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-Minetest technic modpack user manual
-====================================
-
-The technic modpack extends the Minetest game with many new elements,
-mainly constructable machines and tools. It is a large modpack, and
-tends to dominate gameplay when it is used. This manual describes how
-to use the technic modpack, mainly from a player's perspective.
-
-The technic modpack depends on some other modpacks:
-
-* the basic Minetest game
-* mesecons, which supports the construction of logic systems based on
- signalling elements
-* pipeworks, which supports the automation of item transport
-* moreores, which provides some additional ore types
-
-This manual doesn't explain how to use these other modpacks, which ought
-to (but actually don't) have their own manuals.
-
-Recipes for constructable items in technic are generally not guessable,
-and are also not specifically documented here. You should use a
-craft guide mod to look up the recipes in-game. For the best possible
-guidance, use the unified\_inventory mod, with which technic registers
-its specialised recipe types.
-
-substances
-----------
-
-### ore ###
-
-The technic mod makes extensive use of not just the default ores but also
-some that are added by mods. You will need to mine for all the ore types
-in the course of the game. Each ore type is found at a specific range of
-elevations, and while the ranges mostly overlap, some have non-overlapping
-ranges, so you will ultimately need to mine at more than one elevation
-to find all the ores. Also, because one of the best elevations to mine
-at is very deep, you will be unable to mine there early in the game.
-
-Elevation is measured in meters, relative to a reference plane that
-is not quite sea level. (The standard sea level is at an elevation
-of about +1.4.) Positive elevations are above the reference plane and
-negative elevations below. Because elevations are always described this
-way round, greater numbers when higher, we avoid the word "depth".
-
-The ores that matter in technic are coal, iron, copper, tin, zinc,
-chromium, uranium, silver, gold, mithril, mese, and diamond.
-
-Coal is part of the basic Minetest game. It is found from elevation
-+64 downwards, so is available right on the surface at the start of
-the game, but it is far less abundant above elevation 0 than below.
-It is initially used as a fuel, driving important machines in the early
-part of the game. It becomes less important as a fuel once most of your
-machines are electrically powered, but burning fuel remains a way to
-generate electrical power. Coal is also used, usually in dust form, as
-an ingredient in alloying recipes, wherever elemental carbon is required.
-
-Iron is part of the basic Minetest game. It is found from elevation
-+2 downwards, and its abundance increases in stages as one descends,
-reaching its maximum from elevation -64 downwards. It is a common metal,
-used frequently as a structural component. In technic, unlike the basic
-game, iron is used in multiple forms, mainly alloys based on iron and
-including carbon (coal).
-
-Copper is part of the basic Minetest game (having migrated there from
-moreores). It is found from elevation -16 downwards, but is more abundant
-from elevation -64 downwards. It is a common metal, used either on its
-own for its electrical conductivity, or as the base component of alloys.
-Although common, it is very heavily used, and most of the time it will
-be the material that most limits your activity.
-
-Tin is supplied by the moreores mod. It is found from elevation +8
-downwards, with no elevation-dependent variations in abundance beyond
-that point. It is a common metal. Its main use in pure form is as a
-component of electrical batteries. Apart from that its main purpose is
-as the secondary ingredient in bronze (the base being copper), but bronze
-is itself little used. Its abundance is well in excess of its usage,
-so you will usually have a surplus of it.
-
-Zinc is supplied by technic. It is found from elevation +2 downwards,
-with no elevation-dependent variations in abundance beyond that point.
-It is a common metal. Its main use is as the secondary ingredient
-in brass (the base being copper), but brass is itself little used.
-Its abundance is well in excess of its usage, so you will usually have
-a surplus of it.
-
-Chromium is supplied by technic. It is found from elevation -100
-downwards, with no elevation-dependent variations in abundance beyond
-that point. It is a moderately common metal. Its main use is as the
-secondary ingredient in stainless steel (the base being iron).
-
-Uranium is supplied by technic. It is found only from elevation -80 down
-to -300; using it therefore requires one to mine above elevation -300 even
-though deeper mining is otherwise more productive. It is a moderately
-common metal, useful only for reasons related to radioactivity: it forms
-the fuel for nuclear reactors, and is also one of the best radiation
-shielding materials available. It is not difficult to find enough uranium
-ore to satisfy these uses. Beware that the ore is slightly radioactive:
-it will slightly harm you if you stand as close as possible to it.
-It is safe when more than a meter away or when mined.
-
-Silver is supplied by the moreores mod. It is found from elevation -2
-downwards, with no elevation-dependent variations in abundance beyond
-that point. It is a semi-precious metal. It is little used, being most
-notably used in electrical items due to its conductivity, being the best
-conductor of all the pure elements.
-
-Gold is part of the basic Minetest game (having migrated there from
-moreores). It is found from elevation -64 downwards, but is more
-abundant from elevation -256 downwards. It is a precious metal. It is
-little used, being most notably used in electrical items due to its
-combination of good conductivity (third best of all the pure elements)
-and corrosion resistance.
-
-Mithril is supplied by the moreores mod. It is found from elevation
--512 downwards, the deepest ceiling of any minable substance, with
-no elevation-dependent variations in abundance beyond that point.
-It is a rare precious metal, and unlike all the other metals described
-here it is entirely fictional, being derived from J. R. R. Tolkien's
-Middle-Earth setting. It is little used.
-
-Mese is part of the basic Minetest game. It is found from elevation
--64 downwards. The ore is more abundant from elevation -256 downwards,
-and from elevation -1024 downwards there are also occasional blocks of
-solid mese (each yielding as much mese as nine blocks of ore). It is a
-precious gemstone, and unlike diamond it is entirely fictional. It is
-used in many recipes, though mainly not in large quantities, wherever
-some magical quality needs to be imparted.
-
-Diamond is part of the basic Minetest game (having migrated there from
-technic). It is found from elevation -128 downwards, but is more abundant
-from elevation -256 downwards. It is a precious gemstone. It is used
-moderately, mainly for reasons connected to its extreme hardness.
-
-### rock ###
-
-In addition to the ores, there are multiple kinds of rock that need to be
-mined in their own right, rather than for minerals. The rock types that
-matter in technic are standard stone, desert stone, marble, and granite.
-
-Standard stone is part of the basic Minetest game. It is extremely
-common. As in the basic game, when dug it yields cobblestone, which can
-be cooked to turn it back into standard stone. Cobblestone is used in
-recipes only for some relatively primitive machines. Standard stone is
-used in a couple of machine recipes. These rock types gain additional
-significance with technic because the grinder can be used to turn them
-into dirt and sand. This, especially when combined with an automated
-cobblestone generator, can be an easier way to acquire sand than
-collecting it where it occurs naturally.
-
-Desert stone is part of the basic Minetest game. It is found specifically
-in desert biomes, and only from elevation +2 upwards. Although it is
-easily accessible, therefore, its quantity is ultimately quite limited.
-It is used in a few recipes.
-
-Marble is supplied by technic. It is found in dense clusters from
-elevation -50 downwards. It has mainly decorative use, but also appears
-in one machine recipe.
-
-Granite is supplied by technic. It is found in dense clusters from
-elevation -150 downwards. It is much harder to dig than standard stone,
-so impedes mining when it is encountered. It has mainly decorative use,
-but also appears in a couple of machine recipes.
-
-### rubber ###
-
-Rubber is a biologically-derived material that has industrial uses due
-to its electrical resistivity and its impermeability. In technic, it
-is used in a few recipes, and it must be acquired by tapping rubber trees.
-
-If you have the moretrees mod installed, the rubber trees you need
-are those defined by that mod. If not, technic supplies a copy of the
-moretrees rubber tree.
-
-Extracting rubber requires a specific tool, a tree tap. Using the tree
-tap (by left-clicking) on a rubber tree trunk block extracts a lump of
-raw latex from the trunk. Each trunk block can be repeatedly tapped for
-latex, at intervals of several minutes; its appearance changes to show
-whether it is currently ripe for tapping. Each tree has several trunk
-blocks, so several latex lumps can be extracted from a tree in one visit.
-
-Raw latex isn't used directly. It must be vulcanized to produce finished
-rubber. This can be performed by alloying the latex with coal dust.
-
-### metal ###
-
-Many of the substances important in technic are metals, and there is
-a common pattern in how metals are handled. Generally, each metal can
-exist in five forms: ore, lump, dust, ingot, and block. With a couple of
-tricky exceptions in mods outside technic, metals are only *used* in dust,
-ingot, and block forms. Metals can be readily converted between these
-three forms, but can't be converted from them back to ore or lump forms.
-
-As in the basic Minetest game, a "lump" of metal is acquired directly by
-digging ore, and will then be processed into some other form for use.
-A lump is thus more akin to ore than to refined metal. (In real life,
-metal ore rarely yields lumps ("nuggets") of pure metal directly.
-More often the desired metal is chemically bound into the rock as an
-oxide or some other compound, and the ore must be chemically processed
-to yield pure metal.)
-
-Not all metals occur directly as ore. Generally, elemental metals (those
-consisting of a single chemical element) occur as ore, and alloys (those
-consisting of a mixture of multiple elements) do not. In fact, if the
-fictional mithril is taken to be elemental, this pattern is currently
-followed perfectly. (It is not clear in the Middle-Earth setting whether
-mithril is elemental or an alloy.) This might change in the future:
-in real life some alloys do occur as ore, and some elemental metals
-rarely occur naturally outside such alloys. Metals that do not occur
-as ore also lack the "lump" form.
-
-The basic Minetest game offers a single way to refine metals: cook a lump
-in a furnace to produce an ingot. With technic this refinement method
-still exists, but is rarely used outside the early part of the game,
-because technic offers a more efficient method once some machines have
-been built. The grinder, available only in electrically-powered forms,
-can grind a metal lump into two piles of metal dust. Each dust pile
-can then be cooked into an ingot, yielding two ingots from one lump.
-This doubling of material value means that you should only cook a lump
-directly when you have no choice, mainly early in the game when you
-haven't yet built a grinder.
-
-An ingot can also be ground back to (one pile of) dust. Thus it is always
-possible to convert metal between ingot and dust forms, at the expense
-of some energy consumption. Nine ingots of a metal can be crafted into
-a block, which can be used for building. The block can also be crafted
-back to nine ingots. Thus it is possible to freely convert metal between
-ingot and block forms, which is convenient to store the metal compactly.
-Every metal has dust, ingot, and block forms.
-
-Alloying recipes in which a metal is the base ingredient, to produce a
-metal alloy, always come in two forms, using the metal either as dust
-or as an ingot. If the secondary ingredient is also a metal, it must
-be supplied in the same form as the base ingredient. The output alloy
-is also returned in the same form. For example, brass can be produced
-by alloying two copper ingots with one zinc ingot to make three brass
-ingots, or by alloying two piles of copper dust with one pile of zinc
-dust to make three piles of brass dust. The two ways of alloying produce
-equivalent results.
-
-### iron and its alloys ###
-
-Iron forms several important alloys. In real-life history, iron was the
-second metal to be used as the base component of deliberately-constructed
-alloys (the first was copper), and it was the first metal whose working
-required processes of any metallurgical sophistication. The game
-mechanics around iron broadly imitate the historical progression of
-processes around it, rather than the less-varied modern processes.
-
-The two-component alloying system of iron with carbon is of huge
-importance, both in the game and in real life. The basic Minetest game
-doesn't distinguish between these pure iron and these alloys at all,
-but technic introduces a distinction based on the carbon content, and
-renames some items of the basic game accordingly.
-
-The iron/carbon spectrum is represented in the game by three metal
-substances: wrought iron, carbon steel, and cast iron. Wrought iron
-has low carbon content (less than 0.25%), resists shattering, and
-is easily welded, but is relatively soft and susceptible to rusting.
-In real-life history it was used for rails, gates, chains, wire, pipes,
-fasteners, and other purposes. Cast iron has high carbon content
-(2.1% to 4%), is especially hard, and resists corrosion, but is
-relatively brittle, and difficult to work. Historically it was used
-to build large structures such as bridges, and for cannons, cookware,
-and engine cylinders. Carbon steel has medium carbon content (0.25%
-to 2.1%), and intermediate properties: moderately hard and also tough,
-somewhat resistant to corrosion. In real life it is now used for most
-of the purposes previously satisfied by wrought iron and many of those
-of cast iron, but has historically been especially important for its
-use in swords, armor, skyscrapers, large bridges, and machines.
-
-In real-life history, the first form of iron to be refined was
-wrought iron, which is nearly pure iron, having low carbon content.
-It was produced from ore by a low-temperature furnace process (the
-"bloomery") in which the ore/iron remains solid and impurities (slag)
-are progressively removed by hammering ("working", hence "wrought").
-This began in the middle East, around 1800 BCE.
-
-Historically, the next forms of iron to be refined were those of high
-carbon content. This was the result of the development of a more
-sophisticated kind of furnace, the blast furnace, capable of reaching
-higher temperatures. The real advantage of the blast furnace is that it
-melts the metal, allowing it to be cast straight into a shape supplied by
-a mould, rather than having to be gradually beaten into the desired shape.
-A side effect of the blast furnace is that carbon from the furnace's fuel
-is unavoidably incorporated into the metal. Normally iron is processed
-twice through the blast furnace: once producing "pig iron", which has
-very high carbon content and lots of impurities but lower melting point,
-casting it into rough ingots, then remelting the pig iron and casting it
-into the final moulds. The result is called "cast iron". Pig iron was
-first produced in China around 1200 BCE, and cast iron later in the 5th
-century BCE. Incidentally, the Chinese did not have the bloomery process,
-so this was their first iron refining process, and, unlike the rest of
-the world, their first wrought iron was made from pig iron rather than
-directly from ore.
-
-Carbon steel, with intermediate carbon content, was developed much later,
-in Europe in the 17th century CE. It required a more sophisticated
-process, because the blast furnace made it extremely difficult to achieve
-a controlled carbon content. Tweaks of the blast furnace would sometimes
-produce an intermediate carbon content by luck, but the first processes to
-reliably produce steel were based on removing almost all the carbon from
-pig iron and then explicitly mixing a controlled amount of carbon back in.
-
-In the game, the bloomery process is represented by ordinary cooking
-or grinding of an iron lump. The lump represents unprocessed ore,
-and is identified only as "iron", not specifically as wrought iron.
-This standard refining process produces dust or an ingot which is
-specifically identified as wrought iron. Thus the standard refining
-process produces the (nearly) pure metal.
-
-Cast iron is trickier. You might expect from the real-life notes above
-that cooking an iron lump (representing ore) would produce pig iron that
-can then be cooked again to produce cast iron. This is kind of the case,
-but not exactly, because as already noted cooking an iron lump produces
-wrought iron. The game doesn't distinguish between low-temperature
-and high-temperature cooking processes: the same furnace is used not
-just to cast all kinds of metal but also to cook food. So there is no
-distinction between cooking processes to produce distinct wrought iron
-and pig iron. But repeated cooking *is* available as a game mechanic,
-and is indeed used to produce cast iron: re-cooking a wrought iron ingot
-produces a cast iron ingot. So pig iron isn't represented in the game as
-a distinct item; instead wrought iron stands in for pig iron in addition
-to its realistic uses as wrought iron.
-
-Carbon steel is produced by a more regular in-game process: alloying
-wrought iron with coal dust (which is essentially carbon). This bears
-a fair resemblance to the historical development of carbon steel.
-This alloying recipe is relatively time-consuming for the amount of
-material processed, when compared against other alloying recipes, and
-carbon steel is heavily used, so it is wise to alloy it in advance,
-when you're not waiting for it.
-
-There are additional recipes that permit all three of these types of iron
-to be converted into each other. Alloying carbon steel again with coal
-dust produces cast iron, with its higher carbon content. Cooking carbon
-steel or cast iron produces wrought iron, in an abbreviated form of the
-bloomery process.
-
-There's one more iron alloy in the game: stainless steel. It is managed
-in a completely regular manner, created by alloying carbon steel with
-chromium.
-
-### uranium enrichment ###
-
-When uranium is to be used to fuel a nuclear reactor, it is not
-sufficient to merely isolate and refine uranium metal. It is necessary
-to control its isotopic composition, because the different isotopes
-behave differently in nuclear processes.
-
-The main isotopes of interest are U-235 and U-238. U-235 is good at
-sustaining a nuclear chain reaction, because when a U-235 nucleus is
-bombarded with a neutron it will usually fission (split) into fragments.
-It is therefore described as "fissile". U-238, on the other hand,
-is not fissile: if bombarded with a neutron it will usually capture it,
-becoming U-239, which is very unstable and quickly decays into semi-stable
-(and fissile) plutonium-239.
-
-Inconveniently, the fissile U-235 makes up only about 0.7% of natural
-uranium, almost all of the other 99.3% being U-238. Natural uranium
-therefore doesn't make a great nuclear fuel. (In real life there are
-a small number of reactor types that can use it, but technic doesn't
-have such a reactor.) Better nuclear fuel needs to contain a higher
-proportion of U-235.
-
-Achieving a higher U-235 content isn't as simple as separating the U-235
-from the U-238 and just using the required amount of U-235. Because
-U-235 and U-238 are both uranium, and therefore chemically identical,
-they cannot be chemically separated, in the way that different elements
-are separated from each other when refining metal. They do differ
-in atomic mass, so they can be separated by centrifuging, but because
-their atomic masses are very close, centrifuging doesn't separate them
-very well. They cannot be separated completely, but it is possible to
-produce uranium that has the isotopes mixed in different proportions.
-Uranium with a significantly larger fissile U-235 fraction than natural
-uranium is called "enriched", and that with a significantly lower fissile
-fraction is called "depleted".
-
-A single pass through a centrifuge produces two output streams, one with
-a fractionally higher fissile proportion than the input, and one with a
-fractionally lower fissile proportion. To alter the fissile proportion
-by a significant amount, these output streams must be centrifuged again,
-repeatedly. The usual arrangement is a "cascade", a linear arrangement
-of many centrifuges. Each centrifuge takes as input uranium with some
-specific fissile proportion, and passes its two output streams to the
-two adjacent centrifuges. Natural uranium is input somewhere in the
-middle of the cascade, and the two ends of the cascade produce properly
-enriched and depleted uranium.
-
-Fuel for technic's nuclear reactor consists of enriched uranium of which
-3.5% is fissile. (This is a typical value for a real-life light water
-reactor, a common type for power generation.) To enrich uranium in the
-game, it must first be in dust form: the centrifuge will not operate
-on ingots. (In real life uranium enrichment is done with the uranium
-in the form of a gas.) It is best to grind uranium lumps directly to
-dust, rather than cook them to ingots first, because this yields twice
-as much metal dust. When uranium is in refined form (dust, ingot, or
-block), the name of the inventory item indicates its fissile proportion.
-Uranium of any available fissile proportion can be put through all the
-usual processes for metal.
-
-A single centrifuge operation takes two uranium dust piles, and produces
-as output one dust pile with a fissile proportion 0.1% higher and one with
-a fissile proportion 0.1% lower. Uranium can be enriched up to the 3.5%
-required for nuclear fuel, and depleted down to 0.0%. Thus a cascade
-covering the full range of fissile fractions requires 34 cascade stages.
-(In real life, enriching to 3.5% uses thousands of cascade stages.
-Also, centrifuging is less effective when the input isotope ratio
-is more skewed, so the steps in fissile proportion are smaller for
-relatively depleted uranium. Zero fissile content is only asymptotically
-approachable, and natural uranium relatively cheap, so uranium is normally
-only depleted to around 0.3%. On the other hand, much higher enrichment
-than 3.5% isn't much more difficult than enriching that far.)
-
-Although centrifuges can be used manually, it is not feasible to perform
-uranium enrichment by hand. It is a practical necessity to set up
-an automated cascade, using pneumatic tubes to transfer uranium dust
-piles between centrifuges. Because both outputs from a centrifuge are
-ejected into the same tube, sorting tubes are needed to send the outputs
-in different directions along the cascade. It is possible to send items
-into the centrifuges through the same tubes that take the outputs, so the
-simplest version of the cascade structure has a line of 34 centrifuges
-linked by a line of 34 sorting tube segments.
-
-Assuming that the cascade depletes uranium all the way to 0.0%,
-producing one unit of 3.5%-fissile uranium requires the input of five
-units of 0.7%-fissile (natural) uranium, takes 490 centrifuge operations,
-and produces four units of 0.0%-fissile (fully depleted) uranium as a
-byproduct. It is possible to reduce the number of required centrifuge
-operations by using more natural uranium input and outputting only
-partially depleted uranium, but (unlike in real life) this isn't usually
-an economical approach. The 490 operations are not spread equally over
-the cascade stages: the busiest stage is the one taking 0.7%-fissile
-uranium, which performs 28 of the 490 operations. The least busy is the
-one taking 3.4%-fissile uranium, which performs 1 of the 490 operations.
-
-A centrifuge cascade will consume quite a lot of energy. It is
-worth putting a battery upgrade in each centrifuge. (Only one can be
-accommodated, because a control logic unit upgrade is also required for
-tube operation.) An MV centrifuge, the only type presently available,
-draws 7 kEU/s in this state, and takes 5 s for each uranium centrifuging
-operation. It thus takes 35 kEU per operation, and the cascade requires
-17.15 MEU to produce each unit of enriched uranium. It takes five units
-of enriched uranium to make each fuel rod, and six rods to fuel a reactor,
-so the enrichment cascade requires 514.5 MEU to process a full set of
-reactor fuel. This is about 0.85% of the 6.048 GEU that the reactor
-will generate from that fuel.
-
-If there is enough power available, and enough natural uranium input,
-to keep the cascade running continuously, and exactly one centrifuge
-at each stage, then the overall speed of the cascade is determined by
-the busiest stage, the 0.7% stage. It can perform its 28 operations
-towards the enrichment of a single uranium unit in 140 s, so that is
-the overall cycle time of the cascade. It thus takes 70 min to enrich
-a full set of reactor fuel. While the cascade is running at this full
-speed, its average power consumption is 122.5 kEU/s. The instantaneous
-power consumption varies from second to second over the 140 s cycle,
-and the maximum possible instantaneous power consumption (with all 34
-centrifuges active simultaneously) is 238 kEU/s. It is recommended to
-have some battery boxes to smooth out these variations.
-
-If the power supplied to the centrifuge cascade averages less than
-122.5 kEU/s, then the cascade can't run continuously. (Also, if the
-power supply is intermittent, such as solar, then continuous operation
-requires more battery boxes to smooth out the supply variations, even if
-the average power is high enough.) Because it's automated and doesn't
-require continuous player attention, having the cascade run at less
-than full speed shouldn't be a major problem. The enrichment work will
-consume the same energy overall regardless of how quickly it's performed,
-and the speed will vary in direct proportion to the average power supply
-(minus any supply lost because battery boxes filled completely).
-
-If there is insufficient power to run both the centrifuge cascade at
-full speed and whatever other machines require power, all machines on
-the same power network as the centrifuge will be forced to run at the
-same fractional speed. This can be inconvenient, especially if use
-of the other machines is less automated than the centrifuge cascade.
-It can be avoided by putting the centrifuge cascade on a separate power
-network from other machines, and limiting the proportion of the generated
-power that goes to it.
-
-If there is sufficient power and it is desired to enrich uranium faster
-than a single cascade can, the process can be speeded up more economically
-than by building an entire second cascade. Because the stages of the
-cascade do different proportions of the work, it is possible to add a
-second and subsequent centrifuges to only the busiest stages, and have
-the less busy stages still keep up with only a single centrifuge each.
-
-Another possible approach to uranium enrichment is to have no fixed
-assignment of fissile proportions to centrifuges, dynamically putting
-whatever uranium is available into whichever centrifuges are available.
-Theoretically all of the centrifuges can be kept almost totally busy all
-the time, making more efficient use of capital resources, and the number
-of centrifuges used can be as little (down to one) or as large as desired.
-The difficult part is that it is not sufficient to put each uranium dust
-pile individually into whatever centrifuge is available: they must be
-input in matched pairs. Any odd dust pile in a centrifuge will not be
-processed and will prevent that centrifuge from accepting any other input.
-
-### concrete ###
-
-Concrete is a synthetic building material. The technic modpack implements
-it in the game.
-
-Two forms of concrete are available as building blocks: ordinary
-"concrete" and more advanced "blast-resistant concrete". Despite its
-name, the latter has no special resistance to explosions or to any other
-means of destruction.
-
-Concrete can also be used to make fences. They act just like wooden
-fences, but aren't flammable. Confusingly, the item that corresponds
-to a wooden "fence" is called "concrete post". Posts placed adjacently
-will implicitly create fence between them. Fencing also appears between
-a post and adjacent concrete block.
-
-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.
-
-radioactivity
--------------
-
-The technic mod adds radioactivity to the game, as a hazard that can
-harm player characters. Certain substances in the game are radioactive,
-and when placed as blocks in the game world will damage nearby players.
-Conversely, some substances attenuate radiation, and so can be used
-for shielding. The radioactivity system is based on reality, but is
-not an attempt at serious simulation: like the rest of the game, it has
-many simplifications and deliberate deviations from reality in the name
-of game balance.
-
-In real life radiological hazards can be roughly divided into three
-categories based on the time scale over which they act: prompt radiation
-damage (such as radiation burns) that takes effect immediately; radiation
-poisoning that becomes visible in hours and lasts weeks; and cumulative
-effects such as increased cancer risk that operate over decades.
-The game's version of radioactivity causes only prompt damage, not
-any delayed effects. Damage comes in the abstracted form of removing
-the player's hit points, and is immediately visible to the player.
-As with all other kinds of damage in the game, the player can restore
-the hit points by eating food items. High-nutrition foods, such as the
-pie baskets supplied by the bushes\_classic mod, are a useful tool in
-dealing with radiological hazards.
-
-Only a small range of items in the game are radioactive. From the technic
-mod, the only radioactive items are uranium ore, refined uranium blocks,
-nuclear reactor cores (when operating), and the materials released when
-a nuclear reactor melts down. Other mods can plug into the technic
-system to make their own block types radioactive. Radioactive items
-are harmless when held in inventories. They only cause radiation damage
-when placed as blocks in the game world.
-
-The rate at which damage is caused by a radioactive block depends on the
-distance between the source and the player. Distance matters because the
-damaging radiation is emitted equally in all directions by the source,
-so with distance it spreads out, so less of it will strike a target
-of any specific size. The amount of radiation absorbed by a target
-thus varies in proportion to the inverse square of the distance from
-the source. The game imitates this aspect of real-life radioactivity,
-but with some simplifications. While in real life the inverse square law
-is only really valid for sources and targets that are small relative to
-the distance between them, in the game it is applied even when the source
-and target are large and close together. Specifically, the distance is
-measured from the center of the radioactive block to the abdomen of the
-player character. For extremely close encounters, such as where the
-player swims in a radioactive liquid, there is an enforced lower limit
-on the effective distance.
-
-Different types of radioactive block emit different amounts of radiation.
-The least radioactive of the radioactive block types is uranium ore,
-which causes 0.25 HP/s damage to a player 1 m away. A block of refined
-but unenriched uranium, as an example, is nine times as radioactive,
-and so will cause 2.25 HP/s damage to a player 1 m away. By the inverse
-square law, the damage caused by that uranium block reduces by a factor
-of four at twice the distance, that is to 0.5625 HP/s at a distance of 2
-m, or by a factor of nine at three times the distance, that is to 0.25
-HP/s at a distance of 3 m. Other radioactive block types are far more
-radioactive than these: the most radioactive of all, the result of a
-nuclear reactor melting down, is 1024 times as radioactive as uranium ore.
-
-Uranium blocks are radioactive to varying degrees depending on their
-isotopic composition. An isotope being fissile, and thus good as
-reactor fuel, is essentially uncorrelated with it being radioactive.
-The fissile U-235 is about six times as radioactive than the non-fissile
-U-238 that makes up the bulk of natural uranium, so one might expect that
-enriching from 0.7% fissile to 3.5% fissile (or depleting to 0.0%) would
-only change the radioactivity of uranium by a few percent. But actually
-the radioactivity of enriched uranium is dominated by the non-fissile
-U-234, which makes up only about 50 parts per million of natural uranium
-but is about 19000 times more radioactive than U-238. The radioactivity
-of natural uranium comes just about half from U-238 and half from U-234,
-and the uranium gets enriched in U-234 along with the U-235. This makes
-3.5%-fissile uranium about three times as radioactive as natural uranium,
-and 0.0%-fissile uranium about half as radioactive as natural uranium.
-
-Radiation is attenuated by the shielding effect of material along the
-path between the radioactive block and the player. In general, only
-blocks of homogeneous material contribute to the shielding effect: for
-example, a block of solid metal has a shielding effect, but a machine
-does not, even though the machine's ingredients include a metal case.
-The shielding effect of each block type is based on the real-life
-resistance of the material to ionising radiation, but for game balance
-the effectiveness of shielding is scaled down from real life, more so
-for stronger shield materials than for weaker ones. Also, whereas in
-real life materials have different shielding effects against different
-types of radiation, the game only has one type of damaging radiation,
-and so only one set of shielding values.
-
-Almost any solid or liquid homogeneous material has some shielding value.
-At the low end of the scale, 5 meters of wooden planks nearly halves
-radiation, though in that case the planks probably contribute more
-to safety by forcing the player to stay 5 m further away from the
-source than by actual attenuation. Dirt halves radiation in 2.4 m,
-and stone in 1.7 m. When a shield must be deliberately constructed,
-the preferred materials are metals, the denser the better. Iron and
-steel halve radiation in 1.1 m, copper in 1.0 m, and silver in 0.95 m.
-Lead would halve in 0.69 m if it were in the game, but it's not, which
-poses a bit of a problem due to the drawbacks of the three materials in
-the game that are better shielding than silver. Gold halves radiation
-in 0.53 m (factor of 3.7 per meter), but is a bit scarce to use for
-this purpose. Uranium halves radiation in 0.31 m (factor of 9.4 per
-meter), but is itself radioactive. The very best shielding in the game
-is nyancat material (nyancats and their rainbow blocks), which halves
-radiation in 0.22 m (factor of 24 per meter), but is extremely scarce.
-
-If the theoretical radiation damage from a particular source is
-sufficiently small, due to distance and shielding, then no damage at all
-will actually occur. This means that for any particular radiation source
-and shielding arrangement there is a safe distance to which a player can
-approach without harm. The safe distance is where the radiation damage
-would theoretically be 0.25 HP/s. This damage threshold is applied
-separately for each radiation source, so to be safe in a multi-source
-situation it is only necessary to be safe from each source individually.
-
-The best way to use uranium as shielding is in a two-layer structure,
-of uranium and some non-radioactive material. The uranium layer should
-be nearer to the primary radiation source and the non-radioactive layer
-nearer to the player. The uranium provides a great deal of shielding
-against the primary source, and the other material shields against
-the uranium layer. Due to the damage threshold mechanism, a meter of
-dirt is sufficient to shield fully against a layer of fully-depleted
-(0.0%-fissile) uranium. Obviously this is only worthwhile when the
-primary radiation source is more radioactive than a uranium block.
-
-When constructing permanent radiation shielding, it is necessary to
-pay attention to the geometry of the structure, and particularly to any
-holes that have to be made in the shielding, for example to accommodate
-power cables. Any hole that is aligned with the radiation source makes a
-"shine path" through which a player may be irradiated when also aligned.
-Shine paths can be avoided by using bent paths for cables, passing
-through unaligned holes in multiple shield layers. If the desired
-shielding effect depends on multiple layers, a hole in one layer still
-produces a partial shine path, along which the shielding is reduced,
-so the positioning of holes in each layer must still be considered.
-Tricky shine paths can also be addressed by just keeping players out of
-the dangerous area.
-
-electrical power
-----------------
-
-Most machines in technic are electrically powered. To operate them it is
-necessary to construct an electrical power network. The network links
-together power generators and power-consuming machines, connecting them
-using power cables.
-
-There are three tiers of electrical networking: low voltage (LV),
-medium voltage (MV), and high voltage (HV). Each network must operate
-at a single voltage, and most electrical items are specific to a single
-voltage. Generally, the machines of higher tiers are more powerful,
-but consume more energy and are more expensive to build, than machines
-of lower tiers. It is normal to build networks of all three tiers,
-in ascending order as one progresses through the game, but it is not
-strictly necessary to do this. Building HV equipment requires some parts
-that can only be manufactured using electrical machines, either LV or MV,
-so it is not possible to build an HV network first, but it is possible
-to skip either LV or MV on the way to HV.
-
-Each voltage has its own cable type, with distinctive insulation. Cable
-segments connect to each other and to compatible machines automatically.
-Incompatible electrical items don't connect. All non-cable electrical
-items must be connected via cable: they don't connect directly to each
-other. Most electrical items can connect to cables in any direction,
-but there are a couple of important exceptions noted below.
-
-To be useful, an electrical network must connect at least one power
-generator to at least one power-consuming machine. In addition to these
-items, the network must have a "switching station" in order to operate:
-no energy will flow without one. Unlike most electrical items, the
-switching station is not voltage-specific: the same item will manage
-a network of any tier. However, also unlike most electrical items,
-it is picky about the direction in which it is connected to the cable:
-the cable must be directly below the switching station.
-
-Hovering over a network's switching station will show the aggregate energy
-supply and demand, which is useful for troubleshooting. Electrical energy
-is measured in "EU", and power (energy flow) in EU per second (EU/s).
-Energy is shifted around a network instantaneously once per second.
-
-In a simple network with only generators and consumers, if total
-demand exceeds total supply then no energy will flow, the machines
-will do nothing, and the generators' output will be lost. To handle
-this situation, it is recommended to add a battery box to the network.
-A battery box will store generated energy, and when enough has been
-stored to run the consumers for one second it will deliver it to the
-consumers, letting them run part-time. It also stores spare energy
-when supply exceeds demand, to let consumers run full-time when their
-demand occasionally peaks above the supply. More battery boxes can
-be added to cope with larger periods of mismatched supply and demand,
-such as those resulting from using solar generators (which only produce
-energy in the daytime).
-
-When there are electrical networks of multiple tiers, it can be appealing
-to generate energy on one tier and transfer it to another. The most
-direct way to do this is with the "supply converter", which can be
-directly wired into two networks. It is another tier-independent item,
-and also particular about the direction of cable connections: it must
-have the cable of one network directly above, and the cable of another
-network directly below. The supply converter demands 10000 EU/s from
-the network above, and when this network gives it power it supplies 9000
-EU/s to the network below. Thus it is only 90% efficient, unlike most of
-the electrical system which is 100% efficient in moving energy around.
-To transfer more than 10000 EU/s between networks, connect multiple
-supply converters in parallel.
-
-powered machines
-----------------
-
-### powered machine tiers ###
-
-Each powered machine takes its power in some specific form, being
-either fuel-fired (burning fuel directly) or electrically powered at
-some specific voltage. There is a general progression through the
-game from using fuel-fired machines to electrical machines, and to
-higher electrical voltages. The most important kinds of machine come
-in multiple variants that are powered in different ways, so the earlier
-ones can be superseded. However, some machines are only available for
-a specific power tier, so the tier can't be entirely superseded.
-
-### powered machine upgrades ###
-
-Some machines have inventory slots that are used to upgrade them in
-some way. Generally, machines of MV and HV tiers have two upgrade slots,
-and machines of lower tiers (fuel-fired and LV) do not. Any item can
-be placed in an upgrade slot, but only specific items will have any
-upgrading effect. It is possible to have multiple upgrades of the same
-type, but this can't be achieved by stacking more than one upgrade item
-in one slot: it is necessary to put the same kind of item in more than one
-upgrade slot. The ability to upgrade machines is therefore very limited.
-Two kinds of upgrade are currently possible: an energy upgrade and a
-tube upgrade.
-
-An energy upgrade consists of a battery item, the same kind of battery
-that serves as a mobile energy store. The effect of an energy upgrade
-is to improve in some way the machine's use of electrical energy, most
-often by making it use less energy. The upgrade effect has no relation
-to energy stored in the battery: the battery's charge level is irrelevant
-and will not be affected.
-
-A tube upgrade consists of a control logic unit item. The effect of a
-tube upgrade is to make the machine able, or more able, to eject items
-it has finished with into pneumatic tubes. The machines that can take
-this kind of upgrade are in any case capable of accepting inputs from
-pneumatic tubes. These upgrades are essential in using powered machines
-as components in larger automated systems.
-
-### tubes with powered machines ###
-
-Generally, powered machines of MV and HV tiers can work with pneumatic
-tubes, and those of lower tiers cannot. (As an exception, the fuel-fired
-furnace from the basic Minetest game can accept inputs through tubes,
-but can't output into tubes.)
-
-If a machine can accept inputs through tubes at all, then this
-is a capability of the basic machine, not requiring any upgrade.
-Most item-processing machines take only one kind of input, and in that
-case they will accept that input from any direction. This doesn't match
-how tubes visually connect to the machines: generally tubes will visually
-connect to any face except the front, but an item passing through a tube
-in front of the machine will actually be accepted into the machine.
-
-A minority of machines take more than one kind of input, and in that
-case the input slot into which an arriving item goes is determined by the
-direction from which it arrives. In this case the machine may be picky
-about the direction of arriving items, associating each input type with
-a single face of the machine and not accepting inputs at all through the
-remaining faces. Again, the visual connection of tubes doesn't match:
-generally tubes will still visually connect to any face except the front,
-thus connecting to faces that neither accept inputs nor emit outputs.
-
-Machines do not accept items from tubes into non-input inventory slots:
-the output slots or upgrade slots. Output slots are normally filled
-only by the processing operation of the machine, and upgrade slots must
-be filled manually.
-
-Powered machines generally do not eject outputs into tubes without
-an upgrade. One tube upgrade will make them eject outputs at a slow
-rate; a second tube upgrade will increase the rate. Whether the slower
-rate is adequate depends on how it compares to the rate at which the
-machine produces outputs, and on how the machine is being used as part
-of a larger construct. The machine always ejects its outputs through a
-particular face, usually a side. Due to a bug, the side through which
-outputs are ejected is not consistent: when the machine is rotated one
-way, the direction of ejection is rotated the other way. This will
-probably be fixed some day, but because a straightforward fix would
-break half the machines already in use, the fix may be tied to some
-larger change such as free selection of the direction of ejection.
-
-### battery boxes ###
-
-The primary purpose of battery boxes is to temporarily store electrical
-energy to let an electrical network cope with mismatched supply and
-demand. They have a secondary purpose of charging and discharging
-powered tools. They are thus a mixture of electrical infrastructure,
-powered machine, and generator.
-
-MV and HV battery boxes have upgrade slots. Energy upgrades increase
-the capacity of a battery box, each by 10% of the un-upgraded capacity.
-This increase is far in excess of the capacity of the battery that forms
-the upgrade.
-
-For charging and discharging of power tools, rather than having input and
-output slots, each battery box has a charging slot and a discharging slot.
-A fully charged/discharged item stays in its slot. The rates at which a
-battery box can charge and discharge increase with voltage, so it can
-be worth building a battery box of higher tier before one has other
-infrastructure of that tier, just to get access to faster charging.
-
-MV and HV battery boxes work with pneumatic tubes. An item can be input
-to the charging slot through the bottom of the battery box, or to the
-discharging slot through the top. Items are not accepted through the
-front, back, or sides. With a tube upgrade, fully charged/discharged
-tools (as appropriate for their slot) will be ejected through a side.
-
-### processing machines ###
-
-The furnace, alloy furnace, grinder, extractor, compressor, and centrifuge
-have much in common. Each implements some industrial process that
-transforms items into other items, and they manner in which they present
-these processes as powered machines is essentially identical.
-
-Most of the processing machines operate on inputs of only a single type
-at a time, and correspondingly have only a single input slot. The alloy
-furnace is an exception: it operates on inputs of two distinct types at
-once, and correspondingly has two input slots. It doesn't matter which
-way round the alloy furnace's inputs are placed in the two slots.
-
-The processing machines are mostly available in variants for multiple
-tiers. The furnace and alloy furnace are each available in fuel-fired,
-LV, and MV forms. The grinder, extractor, and compressor are each
-available in LV and MV forms. The centrifuge is the only single-tier
-processing machine, being only available in MV form. The higher-tier
-machines process items faster than the lower-tier ones, but also have
-higher power consumption, usually taking more energy overall to perform
-the same amount of processing. The MV machines have upgrade slots,
-and energy upgrades reduce their energy consumption.
-
-The MV machines can work with pneumatic tubes. They accept inputs via
-tubes from any direction. For most of the machines, having only a single
-input slot, this is perfectly simple behavior. The alloy furnace is more
-complex: it will put an arriving item in either input slot, preferring to
-stack it with existing items of the same type. It doesn't matter which
-slot each of the alloy furnace's inputs is in, so it doesn't matter that
-there's no direct control ovar that, but there is a risk that supplying
-a lot of one item type through tubes will result in both slots containing
-the same type of item, leaving no room for the second input.
-
-The MV machines can be given a tube upgrade to make them automatically
-eject output items into pneumatic tubes. The items are always ejected
-through a side, though which side it is depends on the machine's
-orientation, due to a bug. Output items are always ejected singly.
-For some machines, such as the grinder, the ejection rate with a
-single tube upgrade doesn't keep up with the rate at which items can
-be processed. A second tube upgrade increases the ejection rate.
-
-The LV and fuel-fired machines do not work with pneumatic tubes, except
-that the fuel-fired furnace (actually part of the basic Minetest game)
-can accept inputs from tubes. Items arriving through the bottom of
-the furnace go into the fuel slot, and items arriving from all other
-directions go into the input slot.
-
-### music player ###
-
-The music player is an LV powered machine that plays audio recordings.
-It offers a selection of up to nine tracks. The technic modpack doesn't
-include specific music tracks for this purpose; they have to be installed
-separately.
-
-The music player gives the impression that the music is being played in
-the Minetest world. The music only plays as long as the music player
-is in place and is receiving electrical power, and the choice of music
-is controlled by interaction with the machine. The sound also appears
-to emanate specifically from the music player: the ability to hear it
-depends on the player's distance from the music player. However, the
-game engine doesn't currently support any other positional cues for
-sound, such as attenuation, panning, or HRTF. The impression of the
-sound being located in the Minetest world is also compromised by the
-subjective nature of track choice: the specific music that is played to
-a player depends on what media the player has installed.
-
-### CNC machine ###
-
-The CNC machine is an LV powered machine that cuts building blocks into a
-variety of sub-block shapes that are not covered by the crafting recipes
-of the stairs mod and its variants. Most of the target shapes are not
-rectilinear, involving diagonal or curved surfaces.
-
-Only certain kinds of building material can be processed in the CNC
-machine.
-
-### tool workshop ###
-
-The tool workshop is an MV powered machine that repairs mechanically-worn
-tools, such as pickaxes and the other ordinary digging tools. It has
-a single slot for a tool to be repaired, and gradually repairs the
-tool while it is powered. For any single tool, equal amounts of tool
-wear, resulting from equal amounts of tool use, take equal amounts of
-repair effort. Also, all repairable tools currently take equal effort
-to repair equal percentages of wear. The amount of tool use enabled by
-equal amounts of repair therefore depends on the tool type.
-
-The mechanical wear that the tool workshop repairs is always indicated in
-inventory displays by a colored bar overlaid on the tool image. The bar
-can be seen to fill and change color as the tool workshop operates,
-eventually disappearing when the repair is complete. However, not every
-item that shows such a wear bar is using it to show mechanical wear.
-A wear bar can also be used to indicate charging of a power tool with
-stored electrical energy, or filling of a container, or potentially for
-all sorts of other uses. The tool workshop won't affect items that use
-wear bars to indicate anything other than mechanical wear.
-
-The tool workshop has upgrade slots. Energy upgrades reduce its power
-consumption.
-
-It can work with pneumatic tubes. Tools to be repaired are accepted
-via tubes from any direction. With a tube upgrade, the tool workshop
-will also eject fully-repaired tools via one side, the choice of side
-depending on the machine's orientation, as for processing machines. It is
-safe to put into the tool workshop a tool that is already fully repaired:
-assuming the presence of a tube upgrade, the tool will be quickly ejected.
-Furthermore, any item of unrepairable type will also be ejected as if
-fully repaired. (Due to a historical limitation of the basic Minetest
-game, it is impossible for the tool workshop to distinguish between a
-fully-repaired tool and any item type that never displays a wear bar.)
-
-### quarry ###
-
-The quarry is an HV powered machine that automatically digs out a
-large area. The region that it digs out is a cuboid with a square
-horizontal cross section, located immediately behind the quarry machine.
-The quarry's action is slow and energy-intensive, but requires little
-player effort.
-
-The size of the quarry's horizontal cross section is configurable through
-the machine's interaction form. A setting referred to as "radius"
-is an integer number of meters which can vary from 2 to 8 inclusive.
-The horizontal cross section is a square with side length of twice the
-radius plus one meter, thus varying from 5 to 17 inclusive. Vertically,
-the quarry always digs from 3 m above the machine to 100 m below it,
-inclusive, a total vertical height of 104 m.
-
-Whatever the quarry digs up is ejected through the top of the machine,
-as if from a pneumatic tube. Normally a tube should be placed there
-to convey the material into a sorting system, processing machines, or
-at least chests. A chest may be placed directly above the machine to
-capture the output without sorting, but is liable to overflow.
-
-If the quarry encounters something that cannot be dug, such as a liquid,
-a locked chest, or a protected area, it will skip past that and attempt
-to continue digging. However, anything remaining in the quarry area
-after the machine has attempted to dig there will prevent the machine
-from digging anything directly below it, all the way to the bottom
-of the quarry. An undiggable block therefore casts a shadow of undug
-blocks below it. If liquid is encountered, it is quite likely to flow
-across the entire cross section of the quarry, preventing all digging.
-The depth at which the quarry is currently attempting to dig is reported
-in its interaction form, and can be manually reset to the top of the
-quarry, which is useful to do if an undiggable obstruction has been
-manually removed.
-
-The quarry consumes 10 kEU per block dug, which is quite a lot of energy.
-With most of what is dug being mere stone, it is usually not economically
-favorable to power a quarry from anything other than solar power.
-In particular, one cannot expect to power a quarry by burning the coal
-that it digs up.
-
-Given sufficient power, the quarry digs at a rate of one block per second.
-This is rather tedious to wait for. Unfortunately, leaving the quarry
-unattended normally means that the Minetest server won't keep the machine
-running: it needs a player nearby. This can be resolved by using a world
-anchor. The digging is still quite slow, and independently of whether a
-world anchor is used the digging can be speeded up by placing multiple
-quarry machines with overlapping digging areas. Four can be placed to
-dig identical areas, one on each side of the square cross section.
-
-### forcefield emitter ###
-
-The forcefield emitter is an HV powered machine that generates a
-forcefield remeniscent of those seen in many science-fiction stories.
-
-The emitter can be configured to generate a forcefield of either
-spherical or cubical shape, in either case centered on the emitter.
-The size of the forcefield is configured using a radius parameter that
-is an integer number of meters which can vary from 5 to 20 inclusive.
-For a spherical forcefield this is simply the radius of the forcefield;
-for a cubical forcefield it is the distance from the emitter to the
-center of each square face.
-
-The power drawn by the emitter is proportional to the surface area of
-the forcefield being generated. A spherical forcefield is therefore the
-cheapest way to enclose a specified volume of space with a forcefield,
-if the shape of the space doesn't matter. A cubical forcefield is less
-efficient at enclosing volume, but is cheaper than the larger spherical
-forcefield that would be required if it is necessary to enclose a
-cubical space.
-
-The emitter is normally controlled merely through its interaction form,
-which has an enable/disable toggle. However, it can also (via the form)
-be placed in a mesecon-controlled mode. If mesecon control is enabled,
-the emitter must be receiving a mesecon signal in addition to being
-manually enabled, in order for it to generate the forcefield.
-
-The forcefield itself behaves largely as if solid, despite being
-immaterial: it cannot be traversed, and prevents access to blocks behind
-it. It is transparent, but not totally invisible. It cannot be dug.
-Some effects can pass through it, however, such as the beam of a mining
-laser, and explosions. In fact, explosions as currently implemented by
-the tnt mod actually temporarily destroy the forcefield itself; the tnt
-mod assumes too much about the regularity of node types.
-
-The forcefield occupies space that would otherwise have been air, but does
-not replace or otherwise interfere with materials that are solid, liquid,
-or otherwise not just air. If such an object blocking the forcefield is
-removed, the forcefield will quickly extend into the now-available space,
-but it does not do so instantly: there is a brief moment when the space
-is air and can be traversed.
-
-It is possible to have a doorway in a forcefield, by placing in advance,
-in space that the forcefield would otherwise occupy, some non-air blocks
-that can be walked through. For example, a door suffices, and can be
-opened and closed while the forcefield is in place.
-
-power generators
-----------------
-
-### fuel-fired generators ###
-
-The fiel-fired generators are electrical power generators that generate
-power by the combustion of fuel. Versions of them are available for
-all three voltages (LV, MV, and HV). These are all capable of burning
-any type of combustible fuel, such as coal. They are relatively easy
-to build, and so tend to be the first kind of generator used to power
-electrical machines. In this role they form an intermediate step between
-the directly fuel-fired machines and a more mature electrical network
-powered by means other than fuel combustion. They are also, by virtue of
-simplicity and controllability, a useful fallback or peak load generator
-for electrical networks that normally use more sophisticated generators.
-
-The MV and HV fuel-fired generators can accept fuel via pneumatic tube,
-from any direction.
-
-Keeping a fuel-fired generator fully fuelled is usually wasteful, because
-it will burn fuel as long as it has any, even if there is no demand for
-the electrical power that it generates. This is unlike the directly
-fuel-fired machines, which only burn fuel when they have work to do.
-To satisfy intermittent demand without waste, a fuel-fired generator must
-only be given fuel when there is either demand for the energy or at least
-sufficient battery capacity on the network to soak up the excess energy.
-
-The higher-tier fuel-fired generators get much more energy out of a
-fuel item than the lower-tier ones. The difference is much more than
-is needed to overcome the inefficiency of supply converters, so it is
-worth operating fuel-fired generators at a higher tier than the machines
-being powered.
-
-### solar generators ###
-
-The solar generators are electrical power generators that generate power
-from sunlight. Versions of them are available for all three voltages
-(LV, MV, and HV). There are four types in total, two LV and one each
-of MV and HV, forming a sequence of four tiers. The higher-tier ones
-are each built mainly from three solar generators of the next tier down,
-and their outputs scale in rough accordance, tripling at each tier.
-
-To operate, an arrayed solar generator must be at elevation +1 or above
-and have a transparent block (typically air) immediately above it.
-It will generate power only when the block above is well lit during
-daylight hours. It will generate more power at higher elevation,
-reaching maximum output at elevation +36 or higher when sunlit. The small
-solar generator has similar rules with slightly different thresholds.
-These rules are an attempt to ensure that the generator will only operate
-from sunlight, but it is actually possible to fool them to some extent
-with light sources such as meselamps.
-
-### hydro generator ###
-
-The hydro generator is an LV power generator that generates a small amount
-of power from the natural motion of water. To operate, the generator must
-be horizontally adjacent to water. It doesn't matter whether the water
-consists of source blocks or flowing blocks. Having water adjacent on
-more than one side, up to the full four, increases the generator's output.
-The water itself is unaffected by the generator.
-
-### geothermal generator ###
-
-The geothermal generator is an LV power generator that generates a small
-amount of power from the temperature difference between lava and water.
-To operate, the generator must be horizontally adjacent to both lava
-and water. It doesn't matter whether the liquids consist of source
-blocks or flowing blocks.
-
-Beware that if lava and water blocks are adjacent to each other then the
-lava will be solidified into stone or obsidian. If the lava adjacent to
-the generator is thus destroyed, the generator will stop producing power.
-Currently, in the default Minetest game, lava is destroyed even if
-it is only diagonally adjacent to water. Under these circumstances,
-the only way to operate the geothermal generator is with it adjacent
-to one lava block and one water block, which are on opposite sides of
-the generator. If diagonal adjacency doesn't destroy lava, such as with
-the gloopblocks mod, then it is possible to have more than one lava or
-water block adjacent to the geothermal generator. This increases the
-generator's output, with the maximum output achieved with two adjacent
-blocks of each liquid.
-
-### wind generator ###
-
-The wind generator is an MV power generator that generates a moderate
-amount of energy from wind. To operate, the generator must be placed
-atop a column of at least 20 wind mill frame blocks, and must be at
-an elevation of +30 or higher. It generates more at higher elevation,
-reaching maximum output at elevation +50 or higher. Its surroundings
-don't otherwise matter; it doesn't actually need to be in open air.
-
-### nuclear generator ###
-
-The nuclear generator (nuclear reactor) is an HV power generator that
-generates a large amount of energy from the controlled fission of
-uranium-235. It must be fuelled, with uranium fuel rods, but consumes
-the fuel quite slowly in relation to the rate at which it is likely to
-be mined. The operation of a nuclear reactor poses radiological hazards
-to which some thought must be given. Economically, the use of nuclear
-power requires a high capital investment, and a secure infrastructure,
-but rewards the investment well.
-
-Nuclear fuel is made from uranium. Natural uranium doesn't have a
-sufficiently high proportion of U-235, so it must first be enriched
-via centrifuge. Producing one unit of 3.5%-fissile uranium requires
-the input of five units of 0.7%-fissile (natural) uranium, and produces
-four units of 0.0%-fissile (fully depleted) uranium as a byproduct.
-It takes five ingots of 3.5%-fissile uranium to make each fuel rod, and
-six rods to fuel a reactor. It thus takes the input of the equivalent
-of 150 ingots of natural uranium, which can be obtained from the mining
-of 75 blocks of uranium ore, to make a full set of reactor fuel.
-
-The nuclear reactor is a large multi-block structure. Only one block in
-the structure, the reactor core, is of a type that is truly specific to
-the reactor; the rest of the structure consists of blocks that have mainly
-non-nuclear uses. The reactor core is where all the generator-specific
-action happens: it is where the fuel rods are inserted, and where the
-power cable must connect to draw off the generated power.
-
-The reactor structure consists of concentric layers, each a cubical
-shell, around the core. Immediately around the core is a layer of water,
-representing the reactor coolant; water blocks may be either source blocks
-or flowing blocks. Around that is a layer of stainless steel blocks,
-representing the reactor pressure vessel, and around that a layer of
-blast-resistant concrete blocks, representing a containment structure.
-It is customary, though no longer mandatory, to surround this with a
-layer of ordinary concrete blocks. The mandatory reactor structure
-makes a 7×7×7 cube, and the full customary structure a
-9×9×9 cube.
-
-The layers surrounding the core don't have to be absolutely complete.
-Indeed, if they were complete, it would be impossible to cable the core to
-a power network. The cable makes it necessary to have at least one block
-missing from each surrounding layer. The water layer is only permitted
-to have one water block missing of the 26 possible. The steel layer may
-have up to two blocks missing of the 98 possible, and the blast-resistant
-concrete layer may have up to two blocks missing of the 218 possible.
-Thus it is possible to have not only a cable duct, but also a separate
-inspection hole through the solid layers. The separate inspection hole
-is of limited use: the cable duct can serve double duty.
-
-Once running, the reactor core is significantly radioactive. The layers
-of reactor structure provide quite a lot of shielding, but not enough
-to make the reactor safe to be around, in two respects. Firstly, the
-shortest possible path from the core to a player outside the reactor
-is sufficiently short, and has sufficiently little shielding material,
-that it will damage the player. This only affects a player who is
-extremely close to the reactor, and close to a face rather than a vertex.
-The customary additional layer of ordinary concrete around the reactor
-adds sufficient distance and shielding to negate this risk, but it can
-also be addressed by just keeping extra distance (a little over two
-meters of air).
-
-The second radiological hazard of a running reactor arises from shine
-paths; that is, specific paths from the core that lack sufficient
-shielding. The necessary cable duct, if straight, forms a perfect
-shine path, because the cable itself has no radiation shielding effect.
-Any secondary inspection hole also makes a shine path, along which the
-only shielding material is the water of the reactor coolant. The shine
-path aspect of the cable duct can be ameliorated by adding a kink in the
-cable, but this still yields paths with reduced shielding. Ultimately,
-shine paths must be managed either with specific shielding outside the
-mandatory structure, or with additional no-go areas.
-
-The radioactivity of an operating reactor core makes starting up a reactor
-hazardous, and can come as a surprise because the non-operating core
-isn't radioactive at all. The radioactive damage is survivable, but it is
-normally preferable to avoid it by some care around the startup sequence.
-To start up, the reactor must have a full set of fuel inserted, have all
-the mandatory structure around it, and be cabled to a switching station.
-Only the fuel insertion requires direct access to the core, so irradiation
-of the player can be avoided by making one of the other two criteria be
-the last one satisfied. Completing the cabling to a switching station
-is the easiest to do from a safe distance.
-
-Once running, the reactor will generate 100 kEU/s for a week (168 hours,
-604800 seconds), a total of 6.048 GEU from one set of fuel. After the
-week is up, it will stop generating and no longer be radioactive. It can
-then be refuelled to run for another week. It is not really intended
-to be possible to pause a running reactor, but actually disconnecting
-it from a switching station will have the effect of pausing the week.
-This will probably change in the future. A paused reactor is still
-radioactive, just not generating electrical power.
-
-A running reactor can't be safely dismantled, and not only because
-dismantling the reactor implies removing the shielding that makes
-it safe to be close to the core. The mandatory parts of the reactor
-structure are not just mandatory in order to start the reactor; they're
-mandatory in order to keep it intact. If the structure around the core
-gets damaged, and remains damaged, the core will eventually melt down.
-How long there is before meltdown depends on the extent of the damage;
-if only one mandatory block is missing, meltdown will follow in 100
-seconds. While the structure of a running reactor is in a damaged state,
-heading towards meltdown, a siren built into the reactor core will sound.
-If the structure is rectified, the siren will signal all-clear. If the
-siren stops sounding without signalling all-clear, then it was stopped
-by meltdown.
-
-If meltdown is imminent because of damaged reactor structure, digging the
-reactor core is not a way to avert it. Digging the core of a running
-reactor causes instant meltdown. The only way to dismantle a reactor
-without causing meltdown is to start by waiting for it to finish the
-week-long burning of its current set of fuel. Once a reactor is no longer
-operating, it can be dismantled by ordinary means, with no special risks.
-
-Meltdown, if it occurs, destroys the reactor and poses a major
-environmental hazard. The reactor core melts, becoming a hot, highly
-radioactive liquid known as "corium". A single meltdown yields a single
-corium source block, where the core used to be. Corium flows, and the
-flowing corium is very destructive to whatever it comes into contact with.
-Flowing corium also randomly solidifies into a radioactive solid called
-"Chernobylite". The random solidification and random destruction of
-solid blocks means that the flow of corium is constantly changing.
-This combined with the severe radioactivity makes corium much more
-challenging to deal with than lava. If a meltdown is left to its own
-devices, it gets worse over time, as the corium works its way through
-the reactor structure and starts to flow over a variety of paths.
-It is best to tackle a meltdown quickly; the priority is to extinguish
-the corium source block, normally by dropping gravel into it. Only the
-most motivated should attempt to pick up the corium in a bucket.
-
-administrative world anchor
----------------------------
-
-A world anchor is an object in the Minetest world that causes the server
-to keep surrounding parts of the world running even when no players
-are nearby. It is mainly used to allow machines to run unattended:
-normally machines are suspended when not near a player. The technic
-mod supplies a form of world anchor, as a placable block, but it is not
-straightforwardly available to players. There is no recipe for it, so it
-is only available if explicitly spawned into existence by someone with
-administrative privileges. In a single-player world, the single player
-normally has administrative privileges, and can obtain a world anchor
-by entering the chat command "/give singleplayer technic:admin\_anchor".
-
-The world anchor tries to force a cubical area, centered upon the anchor,
-to stay loaded. The distance from the anchor to the most distant map
-nodes that it will keep loaded is referred to as the "radius", and can be
-set in the world anchor's interaction form. The radius can be set as low
-as 0, meaning that the anchor only tries to keep itself loaded, or as high
-as 255, meaning that it will operate on a 511×511×511 cube.
-Larger radii are forbidden, to avoid typos causing the server excessive
-work; to keep a larger area loaded, use multiple anchors. Also use
-multiple anchors if the area to be kept loaded is not well approximated
-by a cube.
-
-The world is always kept loaded in units of 16×16×16 cubes,
-confusingly known as "map blocks". The anchor's configured radius takes
-no account of map block boundaries, but the anchor's effect is actually to
-keep loaded each map block that contains any part of the configured cube.
-The anchor's interaction form includes a status note showing how many map
-blocks this is, and how many of those it is successfully keeping loaded.
-When the anchor is disabled, as it is upon placement, it will always
-show that it is keeping no map blocks loaded; this does not indicate
-any kind of failure.
-
-The world anchor can optionally be locked. When it is locked, only
-the anchor's owner, the player who placed it, can reconfigure it or
-remove it. Only the owner can lock it. Locking an anchor is useful
-if the use of anchors is being tightly controlled by administrators:
-an administrator can set up a locked anchor and be sure that it will
-not be set by ordinary players to an unapproved configuration.
-
-The server limits the ability of world anchors to keep parts of the world
-loaded, to avoid overloading the server. The total number of map blocks
-that can be kept loaded in this way is set by the server configuration
-item "max\_forceloaded\_blocks" (in minetest.conf), which defaults to
-only 16. For comparison, each player normally keeps 125 map blocks loaded
-(a radius of 32). If an enabled world anchor shows that it is failing to
-keep all the map blocks loaded that it would like to, this can be fixed
-by increasing max\_forceloaded\_blocks by the amount of the shortfall.
-
-The tight limit on force-loading is the reason why the world anchor is
-not directly available to players. With the limit so low both by default
-and in common practice, the only feasible way to determine where world
-anchors should be used is for administrators to decide it directly.
-
-subjects missing from this manual
----------------------------------
-
-This manual needs to be extended with sections on:
-
-* powered tools
- * tool charging
- * battery and energy crystals
- * chainsaw
- * flashlight
- * mining lasers
- * mining drills
- * prospector
- * sonic screwdriver
-* liquid cans
-* wrench
-* frames
-* templates