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1252 lines
62 KiB
Markdown
1252 lines
62 KiB
Markdown
# Technic User Manual
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The technic modpack extends Minetest Game (shipped with Minetest by default)
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with many new elements, mainly constructable machines and tools. This manual
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describes how to use the modpack, mainly from a player's perspective.
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Documentation of the mod dependencies can be found here:
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* [Minetest Game Documentation](https://wiki.minetest.net/Main_Page)
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* [Mesecons Documentation](http://mesecons.net/items.html)
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* [Pipeworks Documentation](https://github.com/mt-mods/pipeworks/wiki/)
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* [Moreores Forum Post](https://forum.minetest.net/viewtopic.php?t=549)
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* [Basic materials Repository](https://gitlab.com/VanessaE/basic_materials)
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## 1.0 Recipes
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Recipes for items registered by technic are not specifically documented here.
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Please consult a craft guide mod to look up the recipes in-game.
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**Recommended mod:** [Unified Inventory](https://github.com/minetest-mods/unified_inventory)
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## 2.0 Substances
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### 2.1 Ores
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Technic registers a few ores which are needed to craft machines or items.
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Each ore type is found at a specific range of elevations so you will
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ultimately need to mine at more than one elevation to find all the ores.
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Elevation (Y axis) is measured in meters. The reference is usually at sea
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level. Ores can generally be found more commonly by going downwards to -1000m.
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Note ¹: *These ores are provided by Minetest Game. See [Ores](https://wiki.minetest.net/Ores#Ores_overview) for a rough overview*
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Note ²: *These ores are provided by moreores. TODO: Add reference link*
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#### Chromium
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Use: stainless steel
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Generated below: -100m, more commonly below -200m
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#### Coal ¹
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Use: Fuel, alloy as carbon
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Burning coal is a way to generate electrical power. Coal is also used,
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usually in dust form, as an ingredient in alloying recipes, wherever
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elemental carbon is required.
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#### Copper ¹
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Copper is a common metal, used either on its own for its electrical
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conductivity, or as the base component of alloys.
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Although common, it is very heavily used, and most of the time it will
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be the material that most limits your activity.
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#### Diamond ¹
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Use: mainly for cutting machines
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Diamond is a precious gemstone. It is used moderately, mainly for reasons
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connected to its extreme hardness.
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#### Gold ¹
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Use: various
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Generated below: -64m, more commonly below -256m
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Gold is a precious metal. It is most notably used in electrical items due to
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its combination of good conductivity and corrosion resistance.
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#### Iron ¹
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Use: multiple, mainly for alloys with carbon (coal).
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#### Lead
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Use: batteries, HV nuclear reactor layout
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Generated below: 16m, more common below -128m
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#### Mese ¹
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Use: various
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Mese is a precious gemstone, and unlike diamond it is entirely fictional.
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It is used in small quantities, wherever some magic needs to be imparted.
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#### Mithril ²
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Use: chests
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Generated below: -512m, evenly common
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Mithril is a fictional ore, being derived from J. R. R. Tolkien's
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Middle-Earth setting. It is little used.
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#### Silver ²
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Use: conductors
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Generated below: -2m, evenly common
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Silver is a semi-precious metal and is the best conductor of all the pure elements.
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#### Tin ¹
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Use: batteries, bronze
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Tin is a common metal but is used rarely. Its abundance is well in excess
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of its usage, so you will usually have a surplus of it.
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#### Uranium
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Use: nuclear reactor fuel
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Depth: -80m until -300m, more commonly between -100m and -200m
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It is a moderately common metal, useful only for reasons related to radioactivity:
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it forms the fuel for nuclear reactors, and is also one of the best radiation
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shielding materials available.
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Keep a safety distance of a meter to avoid being harmed by radiation.
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#### Zinc
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Use: brass
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Generated below: 2m, more commonly below -32m
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Zinc only has a few uses but is a common metal.
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### 2.2 Rocks
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This section describes the rock types added by technic. Further rock types
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are supported by technic machines. These can be processed using the grinder:
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* Stone (plain)
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* Cobblestone
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* Desert Stone
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#### Marble
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Depth: -50m, evenly common
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Marble is found in dense clusters and has mainly decorative use, but also
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appears in one machine recipe.
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#### Granite
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Depth: -150m, evenly common
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Granite is found in dense clusters and is much harder to dig than standard
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stone. It has mainly decorative use, but also appears in a couple of
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machine recipes.
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#### Sulfur
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Uses: battery box
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Sulur is generated around some lava patches (caves).
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### 2.3 Rubber
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Rubber is a biologically-derived material that has industrial uses due
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to its electrical resistivity and its impermeability. In technic, it
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is used in a few recipes, and it must be acquired by tapping rubber trees.
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Rubber trees are provided by technic if the moretrees mod is not present.
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Extract raw latex from rubber using the "Tree Tap" tool. Punch/left-click the
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tool on a rubber tree trunk to extract a lump of raw latex from the trunk.
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Emptied trunks will regenerate at intervals of several minutes, which can be
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observed by its appearance.
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To obtain rubber from latex, alloy latex with coal dust.
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## 3.0 Metal processing
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Generally, each metal can exist in five forms:
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* ore -> stone containing the lump
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* lump -> draw metal obtained by digging ("nuggets")
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* dust -> grinder output
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* ingot -> melted/cooked lump or dust
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* block -> placeable node
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Metals can be converted between dust, ingot and block, but can't be converted
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from them back to ore or lump forms.
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### Grinding
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Ores can be processed as follows:
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* ore -> lump (digging) -> ingot (melting)
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* ore -> lump (digging) -> 2x dust (grinding) -> 2x ingot (melting)
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At the expense of some energy consumption, the grinder can extract more material
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from the lump, resulting in 2x dust which can be melted to two ingots in total.
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### Alloying
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Input: two ingredients of the same form - lump or dust
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Output: resulting alloy, as an ingot
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Example: 2x copper ingots + 1x zinc ingot -> 3x brass ingot (alloying)
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Note that grinding before alloying is the preferred method to gain more output.
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#### iron and its alloys
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Historically iron was the first metal whose working required processes of any
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metallurgical sophistication. The mod's mechanics around iron broadly imitate
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the historical progression of processes around it to get more variety.
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Notable alloys:
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* Wrought iron: <0.25% carbon
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* Resists shattering but is relatively soft.
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* Known since: 1800 BC (approx.)
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* Cast iron: 2.1% to 4% carbon.
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* Especially hard and rather corrosion-resistant
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* Known since: 1200 BC (approx.)
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* Carbon steel: 0.25% to 2.1% carbon.
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* Intermediate of the two above.
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* Known since: 1600 AD (approx.)
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Technic introduces a distinction based on the carbon content, and renames some
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items of the basic game accordingly. Iron and Steel are now distinguished.
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Notable references:
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* https://en.wikipedia.org/wiki/Iron
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* https://en.wikipedia.org/wiki/Stainless_steel
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* ... plus many more.
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Processes:
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* Iron -> Wrought iron (melting)
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* Wrought iron -> Cast iron (melting)
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* Wrought iron + coal dust -> Carbon steel (alloying)
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* Carbon steel + coal dust -> Cast iron (alloying)
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* Carbon steel + chromium -> Stainless steel (alloying)
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Reversible processes:
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* Cast iron -> Wrought iron (melting)
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* Carbon steel -> Wrought iron (melting)
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Check your preferred crafting guide for more information.
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### Uranium enrichment
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When uranium is to be used to fuel a nuclear reactor, it is not
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sufficient to merely isolate and refine uranium metal. It is necessary
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to control its isotopic composition, because the different isotopes
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behave differently in nuclear processes.
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The main isotopes of interest are U-235 and U-238. U-235 is good at
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sustaining a nuclear chain reaction, because when a U-235 nucleus is
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bombarded with a neutron it will usually fission (split) into fragments.
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It is therefore described as "fissile". U-238, on the other hand,
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is not fissile: if bombarded with a neutron it will usually capture it,
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becoming U-239, which is very unstable and quickly decays into semi-stable
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(and fissile) plutonium-239.
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Inconveniently, the fissile U-235 makes up only about 0.7% of natural
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uranium, almost all of the other 99.3% being U-238. Natural uranium
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therefore doesn't make a great nuclear fuel. (In real life there are
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a small number of reactor types that can use it, but technic doesn't
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have such a reactor.) Better nuclear fuel needs to contain a higher
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proportion of U-235.
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Achieving a higher U-235 content isn't as simple as separating the U-235
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from the U-238 and just using the required amount of U-235. Because
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U-235 and U-238 are both uranium, and therefore chemically identical,
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they cannot be chemically separated, in the way that different elements
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are separated from each other when refining metal. They do differ
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in atomic mass, so they can be separated by centrifuging, but because
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their atomic masses are very close, centrifuging doesn't separate them
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very well. They cannot be separated completely, but it is possible to
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produce uranium that has the isotopes mixed in different proportions.
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Uranium with a significantly larger fissile U-235 fraction than natural
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uranium is called "enriched", and that with a significantly lower fissile
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fraction is called "depleted".
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A single pass through a centrifuge produces two output streams, one with
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a fractionally higher fissile proportion than the input, and one with a
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fractionally lower fissile proportion. To alter the fissile proportion
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by a significant amount, these output streams must be centrifuged again,
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repeatedly. The usual arrangement is a "cascade", a linear arrangement
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of many centrifuges. Each centrifuge takes as input uranium with some
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specific fissile proportion, and passes its two output streams to the
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two adjacent centrifuges. Natural uranium is input somewhere in the
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middle of the cascade, and the two ends of the cascade produce properly
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enriched and depleted uranium.
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Fuel for technic's nuclear reactor consists of enriched uranium of which
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3.5% is fissile. (This is a typical value for a real-life light water
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reactor, a common type for power generation.) To enrich uranium in the
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game, it must first be in dust form: the centrifuge will not operate
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on ingots. (In real life uranium enrichment is done with the uranium
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in the form of a gas.) It is best to grind uranium lumps directly to
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dust, rather than cook them to ingots first, because this yields twice
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as much metal dust. When uranium is in refined form (dust, ingot, or
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block), the name of the inventory item indicates its fissile proportion.
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Uranium of any available fissile proportion can be put through all the
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usual processes for metal.
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A single centrifuge operation takes two uranium dust piles, and produces
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as output one dust pile with a fissile proportion 0.1% higher and one with
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a fissile proportion 0.1% lower. Uranium can be enriched up to the 3.5%
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required for nuclear fuel, and depleted down to 0.0%. Thus a cascade
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covering the full range of fissile fractions requires 34 cascade stages.
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(In real life, enriching to 3.5% uses thousands of cascade stages.
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Also, centrifuging is less effective when the input isotope ratio
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is more skewed, so the steps in fissile proportion are smaller for
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relatively depleted uranium. Zero fissile content is only asymptotically
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approachable, and natural uranium relatively cheap, so uranium is normally
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only depleted to around 0.3%. On the other hand, much higher enrichment
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than 3.5% isn't much more difficult than enriching that far.)
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Although centrifuges can be used manually, it is not feasible to perform
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uranium enrichment by hand. It is a practical necessity to set up
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an automated cascade, using pneumatic tubes to transfer uranium dust
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piles between centrifuges. Because both outputs from a centrifuge are
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ejected into the same tube, sorting tubes are needed to send the outputs
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in different directions along the cascade. It is possible to send items
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into the centrifuges through the same tubes that take the outputs, so the
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simplest version of the cascade structure has a line of 34 centrifuges
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linked by a line of 34 sorting tube segments.
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Assuming that the cascade depletes uranium all the way to 0.0%,
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producing one unit of 3.5%-fissile uranium requires the input of five
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units of 0.7%-fissile (natural) uranium, takes 490 centrifuge operations,
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and produces four units of 0.0%-fissile (fully depleted) uranium as a
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byproduct. It is possible to reduce the number of required centrifuge
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operations by using more natural uranium input and outputting only
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partially depleted uranium, but (unlike in real life) this isn't usually
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an economical approach. The 490 operations are not spread equally over
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the cascade stages: the busiest stage is the one taking 0.7%-fissile
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uranium, which performs 28 of the 490 operations. The least busy is the
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one taking 3.4%-fissile uranium, which performs 1 of the 490 operations.
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A centrifuge cascade will consume quite a lot of energy. It is
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worth putting a battery upgrade in each centrifuge. (Only one can be
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accommodated, because a control logic unit upgrade is also required for
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tube operation.) An MV centrifuge, the only type presently available,
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draws 7 kEU/s in this state, and takes 5 s for each uranium centrifuging
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operation. It thus takes 35 kEU per operation, and the cascade requires
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17.15 MEU to produce each unit of enriched uranium. It takes five units
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of enriched uranium to make each fuel rod, and six rods to fuel a reactor,
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so the enrichment cascade requires 514.5 MEU to process a full set of
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reactor fuel. This is about 0.85% of the 6.048 GEU that the reactor
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will generate from that fuel.
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If there is enough power available, and enough natural uranium input,
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to keep the cascade running continuously, and exactly one centrifuge
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at each stage, then the overall speed of the cascade is determined by
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the busiest stage, the 0.7% stage. It can perform its 28 operations
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towards the enrichment of a single uranium unit in 140 s, so that is
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the overall cycle time of the cascade. It thus takes 70 min to enrich
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a full set of reactor fuel. While the cascade is running at this full
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speed, its average power consumption is 122.5 kEU/s. The instantaneous
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power consumption varies from second to second over the 140 s cycle,
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and the maximum possible instantaneous power consumption (with all 34
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centrifuges active simultaneously) is 238 kEU/s. It is recommended to
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have some battery boxes to smooth out these variations.
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If the power supplied to the centrifuge cascade averages less than
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122.5 kEU/s, then the cascade can't run continuously. (Also, if the
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power supply is intermittent, such as solar, then continuous operation
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requires more battery boxes to smooth out the supply variations, even if
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the average power is high enough.) Because it's automated and doesn't
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require continuous player attention, having the cascade run at less
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than full speed shouldn't be a major problem. The enrichment work will
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consume the same energy overall regardless of how quickly it's performed,
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and the speed will vary in direct proportion to the average power supply
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(minus any supply lost because battery boxes filled completely).
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If there is insufficient power to run both the centrifuge cascade at
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full speed and whatever other machines require power, all machines on
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the same power network as the centrifuge will be forced to run at the
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same fractional speed. This can be inconvenient, especially if use
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of the other machines is less automated than the centrifuge cascade.
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It can be avoided by putting the centrifuge cascade on a separate power
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network from other machines, and limiting the proportion of the generated
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power that goes to it.
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If there is sufficient power and it is desired to enrich uranium faster
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than a single cascade can, the process can be speeded up more economically
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than by building an entire second cascade. Because the stages of the
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cascade do different proportions of the work, it is possible to add a
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second and subsequent centrifuges to only the busiest stages, and have
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the less busy stages still keep up with only a single centrifuge each.
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Another possible approach to uranium enrichment is to have no fixed
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assignment of fissile proportions to centrifuges, dynamically putting
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whatever uranium is available into whichever centrifuges are available.
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Theoretically all of the centrifuges can be kept almost totally busy all
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the time, making more efficient use of capital resources, and the number
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of centrifuges used can be as little (down to one) or as large as desired.
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The difficult part is that it is not sufficient to put each uranium dust
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pile individually into whatever centrifuge is available: they must be
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input in matched pairs. Any odd dust pile in a centrifuge will not be
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processed and will prevent that centrifuge from accepting any other input.
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### concrete ###
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Concrete is a synthetic building material. The technic modpack implements
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it in the game.
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Two forms of concrete are available as building blocks: ordinary
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"concrete" and more advanced "blast-resistant concrete". Despite its
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name, the latter has no special resistance to explosions or to any other
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means of destruction.
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Concrete can also be used to make fences. They act just like wooden
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fences, but aren't flammable. Confusingly, the item that corresponds
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to a wooden "fence" is called "concrete post". Posts placed adjacently
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will implicitly create fence between them. Fencing also appears between
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a post and adjacent concrete block.
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industrial processes
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--------------------
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### Alloying
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In Technic, alloying is a way of combining items to create other items,
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distinct from standard crafting. Alloying always uses inputs of exactly
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two distinct types, and produces a single output.
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Check your preferred crafting guide for more information.
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### Grinding, extracting, and compressing
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Grinding, extracting, and compressing are three distinct, but very
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similar, ways of converting one item into another. They are all quite
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similar to the cooking found in the basic Minetest game. Each uses
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an input consisting of a single item type, and produces a single
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output. They are all performed using powered machines, respectively
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known generically as a "grinder", "extractor", and "compressor".
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Some compressing recipes require the input to be a stack of more than
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one of the input item: the quantity required is part of the recipe.
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Grinding and extracting recipes never require such a stacked input.
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There are multiple kinds of grinder, extractor, and compressor. Unlike
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cooking furnaces and alloy furnaces, there are none that directly burn
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fuel; they are all electrically powered.
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Grinding recipes always produce some kind of dust, loosely speaking,
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as output. The most important grinding recipes are concerned with metals:
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every metal lump or ingot can be ground into metal dust. Coal can also
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be ground into dust, and burning the dust as fuel produces much more
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energy than burning the original coal lump. There are a few other
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grinding recipes that make block types from the basic Minetest game
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more interconvertible: standard stone can be ground to standard sand,
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desert stone to desert sand, cobblestone to gravel, and gravel to dirt.
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Extracting is a miscellaneous category, used for a small group
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of processes that just don't fit nicely anywhere else. (Its name is
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notably vaguer than those of the other kinds of processing.) It is used
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for recipes that produce dye, mainly from flowers. (However, for those
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recipes using flowers, the basic Minetest game provides parallel crafting
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recipes that are easier to use and produce more dye, and those recipes
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are not suppressed by technic.) Its main use is to generate rubber from
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raw latex, which it does three times as efficiently as merely cooking
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the latex. Extracting was also formerly used for uranium enrichment for
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use as nuclear fuel, but this use has been superseded by a new enrichment
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system using the centrifuge.
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Compressing recipes are mainly used to produce a few relatively advanced
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artificial item types, such as the copper and carbon plates used in
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advanced machine recipes. There are also a couple of compressing recipes
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making natural block types more interconvertible.
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### centrifuging ###
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Centrifuging is another way of using a machine to convert items.
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Centrifuging takes an input of a single item type, and produces outputs
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of two distinct types. The input may be required to be a stack of
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more than one of the input item: the quantity required is part of
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the recipe. Centrifuging is only performed by a single machine type,
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the MV (electrically-powered) centrifuge.
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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.
|
|
|
|
Chests
|
|
------
|
|
|
|
See [GitHub Wiki / Chests](https://github.com/minetest-mods/technic/wiki/Chests)
|
|
|
|
Features of extended chests:
|
|
|
|
* Larger storage space
|
|
* Labelling
|
|
* Advanced item sorting
|
|
|
|
|
|
radioactivity
|
|
-------------
|
|
|
|
The technic mod adds radioactivity to the game, as a hazard that can
|
|
harm player characters. Certain substances in the game are radioactive,
|
|
and when placed as blocks in the game world will damage nearby players.
|
|
Conversely, some substances attenuate radiation, and so can be used
|
|
for shielding. The radioactivity system is based on reality, but is
|
|
not an attempt at serious simulation: like the rest of the game, it has
|
|
many simplifications and deliberate deviations from reality in the name
|
|
of game balance.
|
|
|
|
In real life radiological hazards can be roughly divided into three
|
|
categories based on the time scale over which they act: prompt radiation
|
|
damage (such as radiation burns) that takes effect immediately; radiation
|
|
poisoning that becomes visible in hours and lasts weeks; and cumulative
|
|
effects such as increased cancer risk that operate over decades.
|
|
The game's version of radioactivity causes only prompt damage, not
|
|
any delayed effects. Damage comes in the abstracted form of removing
|
|
the player's hit points, and is immediately visible to the player.
|
|
As with all other kinds of damage in the game, the player can restore
|
|
the hit points by eating food items. High-nutrition foods, such as the
|
|
pie baskets supplied by the bushes\_classic mod, are a useful tool in
|
|
dealing with radiological hazards.
|
|
|
|
Only a small range of items in the game are radioactive. From the technic
|
|
mod, the only radioactive items are uranium ore, refined uranium blocks,
|
|
nuclear reactor cores (when operating), and the materials released when
|
|
a nuclear reactor melts down. Other mods can plug into the technic
|
|
system to make their own block types radioactive. Radioactive items
|
|
are harmless when held in inventories. They only cause radiation damage
|
|
when placed as blocks in the game world.
|
|
|
|
The rate at which damage is caused by a radioactive block depends on the
|
|
distance between the source and the player. Distance matters because the
|
|
damaging radiation is emitted equally in all directions by the source,
|
|
so with distance it spreads out, so less of it will strike a target
|
|
of any specific size. The amount of radiation absorbed by a target
|
|
thus varies in proportion to the inverse square of the distance from
|
|
the source. The game imitates this aspect of real-life radioactivity,
|
|
but with some simplifications. While in real life the inverse square law
|
|
is only really valid for sources and targets that are small relative to
|
|
the distance between them, in the game it is applied even when the source
|
|
and target are large and close together. Specifically, the distance is
|
|
measured from the center of the radioactive block to the abdomen of the
|
|
player character. For extremely close encounters, such as where the
|
|
player swims in a radioactive liquid, there is an enforced lower limit
|
|
on the effective distance.
|
|
|
|
Different types of radioactive block emit different amounts of radiation.
|
|
The least radioactive of the radioactive block types is uranium ore,
|
|
which causes 0.25 HP/s damage to a player 1 m away. A block of refined
|
|
but unenriched uranium, as an example, is nine times as radioactive,
|
|
and so will cause 2.25 HP/s damage to a player 1 m away. By the inverse
|
|
square law, the damage caused by that uranium block reduces by a factor
|
|
of four at twice the distance, that is to 0.5625 HP/s at a distance of 2
|
|
m, or by a factor of nine at three times the distance, that is to 0.25
|
|
HP/s at a distance of 3 m. Other radioactive block types are far more
|
|
radioactive than these: the most radioactive of all, the result of a
|
|
nuclear reactor melting down, is 1024 times as radioactive as uranium ore.
|
|
|
|
Uranium blocks are radioactive to varying degrees depending on their
|
|
isotopic composition. An isotope being fissile, and thus good as
|
|
reactor fuel, is essentially uncorrelated with it being radioactive.
|
|
The fissile U-235 is about six times as radioactive than the non-fissile
|
|
U-238 that makes up the bulk of natural uranium, so one might expect that
|
|
enriching from 0.7% fissile to 3.5% fissile (or depleting to 0.0%) would
|
|
only change the radioactivity of uranium by a few percent. But actually
|
|
the radioactivity of enriched uranium is dominated by the non-fissile
|
|
U-234, which makes up only about 50 parts per million of natural uranium
|
|
but is about 19000 times more radioactive than U-238. The radioactivity
|
|
of natural uranium comes just about half from U-238 and half from U-234,
|
|
and the uranium gets enriched in U-234 along with the U-235. This makes
|
|
3.5%-fissile uranium about three times as radioactive as natural uranium,
|
|
and 0.0%-fissile uranium about half as radioactive as natural uranium.
|
|
|
|
Radiation is attenuated by the shielding effect of material along the
|
|
path between the radioactive block and the player. In general, only
|
|
blocks of homogeneous material contribute to the shielding effect: for
|
|
example, a block of solid metal has a shielding effect, but a machine
|
|
does not, even though the machine's ingredients include a metal case.
|
|
The shielding effect of each block type is based on the real-life
|
|
resistance of the material to ionising radiation, but for game balance
|
|
the effectiveness of shielding is scaled down from real life, more so
|
|
for stronger shield materials than for weaker ones. Also, whereas in
|
|
real life materials have different shielding effects against different
|
|
types of radiation, the game only has one type of damaging radiation,
|
|
and so only one set of shielding values.
|
|
|
|
Almost any solid or liquid homogeneous material has some shielding value.
|
|
At the low end of the scale, 5 meters of wooden planks nearly halves
|
|
radiation, though in that case the planks probably contribute more
|
|
to safety by forcing the player to stay 5 m further away from the
|
|
source than by actual attenuation. Dirt halves radiation in 2.4 m,
|
|
and stone in 1.7 m. When a shield must be deliberately constructed,
|
|
the preferred materials are metals, the denser the better. Iron and
|
|
steel halve radiation in 1.1 m, copper in 1.0 m, and silver in 0.95 m.
|
|
Lead would halve in 0.69 m (its in-game shielding value is 80). Gold halves radiation
|
|
in 0.53 m (factor of 3.7 per meter), but is a bit scarce to use for
|
|
this purpose. Uranium halves radiation in 0.31 m (factor of 9.4 per
|
|
meter), but is itself radioactive. The very best shielding in the game
|
|
is nyancat material (nyancats and their rainbow blocks), which halves
|
|
radiation in 0.22 m (factor of 24 per meter), but is extremely scarce. See [technic/technic/radiation.lua](https://github.com/minetest-technic/technic/blob/master/technic/radiation.lua) for the in-game shielding values, which are different from real-life values.
|
|
|
|
If the theoretical radiation damage from a particular source is
|
|
sufficiently small, due to distance and shielding, then no damage at all
|
|
will actually occur. This means that for any particular radiation source
|
|
and shielding arrangement there is a safe distance to which a player can
|
|
approach without harm. The safe distance is where the radiation damage
|
|
would theoretically be 0.25 HP/s. This damage threshold is applied
|
|
separately for each radiation source, so to be safe in a multi-source
|
|
situation it is only necessary to be safe from each source individually.
|
|
|
|
The best way to use uranium as shielding is in a two-layer structure,
|
|
of uranium and some non-radioactive material. The uranium layer should
|
|
be nearer to the primary radiation source and the non-radioactive layer
|
|
nearer to the player. The uranium provides a great deal of shielding
|
|
against the primary source, and the other material shields against
|
|
the uranium layer. Due to the damage threshold mechanism, a meter of
|
|
dirt is sufficient to shield fully against a layer of fully-depleted
|
|
(0.0%-fissile) uranium. Obviously this is only worthwhile when the
|
|
primary radiation source is more radioactive than a uranium block.
|
|
|
|
When constructing permanent radiation shielding, it is necessary to
|
|
pay attention to the geometry of the structure, and particularly to any
|
|
holes that have to be made in the shielding, for example to accommodate
|
|
power cables. Any hole that is aligned with the radiation source makes a
|
|
"shine path" through which a player may be irradiated when also aligned.
|
|
Shine paths can be avoided by using bent paths for cables, passing
|
|
through unaligned holes in multiple shield layers. If the desired
|
|
shielding effect depends on multiple layers, a hole in one layer still
|
|
produces a partial shine path, along which the shielding is reduced,
|
|
so the positioning of holes in each layer must still be considered.
|
|
Tricky shine paths can also be addressed by just keeping players out of
|
|
the dangerous area.
|
|
|
|
## Electrical power
|
|
|
|
Electrical networks in Technic are defined by a single tier (see below)
|
|
and consist of:
|
|
|
|
* 1x Switching Station (central management unit)
|
|
* Any further stations are disabled automatically
|
|
* Electricity producers (PR)
|
|
* Electricity consumers/receivers (RE)
|
|
* Accumulators/batteries (BA)
|
|
|
|
### Tiers
|
|
|
|
* LV: Low Voltage. Low material costs but is slower.
|
|
* MV: Medium Voltage. Higher processing speed.
|
|
* HV: High Voltage. High material costs but is the fastest.
|
|
|
|
Tiers can be converted from one to another using the Supply Converter node.
|
|
Its top connects to the input, the bottom to the output network. Configure
|
|
the input power by right-clicking it.
|
|
|
|
### Machine upgrade slots
|
|
|
|
Generally, machines of MV and HV tiers have two upgrade slots.
|
|
Only specific items will have any upgrading effect. The occupied slots do
|
|
count, but not the actual stack size.
|
|
|
|
**Type 1: Energy upgrade**
|
|
|
|
Consists of any battery item. Reduces the machine's power consumption
|
|
regardless the charge of the item.
|
|
|
|
**Type 2: Tube upgrade**
|
|
|
|
Consists of a control logic unit item. Ejects processed items into pneumatic
|
|
tubes for quicker processing.
|
|
|
|
### Machines + Tubes (pipeworks)
|
|
|
|
Generally, powered machines of MV and HV tiers can work with pneumatic
|
|
tubes, and those of lower tiers cannot. (As an exception, the fuel-fired
|
|
furnace from the basic Minetest game can accept inputs through tubes,
|
|
but can't output into tubes.)
|
|
|
|
If a machine can accept inputs through tubes at all, then this
|
|
is a capability of the basic machine, not requiring any upgrade.
|
|
Most item-processing machines take only one kind of input, and in that
|
|
case they will accept that input from any direction. This doesn't match
|
|
how tubes visually connect to the machines: generally tubes will visually
|
|
connect to any face except the front, but an item passing through a tube
|
|
in front of the machine will actually be accepted into the machine.
|
|
|
|
A minority of machines take more than one kind of input, and in that
|
|
case the input slot into which an arriving item goes is determined by the
|
|
direction from which it arrives. In this case the machine may be picky
|
|
about the direction of arriving items, associating each input type with
|
|
a single face of the machine and not accepting inputs at all through the
|
|
remaining faces. Again, the visual connection of tubes doesn't match:
|
|
generally tubes will still visually connect to any face except the front,
|
|
thus connecting to faces that neither accept inputs nor emit outputs.
|
|
|
|
Machines do not accept items from tubes into non-input inventory slots:
|
|
the output slots or upgrade slots. Output slots are normally filled
|
|
only by the processing operation of the machine, and upgrade slots must
|
|
be filled manually.
|
|
|
|
Powered machines generally do not eject outputs into tubes without
|
|
an upgrade. One tube upgrade will make them eject outputs at a slow
|
|
rate; a second tube upgrade will increase the rate. Whether the slower
|
|
rate is adequate depends on how it compares to the rate at which the
|
|
machine produces outputs, and on how the machine is being used as part
|
|
of a larger construct. The machine always ejects its outputs through a
|
|
particular face, usually a side. Due to a bug, the side through which
|
|
outputs are ejected is not consistent: when the machine is rotated one
|
|
way, the direction of ejection is rotated the other way. This will
|
|
probably be fixed some day, but because a straightforward fix would
|
|
break half the machines already in use, the fix may be tied to some
|
|
larger change such as free selection of the direction of ejection.
|
|
|
|
### battery boxes ###
|
|
|
|
The primary purpose of battery boxes is to temporarily store electrical
|
|
energy to let an electrical network cope with mismatched supply and
|
|
demand. They have a secondary purpose of charging and discharging
|
|
powered tools. They are thus a mixture of electrical infrastructure,
|
|
powered machine, and generator. Battery boxes connect to cables only
|
|
from the bottom.
|
|
|
|
MV and HV battery boxes have upgrade slots. Energy upgrades increase
|
|
the capacity of a battery box, each by 10% of the un-upgraded capacity.
|
|
This increase is far in excess of the capacity of the battery that forms
|
|
the upgrade.
|
|
|
|
For charging and discharging of power tools, rather than having input and
|
|
output slots, each battery box has a charging slot and a discharging slot.
|
|
A fully charged/discharged item stays in its slot. The rates at which a
|
|
battery box can charge and discharge increase with voltage, so it can
|
|
be worth building a battery box of higher tier before one has other
|
|
infrastructure of that tier, just to get access to faster charging.
|
|
|
|
MV and HV battery boxes work with pneumatic tubes. An item can be input
|
|
to the charging slot through the sides or back of the battery box, or
|
|
to the discharging slot through the top. With a tube upgrade, fully
|
|
charged/discharged tools (as appropriate for their slot) will be ejected
|
|
through a side.
|
|
|
|
### processing machines ###
|
|
|
|
The furnace, alloy furnace, grinder, extractor, compressor, and centrifuge
|
|
have much in common. Each implements some industrial process that
|
|
transforms items into other items, and the manner in which they present
|
|
these processes as powered machines is essentially identical.
|
|
|
|
Most of the processing machines operate on inputs of only a single type
|
|
at a time, and correspondingly have only a single input slot. The alloy
|
|
furnace is an exception: it operates on inputs of two distinct types at
|
|
once, and correspondingly has two input slots. It doesn't matter which
|
|
way round the alloy furnace's inputs are placed in the two slots.
|
|
|
|
The processing machines are mostly available in variants for multiple
|
|
tiers. The furnace and alloy furnace are each available in fuel-fired,
|
|
LV, and MV forms. The grinder, extractor, and compressor are each
|
|
available in LV and MV forms. The centrifuge is the only single-tier
|
|
processing machine, being only available in MV form. The higher-tier
|
|
machines process items faster than the lower-tier ones, but also have
|
|
higher power consumption, usually taking more energy overall to perform
|
|
the same amount of processing. The MV machines have upgrade slots,
|
|
and energy upgrades reduce their energy consumption.
|
|
|
|
The MV machines can work with pneumatic tubes. They accept inputs via
|
|
tubes from any direction. For most of the machines, having only a single
|
|
input slot, this is perfectly simple behavior. The alloy furnace is more
|
|
complex: it will put an arriving item in either input slot, preferring to
|
|
stack it with existing items of the same type. It doesn't matter which
|
|
slot each of the alloy furnace's inputs is in, so it doesn't matter that
|
|
there's no direct control over that, but there is a risk that supplying
|
|
a lot of one item type through tubes will result in both slots containing
|
|
the same type of item, leaving no room for the second input.
|
|
|
|
The MV machines can be given a tube upgrade to make them automatically
|
|
eject output items into pneumatic tubes. The items are always ejected
|
|
through a side, though which side it is depends on the machine's
|
|
orientation, due to a bug. Output items are always ejected singly.
|
|
For some machines, such as the grinder, the ejection rate with a
|
|
single tube upgrade doesn't keep up with the rate at which items can
|
|
be processed. A second tube upgrade increases the ejection rate.
|
|
|
|
The LV and fuel-fired machines do not work with pneumatic tubes, except
|
|
that the fuel-fired furnace (actually part of the basic Minetest game)
|
|
can accept inputs from tubes. Items arriving through the bottom of
|
|
the furnace go into the fuel slot, and items arriving from all other
|
|
directions go into the input slot.
|
|
|
|
### music player ###
|
|
|
|
The music player is an LV powered machine that plays audio recordings.
|
|
It offers a selection of up to nine tracks. The technic modpack doesn't
|
|
include specific music tracks for this purpose; they have to be installed
|
|
separately.
|
|
|
|
The music player gives the impression that the music is being played in
|
|
the Minetest world. The music only plays as long as the music player
|
|
is in place and is receiving electrical power, and the choice of music
|
|
is controlled by interaction with the machine. The sound also appears
|
|
to emanate specifically from the music player: the ability to hear it
|
|
depends on the player's distance from the music player. However, the
|
|
game engine doesn't currently support any other positional cues for
|
|
sound, such as attenuation, panning, or HRTF. The impression of the
|
|
sound being located in the Minetest world is also compromised by the
|
|
subjective nature of track choice: the specific music that is played to
|
|
a player depends on what media the player has installed.
|
|
|
|
### CNC machine ###
|
|
|
|
The CNC machine is an LV powered machine that cuts building blocks into a
|
|
variety of sub-block shapes that are not covered by the crafting recipes
|
|
of the stairs mod and its variants. Most of the target shapes are not
|
|
rectilinear, involving diagonal or curved surfaces.
|
|
|
|
Only certain kinds of building material can be processed in the CNC
|
|
machine.
|
|
|
|
### tool workshop ###
|
|
|
|
The tool workshop is an MV powered machine that repairs mechanically-worn
|
|
tools, such as pickaxes and the other ordinary digging tools. It has
|
|
a single slot for a tool to be repaired, and gradually repairs the
|
|
tool while it is powered. For any single tool, equal amounts of tool
|
|
wear, resulting from equal amounts of tool use, take equal amounts of
|
|
repair effort. Also, all repairable tools currently take equal effort
|
|
to repair equal percentages of wear. The amount of tool use enabled by
|
|
equal amounts of repair therefore depends on the tool type.
|
|
|
|
The mechanical wear that the tool workshop repairs is always indicated in
|
|
inventory displays by a colored bar overlaid on the tool image. The bar
|
|
can be seen to fill and change color as the tool workshop operates,
|
|
eventually disappearing when the repair is complete. However, not every
|
|
item that shows such a wear bar is using it to show mechanical wear.
|
|
A wear bar can also be used to indicate charging of a power tool with
|
|
stored electrical energy, or filling of a container, or potentially for
|
|
all sorts of other uses. The tool workshop won't affect items that use
|
|
wear bars to indicate anything other than mechanical wear.
|
|
|
|
The tool workshop has upgrade slots. Energy upgrades reduce its power
|
|
consumption.
|
|
|
|
It can work with pneumatic tubes. Tools to be repaired are accepted
|
|
via tubes from any direction. With a tube upgrade, the tool workshop
|
|
will also eject fully-repaired tools via one side, the choice of side
|
|
depending on the machine's orientation, as for processing machines. It is
|
|
safe to put into the tool workshop a tool that is already fully repaired:
|
|
assuming the presence of a tube upgrade, the tool will be quickly ejected.
|
|
Furthermore, any item of unrepairable type will also be ejected as if
|
|
fully repaired. (Due to a historical limitation of the basic Minetest
|
|
game, it is impossible for the tool workshop to distinguish between a
|
|
fully-repaired tool and any item type that never displays a wear bar.)
|
|
|
|
### quarry ###
|
|
|
|
The quarry is an HV powered machine that automatically digs out a
|
|
large area. The region that it digs out is a cuboid with a square
|
|
horizontal cross section, located immediately behind the quarry machine.
|
|
The quarry's action is slow and energy-intensive, but requires little
|
|
player effort.
|
|
|
|
The size of the quarry's horizontal cross section is configurable through
|
|
the machine's interaction form. A setting referred to as "radius"
|
|
is an integer number of meters which can vary from 2 to 8 inclusive.
|
|
The horizontal cross section is a square with side length of twice the
|
|
radius plus one meter, thus varying from 5 to 17 inclusive. Vertically,
|
|
the quarry always digs from 3 m above the machine to 100 m below it,
|
|
inclusive, a total vertical height of 104 m.
|
|
|
|
Whatever the quarry digs up is ejected through the top of the machine,
|
|
as if from a pneumatic tube. Normally a tube should be placed there
|
|
to convey the material into a sorting system, processing machines, or
|
|
at least chests. A chest may be placed directly above the machine to
|
|
capture the output without sorting, but is liable to overflow.
|
|
|
|
If the quarry encounters something that cannot be dug, such as a liquid,
|
|
a locked chest, or a protected area, it will skip past that and attempt
|
|
to continue digging. However, anything remaining in the quarry area
|
|
after the machine has attempted to dig there will prevent the machine
|
|
from digging anything directly below it, all the way to the bottom
|
|
of the quarry. An undiggable block therefore casts a shadow of undug
|
|
blocks below it. If liquid is encountered, it is quite likely to flow
|
|
across the entire cross section of the quarry, preventing all digging.
|
|
The depth at which the quarry is currently attempting to dig is reported
|
|
in its interaction form, and can be manually reset to the top of the
|
|
quarry, which is useful to do if an undiggable obstruction has been
|
|
manually removed.
|
|
|
|
The quarry consumes 10 kEU per block dug, which is quite a lot of energy.
|
|
With most of what is dug being mere stone, it is usually not economically
|
|
favorable to power a quarry from anything other than solar power.
|
|
In particular, one cannot expect to power a quarry by burning the coal
|
|
that it digs up.
|
|
|
|
Given sufficient power, the quarry digs at a rate of one block per second.
|
|
This is rather tedious to wait for. Unfortunately, leaving the quarry
|
|
unattended normally means that the Minetest server won't keep the machine
|
|
running: it needs a player nearby. This can be resolved by using a world
|
|
anchor. The digging is still quite slow, and independently of whether a
|
|
world anchor is used the digging can be speeded up by placing multiple
|
|
quarry machines with overlapping digging areas. Four can be placed to
|
|
dig identical areas, one on each side of the square cross section.
|
|
|
|
### forcefield emitter ###
|
|
|
|
The forcefield emitter is an HV powered machine that generates a
|
|
forcefield reminiscent of those seen in many science-fiction stories.
|
|
|
|
The emitter can be configured to generate a forcefield of either
|
|
spherical or cubical shape, in either case centered on the emitter.
|
|
The size of the forcefield is configured using a radius parameter that
|
|
is an integer number of meters which can vary from 5 to 20 inclusive.
|
|
For a spherical forcefield this is simply the radius of the forcefield;
|
|
for a cubical forcefield it is the distance from the emitter to the
|
|
center of each square face.
|
|
|
|
The power drawn by the emitter is proportional to the surface area of
|
|
the forcefield being generated. A spherical forcefield is therefore the
|
|
cheapest way to enclose a specified volume of space with a forcefield,
|
|
if the shape of the space doesn't matter. A cubical forcefield is less
|
|
efficient at enclosing volume, but is cheaper than the larger spherical
|
|
forcefield that would be required if it is necessary to enclose a
|
|
cubical space.
|
|
|
|
The emitter is normally controlled merely through its interaction form,
|
|
which has an enable/disable toggle. However, it can also (via the form)
|
|
be placed in a mesecon-controlled mode. If mesecon control is enabled,
|
|
the emitter must be receiving a mesecon signal in addition to being
|
|
manually enabled, in order for it to generate the forcefield.
|
|
|
|
The forcefield itself behaves largely as if solid, despite being
|
|
immaterial: it cannot be traversed, and prevents access to blocks behind
|
|
it. It is transparent, but not totally invisible. It cannot be dug.
|
|
Some effects can pass through it, however, such as the beam of a mining
|
|
laser, and explosions. In fact, explosions as currently implemented by
|
|
the tnt mod actually temporarily destroy the forcefield itself; the tnt
|
|
mod assumes too much about the regularity of node types.
|
|
|
|
The forcefield occupies space that would otherwise have been air, but does
|
|
not replace or otherwise interfere with materials that are solid, liquid,
|
|
or otherwise not just air. If such an object blocking the forcefield is
|
|
removed, the forcefield will quickly extend into the now-available space,
|
|
but it does not do so instantly: there is a brief moment when the space
|
|
is air and can be traversed.
|
|
|
|
It is possible to have a doorway in a forcefield, by placing in advance,
|
|
in space that the forcefield would otherwise occupy, some non-air blocks
|
|
that can be walked through. For example, a door suffices, and can be
|
|
opened and closed while the forcefield is in place.
|
|
|
|
power generators
|
|
----------------
|
|
|
|
### fuel-fired generators ###
|
|
|
|
The fuel-fired generators are electrical power generators that generate
|
|
power by the combustion of fuel. Versions of them are available for
|
|
all three voltages (LV, MV, and HV). These are all capable of burning
|
|
any type of combustible fuel, such as coal. They are relatively easy
|
|
to build, and so tend to be the first kind of generator used to power
|
|
electrical machines. In this role they form an intermediate step between
|
|
the directly fuel-fired machines and a more mature electrical network
|
|
powered by means other than fuel combustion. They are also, by virtue of
|
|
simplicity and controllability, a useful fallback or peak load generator
|
|
for electrical networks that normally use more sophisticated generators.
|
|
|
|
The MV and HV fuel-fired generators can accept fuel via pneumatic tube,
|
|
from any direction.
|
|
|
|
Keeping a fuel-fired generator fully fuelled is usually wasteful, because
|
|
it will burn fuel as long as it has any, even if there is no demand for
|
|
the electrical power that it generates. This is unlike the directly
|
|
fuel-fired machines, which only burn fuel when they have work to do.
|
|
To satisfy intermittent demand without waste, a fuel-fired generator must
|
|
only be given fuel when there is either demand for the energy or at least
|
|
sufficient battery capacity on the network to soak up the excess energy.
|
|
|
|
The higher-tier fuel-fired generators get much more energy out of a
|
|
fuel item than the lower-tier ones. The difference is much more than
|
|
is needed to overcome the inefficiency of supply converters, so it is
|
|
worth operating fuel-fired generators at a higher tier than the machines
|
|
being powered.
|
|
|
|
### solar generators ###
|
|
|
|
The solar generators are electrical power generators that generate power
|
|
from sunlight. Versions of them are available for all three voltages
|
|
(LV, MV, and HV). There are four types in total, two LV and one each
|
|
of MV and HV, forming a sequence of four tiers. The higher-tier ones
|
|
are each built mainly from three solar generators of the next tier down,
|
|
and their outputs scale in rough accordance, tripling at each tier.
|
|
|
|
To operate, an arrayed solar generator must be at elevation +1 or above
|
|
and have a transparent block (typically air) immediately above it.
|
|
It will generate power only when the block above is well lit during
|
|
daylight hours. It will generate more power at higher elevation,
|
|
reaching maximum output at elevation +36 or higher when sunlit. The small
|
|
solar generator has similar rules with slightly different thresholds.
|
|
These rules are an attempt to ensure that the generator will only operate
|
|
from sunlight, but it is actually possible to fool them to some extent
|
|
with light sources such as meselamps.
|
|
|
|
### hydro generator ###
|
|
|
|
The hydro generator is an LV power generator that generates a respectable
|
|
amount of power from the natural motion of water. To operate, the
|
|
generator must be horizontally adjacent to flowing water. The power
|
|
produced is dependent on how much flow there is across any or all four
|
|
sides, the most flow of course coming from water that's flowing straight
|
|
down.
|
|
|
|
### geothermal generator ###
|
|
|
|
The geothermal generator is an LV power generator that generates a small
|
|
amount of power from the temperature difference between lava and water.
|
|
To operate, the generator must be horizontally adjacent to both lava
|
|
and water. It doesn't matter whether the liquids consist of source
|
|
blocks or flowing blocks.
|
|
|
|
Beware that if lava and water blocks are adjacent to each other then the
|
|
lava will be solidified into stone or obsidian. If the lava adjacent to
|
|
the generator is thus destroyed, the generator will stop producing power.
|
|
Currently, in the default Minetest game, lava is destroyed even if
|
|
it is only diagonally adjacent to water. Under these circumstances,
|
|
the only way to operate the geothermal generator is with it adjacent
|
|
to one lava block and one water block, which are on opposite sides of
|
|
the generator. If diagonal adjacency doesn't destroy lava, such as with
|
|
the gloopblocks mod, then it is possible to have more than one lava or
|
|
water block adjacent to the geothermal generator. This increases the
|
|
generator's output, with the maximum output achieved with two adjacent
|
|
blocks of each liquid.
|
|
|
|
### wind generator ###
|
|
|
|
The wind generator is an MV power generator that generates a moderate
|
|
amount of energy from wind. To operate, the generator must be placed
|
|
atop a column of at least 20 wind mill frame blocks, and must be at
|
|
an elevation of +30 or higher. It generates more at higher elevation,
|
|
reaching maximum output at elevation +50 or higher. Its surroundings
|
|
don't otherwise matter; it doesn't actually need to be in open air.
|
|
|
|
### nuclear generator ###
|
|
|
|
The nuclear generator (nuclear reactor) is an HV power generator that
|
|
generates a large amount of energy from the controlled fission of
|
|
uranium-235. It must be fuelled, with uranium fuel rods, but consumes
|
|
the fuel quite slowly in relation to the rate at which it is likely to
|
|
be mined. The operation of a nuclear reactor poses radiological hazards
|
|
to which some thought must be given. Economically, the use of nuclear
|
|
power requires a high capital investment, and a secure infrastructure,
|
|
but rewards the investment well.
|
|
|
|
Nuclear fuel is made from uranium. Natural uranium doesn't have a
|
|
sufficiently high proportion of U-235, so it must first be enriched
|
|
via centrifuge. Producing one unit of 3.5%-fissile uranium requires
|
|
the input of five units of 0.7%-fissile (natural) uranium, and produces
|
|
four units of 0.0%-fissile (fully depleted) uranium as a byproduct.
|
|
It takes five ingots of 3.5%-fissile uranium to make each fuel rod, and
|
|
six rods to fuel a reactor. It thus takes the input of the equivalent
|
|
of 150 ingots of natural uranium, which can be obtained from the mining
|
|
of 75 blocks of uranium ore, to make a full set of reactor fuel.
|
|
|
|
The nuclear reactor is a large multi-block structure. Only one block in
|
|
the structure, the reactor core, is of a type that is truly specific to
|
|
the reactor; the rest of the structure consists of blocks that have mainly
|
|
non-nuclear uses. The reactor core is where all the generator-specific
|
|
action happens: it is where the fuel rods are inserted, and where the
|
|
power cable must connect to draw off the generated power.
|
|
|
|
The reactor structure consists of concentric layers, each a cubical
|
|
shell, around the core. Immediately around the core is a layer of water,
|
|
representing the reactor coolant; water blocks may be either source blocks
|
|
or flowing blocks. Around that is a layer of stainless steel blocks,
|
|
representing the reactor pressure vessel, and around that a layer of
|
|
blast-resistant concrete blocks, representing a containment structure.
|
|
It is customary, though no longer mandatory, to surround this with a
|
|
layer of ordinary concrete blocks. The mandatory reactor structure
|
|
makes a 7×7×7 cube, and the full customary structure a
|
|
9×9×9 cube.
|
|
|
|
The layers surrounding the core don't have to be absolutely complete.
|
|
Indeed, if they were complete, it would be impossible to cable the core to
|
|
a power network. The cable makes it necessary to have at least one block
|
|
missing from each surrounding layer. The water layer is only permitted
|
|
to have one water block missing of the 26 possible. The steel layer may
|
|
have up to two blocks missing of the 98 possible, and the blast-resistant
|
|
concrete layer may have up to two blocks missing of the 218 possible.
|
|
Thus it is possible to have not only a cable duct, but also a separate
|
|
inspection hole through the solid layers. The separate inspection hole
|
|
is of limited use: the cable duct can serve double duty.
|
|
|
|
Once running, the reactor core is significantly radioactive. The layers
|
|
of reactor structure provide quite a lot of shielding, but not enough
|
|
to make the reactor safe to be around, in two respects. Firstly, the
|
|
shortest possible path from the core to a player outside the reactor
|
|
is sufficiently short, and has sufficiently little shielding material,
|
|
that it will damage the player. This only affects a player who is
|
|
extremely close to the reactor, and close to a face rather than a vertex.
|
|
The customary additional layer of ordinary concrete around the reactor
|
|
adds sufficient distance and shielding to negate this risk, but it can
|
|
also be addressed by just keeping extra distance (a little over two
|
|
meters of air).
|
|
|
|
The second radiological hazard of a running reactor arises from shine
|
|
paths; that is, specific paths from the core that lack sufficient
|
|
shielding. The necessary cable duct, if straight, forms a perfect
|
|
shine path, because the cable itself has no radiation shielding effect.
|
|
Any secondary inspection hole also makes a shine path, along which the
|
|
only shielding material is the water of the reactor coolant. The shine
|
|
path aspect of the cable duct can be ameliorated by adding a kink in the
|
|
cable, but this still yields paths with reduced shielding. Ultimately,
|
|
shine paths must be managed either with specific shielding outside the
|
|
mandatory structure, or with additional no-go areas.
|
|
|
|
The radioactivity of an operating reactor core makes starting up a reactor
|
|
hazardous, and can come as a surprise because the non-operating core
|
|
isn't radioactive at all. The radioactive damage is survivable, but it is
|
|
normally preferable to avoid it by some care around the startup sequence.
|
|
To start up, the reactor must have a full set of fuel inserted, have all
|
|
the mandatory structure around it, and be cabled to a switching station.
|
|
Only the fuel insertion requires direct access to the core, so irradiation
|
|
of the player can be avoided by making one of the other two criteria be
|
|
the last one satisfied. Completing the cabling to a switching station
|
|
is the easiest to do from a safe distance.
|
|
|
|
Once running, the reactor will generate 100 kEU/s for a week (168 hours,
|
|
604800 seconds), a total of 6.048 GEU from one set of fuel. After the
|
|
week is up, it will stop generating and no longer be radioactive. It can
|
|
then be refuelled to run for another week. It is not really intended
|
|
to be possible to pause a running reactor, but actually disconnecting
|
|
it from a switching station will have the effect of pausing the week.
|
|
This will probably change in the future. A paused reactor is still
|
|
radioactive, just not generating electrical power.
|
|
|
|
A running reactor can't be safely dismantled, and not only because
|
|
dismantling the reactor implies removing the shielding that makes
|
|
it safe to be close to the core. The mandatory parts of the reactor
|
|
structure are not just mandatory in order to start the reactor; they're
|
|
mandatory in order to keep it intact. If the structure around the core
|
|
gets damaged, and remains damaged, the core will eventually melt down.
|
|
How long there is before meltdown depends on the extent of the damage;
|
|
if only one mandatory block is missing, meltdown will follow in 100
|
|
seconds. While the structure of a running reactor is in a damaged state,
|
|
heading towards meltdown, a siren built into the reactor core will sound.
|
|
If the structure is rectified, the siren will signal all-clear. If the
|
|
siren stops sounding without signalling all-clear, then it was stopped
|
|
by meltdown.
|
|
|
|
If meltdown is imminent because of damaged reactor structure, digging the
|
|
reactor core is not a way to avert it. Digging the core of a running
|
|
reactor causes instant meltdown. The only way to dismantle a reactor
|
|
without causing meltdown is to start by waiting for it to finish the
|
|
week-long burning of its current set of fuel. Once a reactor is no longer
|
|
operating, it can be dismantled by ordinary means, with no special risks.
|
|
|
|
Meltdown, if it occurs, destroys the reactor and poses a major
|
|
environmental hazard. The reactor core melts, becoming a hot, highly
|
|
radioactive liquid known as "corium". A single meltdown yields a single
|
|
corium source block, where the core used to be. Corium flows, and the
|
|
flowing corium is very destructive to whatever it comes into contact with.
|
|
Flowing corium also randomly solidifies into a radioactive solid called
|
|
"Chernobylite". The random solidification and random destruction of
|
|
solid blocks means that the flow of corium is constantly changing.
|
|
This combined with the severe radioactivity makes corium much more
|
|
challenging to deal with than lava. If a meltdown is left to its own
|
|
devices, it gets worse over time, as the corium works its way through
|
|
the reactor structure and starts to flow over a variety of paths.
|
|
It is best to tackle a meltdown quickly; the priority is to extinguish
|
|
the corium source block, normally by dropping gravel into it. Only the
|
|
most motivated should attempt to pick up the corium in a bucket.
|
|
|
|
administrative world anchor
|
|
---------------------------
|
|
|
|
A world anchor is an object in the Minetest world that causes the server
|
|
to keep surrounding parts of the world running even when no players
|
|
are nearby. It is mainly used to allow machines to run unattended:
|
|
normally machines are suspended when not near a player. The technic
|
|
mod supplies a form of world anchor, as a placable block, but it is not
|
|
straightforwardly available to players. There is no recipe for it, so it
|
|
is only available if explicitly spawned into existence by someone with
|
|
administrative privileges. In a single-player world, the single player
|
|
normally has administrative privileges, and can obtain a world anchor
|
|
by entering the chat command "/give singleplayer technic:admin\_anchor".
|
|
|
|
The world anchor tries to force a cubical area, centered upon the anchor,
|
|
to stay loaded. The distance from the anchor to the most distant map
|
|
nodes that it will keep loaded is referred to as the "radius", and can be
|
|
set in the world anchor's interaction form. The radius can be set as low
|
|
as 0, meaning that the anchor only tries to keep itself loaded, or as high
|
|
as 255, meaning that it will operate on a 511×511×511 cube.
|
|
Larger radii are forbidden, to avoid typos causing the server excessive
|
|
work; to keep a larger area loaded, use multiple anchors. Also use
|
|
multiple anchors if the area to be kept loaded is not well approximated
|
|
by a cube.
|
|
|
|
The world is always kept loaded in units of 16×16×16 cubes,
|
|
confusingly known as "map blocks". The anchor's configured radius takes
|
|
no account of map block boundaries, but the anchor's effect is actually to
|
|
keep loaded each map block that contains any part of the configured cube.
|
|
The anchor's interaction form includes a status note showing how many map
|
|
blocks this is, and how many of those it is successfully keeping loaded.
|
|
When the anchor is disabled, as it is upon placement, it will always
|
|
show that it is keeping no map blocks loaded; this does not indicate
|
|
any kind of failure.
|
|
|
|
The world anchor can optionally be locked. When it is locked, only
|
|
the anchor's owner, the player who placed it, can reconfigure it or
|
|
remove it. Only the owner can lock it. Locking an anchor is useful
|
|
if the use of anchors is being tightly controlled by administrators:
|
|
an administrator can set up a locked anchor and be sure that it will
|
|
not be set by ordinary players to an unapproved configuration.
|
|
|
|
The server limits the ability of world anchors to keep parts of the world
|
|
loaded, to avoid overloading the server. The total number of map blocks
|
|
that can be kept loaded in this way is set by the server configuration
|
|
item "max\_forceloaded\_blocks" (in minetest.conf), which defaults to
|
|
only 16. For comparison, each player normally keeps 125 map blocks loaded
|
|
(a radius of 32). If an enabled world anchor shows that it is failing to
|
|
keep all the map blocks loaded that it would like to, this can be fixed
|
|
by increasing max\_forceloaded\_blocks by the amount of the shortfall.
|
|
|
|
The tight limit on force-loading is the reason why the world anchor is
|
|
not directly available to players. With the limit so low both by default
|
|
and in common practice, the only feasible way to determine where world
|
|
anchors should be used is for administrators to decide it directly.
|
|
|
|
subjects missing from this manual
|
|
---------------------------------
|
|
|
|
This manual needs to be extended with sections on:
|
|
|
|
* powered tools
|
|
* tool charging
|
|
* battery and energy crystals
|
|
* chainsaw
|
|
* flashlight
|
|
* mining lasers
|
|
* mining drills
|
|
* prospector
|
|
* sonic screwdriver
|
|
* liquid cans
|
|
* wrench
|
|
* frames
|
|
* templates
|