Add mods: technic, moreores, paintings, Nyancat (Pbj_pup). Small fix: sandwiches
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mods/technic_plus_beta/technic/doc/generators.md
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mods/technic_plus_beta/technic/doc/generators.md
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power generators
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----------------
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### fuel-fired generators ###
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The fuel-fired generators are electrical power generators that generate
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power by the combustion of fuel. Versions of them are available for
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all three voltages (LV, MV, and HV). These are all capable of burning
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any type of combustible fuel, such as coal. They are relatively easy
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to build, and so tend to be the first kind of generator used to power
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electrical machines. In this role they form an intermediate step between
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the directly fuel-fired machines and a more mature electrical network
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powered by means other than fuel combustion. They are also, by virtue of
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simplicity and controllability, a useful fallback or peak load generator
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for electrical networks that normally use more sophisticated generators.
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The MV and HV fuel-fired generators can accept fuel via pneumatic tube,
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from any direction.
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Keeping a fuel-fired generator fully fuelled is usually wasteful, because
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it will burn fuel as long as it has any, even if there is no demand for
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the electrical power that it generates. This is unlike the directly
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fuel-fired machines, which only burn fuel when they have work to do.
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To satisfy intermittent demand without waste, a fuel-fired generator must
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only be given fuel when there is either demand for the energy or at least
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sufficient battery capacity on the network to soak up the excess energy.
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The higher-tier fuel-fired generators get much more energy out of a
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fuel item than the lower-tier ones. The difference is much more than
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is needed to overcome the inefficiency of supply converters, so it is
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worth operating fuel-fired generators at a higher tier than the machines
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being powered.
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### solar generators ###
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The solar generators are electrical power generators that generate power
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from sunlight. Versions of them are available for all three voltages
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(LV, MV, and HV). There are four types in total, two LV and one each
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of MV and HV, forming a sequence of four tiers. The higher-tier ones
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are each built mainly from three solar generators of the next tier down,
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and their outputs scale in rough accordance, tripling at each tier.
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To operate, an arrayed solar generator must be at elevation +1 or above
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and have a transparent block (typically air) immediately above it.
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It will generate power only when the block above is well lit during
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daylight hours. It will generate more power at higher elevation,
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reaching maximum output at elevation +36 or higher when sunlit. The small
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solar generator has similar rules with slightly different thresholds.
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These rules are an attempt to ensure that the generator will only operate
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from sunlight, but it is actually possible to fool them to some extent
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with light sources such as meselamps.
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### hydro generator ###
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The hydro generator is an LV power generator that generates a respectable
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amount of power from the natural motion of water. To operate, the
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generator must be horizontally adjacent to flowing water. The power
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produced is dependent on how much flow there is across any or all four
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sides, the most flow of course coming from water that's flowing straight
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down.
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### geothermal generator ###
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The geothermal generator is an LV power generator that generates a small
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amount of power from the temperature difference between lava and water.
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To operate, the generator must be horizontally adjacent to both lava
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and water. It doesn't matter whether the liquids consist of source
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blocks or flowing blocks.
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Beware that if lava and water blocks are adjacent to each other then the
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lava will be solidified into stone or obsidian. If the lava adjacent to
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the generator is thus destroyed, the generator will stop producing power.
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Currently, in the default Minetest game, lava is destroyed even if
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it is only diagonally adjacent to water. Under these circumstances,
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the only way to operate the geothermal generator is with it adjacent
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to one lava block and one water block, which are on opposite sides of
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the generator. If diagonal adjacency doesn't destroy lava, such as with
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the gloopblocks mod, then it is possible to have more than one lava or
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water block adjacent to the geothermal generator. This increases the
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generator's output, with the maximum output achieved with two adjacent
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blocks of each liquid.
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### wind generator ###
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The wind generator is an MV power generator that generates a moderate
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amount of energy from wind. To operate, the generator must be placed
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atop a column of at least 20 wind mill frame blocks, and must be at
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an elevation of +30 or higher. It generates more at higher elevation,
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reaching maximum output at elevation +50 or higher. Its surroundings
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don't otherwise matter; it doesn't actually need to be in open air.
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### nuclear generator ###
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The nuclear generator (nuclear reactor) is an HV power generator that
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generates a large amount of energy from the controlled fission of
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uranium-235. It must be fuelled, with uranium fuel rods, but consumes
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the fuel quite slowly in relation to the rate at which it is likely to
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be mined. The operation of a nuclear reactor poses radiological hazards
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to which some thought must be given. Economically, the use of nuclear
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power requires a high capital investment, and a secure infrastructure,
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but rewards the investment well.
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Nuclear fuel is made from uranium. Natural uranium doesn't have a
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sufficiently high proportion of U-235, so it must first be enriched
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via centrifuge. Producing one unit of 3.5%-fissile uranium requires
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the input of five units of 0.7%-fissile (natural) uranium, and produces
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four units of 0.0%-fissile (fully depleted) uranium as a byproduct.
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It takes five ingots of 3.5%-fissile uranium to make each fuel rod, and
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six rods to fuel a reactor. It thus takes the input of the equivalent
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of 150 ingots of natural uranium, which can be obtained from the mining
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of 75 blocks of uranium ore, to make a full set of reactor fuel.
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The nuclear reactor is a large multi-block structure. Only one block in
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the structure, the reactor core, is of a type that is truly specific to
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the reactor; the rest of the structure consists of blocks that have mainly
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non-nuclear uses. The reactor core is where all the generator-specific
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action happens: it is where the fuel rods are inserted, and where the
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power cable must connect to draw off the generated power.
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The reactor structure consists of concentric layers, each a cubical
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shell, around the core. Immediately around the core is a layer of water,
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representing the reactor coolant; water blocks may be either source blocks
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or flowing blocks. Around that is a layer of stainless steel blocks,
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representing the reactor pressure vessel, and around that a layer of
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blast-resistant concrete blocks, representing a containment structure.
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It is customary, though no longer mandatory, to surround this with a
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layer of ordinary concrete blocks. The mandatory reactor structure
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makes a 7×7×7 cube, and the full customary structure a
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9×9×9 cube.
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The layers surrounding the core don't have to be absolutely complete.
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Indeed, if they were complete, it would be impossible to cable the core to
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a power network. The cable makes it necessary to have at least one block
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missing from each surrounding layer. The water layer is only permitted
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to have one water block missing of the 26 possible. The steel layer may
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have up to two blocks missing of the 98 possible, and the blast-resistant
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concrete layer may have up to two blocks missing of the 218 possible.
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Thus it is possible to have not only a cable duct, but also a separate
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inspection hole through the solid layers. The separate inspection hole
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is of limited use: the cable duct can serve double duty.
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Once running, the reactor core is significantly radioactive. The layers
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of reactor structure provide quite a lot of shielding, but not enough
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to make the reactor safe to be around, in two respects. Firstly, the
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shortest possible path from the core to a player outside the reactor
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is sufficiently short, and has sufficiently little shielding material,
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that it will damage the player. This only affects a player who is
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extremely close to the reactor, and close to a face rather than a vertex.
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The customary additional layer of ordinary concrete around the reactor
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adds sufficient distance and shielding to negate this risk, but it can
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also be addressed by just keeping extra distance (a little over two
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meters of air).
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The second radiological hazard of a running reactor arises from shine
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paths; that is, specific paths from the core that lack sufficient
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shielding. The necessary cable duct, if straight, forms a perfect
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shine path, because the cable itself has no radiation shielding effect.
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Any secondary inspection hole also makes a shine path, along which the
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only shielding material is the water of the reactor coolant. The shine
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path aspect of the cable duct can be ameliorated by adding a kink in the
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cable, but this still yields paths with reduced shielding. Ultimately,
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shine paths must be managed either with specific shielding outside the
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mandatory structure, or with additional no-go areas.
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The radioactivity of an operating reactor core makes starting up a reactor
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hazardous, and can come as a surprise because the non-operating core
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isn't radioactive at all. The radioactive damage is survivable, but it is
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normally preferable to avoid it by some care around the startup sequence.
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To start up, the reactor must have a full set of fuel inserted, have all
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the mandatory structure around it, and be cabled to a switching station.
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Only the fuel insertion requires direct access to the core, so irradiation
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of the player can be avoided by making one of the other two criteria be
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the last one satisfied. Completing the cabling to a switching station
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is the easiest to do from a safe distance.
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Once running, the reactor will generate 100 kEU/s for a week (168 hours,
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604800 seconds), a total of 6.048 GEU from one set of fuel. After the
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week is up, it will stop generating and no longer be radioactive. It can
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then be refuelled to run for another week. It is not really intended
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to be possible to pause a running reactor, but actually disconnecting
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it from a switching station will have the effect of pausing the week.
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This will probably change in the future. A paused reactor is still
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radioactive, just not generating electrical power.
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A running reactor can't be safely dismantled, and not only because
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dismantling the reactor implies removing the shielding that makes
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it safe to be close to the core. The mandatory parts of the reactor
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structure are not just mandatory in order to start the reactor; they're
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mandatory in order to keep it intact. If the structure around the core
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gets damaged, and remains damaged, the core will eventually melt down.
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How long there is before meltdown depends on the extent of the damage;
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if only one mandatory block is missing, meltdown will follow in 100
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seconds. While the structure of a running reactor is in a damaged state,
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heading towards meltdown, a siren built into the reactor core will sound.
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If the structure is rectified, the siren will signal all-clear. If the
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siren stops sounding without signalling all-clear, then it was stopped
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by meltdown.
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If meltdown is imminent because of damaged reactor structure, digging the
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reactor core is not a way to avert it. Digging the core of a running
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reactor causes instant meltdown. The only way to dismantle a reactor
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without causing meltdown is to start by waiting for it to finish the
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week-long burning of its current set of fuel. Once a reactor is no longer
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operating, it can be dismantled by ordinary means, with no special risks.
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Meltdown, if it occurs, destroys the reactor and poses a major
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environmental hazard. The reactor core melts, becoming a hot, highly
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radioactive liquid known as "corium". A single meltdown yields a single
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corium source block, where the core used to be. Corium flows, and the
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flowing corium is very destructive to whatever it comes into contact with.
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Flowing corium also randomly solidifies into a radioactive solid called
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"Chernobylite". The random solidification and random destruction of
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solid blocks means that the flow of corium is constantly changing.
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This combined with the severe radioactivity makes corium much more
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challenging to deal with than lava. If a meltdown is left to its own
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devices, it gets worse over time, as the corium works its way through
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the reactor structure and starts to flow over a variety of paths.
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It is best to tackle a meltdown quickly; the priority is to extinguish
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the corium source block, normally by dropping gravel into it. Only the
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most motivated should attempt to pick up the corium in a bucket.
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