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			Markdown
		
	
	
	
	
	
| Minetest technic modpack user manual
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| ====================================
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| 
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| The technic modpack extends the Minetest game with many new elements,
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| mainly constructable machines and tools.  It is a large modpack, and
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| tends to dominate gameplay when it is used.  This manual describes how
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| to use the technic modpack, mainly from a player's perspective.
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| 
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| The technic modpack depends on some other modpacks:
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| 
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| *   the basic Minetest game
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| *   mesecons, which supports the construction of logic systems based on
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|     signalling elements
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| *   pipeworks, which supports the automation of item transport
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| *   moreores, which provides some additional ore types
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| 
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| This manual doesn't explain how to use these other modpacks, which ought
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| to (but actually don't) have their own manuals.
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| 
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| Recipes for constructable items in technic are generally not guessable,
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| and are also not specifically documented here.  You should use a
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| craft guide mod to look up the recipes in-game.  For the best possible
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| guidance, use the unified\_inventory mod, with which technic registers
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| its specialised recipe types.
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| 
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| substances
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| ----------
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| 
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| ### ore ###
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| 
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| The technic mod makes extensive use of not just the default ores but also
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| some that are added by mods.  You will need to mine for all the ore types
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| in the course of the game.  Each ore type is found at a specific range of
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| elevations, and while the ranges mostly overlap, some have non-overlapping
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| ranges, so you will ultimately need to mine at more than one elevation
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| to find all the ores.  Also, because one of the best elevations to mine
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| at is very deep, you will be unable to mine there early in the game.
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| 
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| Elevation is measured in meters, relative to a reference plane that
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| is not quite sea level.  (The standard sea level is at an elevation
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| of about +1.4.)  Positive elevations are above the reference plane and
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| negative elevations below.  Because elevations are always described this
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| way round, greater numbers when higher, we avoid the word "depth".
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| 
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| The ores that matter in technic are coal, iron, copper, tin, zinc,
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| chromium, uranium, silver, gold, mithril, mese, and diamond.
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| 
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| Coal is part of the basic Minetest game.  It is found from elevation
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| +64 downwards, so is available right on the surface at the start of
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| the game, but it is far less abundant above elevation 0 than below.
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| It is initially used as a fuel, driving important machines in the early
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| part of the game.  It becomes less important as a fuel once most of your
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| machines are electrically powered, but burning fuel remains a way to
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| generate electrical power.  Coal is also used, usually in dust form, as
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| an ingredient in alloying recipes, wherever elemental carbon is required.
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| 
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| Iron is part of the basic Minetest game.  It is found from elevation
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| +2 downwards, and its abundance increases in stages as one descends,
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| reaching its maximum from elevation -64 downwards.  It is a common metal,
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| used frequently as a structural component.  In technic, unlike the basic
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| game, iron is used in multiple forms, mainly alloys based on iron and
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| including carbon (coal).
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| 
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| Copper is part of the basic Minetest game (having migrated there from
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| moreores).  It is found from elevation -16 downwards, but is more abundant
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| from elevation -64 downwards.  It is a common metal, used either on its
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| own for its electrical 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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| 
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| Tin is supplied by the moreores mod.  It is found from elevation +8
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| downwards, with no elevation-dependent variations in abundance beyond
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| that point.  It is a common metal.  Its main use in pure form is as a
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| component of electrical batteries.  Apart from that its main purpose is
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| as the secondary ingredient in bronze (the base being copper), but bronze
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| is itself little used.  Its abundance is well in excess of its usage,
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| so you will usually have a surplus of it.
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| 
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| Zinc is supplied by technic.  It is found from elevation +2 downwards,
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| with no elevation-dependent variations in abundance beyond that point.
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| It is a common metal.  Its main use is as the secondary ingredient
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| in brass (the base being copper), but brass is itself little used.
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| Its abundance is well in excess of its usage, so you will usually have
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| a surplus of it.
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| 
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| Chromium is supplied by technic.  It is found from elevation -100
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| downwards, with no elevation-dependent variations in abundance beyond
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| that point.  It is a moderately common metal.  Its main use is as the
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| secondary ingredient in stainless steel (the base being iron).
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| 
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| Uranium is supplied by technic.  It is found only from elevation -80 down
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| to -300; using it therefore requires one to mine above elevation -300 even
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| though deeper mining is otherwise more productive.  It is a moderately
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| common metal, useful only for reasons related to radioactivity: it forms
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| the fuel for nuclear reactors, and is also one of the best radiation
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| shielding materials available.  It is not difficult to find enough uranium
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| ore to satisfy these uses.  Beware that the ore is slightly radioactive:
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| it will slightly harm you if you stand as close as possible to it.
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| It is safe when more than a meter away or when mined.
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| 
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| Silver is supplied by the moreores mod.  It is found from elevation -2
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| downwards, with no elevation-dependent variations in abundance beyond
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| that point.  It is a semi-precious metal.  It is little used, being most
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| notably used in electrical items due to its conductivity, being the best
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| conductor of all the pure elements.
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| 
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| Gold is part of the basic Minetest game (having migrated there from
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| moreores).  It is found from elevation -64 downwards, but is more
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| abundant from elevation -256 downwards.  It is a precious metal.  It is
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| little used, being most notably used in electrical items due to its
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| combination of good conductivity (third best of all the pure elements)
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| and corrosion resistance.
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| 
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| Mithril is supplied by the moreores mod.  It is found from elevation
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| -512 downwards, the deepest ceiling of any minable substance, with
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| no elevation-dependent variations in abundance beyond that point.
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| It is a rare precious metal, and unlike all the other metals described
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| here it is entirely fictional, being derived from J. R. R. Tolkien's
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| Middle-Earth setting.  It is little used.
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| 
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| Mese is part of the basic Minetest game.  It is found from elevation
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| -64 downwards.  The ore is more abundant from elevation -256 downwards,
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| and from elevation -1024 downwards there are also occasional blocks of
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| solid mese (each yielding as much mese as nine blocks of ore).  It is a
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| precious gemstone, and unlike diamond it is entirely fictional.  It is
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| used in many recipes, though mainly not in large quantities, wherever
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| some magical quality needs to be imparted.
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| 
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| Diamond is part of the basic Minetest game (having migrated there from
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| technic).  It is found from elevation -128 downwards, but is more abundant
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| from elevation -256 downwards.  It is a precious gemstone.  It is used
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| moderately, mainly for reasons connected to its extreme hardness.
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| 
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| ### rock ###
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| 
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| In addition to the ores, there are multiple kinds of rock that need to be
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| mined in their own right, rather than for minerals.  The rock types that
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| matter in technic are standard stone, desert stone, marble, and granite.
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| 
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| Standard stone is part of the basic Minetest game.  It is extremely
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| common.  As in the basic game, when dug it yields cobblestone, which can
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| be cooked to turn it back into standard stone.  Cobblestone is used in
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| recipes only for some relatively primitive machines.  Standard stone is
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| used in a couple of machine recipes.  These rock types gain additional
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| significance with technic because the grinder can be used to turn them
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| into dirt and sand.  This, especially when combined with an automated
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| cobblestone generator, can be an easier way to acquire sand than
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| collecting it where it occurs naturally.
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| 
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| Desert stone is part of the basic Minetest game.  It is found specifically
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| in desert biomes, and only from elevation +2 upwards.  Although it is
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| easily accessible, therefore, its quantity is ultimately quite limited.
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| It is used in a few recipes.
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| 
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| Marble is supplied by technic.  It is found in dense clusters from
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| elevation -50 downwards.  It has mainly decorative use, but also appears
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| in one machine recipe.
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| 
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| Granite is supplied by technic.  It is found in dense clusters from
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| elevation -150 downwards.  It is much harder to dig than standard stone,
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| so impedes mining when it is encountered.  It has mainly decorative use,
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| but also appears in a couple of machine recipes.
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| 
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| ### rubber ###
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| 
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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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| 
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| If you have the moretrees mod installed, the rubber trees you need
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| are those defined by that mod.  If not, technic supplies a copy of the
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| moretrees rubber tree.
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| 
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| Extracting rubber requires a specific tool, a tree tap.  Using the tree
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| tap (by left-clicking) on a rubber tree trunk block extracts a lump of
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| raw latex from the trunk.  Each trunk block can be repeatedly tapped for
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| latex, at intervals of several minutes; its appearance changes to show
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| whether it is currently ripe for tapping.  Each tree has several trunk
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| blocks, so several latex lumps can be extracted from a tree in one visit.
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| 
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| Raw latex isn't used directly.  It must be vulcanized to produce finished
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| rubber.  This can be performed by simply cooking the latex, with each
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| latex lump producing one lump of rubber.  If you have an extractor,
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| however, the latex is better processed there: each latex lump will
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| produce three lumps of rubber.
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| 
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| ### metal ###
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| 
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| Many of the substances important in technic are metals, and there is
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| a common pattern in how metals are handled.  Generally, each metal can
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| exist in five forms: ore, lump, dust, ingot, and block.  With a couple of
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| tricky exceptions in mods outside technic, metals are only *used* in dust,
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| ingot, and block forms.  Metals can be readily converted between these
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| three forms, but can't be converted from them back to ore or lump forms.
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| 
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| As in the basic Minetest game, a "lump" of metal is acquired directly by
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| digging ore, and will then be processed into some other form for use.
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| A lump is thus more akin to ore than to refined metal.  (In real life,
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| metal ore rarely yields lumps ("nuggets") of pure metal directly.
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| More often the desired metal is chemically bound into the rock as an
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| oxide or some other compound, and the ore must be chemically processed
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| to yield pure metal.)
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| 
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| Not all metals occur directly as ore.  Generally, elemental metals (those
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| consisting of a single chemical element) occur as ore, and alloys (those
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| consisting of a mixture of multiple elements) do not.  In fact, if the
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| fictional mithril is taken to be elemental, this pattern is currently
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| followed perfectly.  (It is not clear in the Middle-Earth setting whether
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| mithril is elemental or an alloy.)  This might change in the future:
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| in real life some alloys do occur as ore, and some elemental metals
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| rarely occur naturally outside such alloys.  Metals that do not occur
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| as ore also lack the "lump" form.
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| 
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| The basic Minetest game offers a single way to refine metals: cook a lump
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| in a furnace to produce an ingot.  With technic this refinement method
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| still exists, but is rarely used outside the early part of the game,
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| because technic offers a more efficient method once some machines have
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| been built.  The grinder, available only in electrically-powered forms,
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| can grind a metal lump into two piles of metal dust.  Each dust pile
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| can then be cooked into an ingot, yielding two ingots from one lump.
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| This doubling of material value means that you should only cook a lump
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| directly when you have no choice, mainly early in the game when you
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| haven't yet built a grinder.
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| 
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| An ingot can also be ground back to (one pile of) dust.  Thus it is always
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| possible to convert metal between ingot and dust forms, at the expense
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| of some energy consumption.  Nine ingots of a metal can be crafted into
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| a block, which can be used for building.  The block can also be crafted
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| back to nine ingots.  Thus it is possible to freely convert metal between
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| ingot and block forms, which is convenient to store the metal compactly.
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| Every metal has dust, ingot, and block forms.
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| 
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| Alloying recipes in which a metal is the base ingredient, to produce a
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| metal alloy, always come in two forms, using the metal either as dust
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| or as an ingot.  If the secondary ingredient is also a metal, it must
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| be supplied in the same form as the base ingredient.  The output alloy
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| is also returned in the same form.  For example, brass can be produced
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| by alloying two copper ingots with one zinc ingot to make three brass
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| ingots, or by alloying two piles of copper dust with one pile of zinc
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| dust to make three piles of brass dust.  The two ways of alloying produce
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| equivalent results.
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| 
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| ### iron and its alloys ###
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| 
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| Iron forms several important alloys.  In real-life history, iron was the
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| second metal to be used as the base component of deliberately-constructed
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| alloys (the first was copper), and it was the first metal whose working
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| required processes of any metallurgical sophistication.  The game
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| mechanics around iron broadly imitate the historical progression of
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| processes around it, rather than the less-varied modern processes.
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| 
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| The two-component alloying system of iron with carbon is of huge
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| importance, both in the game and in real life.  The basic Minetest game
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| doesn't distinguish between these pure iron and these alloys at all,
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| but technic introduces a distinction based on the carbon content, and
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| renames some items of the basic game accordingly.
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| 
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| The iron/carbon spectrum is represented in the game by three metal
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| substances: wrought iron, carbon steel, and cast iron.  Wrought iron
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| has low carbon content (less than 0.25%), resists shattering, and
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| is easily welded, but is relatively soft and susceptible to rusting.
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| In real-life history it was used for rails, gates, chains, wire, pipes,
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| fasteners, and other purposes.  Cast iron has high carbon content
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| (2.1% to 4%), is especially hard, and resists corrosion, but is
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| relatively brittle, and difficult to work.  Historically it was used
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| to build large structures such as bridges, and for cannons, cookware,
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| and engine cylinders.  Carbon steel has medium carbon content (0.25%
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| to 2.1%), and intermediate properties: moderately hard and also tough,
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| somewhat resistant to corrosion.  In real life it is now used for most
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| of the purposes previously satisfied by wrought iron and many of those
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| of cast iron, but has historically been especially important for its
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| use in swords, armor, skyscrapers, large bridges, and machines.
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| 
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| In real-life history, the first form of iron to be refined was
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| wrought iron, which is nearly pure iron, having low carbon content.
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| It was produced from ore by a low-temperature furnace process (the
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| "bloomery") in which the ore/iron remains solid and impurities (slag)
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| are progressively removed by hammering ("working", hence "wrought").
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| This began in the middle East, around 1800 BCE.
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| 
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| Historically, the next forms of iron to be refined were those of high
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| carbon content.  This was the result of the development of a more
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| sophisticated kind of furnace, the blast furnace, capable of reaching
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| higher temperatures.  The real advantage of the blast furnace is that it
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| melts the metal, allowing it to be cast straight into a shape supplied by
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| a mould, rather than having to be gradually beaten into the desired shape.
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| A side effect of the blast furnace is that carbon from the furnace's fuel
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| is unavoidably incorporated into the metal.  Normally iron is processed
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| twice through the blast furnace: once producing "pig iron", which has
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| very high carbon content and lots of impurities but lower melting point,
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| casting it into rough ingots, then remelting the pig iron and casting it
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| into the final moulds.  The result is called "cast iron".  Pig iron was
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| first produced in China around 1200 BCE, and cast iron later in the 5th
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| century BCE.  Incidentally, the Chinese did not have the bloomery process,
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| so this was their first iron refining process, and, unlike the rest of
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| the world, their first wrought iron was made from pig iron rather than
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| directly from ore.
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| 
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| Carbon steel, with intermediate carbon content, was developed much later,
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| in Europe in the 17th century CE.  It required a more sophisticated
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| process, because the blast furnace made it extremely difficult to achieve
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| a controlled carbon content.  Tweaks of the blast furnace would sometimes
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| produce an intermediate carbon content by luck, but the first processes to
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| reliably produce steel were based on removing almost all the carbon from
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| pig iron and then explicitly mixing a controlled amount of carbon back in.
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| 
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| In the game, the bloomery process is represented by ordinary cooking
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| or grinding of an iron lump.  The lump represents unprocessed ore,
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| and is identified only as "iron", not specifically as wrought iron.
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| This standard refining process produces dust or an ingot which is
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| specifically identified as wrought iron.  Thus the standard refining
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| process produces the (nearly) pure metal.
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| 
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| Cast iron is trickier.  You might expect from the real-life notes above
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| that cooking an iron lump (representing ore) would produce pig iron that
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| can then be cooked again to produce cast iron.  This is kind of the case,
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| but not exactly, because as already noted cooking an iron lump produces
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| wrought iron.  The game doesn't distinguish between low-temperature
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| and high-temperature cooking processes: the same furnace is used not
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| just to cast all kinds of metal but also to cook food.  So there is no
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| distinction between cooking processes to produce distinct wrought iron
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| and pig iron.  But repeated cooking *is* available as a game mechanic,
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| and is indeed used to produce cast iron: re-cooking a wrought iron ingot
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| produces a cast iron ingot.  So pig iron isn't represented in the game as
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| a distinct item; instead wrought iron stands in for pig iron in addition
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| to its realistic uses as wrought iron.
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| 
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| Carbon steel is produced by a more regular in-game process: alloying
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| wrought iron with coal dust (which is essentially carbon).  This bears
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| a fair resemblance to the historical development of carbon steel.
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| This alloying recipe is relatively time-consuming for the amount of
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| material processed, when compared against other alloying recipes, and
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| carbon steel is heavily used, so it is wise to alloy it in advance,
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| when you're not waiting for it.
 | |
| 
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| There are additional recipes that permit all three of these types of iron
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| to be converted into each other.  Alloying carbon steel again with coal
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| dust produces cast iron, with its higher carbon content.  Cooking carbon
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| steel or cast iron produces wrought iron, in an abbreviated form of the
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| bloomery process.
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| 
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| There's one more iron alloy in the game: stainless steel.  It is managed
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| in a completely regular manner, created by alloying carbon steel with
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| chromium.
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| 
 | |
| ### 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
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| 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
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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
 | |
| (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
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| 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
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| 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
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| 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
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| 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
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| block), the name of the inventory item indicates its fissile proportion.
 | |
| Uranium of any available fissile proportion can be put through all the
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| usual processes for metal.
 | |
| 
 | |
| 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
 | |
| 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
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| 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.
 | |
| 
 | |
| 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.
 | |
| 
 | |
| 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.
 | |
| 
 | |
| 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.  Due to a bug,
 | |
| the switching station will visually appear to connect to cables on other
 | |
| sides, but those connections don't do anything.
 | |
| 
 | |
| 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.
 | |
| 
 | |
| 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, centred 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:
 | |
| 
 | |
| *   substances
 | |
|     *   concrete
 | |
| *   powered machines
 | |
|     *   machine upgrades
 | |
|     *   how machines interact with tubes
 | |
|     *   battery box
 | |
|     *   processing machines
 | |
|     *   CNC machine
 | |
|     *   music player
 | |
|     *   tool workshop
 | |
|     *   forcefield emitter
 | |
|     *   quarry
 | |
| *   power generators
 | |
|     *   hydro
 | |
|     *   geothermal
 | |
|     *   fuel-fired
 | |
|     *   wind
 | |
|     *   solar
 | |
|     *   nuclear
 | |
| *   tools
 | |
|     *   tool charging
 | |
|     *   battery and energy crystals
 | |
|     *   chainsaw
 | |
|     *   flashlight
 | |
|     *   mining lasers
 | |
|     *   liquid cans
 | |
|     *   mining drills
 | |
|     *   prospector
 | |
|     *   sonic screwdriver
 | |
|     *   wrench
 | |
| *   radioactivity
 | |
| *   frames
 | |
| *   templates
 |