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Improve/trim the user manual further
Detailed information can be found on Wikipedia. The user manual should be a compact documentation of the mod as whole. This replaces long explanations with relevant links for use by people who are interested in going deeper into this matter.
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LICENSE.txt
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16
LICENSE.txt
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@ -0,0 +1,16 @@
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Minetest Mod: technic
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Copyright (C) 2012-2022 RealBadAngel and contributors
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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@ -25,6 +25,7 @@ world. A few notable features:
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## FAQ
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The modpack is explained in the **[Manual](manual.md)** included in this repository.
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Machine and tool descriptions can be found on the **[GitHub Wiki](https://github.com/minetest-mods/technic/wiki)**.
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1. My technic circuit doesn't work. No power is distributed.
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* Make sure you have a switching station connected.
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@ -38,7 +39,7 @@ For modders: **[Technic Lua API](technic/doc/api.md)**
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## License
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Unless otherwise stated, all components of this modpack are licensed under the
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LGPLv2 or later. See also the individual mod folders for their
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[LGPLv2 or later](LICENSE.txt). See also the individual mod folders for their
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secondary/alternate licenses, if any.
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369
manual.md
369
manual.md
@ -12,16 +12,16 @@ Documentation of the mod dependencies can be found here:
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* [Moreores Forum Post](https://forum.minetest.net/viewtopic.php?t=549)
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* [Basic materials Repository](https://gitlab.com/VanessaE/basic_materials)
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## Recipes
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## 1.0 Recipes
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Recipes for items registered by technic are not specifically documented here.
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Please consult a craft guide mod to look up the recipes in-game.
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**Recommended mod:** [Unified Inventory](https://github.com/minetest-mods/unified_inventory)
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## Substances
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## 2.0 Substances
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### Ores
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### 2.1 Ores
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Technic registers a few ores which are needed to craft machines or items.
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Each ore type is found at a specific range of elevations so you will
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@ -59,14 +59,14 @@ of its usage, so you will usually have a surplus of it.
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#### Zinc
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Use: brass
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Depth: 2m, more commonly below -32m
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Generated below: 2m, more commonly below -32m
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Zinc only has a few uses but is a common metal.
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#### Chromium
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Use: stainless steel
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Depth: -100m, more commonly below -200m
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Generated below: -100m, more commonly below -200m
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#### Uranium
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Use: nuclear reactor fuel
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@ -82,14 +82,14 @@ Keep a safety distance of a meter to avoid being harmed by radiation.
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#### Silver ²
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Use: conductors
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Depth: -2m, evenly common
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Generated below: -2m, evenly common
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Silver is a semi-precious metal and is the best conductor of all the pure elements.
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#### Gold ¹
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Use: various
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Depth: -64m, more commonly below -256m
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Generated below: -64m, more commonly below -256m
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Gold is a precious metal. It is most notably used in electrical items due to
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its combination of good conductivity and corrosion resistance.
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@ -97,7 +97,7 @@ its combination of good conductivity and corrosion resistance.
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#### Mithril ²
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Use: chests
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Depth: -512m, evenly common
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Generated below: -512m, evenly common
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Mithril is a fictional ore, being derived from J. R. R. Tolkien's
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Middle-Earth setting. It is little used.
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@ -114,7 +114,7 @@ Use: mainly for cutting machines
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Diamond is a precious gemstone. It is used moderately, mainly for reasons
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connected to its extreme hardness.
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### Rocks
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### 2.2 Rocks
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This section describes the rock types added by technic. Further rock types
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are supported by technic machines. These can be processed using the grinder:
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@ -136,7 +136,7 @@ Granite is found in dense clusters and is much harder to dig than standard
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stone. It has mainly decorative use, but also appears in a couple of
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machine recipes.
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### Rubber
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### 2.3 Rubber
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Rubber is a biologically-derived material that has industrial uses due
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to its electrical resistivity and its impermeability. In technic, it
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is used in a few recipes, and it must be acquired by tapping rubber trees.
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@ -150,7 +150,7 @@ observed by its appearance.
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To obtain rubber from latex, alloy latex with coal dust.
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### Metals
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## 3.0 Metal processing
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Generally, each metal can exist in five forms:
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* ore -> stone containing the lump
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@ -162,7 +162,7 @@ Generally, each metal can exist in five forms:
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Metals can be converted between dust, ingot and block, but can't be converted
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from them back to ore or lump forms.
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#### Grinding
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### Grinding
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Ores can be processed as follows:
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* ore -> lump (digging) -> ingot (melting)
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@ -171,121 +171,59 @@ Ores can be processed as follows:
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At the expense of some energy consumption, the grinder can extract more material
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from the lump, resulting in 2x dust which can be melted to two ingots in total.
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#### Alloying
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Alloying recipes in which a metal is the base ingredient, to produce a
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metal alloy, always come in two forms, using the metal either as dust
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or as an ingot. If the secondary ingredient is also a metal, it must
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be supplied in the same form as the base ingredient. The output alloy
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is also returned in the same form.
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### Alloying
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Input: two ingredients of the same form - lump or dust
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Example: 2x copper ingots + zinc ingot -> 3x brass ingot (alloying)
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Output: resulting alloy, as an ingot
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The same will also work for dust ingredients, resulting in brass dist.
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Example: 2x copper ingots + 1x zinc ingot -> 3x brass ingot (alloying)
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### iron and its alloys ###
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Note that grinding before alloying is the preferred method to gain more output.
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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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#### iron and its alloys
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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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Historically iron was the first metal whose working required processes of any
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metallurgical sophistication. The mod's mechanics around iron broadly imitate
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the historical progression of processes around it to get more variety.
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The iron/carbon spectrum is represented in the game by three metal
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substances: wrought iron, carbon steel, and cast iron. Wrought iron
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has low carbon content (less than 0.25%), resists shattering, and
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is easily welded, but is relatively soft and susceptible to rusting.
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In real-life history it was used for rails, gates, chains, wire, pipes,
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fasteners, and other purposes. Cast iron has high carbon content
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(2.1% to 4%), is especially hard, and resists corrosion, but is
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relatively brittle, and difficult to work. Historically it was used
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to build large structures such as bridges, and for cannons, cookware,
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and engine cylinders. Carbon steel has medium carbon content (0.25%
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to 2.1%), and intermediate properties: moderately hard and also tough,
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somewhat resistant to corrosion. In real life it is now used for most
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of the purposes previously satisfied by wrought iron and many of those
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of cast iron, but has historically been especially important for its
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use in swords, armor, skyscrapers, large bridges, and machines.
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Notable alloys:
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In real-life history, the first form of iron to be refined was
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wrought iron, which is nearly pure iron, having low carbon content.
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It was produced from ore by a low-temperature furnace process (the
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"bloomery") in which the ore/iron remains solid and impurities (slag)
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are progressively removed by hammering ("working", hence "wrought").
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This began in the middle East, around 1800 BCE.
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* Wrought iron: <0.25% carbon
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* Resists shattering but is relatively soft.
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* Known since: 1800 BC (approx.)
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* Cast iron: 2.1% to 4% carbon.
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* Especially hard and rather corrosion-resistant
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* Known since: 1200 BC (approx.)
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* Carbon steel: 0.25% to 2.1% carbon.
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* Intermediate of the two above.
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* Known since: 1600 AD (approx.)
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Historically, the next forms of iron to be refined were those of high
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carbon content. This was the result of the development of a more
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sophisticated kind of furnace, the blast furnace, capable of reaching
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higher temperatures. The real advantage of the blast furnace is that it
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melts the metal, allowing it to be cast straight into a shape supplied by
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a mould, rather than having to be gradually beaten into the desired shape.
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A side effect of the blast furnace is that carbon from the furnace's fuel
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is unavoidably incorporated into the metal. Normally iron is processed
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twice through the blast furnace: once producing "pig iron", which has
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very high carbon content and lots of impurities but lower melting point,
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casting it into rough ingots, then remelting the pig iron and casting it
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into the final moulds. The result is called "cast iron". Pig iron was
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first produced in China around 1200 BCE, and cast iron later in the 5th
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century BCE. Incidentally, the Chinese did not have the bloomery process,
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so this was their first iron refining process, and, unlike the rest of
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the world, their first wrought iron was made from pig iron rather than
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directly from ore.
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Technic introduces a distinction based on the carbon content, and renames some
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items of the basic game accordingly. Iron and Steel are now distinguished.
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Carbon steel, with intermediate carbon content, was developed much later,
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in Europe in the 17th century CE. It required a more sophisticated
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process, because the blast furnace made it extremely difficult to achieve
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a controlled carbon content. Tweaks of the blast furnace would sometimes
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produce an intermediate carbon content by luck, but the first processes to
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reliably produce steel were based on removing almost all the carbon from
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pig iron and then explicitly mixing a controlled amount of carbon back in.
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Notable references:
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In the game, the bloomery process is represented by ordinary cooking
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or grinding of an iron lump. The lump represents unprocessed ore,
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and is identified only as "iron", not specifically as wrought iron.
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This standard refining process produces dust or an ingot which is
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specifically identified as wrought iron. Thus the standard refining
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process produces the (nearly) pure metal.
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* https://en.wikipedia.org/wiki/Iron
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* https://en.wikipedia.org/wiki/Stainless_steel
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* ... plus many more.
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Cast iron is trickier. You might expect from the real-life notes above
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that cooking an iron lump (representing ore) would produce pig iron that
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can then be cooked again to produce cast iron. This is kind of the case,
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but not exactly, because as already noted cooking an iron lump produces
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wrought iron. The game doesn't distinguish between low-temperature
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and high-temperature cooking processes: the same furnace is used not
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just to cast all kinds of metal but also to cook food. So there is no
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distinction between cooking processes to produce distinct wrought iron
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and pig iron. But repeated cooking *is* available as a game mechanic,
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and is indeed used to produce cast iron: re-cooking a wrought iron ingot
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produces a cast iron ingot. So pig iron isn't represented in the game as
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a distinct item; instead wrought iron stands in for pig iron in addition
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to its realistic uses as wrought iron.
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Processes:
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Carbon steel is produced by a more regular in-game process: alloying
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wrought iron with coal dust (which is essentially carbon). This bears
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a fair resemblance to the historical development of carbon steel.
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This alloying recipe is relatively time-consuming for the amount of
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material processed, when compared against other alloying recipes, and
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carbon steel is heavily used, so it is wise to alloy it in advance,
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when you're not waiting for it.
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* Iron -> Wrought iron (melting)
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* Wrought iron -> Cast iron (melting)
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* Wrought iron + coal dust -> Carbon steel (alloying)
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* Carbon steel + coal dust -> Cast iron (alloying)
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* Carbon steel + chromium -> Stainless steel (alloying)
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There are additional recipes that permit all three of these types of iron
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to be converted into each other. Alloying carbon steel again with coal
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dust produces cast iron, with its higher carbon content. Cooking carbon
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steel or cast iron produces wrought iron, in an abbreviated form of the
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bloomery process.
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Reversible processes:
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There's one more iron alloy in the game: stainless steel. It is managed
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in a completely regular manner, created by alloying carbon steel with
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chromium.
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* Cast iron -> Wrought iron (melting)
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* Carbon steel -> Wrought iron (melting)
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### uranium enrichment ###
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Check your preferred crafting guide for more information.
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### Uranium enrichment
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When uranium is to be used to fuel a nuclear reactor, it is not
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sufficient to merely isolate and refine uranium metal. It is necessary
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@ -460,35 +398,15 @@ a post and adjacent concrete block.
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industrial processes
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--------------------
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### alloying ###
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### Alloying
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In technic, alloying is a way of combining items to create other items,
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distinct from standard crafting. Alloying always uses inputs of exactly
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two distinct types, and produces a single output. 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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In Technic, alloying is a way of combining items to create other items,
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distinct from standard crafting. Alloying always uses inputs of exactly
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two distinct types, and produces a single output.
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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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Check your preferred crafting guide for more information.
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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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### Grinding, extracting, and compressing
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Grinding, extracting, and compressing are three distinct, but very
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similar, ways of converting one item into another. They are all quite
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@ -562,57 +480,17 @@ 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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chests
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Chests
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------
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The technic mod replaces the basic Minetest game's single type of
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chest with a range of chests that have different sizes and features.
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The chest types are identified by the materials from which they are made;
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the better chests are made from more exotic materials. The chest types
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form a linear sequence, each being (with one exception noted below)
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strictly more powerful than the preceding one. The sequence begins with
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the wooden chest from the basic game, and each later chest type is built
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by upgrading a chest of the preceding type. The chest types are:
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See [GitHub Wiki / Chests](https://github.com/minetest-mods/technic/wiki/Chests)
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1. wooden chest: 8×4 (32) slots
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2. iron chest: 9×5 (45) slots
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3. copper chest: 12×5 (60) slots
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4. silver chest: 12×6 (72) slots
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5. gold chest: 15×6 (90) slots
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6. mithril chest: 15×6 (90) slots
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Features of extended chests:
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The iron and later chests have the ability to sort their contents,
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when commanded by a button in their interaction forms. Item types are
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sorted in the same order used in the unified\_inventory craft guide.
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The copper and later chests also have an auto-sorting facility that can
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be enabled from the interaction form. An auto-sorting chest automatically
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sorts its contents whenever a player closes the chest. The contents will
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then usually be in a sorted state when the chest is opened, but may not
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be if pneumatic tubes have operated on the chest while it was closed,
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or if two players have the chest open simultaneously.
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* Larger storage space
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* Labelling
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* Advanced item sorting
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The silver and gold chests, but not the mithril chest, have a built-in
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sign-like capability. They can be given a textual label, which will
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be visible when hovering over the chest. The gold chest, but again not
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the mithril chest, can be further labelled with a colored patch that is
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visible from a moderate distance.
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The mithril chest is currently an exception to the upgrading system.
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It has only as many inventory slots as the preceding (gold) type, and has
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fewer of the features. It has no feature that other chests don't have:
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it is strictly weaker than the gold chest. It is planned that in the
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future it will acquire some unique features, but for now the only reason
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to use it is aesthetic.
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The size of the largest chests is dictated by the maximum size
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of interaction form that the game engine can successfully display.
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If in the future the engine becomes capable of handling larger forms,
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by scaling them to fit the screen, the sequence of chest sizes will
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likely be revised.
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As with the chest of the basic Minetest game, each chest type comes
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in both locked and unlocked flavors. All of the chests work with the
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pneumatic tubes of the pipeworks mod.
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radioactivity
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-------------
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@ -750,115 +628,44 @@ so the positioning of holes in each layer must still be considered.
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Tricky shine paths can also be addressed by just keeping players out of
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the dangerous area.
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electrical power
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----------------
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## Electrical power
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Most machines in technic are electrically powered. To operate them it is
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necessary to construct an electrical power network. The network links
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together power generators and power-consuming machines, connecting them
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using power cables.
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Electrical networks in Technic are defined by a single tier (see below)
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and consist of:
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There are three tiers of electrical networking: low voltage (LV),
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medium voltage (MV), and high voltage (HV). Each network must operate
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at a single voltage, and most electrical items are specific to a single
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voltage. Generally, the machines of higher tiers are more powerful,
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but consume more energy and are more expensive to build, than machines
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of lower tiers. It is normal to build networks of all three tiers,
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in ascending order as one progresses through the game, but it is not
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strictly necessary to do this. Building HV equipment requires some parts
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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.
|
||||
* 1x Switching Station (central management unit)
|
||||
* Any further stations are disabled automatically
|
||||
* Electricity producers (PR)
|
||||
* Electricity consumers/receivers (RE)
|
||||
* Accumulators/batteries (BA)
|
||||
|
||||
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.
|
||||
### Tiers
|
||||
|
||||
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.
|
||||
* LV: Low Voltage. Low material costs but is slower.
|
||||
* MV: Medium Voltage. Higher processing speed.
|
||||
* HV: High Voltage. High material costs but is the fastest.
|
||||
|
||||
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.
|
||||
Tiers can be converted from one to another using the Supply Converter node.
|
||||
Its top connects to the input, the bottom to the output network. Configure
|
||||
the input power by right-clicking it.
|
||||
|
||||
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).
|
||||
### Machine upgrade slots
|
||||
|
||||
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.
|
||||
Generally, machines of MV and HV tiers have two upgrade slots.
|
||||
Only specific items will have any upgrading effect. The occupied slots do
|
||||
count, but not the actual stack size.
|
||||
|
||||
powered machines
|
||||
----------------
|
||||
**Type 1: Energy upgrade**
|
||||
|
||||
### powered machine tiers ###
|
||||
Consists of any battery item. Reduces the machine's power consumption
|
||||
regardless the charge of the item.
|
||||
|
||||
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.
|
||||
**Type 2: Tube upgrade**
|
||||
|
||||
### powered machine upgrades ###
|
||||
Consists of a control logic unit item. Ejects processed items into pneumatic
|
||||
tubes for quicker processing.
|
||||
|
||||
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 ###
|
||||
### Machines + Tubes (pipeworks)
|
||||
|
||||
Generally, powered machines of MV and HV tiers can work with pneumatic
|
||||
tubes, and those of lower tiers cannot. (As an exception, the fuel-fired
|
||||
|
Loading…
Reference in New Issue
Block a user