2014-08-08 17:41:31 +02:00
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Minetest technic modpack user manual
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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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The technic modpack depends on some other modpacks:
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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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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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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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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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2014-08-08 20:36:43 +02:00
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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2014-08-09 00:22:36 +02:00
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alloying
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--------
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In technic, alloying is a way of combining items to create other items,
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distinct from standard crafting. Alloying always uses inputs of exactly
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two distinct types, and produces a single output. Like cooking, which
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takes a single input, it is performed using a powered machine, known
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generically as an "alloy furnace". An alloy furnace always has two
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input slots, and it doesn't matter which way round the two ingredients
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are placed in the slots. Many alloying recipes require one or both
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slots to contain a stack of more than one of the ingredient item: the
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quantity required of each ingredient is part of the recipe.
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As with the furnaces used for cooking, there are multiple kinds of alloy
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furnace, powered in different ways. The most-used alloy furnaces are
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electrically powered. There is also an alloy furnace that is powered
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by directly burning fuel, just like the basic cooking furnace. Building
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almost any electrical machine, including the electrically-powered alloy
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furnaces, requires a machine casing component, one ingredient of which
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is brass, an alloy. It is therefore necessary to use the fuel-fired
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alloy furnace in the early part of the game, on the way to building
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electrical machinery.
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Alloying recipes are mainly concerned with metals. These recipes
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combine a base metal with some other element, most often another metal,
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to produce a new metal. This is discussed in the section on metal.
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There are also a few alloying recipes in which the base ingredient is
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non-metallic, such as the recipe for the silicon wafer.
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grinding, extracting, and compressing
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-------------------------------------
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Grinding, extracting, and compressing are three distinct, but very
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similar, ways of converting one item into another. They are all quite
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similar to the cooking found in the basic Minetest game. Each uses
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an input consisting of a single item type, and produces a single
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output. They are all performed using powered machines, respectively
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known generically as a "grinder", "extractor", and "compressor".
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Some compressing recipes require the input to be a stack of more than
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one of the input item: the quantity required is part of the recipe.
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Grinding and extracting recipes never require such a stacked input.
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There are multiple kinds of grinder, extractor, and compressor. Unlike
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cooking furnaces and alloy furnaces, there are none that directly burn
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fuel; they are all electrically powered.
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Grinding recipes always produce some kind of dust, loosely speaking,
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as output. The most important grinding recipes are concerned with metals:
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every metal lump or ingot can be ground into metal dust. Coal can also
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be ground into dust, and burning the dust as fuel produces much more
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energy than burning the original coal lump. There are a few other
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grinding recipes that make block types from the basic Minetest game
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more interconvertible: standard stone can be ground to standard sand,
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desert stone to desert sand, cobblestone to gravel, and gravel to dirt.
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Extracting is a miscellaneous category, used for a small group
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of processes that just don't fit nicely anywhere else. (Its name is
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notably vaguer than those of the other kinds of processing.) It is used
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for recipes that produce dye, mainly from flowers. (However, for those
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recipes using flowers, the basic Minetest game provides parallel crafting
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recipes that are easier to use and produce more dye, and those recipes
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are not suppressed by technic.) Its main use is to generate rubber from
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raw latex, which it does three times as efficiently as merely cooking
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the latex. Extracting was also formerly used for uranium enrichment for
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use as nuclear fuel, but this use has been superseded by a new enrichment
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system using the centrifuge.
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Compressing recipes are mainly used to produce a few relatively advanced
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artificial item types, such as the copper and carbon plates used in
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advanced machine recipes. There are also a couple of compressing recipes
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making natural block types more interconvertible.
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centrifuging
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------------
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Centrifuging is another way of using a machine to convert items.
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Centrifuging takes an input of a single item type, and produces outputs
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of two distinct types. The input may be required to be a stack of
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more than one of the input item: the quantity required is part of
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the recipe. Centrifuging is only performed by a single machine type,
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the MV (electrically-powered) centrifuge.
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2014-08-11 14:04:53 +02:00
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Currently, centrifuging recipes don't appear in the unified\_inventory
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craft guide, because unified\_inventory can't yet handle recipes with
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multiple outputs.
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2014-08-09 00:22:36 +02:00
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Generally, centrifuging separates the input item into constituent
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substances, but it can only work when the input is reasonably fluid,
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and in marginal cases it is quite destructive to item structure.
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(In real life, centrifuges require their input to be mainly fluid, that
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is either liquid or gas. Few items in the game are described as liquid
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or gas, so the concept of the centrifuge is stretched a bit to apply to
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finely-divided solids.)
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The main use of centrifuging is in uranium enrichment, where it
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separates the isotopes of uranium dust that otherwise appears uniform.
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Enrichment is a necessary process before uranium can be used as nuclear
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fuel, and the radioactivity of uranium blocks is also affected by its
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isotopic composition.
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A secondary use of centrifuging is to separate the components of
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metal alloys. This can only be done using the dust form of the alloy.
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It recovers both components of binary metal/metal alloys. It can't
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recover the carbon from steel or cast iron.
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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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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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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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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.
|
|
|
|
This doubling of material value means that you should only cook a lump
|
|
|
|
directly when you have no choice, mainly early in the game when you
|
|
|
|
haven't yet built a grinder.
|
|
|
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|
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|
|
An ingot can also be ground back to (one pile of) dust. Thus it is always
|
|
|
|
possible to convert metal between ingot and dust forms, at the expense
|
|
|
|
of some energy consumption. Nine ingots of a metal can be crafted into
|
|
|
|
a block, which can be used for building. The block can also be crafted
|
|
|
|
back to nine ingots. Thus it is possible to freely convert metal between
|
|
|
|
ingot and block forms, which is convenient to store the metal compactly.
|
|
|
|
Every metal has dust, ingot, and block forms.
|
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|
|
|
|
|
|
Alloying recipes in which a metal is the base ingredient, to produce a
|
|
|
|
metal alloy, always come in two forms, using the metal either as dust
|
|
|
|
or as an ingot. If the secondary ingredient is also a metal, it must
|
|
|
|
be supplied in the same form as the base ingredient. The output alloy
|
|
|
|
is also returned in the same form. For example, brass can be produced
|
|
|
|
by alloying two copper ingots with one zinc ingot to make three brass
|
|
|
|
ingots, or by alloying two piles of copper dust with one pile of zinc
|
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|
|
dust to make three piles of brass dust. The two ways of alloying produce
|
|
|
|
equivalent results.
|
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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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|
|
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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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
|
|
|
|
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
|
2014-08-11 14:04:53 +02:00
|
|
|
use in swords, armor, skyscrapers, large bridges, and machines.
|
2014-08-09 00:22:36 +02:00
|
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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)
|
|
|
|
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
|
|
|
|
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
|
|
|
|
twice through the blast furnace: once producing "pig iron", which has
|
|
|
|
very high carbon content and lots of impurities but lower melting point,
|
|
|
|
casting it into rough ingots, then remelting the pig iron and casting it
|
|
|
|
into the final moulds. The result is called "cast iron". Pig iron was
|
|
|
|
first produced in China around 1200 BCE, and cast iron later in the 5th
|
|
|
|
century BCE. Incidentally, the Chinese did not have the bloomery process,
|
|
|
|
so this was their first iron refining process, and, unlike the rest of
|
|
|
|
the world, their first wrought iron was made from pig iron rather than
|
|
|
|
directly from ore.
|
|
|
|
|
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|
|
Carbon steel, with intermediate carbon content, was developed much later,
|
|
|
|
in Europe in the 17th century CE. It required a more sophisticated
|
|
|
|
process, because the blast furnace made it extremely difficult to achieve
|
|
|
|
a controlled carbon content. Tweaks of the blast furnace would sometimes
|
|
|
|
produce an intermediate carbon content by luck, but the first processes to
|
|
|
|
reliably produce steel were based on removing almost all the carbon from
|
|
|
|
pig iron and then explicitly mixing a controlled amount of carbon back in.
|
|
|
|
|
|
|
|
In the game, the bloomery process is represented by ordinary cooking
|
|
|
|
or grinding of an iron lump. The lump represents unprocessed ore,
|
|
|
|
and is identified only as "iron", not specifically as wrought iron.
|
|
|
|
This standard refining process produces dust or an ingot which is
|
|
|
|
specifically identified as wrought iron. Thus the standard refining
|
|
|
|
process produces the (nearly) pure metal.
|
|
|
|
|
|
|
|
Cast iron is trickier. You might expect from the real-life notes above
|
|
|
|
that cooking an iron lump (representing ore) would produce pig iron that
|
|
|
|
can then be cooked again to produce cast iron. This is kind of the case,
|
|
|
|
but not exactly, because as already noted cooking an iron lump produces
|
|
|
|
wrought iron. The game doesn't distinguish between low-temperature
|
|
|
|
and high-temperature cooking processes: the same furnace is used not
|
|
|
|
just to cast all kinds of metal but also to cook food. So there is no
|
|
|
|
distinction between cooking processes to produce distinct wrought iron
|
|
|
|
and pig iron. But repeated cooking *is* available as a game mechanic,
|
|
|
|
and is indeed used to produce cast iron: re-cooking a wrought iron ingot
|
|
|
|
produces a cast iron ingot. So pig iron isn't represented in the game as
|
|
|
|
a distinct item; instead wrought iron stands in for pig iron in addition
|
|
|
|
to its realistic uses as wrought iron.
|
|
|
|
|
|
|
|
Carbon steel is produced by a more regular in-game process: alloying
|
|
|
|
wrought iron with coal dust (which is essentially carbon). This bears
|
|
|
|
a fair resemblance to the historical development of carbon steel.
|
|
|
|
This alloying recipe is relatively time-consuming for the amount of
|
|
|
|
material processed, when compared against other alloying recipes, and
|
|
|
|
carbon steel is heavily used, so it is wise to alloy it in advance,
|
|
|
|
when you're not waiting for it.
|
|
|
|
|
|
|
|
There are additional recipes that permit all three of these types of iron
|
|
|
|
to be converted into each other. Alloying carbon steel again with coal
|
|
|
|
dust produces cast iron, with its higher carbon content. Cooking carbon
|
|
|
|
steel or cast iron produces wrought iron, in an abbreviated form of the
|
|
|
|
bloomery process.
|
|
|
|
|
|
|
|
There's one more iron alloy in the game: stainless steel. It is managed
|
|
|
|
in a completely regular manner, created by alloying carbon steel with
|
|
|
|
chromium.
|
|
|
|
|
2014-08-09 14:59:46 +02:00
|
|
|
rubber
|
|
|
|
------
|
|
|
|
|
|
|
|
Rubber is a biologically-derived material that has industrial uses due
|
|
|
|
to its electrical resistivity and its impermeability. In technic, it
|
|
|
|
is used in a few recipes, and it must be acquired by tapping rubber trees.
|
|
|
|
|
|
|
|
If you have the moretrees mod installed, the rubber trees you need
|
|
|
|
are those defined by that mod. If not, technic supplies a copy of the
|
|
|
|
moretrees rubber tree.
|
|
|
|
|
|
|
|
Extracting rubber requires a specific tool, a tree tap. Using the tree
|
|
|
|
tap (by left-clicking) on a rubber tree trunk block extracts a lump of
|
|
|
|
raw latex from the trunk. Each trunk block can be repeatedly tapped for
|
|
|
|
latex, at intervals of several minutes; its appearance changes to show
|
|
|
|
whether it is currently ripe for tapping. Each tree has several trunk
|
|
|
|
blocks, so several latex lumps can be extracted from a tree in one visit.
|
|
|
|
|
|
|
|
Raw latex isn't used directly. It must be vulcanized to produce finished
|
|
|
|
rubber. This can be performed by simply cooking the latex, with each
|
|
|
|
latex lump producing one lump of rubber. If you have an extractor,
|
|
|
|
however, the latex is better processed there: each latex lump will
|
|
|
|
produce three lumps of rubber.
|
|
|
|
|
2014-08-11 14:04:53 +02:00
|
|
|
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.
|
|
|
|
|
2014-08-09 14:59:46 +02:00
|
|
|
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.
|
|
|
|
|
2014-08-08 17:41:31 +02:00
|
|
|
subjects missing from this manual
|
|
|
|
---------------------------------
|
|
|
|
|
|
|
|
This manual needs to be extended with sections on:
|
|
|
|
|
2014-08-09 14:59:46 +02:00
|
|
|
* the miscellaneous powered machine types
|
2014-08-08 17:41:31 +02:00
|
|
|
* how machines interact with tubes
|
2014-08-09 14:59:46 +02:00
|
|
|
* the generator types
|
2014-08-08 17:41:31 +02:00
|
|
|
* the mining tools
|
|
|
|
* radioactivity
|
|
|
|
* frames
|
|
|
|
* templates
|