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Manual section on radioactivity
Manual section on radioactivity
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manual.md
139
manual.md
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@ -672,6 +672,144 @@ As with the chest of the basic Minetest game, each chest type comes
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in both locked and unlocked flavors. All of the chests work with the
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pneumatic tubes of the pipeworks mod.
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radioactivity
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-------------
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The technic mod adds radioactivity to the game, as a hazard that can
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harm player characters. Certain substances in the game are radioactive,
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and when placed as blocks in the game world will damage nearby players.
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Conversely, some substances attenuate radiation, and so can be used
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for shielding. The radioactivity system is based on reality, but is
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not an attempt at serious simulation: like the rest of the game, it has
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many simplifications and deliberate deviations from reality in the name
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of game balance.
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In real life radiological hazards can be roughly divided into three
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categories based on the time scale over which they act: prompt radiation
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damage (such as radiation burns) that takes effect immediately; radiation
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poisoning that becomes visible in hours and lasts weeks; and cumulative
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effects such as increased cancer risk that operate over decades.
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The game's version of radioactivity causes only prompt damage, not
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any delayed effects. Damage comes in the abstracted form of removing
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the player's hit points, and is immediately visible to the player.
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As with all other kinds of damage in the game, the player can restore
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the hit points by eating food items. High-nutrition foods, such as the
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pie baskets supplied by the bushes\_classic mod, are a useful tool in
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dealing with radiological hazards.
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Only a small range of items in the game are radioactive. From the technic
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mod, the only radioactive items are uranium ore, refined uranium blocks,
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nuclear reactor cores (when operating), and the materials released when
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a nuclear reactor melts down. Other mods can plug into the technic
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system to make their own block types radioactive. Radioactive items
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are harmless when held in inventories. They only cause radiation damage
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when placed as blocks in the game world.
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The rate at which damage is caused by a radioactive block depends on the
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distance between the source and the player. Distance matters because the
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damaging radiation is emitted equally in all directions by the source,
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so with distance it spreads out, so less of it will strike a target
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of any specific size. The amount of radiation absorbed by a target
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thus varies in proportion to the inverse square of the distance from
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the source. The game imitates this aspect of real-life radioactivity,
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but with some simplifications. While in real life the inverse square law
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is only really valid for sources and targets that are small relative to
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the distance between them, in the game it is applied even when the source
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and target are large and close together. Specifically, the distance is
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measured from the center of the radioactive block to the abdomen of the
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player character. For extremely close encounters, such as where the
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player swims in a radioactive liquid, there is an enforced lower limit
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on the effective distance.
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Different types of radioactive block emit different amounts of radiation.
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The least radioactive of the radioactive block types is uranium ore,
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which causes 0.25 HP/s damage to a player 1 m away. A block of refined
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but unenriched uranium, as an example, is nine times as radioactive,
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and so will cause 2.25 HP/s damage to a player 1 m away. By the inverse
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square law, the damage caused by that uranium block reduces by a factor
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of four at twice the distance, that is to 0.5625 HP/s at a distance of 2
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m, or by a factor of nine at three times the distance, that is to 0.25
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HP/s at a distance of 3 m. Other radioactive block types are far more
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radioactive than these: the most radioactive of all, the result of a
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nuclear reactor melting down, is 1024 times as radioactive as uranium ore.
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Uranium blocks are radioactive to varying degrees depending on their
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isotopic composition. An isotope being fissile, and thus good as
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reactor fuel, is essentially uncorrelated with it being radioactive.
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The fissile U-235 is about six times as radioactive than the non-fissile
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U-238 that makes up the bulk of natural uranium, so one might expect that
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enriching from 0.7% fissile to 3.5% fissile (or depleting to 0.0%) would
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only change the radioactivity of uranium by a few percent. But actually
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the radioactivity of enriched uranium is dominated by the non-fissile
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U-234, which makes up only about 50 parts per million of natural uranium
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but is about 19000 times more radioactive than U-238. The radioactivity
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of natural uranium comes just about half from U-238 and half from U-234,
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and the uranium gets enriched in U-234 along with the U-235. This makes
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3.5%-fissile uranium about three times as radioactive as natural uranium,
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and 0.0%-fissile uranium about half as radioactive as natural uranium.
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Radiation is attenuated by the shielding effect of material along the
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path between the radioactive block and the player. In general, only
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blocks of homogeneous material contribute to the shielding effect: for
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example, a block of solid metal has a shielding effect, but a machine
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does not, even though the machine's ingredients include a metal case.
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The shielding effect of each block type is based on the real-life
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resistance of the material to ionising radiation, but for game balance
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the effectiveness of shielding is scaled down from real life, more so
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for stronger shield materials than for weaker ones. Also, whereas in
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real life materials have different shielding effects against different
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types of radiation, the game only has one type of damaging radiation,
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and so only one set of shielding values.
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Almost any solid or liquid homogeneous material has some shielding value.
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At the low end of the scale, 5 meters of wooden planks nearly halves
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radiation, though in that case the planks probably contribute more
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to safety by forcing the player to stay 5 m further away from the
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source than by actual attenuation. Dirt halves radiation in 2.4 m,
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and stone in 1.7 m. When a shield must be deliberately constructed,
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the preferred materials are metals, the denser the better. Iron and
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steel halve radiation in 1.1 m, copper in 1.0 m, and silver in 0.95 m.
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Lead would halve in 0.69 m if it were in the game, but it's not, which
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poses a bit of a problem due to the drawbacks of the three materials in
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the game that are better shielding than silver. Gold halves radiation
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in 0.53 m (factor of 3.7 per meter), but is a bit scarce to use for
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this purpose. Uranium halves radiation in 0.31 m (factor of 9.4 per
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meter), but is itself radioactive. The very best shielding in the game
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is nyancat material (nyancats and their rainbow blocks), which halves
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radiation in 0.22 m (factor of 24 per meter), but is extremely scarce.
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If the theoretical radiation damage from a particular source is
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sufficiently small, due to distance and shielding, then no damage at all
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will actually occur. This means that for any particular radiation source
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and shielding arrangement there is a safe distance to which a player can
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approach without harm. The safe distance is where the radiation damage
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would theoretically be 0.25 HP/s. This damage threshold is applied
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separately for each radiation source, so to be safe in a multi-source
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situation it is only necessary to be safe from each source individually.
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The best way to use uranium as shielding is in a two-layer structure,
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of uranium and some non-radioactive material. The uranium layer should
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be nearer to the primary radiation source and the non-radioactive layer
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nearer to the player. The uranium provides a great deal of shielding
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against the primary source, and the other material shields against
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the uranium layer. Due to the damage threshold mechanism, a meter of
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dirt is sufficient to shield fully against a layer of fully-depleted
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(0.0%-fissile) uranium. Obviously this is only worthwhile when the
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primary radiation source is more radioactive than a uranium block.
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When constructing permanent radiation shielding, it is necessary to
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pay attention to the geometry of the structure, and particularly to any
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holes that have to be made in the shielding, for example to accommodate
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power cables. Any hole that is aligned with the radiation source makes a
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"shine path" through which a player may be irradiated when also aligned.
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Shine paths can be avoided by using bent paths for cables, passing
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through unaligned holes in multiple shield layers. If the desired
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shielding effect depends on multiple layers, a hole in one layer still
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produces a partial shine path, along which the shielding is reduced,
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so the positioning of holes in each layer must still be considered.
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Tricky shine paths can also be addressed by just keeping players out of
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the dangerous area.
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electrical power
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----------------
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@ -1349,6 +1487,5 @@ This manual needs to be extended with sections on:
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* sonic screwdriver
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* liquid cans
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* wrench
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* radioactivity
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* frames
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* templates
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