mirror of
https://github.com/minetest-mods/technic.git
synced 2025-02-22 23:00:22 +01:00
shuffle and reorganize documentation
This commit is contained in:
parent
7c0d0a2041
commit
c5d1353e65
75
README.md
75
README.md
@ -6,9 +6,75 @@ A mod for [minetest](http://www.minetest.net)
|
||||
|
||||

|
||||
|
||||
|
||||
# Overview
|
||||
|
||||
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 depends on some other modpacks:
|
||||
|
||||
* 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
|
||||
* basic_materials, which provides some basic craft items
|
||||
|
||||
This manual doesn't explain how to use these other modpacks, which have
|
||||
their own manuals:
|
||||
|
||||
* [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)
|
||||
|
||||
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.
|
||||
|
||||
# Documentation
|
||||
|
||||
Ingame:
|
||||
* [Substances](./technic/doc/substances.md)
|
||||
* [Processes](./technic/doc/processes.md)
|
||||
* [Chests](./technic/doc/chests.md)
|
||||
* [Radioactivity](./technic/doc/radioactivity.md)
|
||||
* [Electrical power](./technic/doc/power.md)
|
||||
* [Powered machines](./technic/doc/machines.md)
|
||||
* [Generators](./technic/doc/generators.md)
|
||||
* [Forceload anchor](./technic/doc/anchor.md)
|
||||
|
||||
Mod development:
|
||||
* [Api](./technic/doc/api.md)
|
||||
|
||||
subjects missing from this manual:
|
||||
* powered tools
|
||||
* tool charging
|
||||
* battery and energy crystals
|
||||
* chainsaw
|
||||
* flashlight
|
||||
* mining lasers
|
||||
* mining drills
|
||||
* prospector
|
||||
* sonic screwdriver
|
||||
* liquid cans
|
||||
* wrench
|
||||
* frames
|
||||
* templates
|
||||
|
||||
|
||||
## FAQ
|
||||
|
||||
1. My technic circuit doesn't work. No power is distributed.
|
||||
* A: Make sure you have a switching station connected.
|
||||
|
||||
# Notes
|
||||
|
||||
This is a maintained fork of https://github.com/minetest-mods/technic with various enhancements.
|
||||
Suitable for multiplayer environments.
|
||||
|
||||
@ -58,13 +124,6 @@ Recommended mods that build on the `technic mod`:
|
||||
* @S-S-X
|
||||
* And many others...
|
||||
|
||||
# FAQ
|
||||
|
||||
* [Manual](./manual.md)
|
||||
|
||||
1. My technic circuit doesn't work. No power is distributed.
|
||||
* A: Make sure you have a switching station connected.
|
||||
|
||||
# License
|
||||
|
||||
Unless otherwise stated, all components of this modpack are licensed under the
|
||||
|
57
technic/doc/anchor.md
Normal file
57
technic/doc/anchor.md
Normal file
@ -0,0 +1,57 @@
|
||||
|
||||
|
||||
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.
|
52
technic/doc/chests.md
Normal file
52
technic/doc/chests.md
Normal file
@ -0,0 +1,52 @@
|
||||
|
||||
chests
|
||||
------
|
||||
|
||||
The technic mod replaces the basic Minetest game's single type of
|
||||
chest with a range of chests that have different sizes and features.
|
||||
The chest types are identified by the materials from which they are made;
|
||||
the better chests are made from more exotic materials. The chest types
|
||||
form a linear sequence, each being (with one exception noted below)
|
||||
strictly more powerful than the preceding one. The sequence begins with
|
||||
the wooden chest from the basic game, and each later chest type is built
|
||||
by upgrading a chest of the preceding type. The chest types are:
|
||||
|
||||
1. wooden chest: 8×4 (32) slots
|
||||
2. iron chest: 9×5 (45) slots
|
||||
3. copper chest: 12×5 (60) slots
|
||||
4. silver chest: 12×6 (72) slots
|
||||
5. gold chest: 15×6 (90) slots
|
||||
6. mithril chest: 15×6 (90) slots
|
||||
|
||||
The iron and later chests have the ability to sort their contents,
|
||||
when commanded by a button in their interaction forms. Item types are
|
||||
sorted in the same order used in the unified\_inventory craft guide.
|
||||
The copper and later chests also have an auto-sorting facility that can
|
||||
be enabled from the interaction form. An auto-sorting chest automatically
|
||||
sorts its contents whenever a player closes the chest. The contents will
|
||||
then usually be in a sorted state when the chest is opened, but may not
|
||||
be if pneumatic tubes have operated on the chest while it was closed,
|
||||
or if two players have the chest open simultaneously.
|
||||
|
||||
The silver and gold chests, but not the mithril chest, have a built-in
|
||||
sign-like capability. They can be given a textual label, which will
|
||||
be visible when hovering over the chest. The gold chest, but again not
|
||||
the mithril chest, can be further labelled with a colored patch that is
|
||||
visible from a moderate distance.
|
||||
|
||||
The mithril chest is currently an exception to the upgrading system.
|
||||
It has only as many inventory slots as the preceding (gold) type, and has
|
||||
fewer of the features. It has no feature that other chests don't have:
|
||||
it is strictly weaker than the gold chest. It is planned that in the
|
||||
future it will acquire some unique features, but for now the only reason
|
||||
to use it is aesthetic.
|
||||
|
||||
The size of the largest chests is dictated by the maximum size
|
||||
of interaction form that the game engine can successfully display.
|
||||
If in the future the engine becomes capable of handling larger forms,
|
||||
by scaling them to fit the screen, the sequence of chest sizes will
|
||||
likely be revised.
|
||||
|
||||
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.
|
221
technic/doc/generators.md
Normal file
221
technic/doc/generators.md
Normal file
@ -0,0 +1,221 @@
|
||||
|
||||
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.
|
311
technic/doc/machines.md
Normal file
311
technic/doc/machines.md
Normal file
@ -0,0 +1,311 @@
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
The quarry can be toggled on and off with a mesecons signal.
|
||||
|
||||
### 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.
|
67
technic/doc/power.md
Normal file
67
technic/doc/power.md
Normal file
@ -0,0 +1,67 @@
|
||||
|
||||
electrical power
|
||||
----------------
|
||||
|
||||
Most machines in technic are electrically powered. To operate them it is
|
||||
necessary to construct an electrical power network. The network links
|
||||
together power generators and power-consuming machines, connecting them
|
||||
using power cables.
|
||||
|
||||
There are three tiers of electrical networking: low voltage (LV),
|
||||
medium voltage (MV), and high voltage (HV). Each network must operate
|
||||
at a single voltage, and most electrical items are specific to a single
|
||||
voltage. Generally, the machines of higher tiers are more powerful,
|
||||
but consume more energy and are more expensive to build, than machines
|
||||
of lower tiers. It is normal to build networks of all three tiers,
|
||||
in ascending order as one progresses through the game, but it is not
|
||||
strictly necessary to do this. Building HV equipment requires some parts
|
||||
that can only be manufactured using electrical machines, either LV or MV,
|
||||
so it is not possible to build an HV network first, but it is possible
|
||||
to skip either LV or MV on the way to HV.
|
||||
|
||||
Each voltage has its own cable type, with distinctive insulation. Cable
|
||||
segments connect to each other and to compatible machines automatically.
|
||||
Incompatible electrical items don't connect. All non-cable electrical
|
||||
items must be connected via cable: they don't connect directly to each
|
||||
other. Most electrical items can connect to cables in any direction,
|
||||
but there are a couple of important exceptions noted below.
|
||||
|
||||
To be useful, an electrical network must connect at least one power
|
||||
generator to at least one power-consuming machine. In addition to these
|
||||
items, the network must have a "switching station" in order to operate:
|
||||
no energy will flow without one. Unlike most electrical items, the
|
||||
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.
|
||||
|
||||
Hovering over a network's switching station will show the aggregate energy
|
||||
supply and demand, which is useful for troubleshooting. Electrical energy
|
||||
is measured in "EU", and power (energy flow) in EU per second (EU/s).
|
||||
Energy is shifted around a network instantaneously once per second.
|
||||
|
||||
In a simple network with only generators and consumers, if total
|
||||
demand exceeds total supply then no energy will flow, the machines
|
||||
will do nothing, and the generators' output will be lost. To handle
|
||||
this situation, it is recommended to add a battery box to the network.
|
||||
A battery box will store generated energy, and when enough has been
|
||||
stored to run the consumers for one second it will deliver it to the
|
||||
consumers, letting them run part-time. It also stores spare energy
|
||||
when supply exceeds demand, to let consumers run full-time when their
|
||||
demand occasionally peaks above the supply. More battery boxes can
|
||||
be added to cope with larger periods of mismatched supply and demand,
|
||||
such as those resulting from using solar generators (which only produce
|
||||
energy in the daytime).
|
||||
|
||||
When there are electrical networks of multiple tiers, it can be appealing
|
||||
to generate energy on one tier and transfer it to another. The most
|
||||
direct way to do this is with the "supply converter", which can be
|
||||
directly wired into two networks. It is another tier-independent item,
|
||||
and also particular about the direction of cable connections: it must
|
||||
have the cable of one network directly above, and the cable of another
|
||||
network directly below. The supply converter demands 10000 EU/s from
|
||||
the network above, and when this network gives it power it supplies 9000
|
||||
EU/s to the network below. Thus it is only 90% efficient, unlike most of
|
||||
the electrical system which is 100% efficient in moving energy around.
|
||||
To transfer more than 10000 EU/s between networks, connect multiple
|
||||
supply converters in parallel.
|
105
technic/doc/processes.md
Normal file
105
technic/doc/processes.md
Normal file
@ -0,0 +1,105 @@
|
||||
|
||||
industrial processes
|
||||
--------------------
|
||||
|
||||
### alloying ###
|
||||
|
||||
In technic, alloying is a way of combining items to create other items,
|
||||
distinct from standard crafting. Alloying always uses inputs of exactly
|
||||
two distinct types, and produces a single output. Like cooking, which
|
||||
takes a single input, it is performed using a powered machine, known
|
||||
generically as an "alloy furnace". An alloy furnace always has two
|
||||
input slots, and it doesn't matter which way round the two ingredients
|
||||
are placed in the slots. Many alloying recipes require one or both
|
||||
slots to contain a stack of more than one of the ingredient item: the
|
||||
quantity required of each ingredient is part of the recipe.
|
||||
|
||||
As with the furnaces used for cooking, there are multiple kinds of alloy
|
||||
furnace, powered in different ways. The most-used alloy furnaces are
|
||||
electrically powered. There is also an alloy furnace that is powered
|
||||
by directly burning fuel, just like the basic cooking furnace. Building
|
||||
almost any electrical machine, including the electrically-powered alloy
|
||||
furnaces, requires a machine casing component, one ingredient of which
|
||||
is brass, an alloy. It is therefore necessary to use the fuel-fired
|
||||
alloy furnace in the early part of the game, on the way to building
|
||||
electrical machinery.
|
||||
|
||||
Alloying recipes are mainly concerned with metals. These recipes
|
||||
combine a base metal with some other element, most often another metal,
|
||||
to produce a new metal. This is discussed in the section on metal.
|
||||
There are also a few alloying recipes in which the base ingredient is
|
||||
non-metallic, such as the recipe for the silicon wafer.
|
||||
|
||||
### grinding, extracting, and compressing ###
|
||||
|
||||
Grinding, extracting, and compressing are three distinct, but very
|
||||
similar, ways of converting one item into another. They are all quite
|
||||
similar to the cooking found in the basic Minetest game. Each uses
|
||||
an input consisting of a single item type, and produces a single
|
||||
output. They are all performed using powered machines, respectively
|
||||
known generically as a "grinder", "extractor", and "compressor".
|
||||
Some compressing recipes require the input to be a stack of more than
|
||||
one of the input item: the quantity required is part of the recipe.
|
||||
Grinding and extracting recipes never require such a stacked input.
|
||||
|
||||
There are multiple kinds of grinder, extractor, and compressor. Unlike
|
||||
cooking furnaces and alloy furnaces, there are none that directly burn
|
||||
fuel; they are all electrically powered.
|
||||
|
||||
Grinding recipes always produce some kind of dust, loosely speaking,
|
||||
as output. The most important grinding recipes are concerned with metals:
|
||||
every metal lump or ingot can be ground into metal dust. Coal can also
|
||||
be ground into dust, and burning the dust as fuel produces much more
|
||||
energy than burning the original coal lump. There are a few other
|
||||
grinding recipes that make block types from the basic Minetest game
|
||||
more interconvertible: standard stone can be ground to standard sand,
|
||||
desert stone to desert sand, cobblestone to gravel, and gravel to dirt.
|
||||
|
||||
Extracting is a miscellaneous category, used for a small group
|
||||
of processes that just don't fit nicely anywhere else. (Its name is
|
||||
notably vaguer than those of the other kinds of processing.) It is used
|
||||
for recipes that produce dye, mainly from flowers. (However, for those
|
||||
recipes using flowers, the basic Minetest game provides parallel crafting
|
||||
recipes that are easier to use and produce more dye, and those recipes
|
||||
are not suppressed by technic.) Its main use is to generate rubber from
|
||||
raw latex, which it does three times as efficiently as merely cooking
|
||||
the latex. Extracting was also formerly used for uranium enrichment for
|
||||
use as nuclear fuel, but this use has been superseded by a new enrichment
|
||||
system using the centrifuge.
|
||||
|
||||
Compressing recipes are mainly used to produce a few relatively advanced
|
||||
artificial item types, such as the copper and carbon plates used in
|
||||
advanced machine recipes. There are also a couple of compressing recipes
|
||||
making natural block types more interconvertible.
|
||||
|
||||
### centrifuging ###
|
||||
|
||||
Centrifuging is another way of using a machine to convert items.
|
||||
Centrifuging takes an input of a single item type, and produces outputs
|
||||
of two distinct types. The input may be required to be a stack of
|
||||
more than one of the input item: the quantity required is part of
|
||||
the recipe. Centrifuging is only performed by a single machine type,
|
||||
the MV (electrically-powered) centrifuge.
|
||||
|
||||
Currently, centrifuging recipes don't appear in the unified\_inventory
|
||||
craft guide, because unified\_inventory can't yet handle recipes with
|
||||
multiple outputs.
|
||||
|
||||
Generally, centrifuging separates the input item into constituent
|
||||
substances, but it can only work when the input is reasonably fluid,
|
||||
and in marginal cases it is quite destructive to item structure.
|
||||
(In real life, centrifuges require their input to be mainly fluid, that
|
||||
is either liquid or gas. Few items in the game are described as liquid
|
||||
or gas, so the concept of the centrifuge is stretched a bit to apply to
|
||||
finely-divided solids.)
|
||||
|
||||
The main use of centrifuging is in uranium enrichment, where it
|
||||
separates the isotopes of uranium dust that otherwise appears uniform.
|
||||
Enrichment is a necessary process before uranium can be used as nuclear
|
||||
fuel, and the radioactivity of uranium blocks is also affected by its
|
||||
isotopic composition.
|
||||
|
||||
A secondary use of centrifuging is to separate the components of
|
||||
metal alloys. This can only be done using the dust form of the alloy.
|
||||
It recovers both components of binary metal/metal alloys. It can't
|
||||
recover the carbon from steel or cast iron.
|
136
technic/doc/radioactivity.md
Normal file
136
technic/doc/radioactivity.md
Normal file
@ -0,0 +1,136 @@
|
||||
|
||||
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.
|
490
technic/doc/substances.md
Normal file
490
technic/doc/substances.md
Normal file
@ -0,0 +1,490 @@
|
||||
|
||||
substances
|
||||
----------
|
||||
|
||||
### ore ###
|
||||
|
||||
The technic mod makes extensive use of not just the default ores but also
|
||||
some that are added by mods. You will need to mine for all the ore types
|
||||
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.
|
||||
|
||||
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".
|
||||
|
||||
The ores that matter in technic are coal, iron, copper, tin, zinc,
|
||||
chromium, uranium, silver, gold, mithril, mese, and diamond.
|
||||
|
||||
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.
|
||||
|
||||
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).
|
||||
|
||||
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.
|
||||
Although common, it is very heavily used, and most of the time it will
|
||||
be the material that most limits your activity.
|
||||
|
||||
Tin is part of the basic Minetest game (having migrated there from
|
||||
moreores). 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.
|
||||
|
||||
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.
|
||||
|
||||
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).
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
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
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
### rock ###
|
||||
|
||||
In addition to the ores, there are multiple kinds of rock that need to be
|
||||
mined in their own right, rather than for minerals. The rock types that
|
||||
matter in technic are standard stone, desert stone, marble, and granite.
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
### 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.
|
||||
|
||||
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.
|
||||
|
||||
Raw latex isn't used directly. It must be vulcanized to produce finished
|
||||
rubber. This can be performed by alloying the latex with coal dust.
|
||||
|
||||
### metal ###
|
||||
|
||||
Many of the substances important in technic are metals, and there is
|
||||
a common pattern in how metals are handled. Generally, each metal can
|
||||
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.
|
||||
|
||||
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.)
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
### iron and its alloys ###
|
||||
|
||||
Iron forms several important alloys. In real-life history, iron was the
|
||||
second metal to be used as the base component of deliberately-constructed
|
||||
alloys (the first was copper), and it was the first metal whose working
|
||||
required processes of any metallurgical sophistication. The game
|
||||
mechanics around iron broadly imitate the historical progression of
|
||||
processes around it, rather than the less-varied modern processes.
|
||||
|
||||
The two-component alloying system of iron with carbon is of huge
|
||||
importance, both in the game and in real life. The basic Minetest game
|
||||
doesn't distinguish between these pure iron and these alloys at all,
|
||||
but technic introduces a distinction based on the carbon content, and
|
||||
renames some items of the basic game accordingly.
|
||||
|
||||
The iron/carbon spectrum is represented in the game by three metal
|
||||
substances: wrought iron, carbon steel, and cast iron. Wrought iron
|
||||
has low carbon content (less than 0.25%), resists shattering, and
|
||||
is easily welded, but is relatively soft and susceptible to rusting.
|
||||
In real-life history it was used for rails, gates, chains, wire, pipes,
|
||||
fasteners, and other purposes. Cast iron has high carbon content
|
||||
(2.1% to 4%), is especially hard, and resists corrosion, but is
|
||||
relatively brittle, and difficult to work. Historically it was used
|
||||
to build large structures such as bridges, and for cannons, cookware,
|
||||
and engine cylinders. Carbon steel has medium carbon content (0.25%
|
||||
to 2.1%), and intermediate properties: moderately hard and also tough,
|
||||
somewhat resistant to corrosion. In real life it is now used for most
|
||||
of the purposes previously satisfied by wrought iron and many of those
|
||||
of cast iron, but has historically been especially important for its
|
||||
use in swords, armor, skyscrapers, large bridges, and machines.
|
||||
|
||||
In real-life history, the first form of iron to be refined was
|
||||
wrought iron, which is nearly pure iron, having low carbon content.
|
||||
It was produced from ore by a low-temperature furnace process (the
|
||||
"bloomery") in which the ore/iron remains solid and impurities (slag)
|
||||
are progressively removed by hammering ("working", hence "wrought").
|
||||
This began in the middle East, around 1800 BCE.
|
||||
|
||||
Historically, the next forms of iron to be refined were those of high
|
||||
carbon content. This was the result of the development of a more
|
||||
sophisticated kind of furnace, the blast furnace, capable of reaching
|
||||
higher temperatures. The real advantage of the blast furnace is that it
|
||||
melts the metal, allowing it to be cast straight into a shape supplied by
|
||||
a mould, rather than having to be gradually beaten into the desired shape.
|
||||
A side effect of the blast furnace is that carbon from the furnace's fuel
|
||||
is unavoidably incorporated into the metal. Normally iron is processed
|
||||
twice through the blast furnace: once producing "pig iron", which has
|
||||
very high carbon content and lots of impurities but lower melting point,
|
||||
casting it into rough ingots, then remelting the pig iron and casting it
|
||||
into the final moulds. The result is called "cast iron". Pig iron was
|
||||
first produced in China around 1200 BCE, and cast iron later in the 5th
|
||||
century BCE. Incidentally, the Chinese did not have the bloomery process,
|
||||
so this was their first iron refining process, and, unlike the rest of
|
||||
the world, their first wrought iron was made from pig iron rather than
|
||||
directly from ore.
|
||||
|
||||
Carbon steel, with intermediate carbon content, was developed much later,
|
||||
in Europe in the 17th century CE. It required a more sophisticated
|
||||
process, because the blast furnace made it extremely difficult to achieve
|
||||
a controlled carbon content. Tweaks of the blast furnace would sometimes
|
||||
produce an intermediate carbon content by luck, but the first processes to
|
||||
reliably produce steel were based on removing almost all the carbon from
|
||||
pig iron and then explicitly mixing a controlled amount of carbon back in.
|
||||
|
||||
In the game, the bloomery process is represented by ordinary cooking
|
||||
or grinding of an iron lump. The lump represents unprocessed ore,
|
||||
and is identified only as "iron", not specifically as wrought iron.
|
||||
This standard refining process produces dust or an ingot which is
|
||||
specifically identified as wrought iron. Thus the standard refining
|
||||
process produces the (nearly) pure metal.
|
||||
|
||||
Cast iron is trickier. You might expect from the real-life notes above
|
||||
that cooking an iron lump (representing ore) would produce pig iron that
|
||||
can then be cooked again to produce cast iron. This is kind of the case,
|
||||
but not exactly, because as already noted cooking an iron lump produces
|
||||
wrought iron. The game doesn't distinguish between low-temperature
|
||||
and high-temperature cooking processes: the same furnace is used not
|
||||
just to cast all kinds of metal but also to cook food. So there is no
|
||||
distinction between cooking processes to produce distinct wrought iron
|
||||
and pig iron. But repeated cooking *is* available as a game mechanic,
|
||||
and is indeed used to produce cast iron: re-cooking a wrought iron ingot
|
||||
produces a cast iron ingot. So pig iron isn't represented in the game as
|
||||
a distinct item; instead wrought iron stands in for pig iron in addition
|
||||
to its realistic uses as wrought iron.
|
||||
|
||||
Carbon steel is produced by a more regular in-game process: alloying
|
||||
wrought iron with coal dust (which is essentially carbon). This bears
|
||||
a fair resemblance to the historical development of carbon steel.
|
||||
This alloying recipe is relatively time-consuming for the amount of
|
||||
material processed, when compared against other alloying recipes, and
|
||||
carbon steel is heavily used, so it is wise to alloy it in advance,
|
||||
when you're not waiting for it.
|
||||
|
||||
There are additional recipes that permit all three of these types of iron
|
||||
to be converted into each other. Alloying carbon steel again with coal
|
||||
dust produces cast iron, with its higher carbon content. Cooking carbon
|
||||
steel or cast iron produces wrought iron, in an abbreviated form of the
|
||||
bloomery process.
|
||||
|
||||
There's one more iron alloy in the game: stainless steel. It is managed
|
||||
in a completely regular manner, created by alloying carbon steel with
|
||||
chromium.
|
||||
|
||||
### uranium enrichment ###
|
||||
|
||||
When uranium is to be used to fuel a nuclear reactor, it is not
|
||||
sufficient to merely isolate and refine uranium metal. It is necessary
|
||||
to control its isotopic composition, because the different isotopes
|
||||
behave differently in nuclear processes.
|
||||
|
||||
The main isotopes of interest are U-235 and U-238. U-235 is good at
|
||||
sustaining a nuclear chain reaction, because when a U-235 nucleus is
|
||||
bombarded with a neutron it will usually fission (split) into fragments.
|
||||
It is therefore described as "fissile". U-238, on the other hand,
|
||||
is not fissile: if bombarded with a neutron it will usually capture it,
|
||||
becoming U-239, which is very unstable and quickly decays into semi-stable
|
||||
(and fissile) plutonium-239.
|
||||
|
||||
Inconveniently, the fissile U-235 makes up only about 0.7% of natural
|
||||
uranium, almost all of the other 99.3% being U-238. Natural uranium
|
||||
therefore doesn't make a great nuclear fuel. (In real life there are
|
||||
a small number of reactor types that can use it, but technic doesn't
|
||||
have such a reactor.) Better nuclear fuel needs to contain a higher
|
||||
proportion of U-235.
|
||||
|
||||
Achieving a higher U-235 content isn't as simple as separating the U-235
|
||||
from the U-238 and just using the required amount of U-235. Because
|
||||
U-235 and U-238 are both uranium, and therefore chemically identical,
|
||||
they cannot be chemically separated, in the way that different elements
|
||||
are separated from each other when refining metal. They do differ
|
||||
in atomic mass, so they can be separated by centrifuging, but because
|
||||
their atomic masses are very close, centrifuging doesn't separate them
|
||||
very well. They cannot be separated completely, but it is possible to
|
||||
produce uranium that has the isotopes mixed in different proportions.
|
||||
Uranium with a significantly larger fissile U-235 fraction than natural
|
||||
uranium is called "enriched", and that with a significantly lower fissile
|
||||
fraction is called "depleted".
|
||||
|
||||
A single pass through a centrifuge produces two output streams, one with
|
||||
a fractionally higher fissile proportion than the input, and one with a
|
||||
fractionally lower fissile proportion. To alter the fissile proportion
|
||||
by a significant amount, these output streams must be centrifuged again,
|
||||
repeatedly. The usual arrangement is a "cascade", a linear arrangement
|
||||
of many centrifuges. Each centrifuge takes as input uranium with some
|
||||
specific fissile proportion, and passes its two output streams to the
|
||||
two adjacent centrifuges. Natural uranium is input somewhere in the
|
||||
middle of the cascade, and the two ends of the cascade produce properly
|
||||
enriched and depleted uranium.
|
||||
|
||||
Fuel for technic's nuclear reactor consists of enriched uranium of which
|
||||
3.5% is fissile. (This is a typical value for a real-life light water
|
||||
reactor, a common type for power generation.) To enrich uranium in the
|
||||
game, it must first be in dust form: the centrifuge will not operate
|
||||
on ingots. (In real life uranium enrichment is done with the uranium
|
||||
in the form of a gas.) It is best to grind uranium lumps directly to
|
||||
dust, rather than cook them to ingots first, because this yields twice
|
||||
as much metal dust. When uranium is in refined form (dust, ingot, or
|
||||
block), the name of the inventory item indicates its fissile proportion.
|
||||
Uranium of any available fissile proportion can be put through all the
|
||||
usual processes for metal.
|
||||
|
||||
A single centrifuge operation takes two uranium dust piles, and produces
|
||||
as output one dust pile with a fissile proportion 0.1% higher and one with
|
||||
a fissile proportion 0.1% lower. Uranium can be enriched up to the 3.5%
|
||||
required for nuclear fuel, and depleted down to 0.0%. Thus a cascade
|
||||
covering the full range of fissile fractions requires 34 cascade stages.
|
||||
(In real life, enriching to 3.5% uses thousands of cascade stages.
|
||||
Also, centrifuging is less effective when the input isotope ratio
|
||||
is more skewed, so the steps in fissile proportion are smaller for
|
||||
relatively depleted uranium. Zero fissile content is only asymptotically
|
||||
approachable, and natural uranium relatively cheap, so uranium is normally
|
||||
only depleted to around 0.3%. On the other hand, much higher enrichment
|
||||
than 3.5% isn't much more difficult than enriching that far.)
|
||||
|
||||
Although centrifuges can be used manually, it is not feasible to perform
|
||||
uranium enrichment by hand. It is a practical necessity to set up
|
||||
an automated cascade, using pneumatic tubes to transfer uranium dust
|
||||
piles between centrifuges. Because both outputs from a centrifuge are
|
||||
ejected into the same tube, sorting tubes are needed to send the outputs
|
||||
in different directions along the cascade. It is possible to send items
|
||||
into the centrifuges through the same tubes that take the outputs, so the
|
||||
simplest version of the cascade structure has a line of 34 centrifuges
|
||||
linked by a line of 34 sorting tube segments.
|
||||
|
||||
Assuming that the cascade depletes uranium all the way to 0.0%,
|
||||
producing one unit of 3.5%-fissile uranium requires the input of five
|
||||
units of 0.7%-fissile (natural) uranium, takes 490 centrifuge operations,
|
||||
and produces four units of 0.0%-fissile (fully depleted) uranium as a
|
||||
byproduct. It is possible to reduce the number of required centrifuge
|
||||
operations by using more natural uranium input and outputting only
|
||||
partially depleted uranium, but (unlike in real life) this isn't usually
|
||||
an economical approach. The 490 operations are not spread equally over
|
||||
the cascade stages: the busiest stage is the one taking 0.7%-fissile
|
||||
uranium, which performs 28 of the 490 operations. The least busy is the
|
||||
one taking 3.4%-fissile uranium, which performs 1 of the 490 operations.
|
||||
|
||||
A centrifuge cascade will consume quite a lot of energy. It is
|
||||
worth putting a battery upgrade in each centrifuge. (Only one can be
|
||||
accommodated, because a control logic unit upgrade is also required for
|
||||
tube operation.) An MV centrifuge, the only type presently available,
|
||||
draws 7 kEU/s in this state, and takes 5 s for each uranium centrifuging
|
||||
operation. It thus takes 35 kEU per operation, and the cascade requires
|
||||
17.15 MEU to produce each unit of enriched uranium. It takes five units
|
||||
of enriched uranium to make each fuel rod, and six rods to fuel a reactor,
|
||||
so the enrichment cascade requires 514.5 MEU to process a full set of
|
||||
reactor fuel. This is about 0.85% of the 6.048 GEU that the reactor
|
||||
will generate from that fuel.
|
||||
|
||||
If there is enough power available, and enough natural uranium input,
|
||||
to keep the cascade running continuously, and exactly one centrifuge
|
||||
at each stage, then the overall speed of the cascade is determined by
|
||||
the busiest stage, the 0.7% stage. It can perform its 28 operations
|
||||
towards the enrichment of a single uranium unit in 140 s, so that is
|
||||
the overall cycle time of the cascade. It thus takes 70 min to enrich
|
||||
a full set of reactor fuel. While the cascade is running at this full
|
||||
speed, its average power consumption is 122.5 kEU/s. The instantaneous
|
||||
power consumption varies from second to second over the 140 s cycle,
|
||||
and the maximum possible instantaneous power consumption (with all 34
|
||||
centrifuges active simultaneously) is 238 kEU/s. It is recommended to
|
||||
have some battery boxes to smooth out these variations.
|
||||
|
||||
If the power supplied to the centrifuge cascade averages less than
|
||||
122.5 kEU/s, then the cascade can't run continuously. (Also, if the
|
||||
power supply is intermittent, such as solar, then continuous operation
|
||||
requires more battery boxes to smooth out the supply variations, even if
|
||||
the average power is high enough.) Because it's automated and doesn't
|
||||
require continuous player attention, having the cascade run at less
|
||||
than full speed shouldn't be a major problem. The enrichment work will
|
||||
consume the same energy overall regardless of how quickly it's performed,
|
||||
and the speed will vary in direct proportion to the average power supply
|
||||
(minus any supply lost because battery boxes filled completely).
|
||||
|
||||
If there is insufficient power to run both the centrifuge cascade at
|
||||
full speed and whatever other machines require power, all machines on
|
||||
the same power network as the centrifuge will be forced to run at the
|
||||
same fractional speed. This can be inconvenient, especially if use
|
||||
of the other machines is less automated than the centrifuge cascade.
|
||||
It can be avoided by putting the centrifuge cascade on a separate power
|
||||
network from other machines, and limiting the proportion of the generated
|
||||
power that goes to it.
|
||||
|
||||
If there is sufficient power and it is desired to enrich uranium faster
|
||||
than a single cascade can, the process can be speeded up more economically
|
||||
than by building an entire second cascade. Because the stages of the
|
||||
cascade do different proportions of the work, it is possible to add a
|
||||
second and subsequent centrifuges to only the busiest stages, and have
|
||||
the less busy stages still keep up with only a single centrifuge each.
|
||||
|
||||
Another possible approach to uranium enrichment is to have no fixed
|
||||
assignment of fissile proportions to centrifuges, dynamically putting
|
||||
whatever uranium is available into whichever centrifuges are available.
|
||||
Theoretically all of the centrifuges can be kept almost totally busy all
|
||||
the time, making more efficient use of capital resources, and the number
|
||||
of centrifuges used can be as little (down to one) or as large as desired.
|
||||
The difficult part is that it is not sufficient to put each uranium dust
|
||||
pile individually into whatever centrifuge is available: they must be
|
||||
input in matched pairs. Any odd dust pile in a centrifuge will not be
|
||||
processed and will prevent that centrifuge from accepting any other input.
|
||||
|
||||
### concrete ###
|
||||
|
||||
Concrete is a synthetic building material. The technic modpack implements
|
||||
it in the game.
|
||||
|
||||
Two forms of concrete are available as building blocks: ordinary
|
||||
"concrete" and more advanced "blast-resistant concrete". Despite its
|
||||
name, the latter has no special resistance to explosions or to any other
|
||||
means of destruction.
|
||||
|
||||
Concrete can also be used to make fences. They act just like wooden
|
||||
fences, but aren't flammable. Confusingly, the item that corresponds
|
||||
to a wooden "fence" is called "concrete post". Posts placed adjacently
|
||||
will implicitly create fence between them. Fencing also appears between
|
||||
a post and adjacent concrete block.
|
Loading…
x
Reference in New Issue
Block a user