Manual sections on miscellaneous powered machines

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Zefram 2014-08-24 00:01:39 +01:00 committed by RealBadAngel
parent 7c85726e9a
commit 706e880f05

165
manual.md

@ -895,6 +895,165 @@ 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 by ordinary tools, but (a bug) can be removed by special digging
tools such as the mining drills.
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.
administrative world anchor
---------------------------
@ -956,12 +1115,6 @@ subjects missing from this manual
This manual needs to be extended with sections on:
* powered machines
* CNC machine
* music player
* tool workshop
* forcefield emitter
* quarry
* power generators
* hydro
* geothermal