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Manual sections on miscellaneous powered machines
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manual.md
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manual.md
@ -895,6 +895,165 @@ can accept inputs from tubes. Items arriving through the bottom of
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the furnace go into the fuel slot, and items arriving from all other
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the furnace go into the fuel slot, and items arriving from all other
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directions go into the input slot.
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directions go into the input slot.
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### music player ###
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The music player is an LV powered machine that plays audio recordings.
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It offers a selection of up to nine tracks. The technic modpack doesn't
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include specific music tracks for this purpose; they have to be installed
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separately.
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The music player gives the impression that the music is being played in
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the Minetest world. The music only plays as long as the music player
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is in place and is receiving electrical power, and the choice of music
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is controlled by interaction with the machine. The sound also appears
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to emanate specifically from the music player: the ability to hear it
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depends on the player's distance from the music player. However, the
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game engine doesn't currently support any other positional cues for
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sound, such as attenuation, panning, or HRTF. The impression of the
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sound being located in the Minetest world is also compromised by the
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subjective nature of track choice: the specific music that is played to
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a player depends on what media the player has installed.
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### CNC machine ###
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The CNC machine is an LV powered machine that cuts building blocks into a
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variety of sub-block shapes that are not covered by the crafting recipes
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of the stairs mod and its variants. Most of the target shapes are not
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rectilinear, involving diagonal or curved surfaces.
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Only certain kinds of building material can be processed in the CNC
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machine.
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### tool workshop ###
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The tool workshop is an MV powered machine that repairs mechanically-worn
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tools, such as pickaxes and the other ordinary digging tools. It has
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a single slot for a tool to be repaired, and gradually repairs the
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tool while it is powered. For any single tool, equal amounts of tool
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wear, resulting from equal amounts of tool use, take equal amounts of
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repair effort. Also, all repairable tools currently take equal effort
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to repair equal percentages of wear. The amount of tool use enabled by
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equal amounts of repair therefore depends on the tool type.
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The mechanical wear that the tool workshop repairs is always indicated in
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inventory displays by a colored bar overlaid on the tool image. The bar
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can be seen to fill and change color as the tool workshop operates,
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eventually disappearing when the repair is complete. However, not every
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item that shows such a wear bar is using it to show mechanical wear.
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A wear bar can also be used to indicate charging of a power tool with
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stored electrical energy, or filling of a container, or potentially for
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all sorts of other uses. The tool workshop won't affect items that use
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wear bars to indicate anything other than mechanical wear.
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The tool workshop has upgrade slots. Energy upgrades reduce its power
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consumption.
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It can work with pneumatic tubes. Tools to be repaired are accepted
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via tubes from any direction. With a tube upgrade, the tool workshop
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will also eject fully-repaired tools via one side, the choice of side
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depending on the machine's orientation, as for processing machines. It is
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safe to put into the tool workshop a tool that is already fully repaired:
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assuming the presence of a tube upgrade, the tool will be quickly ejected.
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Furthermore, any item of unrepairable type will also be ejected as if
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fully repaired. (Due to a historical limitation of the basic Minetest
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game, it is impossible for the tool workshop to distinguish between a
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fully-repaired tool and any item type that never displays a wear bar.)
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### quarry ###
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The quarry is an HV powered machine that automatically digs out a
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large area. The region that it digs out is a cuboid with a square
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horizontal cross section, located immediately behind the quarry machine.
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The quarry's action is slow and energy-intensive, but requires little
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player effort.
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The size of the quarry's horizontal cross section is configurable through
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the machine's interaction form. A setting referred to as "radius"
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is an integer number of meters which can vary from 2 to 8 inclusive.
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The horizontal cross section is a square with side length of twice the
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radius plus one meter, thus varying from 5 to 17 inclusive. Vertically,
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the quarry always digs from 3 m above the machine to 100 m below it,
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inclusive, a total vertical height of 104 m.
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Whatever the quarry digs up is ejected through the top of the machine,
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as if from a pneumatic tube. Normally a tube should be placed there
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to convey the material into a sorting system, processing machines, or
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at least chests. A chest may be placed directly above the machine to
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capture the output without sorting, but is liable to overflow.
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If the quarry encounters something that cannot be dug, such as a liquid,
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a locked chest, or a protected area, it will skip past that and attempt
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to continue digging. However, anything remaining in the quarry area
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after the machine has attempted to dig there will prevent the machine
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from digging anything directly below it, all the way to the bottom
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of the quarry. An undiggable block therefore casts a shadow of undug
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blocks below it. If liquid is encountered, it is quite likely to flow
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across the entire cross section of the quarry, preventing all digging.
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The depth at which the quarry is currently attempting to dig is reported
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in its interaction form, and can be manually reset to the top of the
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quarry, which is useful to do if an undiggable obstruction has been
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manually removed.
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The quarry consumes 10 kEU per block dug, which is quite a lot of energy.
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With most of what is dug being mere stone, it is usually not economically
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favorable to power a quarry from anything other than solar power.
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In particular, one cannot expect to power a quarry by burning the coal
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that it digs up.
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Given sufficient power, the quarry digs at a rate of one block per second.
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This is rather tedious to wait for. Unfortunately, leaving the quarry
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unattended normally means that the Minetest server won't keep the machine
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running: it needs a player nearby. This can be resolved by using a world
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anchor. The digging is still quite slow, and independently of whether a
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world anchor is used the digging can be speeded up by placing multiple
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quarry machines with overlapping digging areas. Four can be placed to
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dig identical areas, one on each side of the square cross section.
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### forcefield emitter ###
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The forcefield emitter is an HV powered machine that generates a
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forcefield remeniscent of those seen in many science-fiction stories.
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The emitter can be configured to generate a forcefield of either
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spherical or cubical shape, in either case centered on the emitter.
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The size of the forcefield is configured using a radius parameter that
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is an integer number of meters which can vary from 5 to 20 inclusive.
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For a spherical forcefield this is simply the radius of the forcefield;
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for a cubical forcefield it is the distance from the emitter to the
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center of each square face.
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The power drawn by the emitter is proportional to the surface area of
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the forcefield being generated. A spherical forcefield is therefore the
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cheapest way to enclose a specified volume of space with a forcefield,
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if the shape of the space doesn't matter. A cubical forcefield is less
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efficient at enclosing volume, but is cheaper than the larger spherical
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forcefield that would be required if it is necessary to enclose a
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cubical space.
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The emitter is normally controlled merely through its interaction form,
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which has an enable/disable toggle. However, it can also (via the form)
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be placed in a mesecon-controlled mode. If mesecon control is enabled,
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the emitter must be receiving a mesecon signal in addition to being
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manually enabled, in order for it to generate the forcefield.
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The forcefield itself behaves largely as if solid, despite being
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immaterial: it cannot be traversed, and prevents access to blocks
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behind it. It is transparent, but not totally invisible. It cannot
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be dug by ordinary tools, but (a bug) can be removed by special digging
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tools such as the mining drills.
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The forcefield occupies space that would otherwise have been air, but does
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not replace or otherwise interfere with materials that are solid, liquid,
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or otherwise not just air. If such an object blocking the forcefield is
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removed, the forcefield will quickly extend into the now-available space,
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but it does not do so instantly: there is a brief moment when the space
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is air and can be traversed.
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It is possible to have a doorway in a forcefield, by placing in advance,
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in space that the forcefield would otherwise occupy, some non-air blocks
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that can be walked through. For example, a door suffices, and can be
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opened and closed while the forcefield is in place.
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administrative world anchor
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administrative world anchor
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---------------------------
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---------------------------
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@ -956,12 +1115,6 @@ subjects missing from this manual
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This manual needs to be extended with sections on:
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This manual needs to be extended with sections on:
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* powered machines
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* CNC machine
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* music player
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* tool workshop
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* forcefield emitter
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* quarry
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* power generators
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* power generators
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* hydro
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* hydro
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* geothermal
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* geothermal
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