mirror of
https://github.com/minetest-mods/technic.git
synced 2024-11-14 14:30:44 +01:00
Manual section on radioactivity
Manual section on radioactivity
This commit is contained in:
parent
3e300de83e
commit
0b1abad72c
139
manual.md
139
manual.md
|
@ -672,6 +672,144 @@ As with the chest of the basic Minetest game, each chest type comes
|
|||
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 if it were in the game, but it's not, which
|
||||
poses a bit of a problem due to the drawbacks of the three materials in
|
||||
the game that are better shielding than silver. 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.
|
||||
|
||||
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
|
||||
----------------
|
||||
|
||||
|
@ -1349,6 +1487,5 @@ This manual needs to be extended with sections on:
|
|||
* sonic screwdriver
|
||||
* liquid cans
|
||||
* wrench
|
||||
* radioactivity
|
||||
* frames
|
||||
* templates
|
||||
|
|
Loading…
Reference in New Issue
Block a user