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312 lines
16 KiB
Markdown
312 lines
16 KiB
Markdown
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powered machines
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### powered machine tiers ###
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Each powered machine takes its power in some specific form, being
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either fuel-fired (burning fuel directly) or electrically powered at
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some specific voltage. There is a general progression through the
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game from using fuel-fired machines to electrical machines, and to
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higher electrical voltages. The most important kinds of machine come
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in multiple variants that are powered in different ways, so the earlier
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ones can be superseded. However, some machines are only available for
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a specific power tier, so the tier can't be entirely superseded.
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### powered machine upgrades ###
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Some machines have inventory slots that are used to upgrade them in
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some way. Generally, machines of MV and HV tiers have two upgrade slots,
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and machines of lower tiers (fuel-fired and LV) do not. Any item can
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be placed in an upgrade slot, but only specific items will have any
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upgrading effect. It is possible to have multiple upgrades of the same
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type, but this can't be achieved by stacking more than one upgrade item
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in one slot: it is necessary to put the same kind of item in more than one
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upgrade slot. The ability to upgrade machines is therefore very limited.
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Two kinds of upgrade are currently possible: an energy upgrade and a
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tube upgrade.
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An energy upgrade consists of a battery item, the same kind of battery
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that serves as a mobile energy store. The effect of an energy upgrade
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is to improve in some way the machine's use of electrical energy, most
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often by making it use less energy. The upgrade effect has no relation
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to energy stored in the battery: the battery's charge level is irrelevant
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and will not be affected.
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A tube upgrade consists of a control logic unit item. The effect of a
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tube upgrade is to make the machine able, or more able, to eject items
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it has finished with into pneumatic tubes. The machines that can take
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this kind of upgrade are in any case capable of accepting inputs from
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pneumatic tubes. These upgrades are essential in using powered machines
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as components in larger automated systems.
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### tubes with powered machines ###
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Generally, powered machines of MV and HV tiers can work with pneumatic
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tubes, and those of lower tiers cannot. (As an exception, the fuel-fired
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furnace from the basic Minetest game can accept inputs through tubes,
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but can't output into tubes.)
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If a machine can accept inputs through tubes at all, then this
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is a capability of the basic machine, not requiring any upgrade.
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Most item-processing machines take only one kind of input, and in that
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case they will accept that input from any direction. This doesn't match
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how tubes visually connect to the machines: generally tubes will visually
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connect to any face except the front, but an item passing through a tube
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in front of the machine will actually be accepted into the machine.
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A minority of machines take more than one kind of input, and in that
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case the input slot into which an arriving item goes is determined by the
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direction from which it arrives. In this case the machine may be picky
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about the direction of arriving items, associating each input type with
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a single face of the machine and not accepting inputs at all through the
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remaining faces. Again, the visual connection of tubes doesn't match:
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generally tubes will still visually connect to any face except the front,
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thus connecting to faces that neither accept inputs nor emit outputs.
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Machines do not accept items from tubes into non-input inventory slots:
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the output slots or upgrade slots. Output slots are normally filled
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only by the processing operation of the machine, and upgrade slots must
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be filled manually.
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Powered machines generally do not eject outputs into tubes without
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an upgrade. One tube upgrade will make them eject outputs at a slow
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rate; a second tube upgrade will increase the rate. Whether the slower
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rate is adequate depends on how it compares to the rate at which the
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machine produces outputs, and on how the machine is being used as part
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of a larger construct. The machine always ejects its outputs through a
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particular face, usually a side. Due to a bug, the side through which
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outputs are ejected is not consistent: when the machine is rotated one
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way, the direction of ejection is rotated the other way. This will
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probably be fixed some day, but because a straightforward fix would
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break half the machines already in use, the fix may be tied to some
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larger change such as free selection of the direction of ejection.
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### battery boxes ###
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The primary purpose of battery boxes is to temporarily store electrical
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energy to let an electrical network cope with mismatched supply and
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demand. They have a secondary purpose of charging and discharging
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powered tools. They are thus a mixture of electrical infrastructure,
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powered machine, and generator. Battery boxes connect to cables only
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from the bottom.
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MV and HV battery boxes have upgrade slots. Energy upgrades increase
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the capacity of a battery box, each by 10% of the un-upgraded capacity.
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This increase is far in excess of the capacity of the battery that forms
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the upgrade.
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For charging and discharging of power tools, rather than having input and
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output slots, each battery box has a charging slot and a discharging slot.
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A fully charged/discharged item stays in its slot. The rates at which a
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battery box can charge and discharge increase with voltage, so it can
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be worth building a battery box of higher tier before one has other
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infrastructure of that tier, just to get access to faster charging.
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MV and HV battery boxes work with pneumatic tubes. An item can be input
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to the charging slot through the sides or back of the battery box, or
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to the discharging slot through the top. With a tube upgrade, fully
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charged/discharged tools (as appropriate for their slot) will be ejected
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through a side.
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### processing machines ###
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The furnace, alloy furnace, grinder, extractor, compressor, and centrifuge
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have much in common. Each implements some industrial process that
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transforms items into other items, and the manner in which they present
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these processes as powered machines is essentially identical.
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Most of the processing machines operate on inputs of only a single type
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at a time, and correspondingly have only a single input slot. The alloy
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furnace is an exception: it operates on inputs of two distinct types at
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once, and correspondingly has two input slots. It doesn't matter which
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way round the alloy furnace's inputs are placed in the two slots.
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The processing machines are mostly available in variants for multiple
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tiers. The furnace and alloy furnace are each available in fuel-fired,
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LV, and MV forms. The grinder, extractor, and compressor are each
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available in LV and MV forms. The centrifuge is the only single-tier
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processing machine, being only available in MV form. The higher-tier
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machines process items faster than the lower-tier ones, but also have
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higher power consumption, usually taking more energy overall to perform
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the same amount of processing. The MV machines have upgrade slots,
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and energy upgrades reduce their energy consumption.
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The MV machines can work with pneumatic tubes. They accept inputs via
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tubes from any direction. For most of the machines, having only a single
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input slot, this is perfectly simple behavior. The alloy furnace is more
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complex: it will put an arriving item in either input slot, preferring to
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stack it with existing items of the same type. It doesn't matter which
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slot each of the alloy furnace's inputs is in, so it doesn't matter that
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there's no direct control over that, but there is a risk that supplying
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a lot of one item type through tubes will result in both slots containing
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the same type of item, leaving no room for the second input.
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The MV machines can be given a tube upgrade to make them automatically
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eject output items into pneumatic tubes. The items are always ejected
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through a side, though which side it is depends on the machine's
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orientation, due to a bug. Output items are always ejected singly.
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For some machines, such as the grinder, the ejection rate with a
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single tube upgrade doesn't keep up with the rate at which items can
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be processed. A second tube upgrade increases the ejection rate.
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The LV and fuel-fired machines do not work with pneumatic tubes, except
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that the fuel-fired furnace (actually part of the basic Minetest game)
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can accept inputs from tubes. Items arriving through the bottom of
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the furnace go into the fuel slot, and items arriving from all other
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directions go into the input slot.
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### music player ###
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The music player is an LV powered machine that plays audio recordings.
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It offers a selection of up to nine tracks. The technic modpack doesn't
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include specific music tracks for this purpose; they have to be installed
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separately.
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The music player gives the impression that the music is being played in
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the Minetest world. The music only plays as long as the music player
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is in place and is receiving electrical power, and the choice of music
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is controlled by interaction with the machine. The sound also appears
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to emanate specifically from the music player: the ability to hear it
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depends on the player's distance from the music player. However, the
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game engine doesn't currently support any other positional cues for
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sound, such as attenuation, panning, or HRTF. The impression of the
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sound being located in the Minetest world is also compromised by the
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subjective nature of track choice: the specific music that is played to
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a player depends on what media the player has installed.
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### CNC machine ###
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The CNC machine is an LV powered machine that cuts building blocks into a
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variety of sub-block shapes that are not covered by the crafting recipes
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of the stairs mod and its variants. Most of the target shapes are not
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rectilinear, involving diagonal or curved surfaces.
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Only certain kinds of building material can be processed in the CNC
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machine.
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### tool workshop ###
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The tool workshop is an MV powered machine that repairs mechanically-worn
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tools, such as pickaxes and the other ordinary digging tools. It has
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a single slot for a tool to be repaired, and gradually repairs the
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tool while it is powered. For any single tool, equal amounts of tool
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wear, resulting from equal amounts of tool use, take equal amounts of
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repair effort. Also, all repairable tools currently take equal effort
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to repair equal percentages of wear. The amount of tool use enabled by
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equal amounts of repair therefore depends on the tool type.
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The mechanical wear that the tool workshop repairs is always indicated in
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inventory displays by a colored bar overlaid on the tool image. The bar
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can be seen to fill and change color as the tool workshop operates,
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eventually disappearing when the repair is complete. However, not every
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item that shows such a wear bar is using it to show mechanical wear.
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A wear bar can also be used to indicate charging of a power tool with
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stored electrical energy, or filling of a container, or potentially for
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all sorts of other uses. The tool workshop won't affect items that use
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wear bars to indicate anything other than mechanical wear.
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The tool workshop has upgrade slots. Energy upgrades reduce its power
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consumption.
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It can work with pneumatic tubes. Tools to be repaired are accepted
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via tubes from any direction. With a tube upgrade, the tool workshop
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will also eject fully-repaired tools via one side, the choice of side
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depending on the machine's orientation, as for processing machines. It is
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safe to put into the tool workshop a tool that is already fully repaired:
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assuming the presence of a tube upgrade, the tool will be quickly ejected.
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Furthermore, any item of unrepairable type will also be ejected as if
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fully repaired. (Due to a historical limitation of the basic Minetest
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game, it is impossible for the tool workshop to distinguish between a
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fully-repaired tool and any item type that never displays a wear bar.)
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### quarry ###
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The quarry is an HV powered machine that automatically digs out a
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large area. The region that it digs out is a cuboid with a square
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horizontal cross section, located immediately behind the quarry machine.
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The quarry's action is slow and energy-intensive, but requires little
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player effort.
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The size of the quarry's horizontal cross section is configurable through
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the machine's interaction form. A setting referred to as "radius"
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is an integer number of meters which can vary from 2 to 8 inclusive.
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The horizontal cross section is a square with side length of twice the
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radius plus one meter, thus varying from 5 to 17 inclusive. Vertically,
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the quarry always digs from 3 m above the machine to 100 m below it,
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inclusive, a total vertical height of 104 m.
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Whatever the quarry digs up is ejected through the top of the machine,
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as if from a pneumatic tube. Normally a tube should be placed there
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to convey the material into a sorting system, processing machines, or
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at least chests. A chest may be placed directly above the machine to
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capture the output without sorting, but is liable to overflow.
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If the quarry encounters something that cannot be dug, such as a liquid,
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a locked chest, or a protected area, it will skip past that and attempt
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to continue digging.
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The quarry consumes 10 kEU per block dug, which is quite a lot of energy.
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With most of what is dug being mere stone, it is usually not economically
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favorable to power a quarry from anything other than solar power.
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In particular, one cannot expect to power a quarry by burning the coal
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that it digs up.
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Given sufficient power, the quarry digs at a rate of one block per second.
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This is rather tedious to wait for. Unfortunately, leaving the quarry
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unattended normally means that the Minetest server won't keep the machine
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running: it needs a player nearby. This can be resolved by using a world
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anchor. The digging is still quite slow, and independently of whether a
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world anchor is used the digging can be speeded up by placing multiple
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quarry machines with overlapping digging areas. Four can be placed to
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dig identical areas, one on each side of the square cross section.
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The quarry can be toggled on and off with a mesecons signal.
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### forcefield emitter ###
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The forcefield emitter is an HV powered machine that generates a
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forcefield reminiscent of those seen in many science-fiction stories.
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The emitter can be configured to generate a forcefield of either
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spherical or cubical shape, in either case centered on the emitter.
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The size of the forcefield is configured using a radius parameter that
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is an integer number of meters which can vary from 5 to 20 inclusive.
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For a spherical forcefield this is simply the radius of the forcefield;
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for a cubical forcefield it is the distance from the emitter to the
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center of each square face.
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The power drawn by the emitter is proportional to the surface area of
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the forcefield being generated. A spherical forcefield is therefore the
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cheapest way to enclose a specified volume of space with a forcefield,
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if the shape of the space doesn't matter. A cubical forcefield is less
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efficient at enclosing volume, but is cheaper than the larger spherical
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forcefield that would be required if it is necessary to enclose a
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cubical space.
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The emitter is normally controlled merely through its interaction form,
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which has an enable/disable toggle. However, it can also (via the form)
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be placed in a mesecon-controlled mode. If mesecon control is enabled,
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the emitter must be receiving a mesecon signal in addition to being
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manually enabled, in order for it to generate the forcefield.
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The forcefield itself behaves largely as if solid, despite being
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immaterial: it cannot be traversed, and prevents access to blocks behind
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it. It is transparent, but not totally invisible. It cannot be dug.
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Some effects can pass through it, however, such as the beam of a mining
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laser, and explosions. In fact, explosions as currently implemented by
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the tnt mod actually temporarily destroy the forcefield itself; the tnt
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mod assumes too much about the regularity of node types.
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The forcefield occupies space that would otherwise have been air, but does
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not replace or otherwise interfere with materials that are solid, liquid,
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or otherwise not just air. If such an object blocking the forcefield is
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removed, the forcefield will quickly extend into the now-available space,
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but it does not do so instantly: there is a brief moment when the space
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is air and can be traversed.
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It is possible to have a doorway in a forcefield, by placing in advance,
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in space that the forcefield would otherwise occupy, some non-air blocks
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that can be walked through. For example, a door suffices, and can be
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opened and closed while the forcefield is in place.
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