -so impedes mining when it is encountered. It has mainly decorative use, -but also appears in a couple of machine recipes. +#### Marble +Depth: -50m, evenly common -### rubber ### +Marble is found in dense clusters and has mainly decorative use, but also +appears in one machine recipe. +#### Granite +Depth: -150m, evenly common + +Granite is found in dense clusters and is much harder to dig than standard +stone. It has mainly decorative use, but also appears in a couple of +machine recipes. + +### Rubber 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. -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. +Rubber trees are provided by technic if the moretrees mod is not present. -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. +Extract raw latex from rubber using the "Tree Tap" tool. Punch/left-click the +tool on a rubber tree trunk to extract a lump of raw latex from the trunk. +Emptied trunks will regenerate at intervals of several minutes, which can be +observed by its appearance. -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. +To obtain rubber from latex, alloy latex with coal dust. -### metal ### +### Metals +Generally, each metal can exist in five forms: -Many of the substances important in technic are metals, and there is -a common pattern in how metals are handled. Generally, each metal can -exist in five forms: ore, lump, dust, ingot, and block. With a couple of -tricky exceptions in mods outside technic, metals are only *used* in dust, -ingot, and block forms. Metals can be readily converted between these -three forms, but can't be converted from them back to ore or lump forms. + * ore -> stone containing the lump + * lump -> draw metal obtained by digging ("nuggets") + * dust -> grinder output + * ingot -> melted/cooked lump or dust + * block -> placeable node -As in the basic Minetest game, a "lump" of metal is acquired directly by -digging ore, and will then be processed into some other form for use. -A lump is thus more akin to ore than to refined metal. (In real life, -metal ore rarely yields lumps ("nuggets") of pure metal directly. -More often the desired metal is chemically bound into the rock as an -oxide or some other compound, and the ore must be chemically processed -to yield pure metal.) +Metals can be converted between dust, ingot and block, but can't be converted +from them back to ore or lump forms. -Not all metals occur directly as ore. Generally, elemental metals (those -consisting of a single chemical element) occur as ore, and alloys (those -consisting of a mixture of multiple elements) do not. In fact, if the -fictional mithril is taken to be elemental, this pattern is currently -followed perfectly. (It is not clear in the Middle-Earth setting whether -mithril is elemental or an alloy.) This might change in the future: -in real life some alloys do occur as ore, and some elemental metals -rarely occur naturally outside such alloys. Metals that do not occur -as ore also lack the "lump" form. +#### Grinding +Ores can be processed as follows: -The basic Minetest game offers a single way to refine metals: cook a lump -in a furnace to produce an ingot. With technic this refinement method -still exists, but is rarely used outside the early part of the game, -because technic offers a more efficient method once some machines have -been built. The grinder, available only in electrically-powered forms, -can grind a metal lump into two piles of metal dust. Each dust pile -can then be cooked into an ingot, yielding two ingots from one lump. -This doubling of material value means that you should only cook a lump -directly when you have no choice, mainly early in the game when you -haven't yet built a grinder. + * ore -> lump (digging) -> ingot (melting) + * ore -> lump (digging) -> 2x dust (grinding) -> 2x ingot (melting) -An ingot can also be ground back to (one pile of) dust. Thus it is always -possible to convert metal between ingot and dust forms, at the expense -of some energy consumption. Nine ingots of a metal can be crafted into -a block, which can be used for building. The block can also be crafted -back to nine ingots. Thus it is possible to freely convert metal between -ingot and block forms, which is convenient to store the metal compactly. -Every metal has dust, ingot, and block forms. +At the expense of some energy consumption, the grinder can extract more material +from the lump, resulting in 2x dust which can be melted to two ingots in total. +#### Alloying Alloying recipes in which a metal is the base ingredient, to produce a metal alloy, always come in two forms, using the metal either as dust or as an ingot. If the secondary ingredient is also a metal, it must be supplied in the same form as the base ingredient. The output alloy -is also returned in the same form. For example, brass can be produced -by alloying two copper ingots with one zinc ingot to make three brass -ingots, or by alloying two piles of copper dust with one pile of zinc -dust to make three piles of brass dust. The two ways of alloying produce -equivalent results. +is also returned in the same form. + +Example: 2x copper ingots + zinc ingot -> 3x brass ingot (alloying) + +The same will also work for dust ingredients, resulting in brass dist. ### iron and its alloys ### @@ -499,6 +441,22 @@ 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 -------------------- @@ -656,6 +614,142 @@ 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 ---------------- @@ -690,9 +784,7 @@ 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 @@ -725,41 +817,616 @@ 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 the 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 over 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 reminiscent 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 fuel-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: -* substances - * concrete -* powered machines - * machine upgrades - * how machines interact with tubes - * battery box - * processing machines - * CNC machine - * music player - * tool workshop - * forcefield emitter - * quarry -* power generators - * hydro - * geothermal - * fuel-fired - * wind - * solar - * nuclear -* tools +* powered tools * tool charging * battery and energy crystals * chainsaw * flashlight * mining lasers - * liquid cans * mining drills * prospector * sonic screwdriver - * wrench -* radioactivity +* liquid cans +* wrench * frames * templates -- Gitblit v1.8.0