Add mods: technic, moreores, paintings, Nyancat (Pbj_pup). Small fix: sandwiches
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mods/technic_plus_beta/technic/doc/substances.md
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mods/technic_plus_beta/technic/doc/substances.md
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substances
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----------
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### ore ###
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The technic mod makes extensive use of not just the default ores but also
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some that are added by mods. You will need to mine for all the ore types
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in the course of the game. Each ore type is found at a specific range of
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elevations, and while the ranges mostly overlap, some have non-overlapping
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ranges, so you will ultimately need to mine at more than one elevation
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to find all the ores. Also, because one of the best elevations to mine
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at is very deep, you will be unable to mine there early in the game.
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Elevation is measured in meters, relative to a reference plane that
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is not quite sea level. (The standard sea level is at an elevation
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of about +1.4.) Positive elevations are above the reference plane and
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negative elevations below. Because elevations are always described this
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way round, greater numbers when higher, we avoid the word "depth".
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The ores that matter in technic are coal, iron, copper, tin, zinc,
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chromium, uranium, silver, gold, mithril, mese, and diamond.
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Coal is part of the basic Minetest game. It is found from elevation
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+64 downwards, so is available right on the surface at the start of
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the game, but it is far less abundant above elevation 0 than below.
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It is initially used as a fuel, driving important machines in the early
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part of the game. It becomes less important as a fuel once most of your
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machines are electrically powered, but burning fuel remains a way to
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generate electrical power. Coal is also used, usually in dust form, as
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an ingredient in alloying recipes, wherever elemental carbon is required.
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Iron is part of the basic Minetest game. It is found from elevation
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+2 downwards, and its abundance increases in stages as one descends,
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reaching its maximum from elevation -64 downwards. It is a common metal,
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used frequently as a structural component. In technic, unlike the basic
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game, iron is used in multiple forms, mainly alloys based on iron and
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including carbon (coal).
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Copper is part of the basic Minetest game (having migrated there from
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moreores). It is found from elevation -16 downwards, but is more abundant
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from elevation -64 downwards. It is a common metal, used either on its
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own for its electrical conductivity, or as the base component of alloys.
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Although common, it is very heavily used, and most of the time it will
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be the material that most limits your activity.
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Tin is part of the basic Minetest game (having migrated there from
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moreores). It is found from elevation +8 downwards, with no
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elevation-dependent variations in abundance beyond that point.
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It is a common metal. Its main use in pure form is as a component
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of electrical batteries. Apart from that its main purpose is
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as the secondary ingredient in bronze (the base being copper), but bronze
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is itself little used. Its abundance is well in excess of its usage,
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so you will usually have a surplus of it.
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Zinc is supplied by technic. It is found from elevation +2 downwards,
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with no elevation-dependent variations in abundance beyond that point.
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It is a common metal. Its main use is as the secondary ingredient
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in brass (the base being copper), but brass is itself little used.
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Its abundance is well in excess of its usage, so you will usually have
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a surplus of it.
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Chromium is supplied by technic. It is found from elevation -100
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downwards, with no elevation-dependent variations in abundance beyond
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that point. It is a moderately common metal. Its main use is as the
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secondary ingredient in stainless steel (the base being iron).
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Uranium is supplied by technic. It is found only from elevation -80 down
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to -300; using it therefore requires one to mine above elevation -300 even
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though deeper mining is otherwise more productive. It is a moderately
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common metal, useful only for reasons related to radioactivity: it forms
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the fuel for nuclear reactors, and is also one of the best radiation
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shielding materials available. It is not difficult to find enough uranium
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ore to satisfy these uses. Beware that the ore is slightly radioactive:
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it will slightly harm you if you stand as close as possible to it.
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It is safe when more than a meter away or when mined.
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Silver is supplied by the moreores mod. It is found from elevation -2
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downwards, with no elevation-dependent variations in abundance beyond
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that point. It is a semi-precious metal. It is little used, being most
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notably used in electrical items due to its conductivity, being the best
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conductor of all the pure elements.
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Gold is part of the basic Minetest game (having migrated there from
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moreores). It is found from elevation -64 downwards, but is more
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abundant from elevation -256 downwards. It is a precious metal. It is
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little used, being most notably used in electrical items due to its
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combination of good conductivity (third best of all the pure elements)
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and corrosion resistance.
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Mithril is supplied by the moreores mod. It is found from elevation
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-512 downwards, the deepest ceiling of any minable substance, with
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no elevation-dependent variations in abundance beyond that point.
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It is a rare precious metal, and unlike all the other metals described
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here it is entirely fictional, being derived from J. R. R. Tolkien's
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Middle-Earth setting. It is little used.
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Mese is part of the basic Minetest game. It is found from elevation
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-64 downwards. The ore is more abundant from elevation -256 downwards,
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and from elevation -1024 downwards there are also occasional blocks of
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solid mese (each yielding as much mese as nine blocks of ore). It is a
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precious gemstone, and unlike diamond it is entirely fictional. It is
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used in many recipes, though mainly not in large quantities, wherever
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some magical quality needs to be imparted.
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Diamond is part of the basic Minetest game (having migrated there from
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technic). It is found from elevation -128 downwards, but is more abundant
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from elevation -256 downwards. It is a precious gemstone. It is used
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moderately, mainly for reasons connected to its extreme hardness.
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### rock ###
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In addition to the ores, there are multiple kinds of rock that need to be
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mined in their own right, rather than for minerals. The rock types that
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matter in technic are standard stone, desert stone, marble, and granite.
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Standard stone is part of the basic Minetest game. It is extremely
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common. As in the basic game, when dug it yields cobblestone, which can
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be cooked to turn it back into standard stone. Cobblestone is used in
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recipes only for some relatively primitive machines. Standard stone is
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used in a couple of machine recipes. These rock types gain additional
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significance with technic because the grinder can be used to turn them
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into dirt and sand. This, especially when combined with an automated
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cobblestone generator, can be an easier way to acquire sand than
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collecting it where it occurs naturally.
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Desert stone is part of the basic Minetest game. It is found specifically
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in desert biomes, and only from elevation +2 upwards. Although it is
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easily accessible, therefore, its quantity is ultimately quite limited.
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It is used in a few recipes.
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Marble is supplied by technic. It is found in dense clusters from
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elevation -50 downwards. It has mainly decorative use, but also appears
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in one machine recipe.
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Granite is supplied by technic. It is found in dense clusters from
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elevation -150 downwards. It is much harder to dig than standard stone,
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so impedes mining when it is encountered. It has mainly decorative use,
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but also appears in a couple of machine recipes.
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### 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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If you have the moretrees mod installed, the rubber trees you need
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are those defined by that mod. If not, technic supplies a copy of the
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moretrees rubber tree.
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Extracting rubber requires a specific tool, a tree tap. Using the tree
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tap (by left-clicking) on a rubber tree trunk block extracts a lump of
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raw latex from the trunk. Each trunk block can be repeatedly tapped for
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latex, at intervals of several minutes; its appearance changes to show
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whether it is currently ripe for tapping. Each tree has several trunk
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blocks, so several latex lumps can be extracted from a tree in one visit.
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Raw latex isn't used directly. It must be vulcanized to produce finished
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rubber. This can be performed by alloying the latex with coal dust.
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### metal ###
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Many of the substances important in technic are metals, and there is
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a common pattern in how metals are handled. Generally, each metal can
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exist in five forms: ore, lump, dust, ingot, and block. With a couple of
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tricky exceptions in mods outside technic, metals are only *used* in dust,
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ingot, and block forms. Metals can be readily converted between these
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three forms, but can't be converted from them back to ore or lump forms.
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As in the basic Minetest game, a "lump" of metal is acquired directly by
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digging ore, and will then be processed into some other form for use.
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A lump is thus more akin to ore than to refined metal. (In real life,
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metal ore rarely yields lumps ("nuggets") of pure metal directly.
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More often the desired metal is chemically bound into the rock as an
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oxide or some other compound, and the ore must be chemically processed
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to yield pure metal.)
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Not all metals occur directly as ore. Generally, elemental metals (those
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consisting of a single chemical element) occur as ore, and alloys (those
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consisting of a mixture of multiple elements) do not. In fact, if the
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fictional mithril is taken to be elemental, this pattern is currently
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followed perfectly. (It is not clear in the Middle-Earth setting whether
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mithril is elemental or an alloy.) This might change in the future:
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in real life some alloys do occur as ore, and some elemental metals
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rarely occur naturally outside such alloys. Metals that do not occur
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as ore also lack the "lump" form.
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The basic Minetest game offers a single way to refine metals: cook a lump
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in a furnace to produce an ingot. With technic this refinement method
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still exists, but is rarely used outside the early part of the game,
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because technic offers a more efficient method once some machines have
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been built. The grinder, available only in electrically-powered forms,
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can grind a metal lump into two piles of metal dust. Each dust pile
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can then be cooked into an ingot, yielding two ingots from one lump.
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This doubling of material value means that you should only cook a lump
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directly when you have no choice, mainly early in the game when you
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haven't yet built a grinder.
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An ingot can also be ground back to (one pile of) dust. Thus it is always
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possible to convert metal between ingot and dust forms, at the expense
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of some energy consumption. Nine ingots of a metal can be crafted into
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a block, which can be used for building. The block can also be crafted
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back to nine ingots. Thus it is possible to freely convert metal between
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ingot and block forms, which is convenient to store the metal compactly.
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Every metal has dust, ingot, and block forms.
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Alloying recipes in which a metal is the base ingredient, to produce a
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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. For example, brass can be produced
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by alloying two copper ingots with one zinc ingot to make three brass
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ingots, or by alloying two piles of copper dust with one pile of zinc
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dust to make three piles of brass dust. The two ways of alloying produce
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equivalent results.
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### iron and its alloys ###
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Iron forms several important alloys. In real-life history, iron was the
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second metal to be used as the base component of deliberately-constructed
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alloys (the first was copper), and it was the first metal whose working
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required processes of any metallurgical sophistication. The game
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mechanics around iron broadly imitate the historical progression of
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processes around it, rather than the less-varied modern processes.
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The two-component alloying system of iron with carbon is of huge
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importance, both in the game and in real life. The basic Minetest game
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doesn't distinguish between these pure iron and these alloys at all,
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but technic introduces a distinction based on the carbon content, and
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renames some items of the basic game accordingly.
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The iron/carbon spectrum is represented in the game by three metal
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substances: wrought iron, carbon steel, and cast iron. Wrought iron
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has low carbon content (less than 0.25%), resists shattering, and
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is easily welded, but is relatively soft and susceptible to rusting.
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In real-life history it was used for rails, gates, chains, wire, pipes,
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fasteners, and other purposes. Cast iron has high carbon content
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(2.1% to 4%), is especially hard, and resists corrosion, but is
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relatively brittle, and difficult to work. Historically it was used
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to build large structures such as bridges, and for cannons, cookware,
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and engine cylinders. Carbon steel has medium carbon content (0.25%
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to 2.1%), and intermediate properties: moderately hard and also tough,
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somewhat resistant to corrosion. In real life it is now used for most
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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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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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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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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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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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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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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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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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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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### 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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to control its isotopic composition, because the different isotopes
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behave differently in nuclear processes.
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The main isotopes of interest are U-235 and U-238. U-235 is good at
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sustaining a nuclear chain reaction, because when a U-235 nucleus is
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bombarded with a neutron it will usually fission (split) into fragments.
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It is therefore described as "fissile". U-238, on the other hand,
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is not fissile: if bombarded with a neutron it will usually capture it,
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becoming U-239, which is very unstable and quickly decays into semi-stable
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(and fissile) plutonium-239.
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Inconveniently, the fissile U-235 makes up only about 0.7% of natural
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uranium, almost all of the other 99.3% being U-238. Natural uranium
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therefore doesn't make a great nuclear fuel. (In real life there are
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a small number of reactor types that can use it, but technic doesn't
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have such a reactor.) Better nuclear fuel needs to contain a higher
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proportion of U-235.
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Achieving a higher U-235 content isn't as simple as separating the U-235
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from the U-238 and just using the required amount of U-235. Because
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U-235 and U-238 are both uranium, and therefore chemically identical,
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they cannot be chemically separated, in the way that different elements
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are separated from each other when refining metal. They do differ
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in atomic mass, so they can be separated by centrifuging, but because
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their atomic masses are very close, centrifuging doesn't separate them
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very well. They cannot be separated completely, but it is possible to
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produce uranium that has the isotopes mixed in different proportions.
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Uranium with a significantly larger fissile U-235 fraction than natural
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uranium is called "enriched", and that with a significantly lower fissile
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fraction is called "depleted".
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A single pass through a centrifuge produces two output streams, one with
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a fractionally higher fissile proportion than the input, and one with a
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fractionally lower fissile proportion. To alter the fissile proportion
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by a significant amount, these output streams must be centrifuged again,
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repeatedly. The usual arrangement is a "cascade", a linear arrangement
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of many centrifuges. Each centrifuge takes as input uranium with some
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specific fissile proportion, and passes its two output streams to the
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two adjacent centrifuges. Natural uranium is input somewhere in the
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middle of the cascade, and the two ends of the cascade produce properly
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enriched and depleted uranium.
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Fuel for technic's nuclear reactor consists of enriched uranium of which
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3.5% is fissile. (This is a typical value for a real-life light water
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reactor, a common type for power generation.) To enrich uranium in the
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game, it must first be in dust form: the centrifuge will not operate
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on ingots. (In real life uranium enrichment is done with the uranium
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in the form of a gas.) It is best to grind uranium lumps directly to
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dust, rather than cook them to ingots first, because this yields twice
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as much metal dust. When uranium is in refined form (dust, ingot, or
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block), the name of the inventory item indicates its fissile proportion.
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Uranium of any available fissile proportion can be put through all the
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usual processes for metal.
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A single centrifuge operation takes two uranium dust piles, and produces
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as output one dust pile with a fissile proportion 0.1% higher and one with
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a fissile proportion 0.1% lower. Uranium can be enriched up to the 3.5%
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required for nuclear fuel, and depleted down to 0.0%. Thus a cascade
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covering the full range of fissile fractions requires 34 cascade stages.
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(In real life, enriching to 3.5% uses thousands of cascade stages.
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Also, centrifuging is less effective when the input isotope ratio
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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.
|
Loading…
Add table
Add a link
Reference in a new issue