code:
substances
----------

### ore ###

The technic mod makes extensive use of not just the default ores but also
some that are added by mods.  You will need to mine for all the ore types
in the course of the game.  Each ore type is found at a specific range of
elevations, and while the ranges mostly overlap, some have non-overlapping
ranges, so you will ultimately need to mine at more than one elevation
to find all the ores.  Also, because one of the best elevations to mine
at is very deep, you will be unable to mine there early in the game.

Elevation is measured in meters, relative to a reference plane that
is not quite sea level.  (The standard sea level is at an elevation
of about +1.4.)  Positive elevations are above the reference plane and
negative elevations below.  Because elevations are always described this
way round, greater numbers when higher, we avoid the word "depth".

The ores that matter in technic are coal, iron, copper, tin, zinc,
chromium, uranium, silver, gold, mithril, mese, and diamond.

Coal is part of the basic Minetest game.  It is found from elevation
+64 downwards, so is available right on the surface at the start of
the game, but it is far less abundant above elevation 0 than below.
It is initially used as a fuel, driving important machines in the early
part of the game.  It becomes less important as a fuel once most of your
machines are electrically powered, but burning fuel remains a way to
generate electrical power.  Coal is also used, usually in dust form, as
an ingredient in alloying recipes, wherever elemental carbon is required.

Iron is part of the basic Minetest game.  It is found from elevation
+2 downwards, and its abundance increases in stages as one descends,
reaching its maximum from elevation -64 downwards.  It is a common metal,
used frequently as a structural component.  In technic, unlike the basic
game, iron is used in multiple forms, mainly alloys based on iron and
including carbon (coal).

Copper is part of the basic Minetest game (having migrated there from
moreores).  It is found from elevation -16 downwards, but is more abundant
from elevation -64 downwards.  It is a common metal, used either on its
own for its electrical conductivity, or as the base component of alloys.
Although common, it is very heavily used, and most of the time it will
be the material that most limits your activity.

Tin is part of the basic Minetest game (having migrated there from
moreores).  It is found from elevation +8 downwards, with no
elevation-dependent variations in abundance beyond that point.
It is a common metal.  Its main use in pure form is as a component
of electrical batteries.  Apart from that its main purpose is
as the secondary ingredient in bronze (the base being copper), but bronze
is itself little used.  Its abundance is well in excess of its usage,
so you will usually have a surplus of it.

Zinc is supplied by technic.  It is found from elevation +2 downwards,
with no elevation-dependent variations in abundance beyond that point.
It is a common metal.  Its main use is as the secondary ingredient
in brass (the base being copper), but brass is itself little used.
Its abundance is well in excess of its usage, so you will usually have
a surplus of it.

Chromium is supplied by technic.  It is found from elevation -100
downwards, with no elevation-dependent variations in abundance beyond
that point.  It is a moderately common metal.  Its main use is as the
secondary ingredient in stainless steel (the base being iron).

Uranium is supplied by technic.  It is found only from elevation -80 down
to -300; using it therefore requires one to mine above elevation -300 even
though deeper mining is otherwise more productive.  It is a moderately
common metal, useful only for reasons related to radioactivity: it forms
the fuel for nuclear reactors, and is also one of the best radiation
shielding materials available.  It is not difficult to find enough uranium
ore to satisfy these uses.  Beware that the ore is slightly radioactive:
it will slightly harm you if you stand as close as possible to it.
It is safe when more than a meter away or when mined.

Silver is supplied by the moreores mod.  It is found from elevation -2
downwards, with no elevation-dependent variations in abundance beyond
that point.  It is a semi-precious metal.  It is little used, being most
notably used in electrical items due to its conductivity, being the best
conductor of all the pure elements.

Gold is part of the basic Minetest game (having migrated there from
moreores).  It is found from elevation -64 downwards, but is more
abundant from elevation -256 downwards.  It is a precious metal.  It is
little used, being most notably used in electrical items due to its
combination of good conductivity (third best of all the pure elements)
and corrosion resistance.

Mithril is supplied by the moreores mod.  It is found from elevation
-512 downwards, the deepest ceiling of any minable substance, with
no elevation-dependent variations in abundance beyond that point.
It is a rare precious metal, and unlike all the other metals described
here it is entirely fictional, being derived from J. R. R. Tolkien's
Middle-Earth setting.  It is little used.

Mese is part of the basic Minetest game.  It is found from elevation
-64 downwards.  The ore is more abundant from elevation -256 downwards,
and from elevation -1024 downwards there are also occasional blocks of
solid mese (each yielding as much mese as nine blocks of ore).  It is a
precious gemstone, and unlike diamond it is entirely fictional.  It is
used in many recipes, though mainly not in large quantities, wherever
some magical quality needs to be imparted.

Diamond is part of the basic Minetest game (having migrated there from
technic).  It is found from elevation -128 downwards, but is more abundant
from elevation -256 downwards.  It is a precious gemstone.  It is used
moderately, mainly for reasons connected to its extreme hardness.

### rock ###

In addition to the ores, there are multiple kinds of rock that need to be
mined in their own right, rather than for minerals.  The rock types that
matter in technic are standard stone, desert stone, marble, and granite.

Standard stone is part of the basic Minetest game.  It is extremely
common.  As in the basic game, when dug it yields cobblestone, which can
be cooked to turn it back into standard stone.  Cobblestone is used in
recipes only for some relatively primitive machines.  Standard stone is
used in a couple of machine recipes.  These rock types gain additional
significance with technic because the grinder can be used to turn them
into dirt and sand.  This, especially when combined with an automated
cobblestone generator, can be an easier way to acquire sand than
collecting it where it occurs naturally.

Desert stone is part of the basic Minetest game.  It is found specifically
in desert biomes, and only from elevation +2 upwards.  Although it is
easily accessible, therefore, its quantity is ultimately quite limited.
It is used in a few recipes.

Marble is supplied by technic.  It is found in dense clusters from
elevation -50 downwards.  It has mainly decorative use, but also appears
in one machine recipe.

Granite is supplied by technic.  It is found in dense clusters from
elevation -150 downwards.  It is much harder to dig than standard stone,
so impedes mining when it is encountered.  It has mainly decorative use,
but also appears in a couple of machine recipes.

### rubber ###

Rubber is a biologically-derived material that has industrial uses due
to its electrical resistivity and its impermeability.  In technic, it
is used in a few recipes, and it must be acquired by tapping rubber trees.

If you have the moretrees mod installed, the rubber trees you need
are those defined by that mod.  If not, technic supplies a copy of the
moretrees rubber tree.

Extracting rubber requires a specific tool, a tree tap.  Using the tree
tap (by left-clicking) on a rubber tree trunk block extracts a lump of
raw latex from the trunk.  Each trunk block can be repeatedly tapped for
latex, at intervals of several minutes; its appearance changes to show
whether it is currently ripe for tapping.  Each tree has several trunk
blocks, so several latex lumps can be extracted from a tree in one visit.

Raw latex isn't used directly.  It must be vulcanized to produce finished
rubber.  This can be performed by alloying the latex with coal dust.

### metal ###

Many of the substances important in technic are metals, and there is
a common pattern in how metals are handled.  Generally, each metal can
exist in five forms: ore, lump, dust, ingot, and block.  With a couple of
tricky exceptions in mods outside technic, metals are only *used* in dust,
ingot, and block forms.  Metals can be readily converted between these
three forms, but can't be converted from them back to ore or lump forms.

As in the basic Minetest game, a "lump" of metal is acquired directly by
digging ore, and will then be processed into some other form for use.
A lump is thus more akin to ore than to refined metal.  (In real life,
metal ore rarely yields lumps ("nuggets") of pure metal directly.
More often the desired metal is chemically bound into the rock as an
oxide or some other compound, and the ore must be chemically processed
to yield pure metal.)

Not all metals occur directly as ore.  Generally, elemental metals (those
consisting of a single chemical element) occur as ore, and alloys (those
consisting of a mixture of multiple elements) do not.  In fact, if the
fictional mithril is taken to be elemental, this pattern is currently
followed perfectly.  (It is not clear in the Middle-Earth setting whether
mithril is elemental or an alloy.)  This might change in the future:
in real life some alloys do occur as ore, and some elemental metals
rarely occur naturally outside such alloys.  Metals that do not occur
as ore also lack the "lump" form.

The basic Minetest game offers a single way to refine metals: cook a lump
in a furnace to produce an ingot.  With technic this refinement method
still exists, but is rarely used outside the early part of the game,
because technic offers a more efficient method once some machines have
been built.  The grinder, available only in electrically-powered forms,
can grind a metal lump into two piles of metal dust.  Each dust pile
can then be cooked into an ingot, yielding two ingots from one lump.
This doubling of material value means that you should only cook a lump
directly when you have no choice, mainly early in the game when you
haven't yet built a grinder.

An ingot can also be ground back to (one pile of) dust.  Thus it is always
possible to convert metal between ingot and dust forms, at the expense
of some energy consumption.  Nine ingots of a metal can be crafted into
a block, which can be used for building.  The block can also be crafted
back to nine ingots.  Thus it is possible to freely convert metal between
ingot and block forms, which is convenient to store the metal compactly.
Every metal has dust, ingot, and block forms.

Alloying recipes in which a metal is the base ingredient, to produce a
metal alloy, always come in two forms, using the metal either as dust
or as an ingot.  If the secondary ingredient is also a metal, it must
be supplied in the same form as the base ingredient.  The output alloy
is also returned in the same form.  For example, brass can be produced
by alloying two copper ingots with one zinc ingot to make three brass
ingots, or by alloying two piles of copper dust with one pile of zinc
dust to make three piles of brass dust.  The two ways of alloying produce
equivalent results.

### iron and its alloys ###

Iron forms several important alloys.  In real-life history, iron was the
second metal to be used as the base component of deliberately-constructed
alloys (the first was copper), and it was the first metal whose working
required processes of any metallurgical sophistication.  The game
mechanics around iron broadly imitate the historical progression of
processes around it, rather than the less-varied modern processes.

The two-component alloying system of iron with carbon is of huge
importance, both in the game and in real life.  The basic Minetest game
doesn't distinguish between these pure iron and these alloys at all,
but technic introduces a distinction based on the carbon content, and
renames some items of the basic game accordingly.

The iron/carbon spectrum is represented in the game by three metal
substances: wrought iron, carbon steel, and cast iron.  Wrought iron
has low carbon content (less than 0.25%), resists shattering, and
is easily welded, but is relatively soft and susceptible to rusting.
In real-life history it was used for rails, gates, chains, wire, pipes,
fasteners, and other purposes.  Cast iron has high carbon content
(2.1% to 4%), is especially hard, and resists corrosion, but is
relatively brittle, and difficult to work.  Historically it was used
to build large structures such as bridges, and for cannons, cookware,
and engine cylinders.  Carbon steel has medium carbon content (0.25%
to 2.1%), and intermediate properties: moderately hard and also tough,
somewhat resistant to corrosion.  In real life it is now used for most
of the purposes previously satisfied by wrought iron and many of those
of cast iron, but has historically been especially important for its
use in swords, armor, skyscrapers, large bridges, and machines.

In real-life history, the first form of iron to be refined was
wrought iron, which is nearly pure iron, having low carbon content.
It was produced from ore by a low-temperature furnace process (the
"bloomery") in which the ore/iron remains solid and impurities (slag)
are progressively removed by hammering ("working", hence "wrought").
This began in the middle East, around 1800 BCE.

Historically, the next forms of iron to be refined were those of high
carbon content.  This was the result of the development of a more
sophisticated kind of furnace, the blast furnace, capable of reaching
higher temperatures.  The real advantage of the blast furnace is that it
melts the metal, allowing it to be cast straight into a shape supplied by
a mould, rather than having to be gradually beaten into the desired shape.
A side effect of the blast furnace is that carbon from the furnace's fuel
is unavoidably incorporated into the metal.  Normally iron is processed
twice through the blast furnace: once producing "pig iron", which has
very high carbon content and lots of impurities but lower melting point,
casting it into rough ingots, then remelting the pig iron and casting it
into the final moulds.  The result is called "cast iron".  Pig iron was
first produced in China around 1200 BCE, and cast iron later in the 5th
century BCE.  Incidentally, the Chinese did not have the bloomery process,
so this was their first iron refining process, and, unlike the rest of
the world, their first wrought iron was made from pig iron rather than
directly from ore.

Carbon steel, with intermediate carbon content, was developed much later,
in Europe in the 17th century CE.  It required a more sophisticated
process, because the blast furnace made it extremely difficult to achieve
a controlled carbon content.  Tweaks of the blast furnace would sometimes
produce an intermediate carbon content by luck, but the first processes to
reliably produce steel were based on removing almost all the carbon from
pig iron and then explicitly mixing a controlled amount of carbon back in.

In the game, the bloomery process is represented by ordinary cooking
or grinding of an iron lump.  The lump represents unprocessed ore,
and is identified only as "iron", not specifically as wrought iron.
This standard refining process produces dust or an ingot which is
specifically identified as wrought iron.  Thus the standard refining
process produces the (nearly) pure metal.

Cast iron is trickier.  You might expect from the real-life notes above
that cooking an iron lump (representing ore) would produce pig iron that
can then be cooked again to produce cast iron.  This is kind of the case,
but not exactly, because as already noted cooking an iron lump produces
wrought iron.  The game doesn't distinguish between low-temperature
and high-temperature cooking processes: the same furnace is used not
just to cast all kinds of metal but also to cook food.  So there is no
distinction between cooking processes to produce distinct wrought iron
and pig iron.  But repeated cooking *is* available as a game mechanic,
and is indeed used to produce cast iron: re-cooking a wrought iron ingot
produces a cast iron ingot.  So pig iron isn't represented in the game as
a distinct item; instead wrought iron stands in for pig iron in addition
to its realistic uses as wrought iron.

Carbon steel is produced by a more regular in-game process: alloying
wrought iron with coal dust (which is essentially carbon).  This bears
a fair resemblance to the historical development of carbon steel.
This alloying recipe is relatively time-consuming for the amount of
material processed, when compared against other alloying recipes, and
carbon steel is heavily used, so it is wise to alloy it in advance,
when you're not waiting for it.

There are additional recipes that permit all three of these types of iron
to be converted into each other.  Alloying carbon steel again with coal
dust produces cast iron, with its higher carbon content.  Cooking carbon
steel or cast iron produces wrought iron, in an abbreviated form of the
bloomery process.

There's one more iron alloy in the game: stainless steel.  It is managed
in a completely regular manner, created by alloying carbon steel with
chromium.

### uranium enrichment ###

When uranium is to be used to fuel a nuclear reactor, it is not
sufficient to merely isolate and refine uranium metal.  It is necessary
to control its isotopic composition, because the different isotopes
behave differently in nuclear processes.

The main isotopes of interest are U-235 and U-238.  U-235 is good at
sustaining a nuclear chain reaction, because when a U-235 nucleus is
bombarded with a neutron it will usually fission (split) into fragments.
It is therefore described as "fissile".  U-238, on the other hand,
is not fissile: if bombarded with a neutron it will usually capture it,
becoming U-239, which is very unstable and quickly decays into semi-stable
(and fissile) plutonium-239.

Inconveniently, the fissile U-235 makes up only about 0.7% of natural
uranium, almost all of the other 99.3% being U-238.  Natural uranium
therefore doesn't make a great nuclear fuel.  (In real life there are
a small number of reactor types that can use it, but technic doesn't
have such a reactor.)  Better nuclear fuel needs to contain a higher
proportion of U-235.

Achieving a higher U-235 content isn't as simple as separating the U-235
from the U-238 and just using the required amount of U-235.  Because
U-235 and U-238 are both uranium, and therefore chemically identical,
they cannot be chemically separated, in the way that different elements
are separated from each other when refining metal.  They do differ
in atomic mass, so they can be separated by centrifuging, but because
their atomic masses are very close, centrifuging doesn't separate them
very well.  They cannot be separated completely, but it is possible to
produce uranium that has the isotopes mixed in different proportions.
Uranium with a significantly larger fissile U-235 fraction than natural
uranium is called "enriched", and that with a significantly lower fissile
fraction is called "depleted".

A single pass through a centrifuge produces two output streams, one with
a fractionally higher fissile proportion than the input, and one with a
fractionally lower fissile proportion.  To alter the fissile proportion
by a significant amount, these output streams must be centrifuged again,
repeatedly.  The usual arrangement is a "cascade", a linear arrangement
of many centrifuges.  Each centrifuge takes as input uranium with some
specific fissile proportion, and passes its two output streams to the
two adjacent centrifuges.  Natural uranium is input somewhere in the
middle of the cascade, and the two ends of the cascade produce properly
enriched and depleted uranium.

Fuel for technic's nuclear reactor consists of enriched uranium of which
3.5% is fissile.  (This is a typical value for a real-life light water
reactor, a common type for power generation.)  To enrich uranium in the
game, it must first be in dust form: the centrifuge will not operate
on ingots.  (In real life uranium enrichment is done with the uranium
in the form of a gas.)  It is best to grind uranium lumps directly to
dust, rather than cook them to ingots first, because this yields twice
as much metal dust.  When uranium is in refined form (dust, ingot, or
block), the name of the inventory item indicates its fissile proportion.
Uranium of any available fissile proportion can be put through all the
usual processes for metal.

A single centrifuge operation takes two uranium dust piles, and produces
as output one dust pile with a fissile proportion 0.1% higher and one with
a fissile proportion 0.1% lower.  Uranium can be enriched up to the 3.5%
required for nuclear fuel, and depleted down to 0.0%.  Thus a cascade
covering the full range of fissile fractions requires 34 cascade stages.
(In real life, enriching to 3.5% uses thousands of cascade stages.
Also, centrifuging is less effective when the input isotope ratio
is more skewed, so the steps in fissile proportion are smaller for
relatively depleted uranium.  Zero fissile content is only asymptotically
approachable, and natural uranium relatively cheap, so uranium is normally
only depleted to around 0.3%.  On the other hand, much higher enrichment
than 3.5% isn't much more difficult than enriching that far.)

Although centrifuges can be used manually, it is not feasible to perform
uranium enrichment by hand.  It is a practical necessity to set up
an automated cascade, using pneumatic tubes to transfer uranium dust
piles between centrifuges.  Because both outputs from a centrifuge are
ejected into the same tube, sorting tubes are needed to send the outputs
in different directions along the cascade.  It is possible to send items
into the centrifuges through the same tubes that take the outputs, so the
simplest version of the cascade structure has a line of 34 centrifuges
linked by a line of 34 sorting tube segments.

Assuming that the cascade depletes uranium all the way to 0.0%,
producing one unit of 3.5%-fissile uranium requires the input of five
units of 0.7%-fissile (natural) uranium, takes 490 centrifuge operations,
and produces four units of 0.0%-fissile (fully depleted) uranium as a
byproduct.  It is possible to reduce the number of required centrifuge
operations by using more natural uranium input and outputting only
partially depleted uranium, but (unlike in real life) this isn't usually
an economical approach.  The 490 operations are not spread equally over
the cascade stages: the busiest stage is the one taking 0.7%-fissile
uranium, which performs 28 of the 490 operations.  The least busy is the
one taking 3.4%-fissile uranium, which performs 1 of the 490 operations.

A centrifuge cascade will consume quite a lot of energy.  It is
worth putting a battery upgrade in each centrifuge.  (Only one can be
accommodated, because a control logic unit upgrade is also required for
tube operation.)  An MV centrifuge, the only type presently available,
draws 7 kEU/s in this state, and takes 5 s for each uranium centrifuging
operation.  It thus takes 35 kEU per operation, and the cascade requires
17.15 MEU to produce each unit of enriched uranium.  It takes five units
of enriched uranium to make each fuel rod, and six rods to fuel a reactor,
so the enrichment cascade requires 514.5 MEU to process a full set of
reactor fuel.  This is about 0.85% of the 6.048 GEU that the reactor
will generate from that fuel.

If there is enough power available, and enough natural uranium input,
to keep the cascade running continuously, and exactly one centrifuge
at each stage, then the overall speed of the cascade is determined by
the busiest stage, the 0.7% stage.  It can perform its 28 operations
towards the enrichment of a single uranium unit in 140 s, so that is
the overall cycle time of the cascade.  It thus takes 70 min to enrich
a full set of reactor fuel.  While the cascade is running at this full
speed, its average power consumption is 122.5 kEU/s.  The instantaneous
power consumption varies from second to second over the 140 s cycle,
and the maximum possible instantaneous power consumption (with all 34
centrifuges active simultaneously) is 238 kEU/s.  It is recommended to
have some battery boxes to smooth out these variations.

If the power supplied to the centrifuge cascade averages less than
122.5 kEU/s, then the cascade can't run continuously.  (Also, if the
power supply is intermittent, such as solar, then continuous operation
requires more battery boxes to smooth out the supply variations, even if
the average power is high enough.)  Because it's automated and doesn't
require continuous player attention, having the cascade run at less
than full speed shouldn't be a major problem.  The enrichment work will
consume the same energy overall regardless of how quickly it's performed,
and the speed will vary in direct proportion to the average power supply
(minus any supply lost because battery boxes filled completely).

If there is insufficient power to run both the centrifuge cascade at
full speed and whatever other machines require power, all machines on
the same power network as the centrifuge will be forced to run at the
same fractional speed.  This can be inconvenient, especially if use
of the other machines is less automated than the centrifuge cascade.
It can be avoided by putting the centrifuge cascade on a separate power
network from other machines, and limiting the proportion of the generated
power that goes to it.

If there is sufficient power and it is desired to enrich uranium faster
than a single cascade can, the process can be speeded up more economically
than by building an entire second cascade.  Because the stages of the
cascade do different proportions of the work, it is possible to add a
second and subsequent centrifuges to only the busiest stages, and have
the less busy stages still keep up with only a single centrifuge each.

Another possible approach to uranium enrichment is to have no fixed
assignment of fissile proportions to centrifuges, dynamically putting
whatever uranium is available into whichever centrifuges are available.
Theoretically all of the centrifuges can be kept almost totally busy all
the time, making more efficient use of capital resources, and the number
of centrifuges used can be as little (down to one) or as large as desired.
The difficult part is that it is not sufficient to put each uranium dust
pile individually into whatever centrifuge is available: they must be
input in matched pairs.  Any odd dust pile in a centrifuge will not be
processed and will prevent that centrifuge from accepting any other input.

### concrete ###

Concrete is a synthetic building material.  The technic modpack implements
it in the game.

Two forms of concrete are available as building blocks: ordinary
"concrete" and more advanced "blast-resistant concrete".  Despite its
name, the latter has no special resistance to explosions or to any other
means of destruction.

Concrete can also be used to make fences.  They act just like wooden
fences, but aren't flammable.  Confusingly, the item that corresponds
to a wooden "fence" is called "concrete post".  Posts placed adjacently
will implicitly create fence between them.  Fencing also appears between
a post and adjacent concrete block.


code:
Tools in Technic fall into two categories: manual and electric. Both sets of tools are unstackable in the inventory. Manual tools work similarly to the manual tools in `minetest`, they have limited durability that is reduced during use (they disappear after they hit 0 durability). Manual tools can be regenerated by using the Tool Workshop, so that valuable tools, such as mese or diamond tools can be preserved. Electric tools require charging in Battery Boxes (of any voltage) and will not be destroyed when they reach 0 charge. Higher levels of electric tools are more powerful and contain more charge so they work longer.

## Chainsaw

This electric tool speeds up harvesting of wood by allowing the harvesting of an entire tree in a single click. Just click on any part of a tree, and the wood and leaves of that tree at that point and above will be cut and dropped on the ground as blocks. It has enough charge to cut down about 5 trees before running out of power.

**Note:** If you can't find the drops from using the chainsaw, dig around as they can be buried under neighbouring terrain blocks.

## Flashlight

This electric tool illumates the area in front of the player. While it is electric, and so requires charging, to use it one only needs to equip it. Punching with this tool does nothing.

## Lava can

The lava can works similarly to the bucket tool and the water can, but instead of carrying water, it can carry lava source blocks (the ones that aren't animated), up to 8 at a time. To use, simply equip and click on lava source blocks (they will highlight in black). Then clicking anywhere where there isn't a lava source block will place them again.

**Warning:** Be careful where you place these source blocks! Since you're placing lava source blocks, lava will flow out of them and may trap or burn you depending on where you are.

## Mining drill

This electric tool operates similarly to a pickaxe, though every block takes exactly one click to drill out. While the Mining Laser allows for faster collection of bulk minerals, it's cutting path can sometimes be undesirable, and the mining drill is useful in these instances.

The higher levels of the mining drill allow for drilling more blocks at once, substantially reducing mining time. At mark-2, the mining drill can drill 3 blocks at once, either 3-deep, 3-wide, or 3-tall. At mark-3, the mining drill can drill 9-blocks at once in a 3x3 layout around the block selected. Switching between these modes can be done by shift-clicking.

**Advice:** Since these tools require substantially more diamonds than the mining laser, and yet drills slower, it is suggested that a mining laser be built first.

## Mining laser

This electric tool is a substantial upgrade above the pickaxe that you start mining with. The laser works by drilling directly forward 7 blocks making a path that's roughly 1-block in diameter. The laser is electric, requiring charging in a battery box (any voltage). As soon as an LV electrical system is set up, this is a great next step.

## Sonic screwdriver

This electric tool is used for rotating nodes, much like the default Screwdriver tool, but loses charge instead of durability. This is useful for any nodes which have a "front" direction, like stairs, machines, furniture, etc. Nodes are rotated around the Y-axes (vertical).

## Tree tap

This manual tool allows for harvesting latex from rubber trees. Extracting latex can be done by hitting rubber trees with it yields for 1 latex. The rubber tree will regenerate its latex supply over the course of a day.

## Water can

The water can works similarly to the bucket tool from minetest_game, but it can hold 16 `water_source` (the water blocks that don't look like they're flowing) blocks instead of 1. To use, simply equip the water can and click on water source blocks (they will highlight in black). Then clicking anywhere where there isn't a `water_source` block with the water can equipped will place them.

**Warning:** Be careful where you place these source blocks! Since you're placing water source blocks, water will flow out of them and may trap or drown you depending on where you are.

## Wrench

The manual tool allows for moving blocks which contain an inventory, like chests. A shift-right-click on a machine/chest will immediately add it to the inventory.

repo_name: Desour/PlayMinetestServer

license: mit


code:
minetest.register_abm({
  nodenames = {"technic:hv_nuclear_reactor_core_active"},
  interval = 10,
  chance = 1,
  action = function(pos, node)
    minetest.add_particlespawner({
      amount = 50,
      time = 10,
      minpos = {x=pos.x-0.5, y=pos.y-0.5, z=pos.z-0.5},
      maxpos = {x=pos.x+0.5, y=pos.y+0.5, z=pos.z+0.5},
      minvel = {x=-0.8, y=-0.8, z=-0.8},
      maxvel = {x=0.8, y=0.8, z=0.8},
      minacc = {x=0,y=0,z=0},
      maxacc = {x=0,y=0,z=0},
      minexptime = 0.5,
      maxexptime = 2,
      minsize = 1,
      maxsize = 2,
      texture = "blueparticle.png",
      glow = 5
    })
  end
})


code:
local constant_digit_count = technic.config:get("constant_digit_count")

-- converts a number to a readable string with SI prefix, e.g. 10000 → "10 k",
-- 15 → "15 ", 0.1501 → "150.1 m"
-- a non-breaking space (U+a0) instead of a usual one is put after number
-- The precision is 4 digits
local prefixes = {[-8] = "y", [-7] = "z", [-6] = "a", [-5] = "f", [-4] = "p",
	[-3] = "n", [-2] = "µ", [-1] = "m", [0] = "",  [1] = "k", [2] = "M",
	[3] = "G", [4] = "T", [5] = "P", [6] = "E", [7] = "Z", [8] = "Y"}
function technic.pretty_num(num)
	-- the small number added is due to floating point inaccuracy
	local b = math.floor(math.log10(math.abs(num)) +0.000001)
	local pref_i
	if b ~= 0 then
		-- b is decremented by 1 to avoid a single digit with many decimals,
		-- e.g. instead of 1.021 MEU, 1021 kEU is shown
		pref_i = math.floor((b - 1) / 3)
	else
		-- as special case, avoid showing e.g. 1100 mEU instead of 1.1 EU
		pref_i = 0
	end
	if not prefixes[pref_i] then
		-- This happens for 0, nan, inf, very big values, etc.
		if num == 0 then
			-- handle 0 explicilty to avoid showing "-0"
			if not constant_digit_count then
				return "0 "
			end
			-- gives 0.000
			return string.format("%.3f ", 0)
		end
		return string.format("%.4g ", num)
	end

	num = num * 10 ^ (-3 * pref_i)
	if constant_digit_count then
		local comma_digits_cnt = 3 - (b - 3 * pref_i)
		return string.format("%." .. comma_digits_cnt .. "f %s",
			num, prefixes[pref_i])
	end
	return string.format("%.4g %s", num, prefixes[pref_i])
end

-- some unittests
assert(technic.pretty_num(-0) == "0 ")
assert(technic.pretty_num(0) == "0 ")
assert(technic.pretty_num(1234) == "1234 ")
assert(technic.pretty_num(123456789) == "123.5 M")

-- used to display power values
function technic.EU_string(num)
	return technic.pretty_num(num) .. "EU"
end

--- Same as minetest.swap_node, but only changes name
-- and doesn't re-set if already set.
function technic.swap_node(pos, name)
	local node = minetest.get_node(pos)
	if node.name ~= name then
		node.name = name
		minetest.swap_node(pos, node)
	end
end

--- Fully charge RE chargeable item.
-- Must be defined early to reference in item definitions.
function technic.refill_RE_charge(stack)
	local max_charge = technic.power_tools[stack:get_name()]
	if not max_charge then return stack end
	technic.set_RE_wear(stack, max_charge, max_charge)
	local meta = minetest.deserialize(stack:get_metadata()) or {}
	meta.charge = max_charge
	stack:set_metadata(minetest.serialize(meta))
	return stack
end

-- If the node is loaded, returns it.  If it isn't loaded, load it and return nil.
function technic.get_or_load_node(pos)
	local node = minetest.get_node_or_nil(pos)
	if node then return node end
	local vm = VoxelManip()
	local _, _ = vm:read_from_map(pos, pos)
	return nil
end

technic.tube_inject_item = pipeworks.tube_inject_item or function(pos, start_pos, velocity, item)
	local tubed = pipeworks.tube_item(vector.new(pos), item)
	tubed:get_luaentity().start_pos = vector.new(start_pos)
	tubed:set_velocity(velocity)
	tubed:set_acceleration(vector.new(0, 0, 0))
end

--- Iterates over the node positions along the specified ray.
-- The returned positions will not include the starting position.
function technic.trace_node_ray(pos, dir, range)
	local x_step = dir.x > 0 and 1 or -1
	local y_step = dir.y > 0 and 1 or -1
	local z_step = dir.z > 0 and 1 or -1

	local i = 1
	return function(p)
		-- Approximation of where we should be if we weren't rounding
		-- to nodes.  This moves forward a bit faster then we do.
		-- A correction is done below.
		local real_x = pos.x + (dir.x * i)
		local real_y = pos.y + (dir.y * i)
		local real_z = pos.z + (dir.z * i)

		-- How far off we've gotten from where we should be.
		local dx = math.abs(real_x - p.x)
		local dy = math.abs(real_y - p.y)
		local dz = math.abs(real_z - p.z)

		-- If the real position moves ahead too fast, stop it so we
		-- can catch up.  If it gets too far ahead it will smooth
		-- out our movement too much and we won't turn fast enough.
		if dx + dy + dz < 2 then
			i = i + 1
		end

		-- Step in whichever direction we're most off course in.
		if dx > dy then
			if dx > dz then
				p.x = p.x + x_step
			else
				p.z = p.z + z_step
			end
		elseif dy > dz then
			p.y = p.y + y_step
		else
			p.z = p.z + z_step
		end
		if vector.distance(pos, p) > range then
			return nil
		end
		return p
	end, vector.round(pos)
end

--- Like trace_node_ray, but includes extra positions close to the ray.
function technic.trace_node_ray_fat(pos, dir, range)
	local x_step = dir.x > 0 and 1 or -1
	local y_step = dir.y > 0 and 1 or -1
	local z_step = dir.z > 0 and 1 or -1

	local next_poses = {}

	local i = 1
	return function(p)
		local ni, np = next(next_poses)
		if np then
			next_poses[ni] = nil
			return np
		end

		-- Approximation of where we should be if we weren't rounding
		-- to nodes.  This moves forward a bit faster then we do.
		-- A correction is done below.
		local real_x = pos.x + (dir.x * i)
		local real_y = pos.y + (dir.y * i)
		local real_z = pos.z + (dir.z * i)

		-- How far off we've gotten from where we should be.
		local dx = math.abs(real_x - p.x)
		local dy = math.abs(real_y - p.y)
		local dz = math.abs(real_z - p.z)

		-- If the real position moves ahead too fast, stop it so we
		-- can catch up.  If it gets too far ahead it will smooth
		-- out our movement too much and we won't turn fast enough.
		if dx + dy + dz < 2 then
			i = i + 1
		end

		-- Step in whichever direction we're most off course in.
		local sx, sy, sz  -- Whether we've already stepped along each axis
		if dx > dy then
			if dx > dz then
				sx = true
				p.x = p.x + x_step
			else
				sz = true
				p.z = p.z + z_step
			end
		elseif dy > dz then
			sy = true
			p.y = p.y + y_step
		else
			sz = true
			p.z = p.z + z_step
		end

		if vector.distance(pos, p) > range then
			return nil
		end

		-- Add other positions that we're significantly off on.
		-- We can just use fixed integer keys here because the
		-- table will be completely cleared before we reach this
		-- code block again.
		local dlen = math.sqrt(dx*dx + dy*dy + dz*dz)
		-- Normalized axis deltas
		local dxn, dyn, dzn = dx / dlen, dy / dlen, dz / dlen
		if not sx and dxn > 0.5 then
			next_poses[1] = vector.new(p.x + x_step, p.y, p.z)
		end
		if not sy and dyn > 0.5 then
			next_poses[2] = vector.new(p.x, p.y + y_step, p.z)
		end
		if not sz and dzn > 0.5 then
			next_poses[3] = vector.new(p.x, p.y, p.z + z_step)
		end

		return p
	end, vector.round(pos)
end


code:
-- Minetest 0.4.7 mod: technic
-- namespace: technic
-- (c) 2012-2013 by RealBadAngel <mk@realbadangel.pl>

local load_start = os.clock()

technic = rawget(_G, "technic") or {}
technic.creative_mode = minetest.settings:get_bool("creative_mode")

local modpath = minetest.get_modpath("technic")
technic.modpath = modpath

-- Boilerplate to support intllib
if rawget(_G, "intllib") then
	technic.getter = intllib.Getter()
else
	technic.getter = function(s,a,...)if a==nil then return s end a={a,...}return s:gsub("(@?)@(%(?)(%d+)(%)?)",function(e,o,n,c)if e==""then return a[tonumber(n)]..(o==""and c or"")else return"@"..o..n..c end end) end
end
local S = technic.getter

-- max_lag
dofile(modpath.."/max_lag.lua")

-- Read configuration file
dofile(modpath.."/config.lua")

-- Helper functions
dofile(modpath.."/helpers.lua")

-- Items
dofile(modpath.."/items.lua")

-- Craft recipes for items
dofile(modpath.."/crafts.lua")

-- Register functions
dofile(modpath.."/register.lua")

-- Radiation
dofile(modpath.."/radiation.lua")

-- Machines
dofile(modpath.."/machines/init.lua")

-- Tools
dofile(modpath.."/tools/init.lua")

-- Aliases for legacy node/item names
dofile(modpath.."/legacy.lua")

-- visual effects
dofile(modpath.."/effects.lua")

if minetest.settings:get_bool("log_mods") then
	print(S("[Technic] Loaded in %f seconds"):format(os.clock() - load_start))
end

if minetest.settings:get_bool("enable_technic_integration_test") then
	dofile(modpath.."/integration_test.lua")
end


code:
minetest.log("warning", "[technic] integration-test enabled!")

-- those mods have to be present
local assert_mods = {
	"technic",
	"pipeworks"
}

-- those nodes have to be present
local assert_nodes = {
	"technic:admin_anchor"
}

-- defered integration test function
minetest.register_on_mods_loaded(function()
	minetest.log("warning", "[technic] all mods loaded, starting delayed test-function")

	minetest.after(1, function()
		minetest.log("warning", "[technic] starting integration test")

		-- export stats
		local file = io.open(minetest.get_worldpath().."/registered_nodes.txt", "w" );
		if file then
			for name in pairs(minetest.registered_nodes) do
				file:write(name .. '\n')
			end
			file:close()
		end

		-- check mods
		for _, modname in ipairs(assert_mods) do
			if not minetest.get_modpath(modname) then
				error("Mod not present: " .. modname)
			end
		end

		-- check nodes
		for _, nodename in ipairs(assert_nodes) do
			if not minetest.registered_nodes[nodename] then
				error("Node not present: " .. nodename)
			end
		end

		-- write success flag
		local data = minetest.write_json({ success = true }, true);
		file = io.open(minetest.get_worldpath().."/integration_test.json", "w" );
		if file then
			file:write(data)
			file:close()
		end

		minetest.log("warning", "[technic] integration tests done!")
		minetest.request_shutdown("success")
	end)
end)


code:
local S = technic.getter

minetest.register_craftitem("technic:silicon_wafer", {
	description = S("Silicon Wafer"),
	inventory_image = "technic_silicon_wafer.png",
})

minetest.register_craftitem( "technic:doped_silicon_wafer", {
	description = S("Doped Silicon Wafer"),
	inventory_image = "technic_doped_silicon_wafer.png",
})

minetest.register_craftitem("technic:uranium_fuel", {
	description = S("Uranium Fuel"),
	inventory_image = "technic_uranium_fuel.png",
})

minetest.register_craftitem( "technic:diamond_drill_head", {
	description = S("Diamond Drill Head"),
	inventory_image = "technic_diamond_drill_head.png",
})

minetest.register_tool("technic:blue_energy_crystal", {
	description = S("Blue Energy Crystal"),
	inventory_image = minetest.inventorycube(
		"technic_diamond_block_blue.png",
		"technic_diamond_block_blue.png",
		"technic_diamond_block_blue.png"),
	wear_represents = "technic_RE_charge",
	on_refill = technic.refill_RE_charge,
	tool_capabilities = {
		max_drop_level = 0,
		groupcaps = {
			fleshy = {times={}, uses=10000, maxlevel=0}
		}
	}
})

minetest.register_tool("technic:green_energy_crystal", {
	description = S("Green Energy Crystal"),
	inventory_image = minetest.inventorycube(
		"technic_diamond_block_green.png",
		"technic_diamond_block_green.png",
		"technic_diamond_block_green.png"),
	wear_represents = "technic_RE_charge",
	on_refill = technic.refill_RE_charge,
	tool_capabilities = {
		max_drop_level = 0,
		groupcaps = {
			fleshy = {times={}, uses=10000, maxlevel=0}
		}
	}
})

minetest.register_tool("technic:red_energy_crystal", {
	description = S("Red Energy Crystal"),
	inventory_image = minetest.inventorycube(
		"technic_diamond_block_red.png",
		"technic_diamond_block_red.png",
		"technic_diamond_block_red.png"),
	wear_represents = "technic_RE_charge",
	on_refill = technic.refill_RE_charge,
	tool_capabilities = {
		max_drop_level = 0,
		groupcaps = {
			fleshy = {times={}, uses=10000, maxlevel=0}
		}
	}
})

minetest.register_craftitem("technic:copper_coil", {
	description = S("Copper Coil"),
	inventory_image = "technic_copper_coil.png",
})

minetest.register_craftitem("technic:lv_transformer", {
	description = S("Low Voltage Transformer"),
	inventory_image = "technic_lv_transformer.png",
})

minetest.register_craftitem("technic:mv_transformer", {
	description = S("Medium Voltage Transformer"),
	inventory_image = "technic_mv_transformer.png",
})

minetest.register_craftitem( "technic:hv_transformer", {
	description = S("High Voltage Transformer"),
	inventory_image = "technic_hv_transformer.png",
})

minetest.register_craftitem( "technic:control_logic_unit", {
	description = S("Control Logic Unit"),
	inventory_image = "technic_control_logic_unit.png",
})

minetest.register_craftitem("technic:mixed_metal_ingot", {
	description = S("Mixed Metal Ingot"),
	inventory_image = "technic_mixed_metal_ingot.png",
})

minetest.register_craftitem("technic:composite_plate", {
	description = S("Composite Plate"),
	inventory_image = "technic_composite_plate.png",
})

minetest.register_craftitem("technic:copper_plate", {
	description = S("Copper Plate"),
	inventory_image = "technic_copper_plate.png",
})

minetest.register_craftitem("technic:carbon_plate", {
	description = S("Carbon Plate"),
	inventory_image = "technic_carbon_plate.png",
})

minetest.register_craftitem("technic:graphite", {
	description = S("Graphite"),
	inventory_image = "technic_graphite.png",
})

minetest.register_craftitem("technic:carbon_cloth", {
	description = S("Carbon Cloth"),
	inventory_image = "technic_carbon_cloth.png",
})

minetest.register_node("technic:machine_casing", {
	description = S("Machine Casing"),
	groups = {cracky=2},
	sunlight_propagates = true,
	paramtype = "light",
	drawtype = "allfaces",
	tiles = {"technic_machine_casing.png"},
	sounds = default.node_sound_stone_defaults(),
})

for p = 0, 35 do
	local nici = (p ~= 0 and p ~= 7 and p ~= 35) and 1 or nil
	local psuffix = p == 7 and "" or p
	local ingot = "technic:uranium"..psuffix.."_ingot"
	local block = "technic:uranium"..psuffix.."_block"
	local ov = p == 7 and minetest.override_item or nil;
	(ov or minetest.register_craftitem)(ingot, {
		description = string.format(S("%.1f%%-Fissile Uranium Ingot"), p/10),
		inventory_image = "technic_uranium_ingot.png",
		groups = {uranium_ingot=1, not_in_creative_inventory=nici},
	});
	-- Note on radioactivity of blocks:
	-- Source: <http://www.wise-uranium.org/rup.html>
	-- The baseline radioactivity of an isotope is not especially
	-- correlated with whether it's fissile (i.e., suitable as
	-- reactor fuel).  Natural uranium consists mainly of fissile
	-- U-235 and non-fissile U-238, and both U-235 and U-238 are
	-- significantly radioactive.  U-235's massic activity is
	-- about 80.0 MBq/kg, and U-238's is about 12.4 MBq/kg, which
	-- superficially suggests that 3.5%-fissile uranium should have
	-- only 1.19 times the activity of fully-depleted uranium.
	-- But a third isotope affects the result hugely: U-234 has
	-- massic activity of 231 GBq/kg.  Natural uranium has massic
	-- composition of 99.2837% U-238, 0.711% U-235, and 0.0053% U-234,
	-- so its activity comes roughly 49% each from U-234 and U-238
	-- and only 2% from U-235.  During enrichment via centrifuge,
	-- the U-234 fraction is concentrated along with the U-235, with
	-- the U-234:U-235 ratio remaining close to its original value.
	-- (Actually the U-234 gets separated from U-238 slightly more
	-- than the U-235 is, so the U-234:U-235 ratio is slightly
	-- higher in enriched uranium.)  A typical massic composition
	-- for 3.5%-fissile uranium is 96.47116% U-238, 3.5% U-235, and
	-- 0.02884% U-234.  This gives 3.5%-fissile uranium about 6.55
	-- times the activity of fully-depleted uranium.  The values we
	-- compute here for the "radioactive" group value are based on
	-- linear interpolation of activity along that scale, rooted at
	-- a natural (0.7%-fissile) uranium block having the activity of
	-- 9 uranium ore blocks (due to 9 ingots per block).  The group
	-- value is proportional to the square root of the activity, and
	-- uranium ore has radioactive=1.  This yields radioactive=1.0
	-- for a fully-depleted uranium block and radioactive=2.6 for
	-- a 3.5%-fissile uranium block.
	local radioactivity = math.floor(math.sqrt((1+5.55*p/35) * 18 / (1+5.55*7/35)) + 0.5);
	(ov or minetest.register_node)(block, {
		description = string.format(S("%.1f%%-Fissile Uranium Block"), p/10),
		tiles = {"technic_uranium_block.png"},
		is_ground_content = true,
		groups = {uranium_block=1, not_in_creative_inventory=nici,
			cracky=1, level=2, radioactive=radioactivity},
		sounds = default.node_sound_stone_defaults(),
	});
	if not ov then
		minetest.register_craft({
			output = block,
			recipe = {
				{ingot, ingot, ingot},
				{ingot, ingot, ingot},
				{ingot, ingot, ingot},
			},
		})
		minetest.register_craft({
			output = ingot.." 9",
			recipe = {{block}},
		})
	end
end


code:
-- Aliases to convert from legacy node/item names

technic.legacy_nodenames = {
	["technic:alloy_furnace"]        = "technic:lv_alloy_furnace",
	["technic:alloy_furnace_active"] = "technic:lv_alloy_furnace_active",
	["technic:battery_box"]  = "technic:lv_battery_box0",
	["technic:battery_box1"] = "technic:lv_battery_box1",
	["technic:battery_box2"] = "technic:lv_battery_box2",
	["technic:battery_box3"] = "technic:lv_battery_box3",
	["technic:battery_box4"] = "technic:lv_battery_box4",
	["technic:battery_box5"] = "technic:lv_battery_box5",
	["technic:battery_box6"] = "technic:lv_battery_box6",
	["technic:battery_box7"] = "technic:lv_battery_box7",
	["technic:battery_box8"] = "technic:lv_battery_box8",
	["technic:electric_furnace"]        = "technic:lv_electric_furnace",
	["technic:electric_furnace_active"] = "technic:lv_electric_furnace_active",
	["technic:grinder"]        = "technic:lv_grinder",
	["technic:grinder_active"] = "technic:lv_grinder_active",
	["technic:extractor"]        = "technic:lv_extractor",
	["technic:extractor_active"] = "technic:lv_extractor_active",
	["technic:compressor"]        = "technic:lv_compressor",
	["technic:compressor_active"] = "technic:lv_compressor_active",
	["technic:hv_battery_box"] = "technic:hv_battery_box0",
	["technic:mv_battery_box"] = "technic:mv_battery_box0",
	["technic:generator"]        = "technic:lv_generator",
	["technic:generator_active"] = "technic:lv_generator_active",
	["technic:iron_dust"] = "technic:wrought_iron_dust",
	["technic:enriched_uranium"] = "technic:uranium35_ingot",
}

for old, new in pairs(technic.legacy_nodenames) do
	minetest.register_alias(old, new)
end

for i = 0, 64 do
	minetest.register_alias("technic:hv_cable"..i, "technic:hv_cable")
	minetest.register_alias("technic:mv_cable"..i, "technic:mv_cable")
	minetest.register_alias("technic:lv_cable"..i, "technic:lv_cable")
end


code:
# German Translation for Technic Mod
# Deutsche Uebersetzung des Technic Mods
# by Xanthin

## Misc
[Technic] Loaded in %f seconds = [Technic] ist in %f Sekunden geladen

## Items
Silicon Wafer = Siliziumscheibe
Doped Silicon Wafer = Dotierte Siliziumscheibe
Enriched Uranium = Angereichertes Uran
Uranium Fuel = Uranbrennstoff
Diamond Drill Head = Diamantbohrkopf
Blue Energy Crystal = Blauer Energiekristall
Green Energy Crystal = Gruener Energiekristall
Red Energy Crystal = Roter Energiekristall
Fine Copper Wire = Feinkupferdraht
Copper Coil = Kupferspule
Electric Motor = Elektromotor
Low Voltage Transformer = Niederspannungstransformator
Medium Voltage Transformer = Mittelspannungstransformator
High Voltage Transformer = Hochspannungstransformator
Control Logic Unit = Steuer- und Regelungseinheit
Mixed Metal Ingot = Mischmetallbarren
Composite Plate = Verbundplatte
Copper Plate = Kupferplatte
Carbon Plate = Kohlefaserplatte
Graphite = Graphit
Carbon Cloth = Kohlefasergewebe
Raw Latex = Rohlatex
Rubber Fiber = Gummifaser
%.1f%%-Fissile Uranium Ingot =
%.1f%%-Fissile Uranium Block =

## Machine misc
Machine cannot be removed because it is not empty = Die Maschine kann nicht entfernt werden, weil sie noch nicht leer ist.
Inventory move disallowed due to protection = Das Inventar ist geschuetzt, Zugriff verweigert.
# $1: Machine name (Includes tier)
@1 Active (@2 EU) = @1 ist eingeschaltet (@2 EU)
%s Active = %s ist eingeschaltet
%s Disabled = %s ist ausgeschaltet
%s Enabled =
%s Idle = %s ist bereit
%s Improperly Placed = %s ist falsch plaziert
%s Unpowered = %s hat keine Stromversorgung
%s Out Of Fuel = %s hat keinen Brennstoff
%s Has Bad Cabling = %s ist falsch verkabelt
%s Has No Network = %s hat kein Netzwerk
%s Finished = %s ist fertig
Enable/Disable = Einschalten/Ausschalten
Range = Reichweite
Upgrade Slots = Verbesserungsfaecher
In: = Rein:
Out: = Raus:
Slot %d = Fach %d
Itemwise = Einzelstuecke
Stackwise = Ganzer Stapel
Owner: =
Unlocked =
Locked =
Radius: =
Enabled =
Disabled =

## Machine names
# $1: Tier
%s Alloy Furnace = %s Legierungsofen
%s Battery Box = %s Batteriebox
%s Cable = %s Kabel
%s Compressor = %s Kompressor
%s Extractor = %s Extraktor
%s Forcefield Emitter = %s Kraftfeld-Emitter
%s Furnace = %s Ofen
%s Grinder = %s Schleifmaschine
%s Music Player = %s Musikspieler
%s Quarry = %s Steinbruch
%s Tool Workshop = %s Werkzeugwerkstatt
Arrayed Solar %s Generator = %s Solaranlage
Fuel-Fired %s Generator = %s Kohle-Generator
Geothermal %s Generator = %s Geothermie-Generator
Hydro %s Generator = %s Wassermuehle
Nuclear %s Generator Core = %s Reaktorkern
Small Solar %s Generator = %s Solarmodul
Wind %s Generator = %s Windmuehle
Self-Contained Injector = Selbstversorger-Injektor
Constructor Mk%d = Konstruktor Modell %d
Frame = Rahmen
Frame Motor = Rahmenmotor
Template = Schablone
Template (replacing) = Schablone (ersetzend)
Template motor = Schablonenmotor
Template tool = Schablonenwerkzeug
Battery Box = Batteriebox
Supply Converter = Stromumwandler
Switching Station = Schaltanlage
Fuel-Fired Alloy Furnace = Kohle-Legierungsofen
Fuel-Fired Furnace = Kohle-Ofen
Wind Mill Frame = Windmuehlengeruest
Forcefield = Kraftfeld
Nuclear Reactor Rod Compartment = Brennstabfaecher
Administrative World Anchor =

## Machine-specific
# $1: Pruduced EU
Charge = Aufladen
Discharge = Entladen
Power level = Energiestufe
# $1: Tier $2: current_charge $3: max_charge
@1 Battery Box: @2/@3 = @1 Batteriebox: @2/@3
# $1: Machine name $2: Supply $3: Demand
@1. Supply: @2 Demand: @3 = @1. Versorgung: @2 Bedarf: @3
Production at %d%% = Produktion bei %d%%
Choose Milling Program: = Waehle ein Fraesprogramm:
Slim Elements half / normal height: = Schmale Elemente von halber / normaler Hoehe:
Current track %s = Aktueller Titel %s
Stopped =
Keeping %d/%d map blocks loaded =
Digging not started =
Digging finished =
Digging %d m above machine =
Digging %d m below machine =

## Grinder Recipes
# $1: Name
%s Dust = %sstaub
Akalin = Akalin
Alatro = Alatro
Arol = Arol
Brass = Messing
Bronze = Bronze
Carbon Steel = Kohlenstoffstahl
Cast Iron = Gusseisen
Chromium = Chrom
Coal = Kohle
Copper = Kupfer
Gold = Gold
Mithril = Mithril
Silver = Silber
Stainless Steel = Edelstahl
Talinite = Talinite
Tin = Zinn
Wrought Iron = Schmiedeeisen
Zinc = Zink
%.1f%%-Fissile Uranium =

## Tools
RE Battery = Akkubatterie
Water Can = Wasserkanister
Lava Can = Lavakanister
Chainsaw = Kettensaege
Flashlight = Taschenlampe
3 nodes deep. = 3 Bloecke tief.
3 nodes tall. = 3 Bloecke hoch.
3 nodes wide. = 3 Bloecke breit.
3x3 nodes. = 3x3 Bloecke.
Use while sneaking to change Mining Drill Mk%d modes. = Halte die Shift-Taste beim Benutzen gedrueckt, um die Funktion des Bergbaubohrers Modell %d zu aendern.
Mining Drill Mk%d Mode %d = Bergbaubohrer Modell %d Funktion %d
Mining Drill Mk%d = Bergbaubohrer Modell %d
Mining Laser Mk%d = Bergbaulaser Modell %d
Single node. = Einzelblock
Sonic Screwdriver = Schallschraubendreher
Tree Tap = Baumzapfhahn

## Craft descriptions
Alloy cooking =
Grinding =
Compressing =
Extracting =


code:
# Spanish Translation for Technic Mod
# Traduccion al Español del Mod Technic
# Autor: Diego Martínez <kaeza>

## Misc
[Technic] Loaded in %f seconds = [Technic] Cargado en %f segundos

## Items
Silicon Wafer = Oblea de Silicio
Doped Silicon Wafer = Oblea de Silicio Dopada
Enriched Uranium = Uranio Enriquecido
Uranium Fuel = Combustible de Uranio
Diamond Drill Head = Mecha de Taladro de Diamante
Blue Energy Crystal = Cristal de Energia Azul
Green Energy Crystal = Cristal de Energia Verde
Red Energy Crystal = Cristal de Energia Rojo
Fine Copper Wire = Cable Fino de Cobre
Copper Coil = Resorte de Cobre
Electric Motor = Motor Electrico
Low Voltage Transformer = Transformador de Bajo Voltaje
Medium Voltage Transformer = Transformador de Voltaje Medio
High Voltage Transformer = Transformador de Alto Voltaje
Control Logic Unit = Unidad Logica de Control
Mixed Metal Ingot = Lingote de Metal Mezclado
Composite Plate = Placa de Compuestos
Copper Plate = Placa de Cobre
Carbon Plate = Placa de Carbon
Graphite = Grafito
Carbon Cloth = Tela de Carbon
Raw Latex = Latex Crudo
Rubber Fiber = Fibra de Hule
%.1f%%-Fissile Uranium Ingot =
%.1f%%-Fissile Uranium Block =

## Machine misc
Machine cannot be removed because it is not empty = La maquina no puede removerse porque no esta vacia
Inventory move disallowed due to protection =
# $1: Machine name (Includes tier)
@1 Active (@2 EU) = @1 Activo (@2 EU)
%s Active = %s Activo
%s Enabled =
%s Idle = %s Quieto
%s Unpowered = %s Sin Energia
%s Out Of Fuel = %s Sin Combustible
%s Has Bad Cabling = %s Tiene Mal Cableado
%s Has No Network = %s No Tiene Una Red
%s Finished = %s Terminado
%s Disabled = %s Deshabilitado
%s Improperly Placed = %s No Colocado Apropiadamente
Range = Alcance
Enable/Disable = Habilitar/Deshabilitar
Itemwise =
Stackwise =
Owner: =
Unlocked =
Locked =
Radius: =
Enabled =
Disabled =

## Machine names
# $1: Tier
%s Alloy Furnace = Horno de Aleacion %s
%s Battery Box = Caja de Bateria %s
%s Cable = Cable %s
%s Compressor = Compresor %s
%s Extractor = Extractor %s
%s Forcefield Emitter = Emisor de Campo de Fuerza %s
%s Furnace = Horno %s
%s Grinder = Amoladora %s
%s Music Player = Reproductor de Musica %s
%s Quarry = Cantera %s
%s Tool Workshop = Taller de Herramientas %s
Arrayed Solar %s Generator = Panel Solar %s
Fuel-Fired %s Generator = Generador a Carbon %s
Geothermal %s Generator = Generador Geotermico %s
Hydro %s Generator = Molino de Agua %s
Nuclear %s Generator Core = Nucleo de Reactor Nuclear %s
Small Solar %s Generator = Panel Solar %s
Wind %s Generator = Molino de Viento %s
Self-Contained Injector =
Constructor Mk%d =
Frame =
Frame Motor =
Template =
Template (replacing) =
Template Motor =
Template Tool =
Supply Converter = Convertidor de Alimentacion
Switching Station = Estacion de Conmutacion
Battery Box = Caja de Baterias
Fuel-Fired Alloy Furnace = Horno de Aleacion a Carbon
Fuel-Fired Furnace = Horno a Carbon
Forcefield = Campo de Fuerza
Nuclear Reactor Rod Compartment = Compartimiento para Vara de Reactor Nuclear
Wind Mill Frame = Armazon de Molino de Viento
Administrative World Anchor =

## Machine-specific
# $1: Pruduced EU
Charge = Cargar
Discharge = Descargar
Power level = Nivel de Poder
# $1: Tier $2: current_charge $3: max_charge
@1 Battery Box: @2/@3 = Caja de Bateria @1: @2/@3
# $1: Machine name $2: Supply $3: Demand
@1. Supply: @2 Demand: @3 = @1. Alimentacion: @2 Demanda: @3
# $1: Production percent
Production at %d%% = Produccion en %d%%
Stopped =
Keeping %d/%d map blocks loaded =
Digging not started =
Digging finished =
Digging %d m above machine =
Digging %d m below machine =

## Grinder Recipes
# $1: Name
%s Dust = Polvo de %s
Akalin = Akalina
Alatro = Alatro
Arol = Arol
Brass = Laton
Bronze = Bronce
Carbon Steel = Acero al Carbono
Cast Iron = Hierro Fundido
Chromium = Cromo
Coal = Carbon
Copper = Cobre
Gold = Oro
Mithril = Mitrilo
Silver = Plata
Stainless Steel = Acero Inoxidable
Talinite = Talinita
Tin = Estanio
Wrought Iron = Hierro Forjado
Zinc = Zinc
%.1f%%-Fissile Uranium =

## Tools
RE Battery =
Water Can = Bidon de Agua
Lava Can = Bidon de Lava
Chainsaw = Motosierra
Flashlight = Linterna
3 nodes deep. = 3 nodos de profundo.
3 nodes tall. = 3 nodos de alto.
3 nodes wide. = 3 nodos de ancho.
3x3 nodes. = 3x3 nodos.
Use while sneaking to change Mining Drill Mk%d modes. = Manten pulsado Mayus y Usar para cambiar el modo del Taladro de Mineria Mk%d.
Mining Drill Mk%d Mode %d = Taladro de Mineria Mk%d Modo %d
Mining Drill Mk%d = Taladro de Mineria Mk%d
Mining Laser Mk%d = Laser de Mineria Mk%d
Single node. = Nodo simple.
Sonic Screwdriver = Destonillador Sonico
Tree Tap = Grifo de Arbol

## Craft descriptions
Alloy cooking =
Grinding =
Compressing =
Extracting =


code:
# template.txt
# Template for translations of Technic

## Misc
[Technic] Loaded in %f seconds                          = [Technic] Chargement en %f secondes

## Items
Silicon Wafer                                           = Tranche de silicium
Doped Silicon Wafer                                     = Tranche de silicium doppée
Enriched Uranium                                        = Uranium enrichi
Uranium Fuel                                            = Uranium 235
Diamond Drill Head                                      = Tête de forage en diamant
Blue Energy Crystal                                     = Cristal d'énergie bleu
Green Energy Crystal                                    = Cristal d'énergie vert
Red Energy Crystal                                      = Cristal d'énergie rouge
Fine Copper Wire                                        = Fil en cuivre fin
Fine Gold Wire                                          = Fil en or fin
Fine Silver Wire                                        = Fil en argent fin
Copper Coil                                             = Bobine de cuivre
Electric Motor                                          = Moteur électrique
Low Voltage Transformer                                 = Transformateur basse tension
Medium Voltage Transformer                              = Transformateur moyenne tension
High Voltage Transformer                                = Transformateur haute tension
Control Logic Unit                                      = Unité de contrôle logique
Mixed Metal Ingot                                       = Lingot de métal allié
Composite Plate                                         = Plaque composite
Copper Plate                                            = Plaque de cuivre
Carbon Plate                                            = Plaque de carbone
Graphite                                                = Graphite
Carbon Cloth                                            = Fibre de carbone
Raw Latex                                               = Latex brut
Rubber Fiber                                            = Fibre de caoutchouc
%.1f%%-Fissile Uranium Ingot                            = Lingot d'uranium fissile (%.1f%%)
%.1f%%-Fissile Uranium Block                            = Bloc d'uranium fissile (%.1f%%)

## Machine misc
Machine cannot be removed because it is not empty       = La machine ne peut pas être retirée car elle n'est pas vide
Inventory move disallowed due to protection             = Le mouvement d'inventaire n'est pas autorisé en raison de la protection

# $1: Machine name (Includes tier)
@1 Active (@2 EU)                                       = @1 Active (@2 EU)
%s Active                                               = %s actif
%s Disabled                                             = %s désactivé
%s Enabled                                              = %s activé
%s Idle                                                 = %s au repos
%s Improperly Placed                                    = %s est mal placé
%s is empty                                             = %s est vide
%s Unpowered                                            = %s non alimenté en énergie
%s Out Of Fuel                                          = %s plus de carburant
%s Has Bad Cabling                                      = %s est mal cablé
%s (Slave)                                              = %s (esclave)
%s Has No Network                                       = %s n'a pas de réseau
%s Finished                                             = %s a fini
Enable/Disable                                          = Activer/Désactiver
Range                                                   = Plage
Upgrade Slots                                           = Emplacement d'amélioration
In:                                                     = Entrée :
Out:                                                    = Sortie :
Slot %d                                                 = Emplacement %d
Itemwise                                                = Item par Item
Stackwise                                               = Stack par Stack
Ignoring Mesecon Signal                                 = Ignorer le signal Mesecon
Controlled by Mesecon Signal                            = Contrôlé par signal Mesecon
Owner:                                                  = Propriétaire :
Unlocked                                                = Déverrouillé
Locked                                                  = Verrouillé
Radius:                                                 = Rayon :
Enabled                                                 = Activé
Disabled                                                = Désactivé

## Machine names
# $1: Tier
%s Alloy Furnace                                        = Four à alliage %s
%s Battery Box                                          = Batterie %s
%s Cable                                                = Câble %s
%s CNC Machine                                          = Machine-outils %s
%s Centrifuge                                           = Centrifugeuse %s
%s Compressor                                           = Compresseur %s
%s Extractor                                            = Extracteur %s
%s Forcefield Emitter                                   = Emetteur de champ de force %s
%s Furnace                                              = Four %s
%s Grinder                                              = Broyeur %s
%s Music Player                                         = Grammophone %s
%s Quarry                                               = Carrière %s
%s Tool Workshop                                        = Atelier d'outillage %s
Arrayed Solar %s Generator                              = Générateur solaire %s
Fuel-Fired %s Generator                                 = Générateur thermique %s
Geothermal %s Generator                                 = Géénarteur géothermique %s
Hydro %s Generator                                      = Générateur hydroélectrique %s
Nuclear %s Generator Core                               = Générateur nucléaire %
Small Solar %s Generator                                = Petit générateur solaire %s
Wind %s Generator                                       = Générateur éolien %s
Self-Contained Injector                                 = Injecteur autonome
Constructor Mk%d                                        = Constructeur Mk%d
Frame                                                   = Cadre
Frame Motor                                             = Cadre de moteur
Template                                                = Modèle
Template (replacing)                                    =
Template Motor                                          =
Template Tool                                           =
Battery Box                                             = Compartiment à batterie
Supply Converter                                        = Convertisseur de tension
Switching Station                                       = Station de commutation
Fuel-Fired Alloy Furnace                                = Four à alliage à carburant
Fuel-Fired Furnace                                      = Four à carburant
Wind Mill Frame                                         = Cadre d'éolienne
Forcefield                                              = Champ de force
Nuclear Reactor Rod Compartment                         = Compartiment à barres du réacteur nucléaire
Administrative World Anchor                             =

## Machine-specific
# $1: Pruduced EU
Charge                                                  = Charger
Discharge                                               = Décharger
Power level                                             = Niveau d'énergie

# $1: Tier $2: current_charge $3: max_charge
@1 Battery Box: @2/@3                                   = @1 batterie : @2/@3

# $1: Machine name $2: Supply $3: Demand
@1. Supply: @2 Demand: @3                               = @1. fournit : @2 demande : @3
Production at %d%%                                      = Production à %d%%
Choose Milling Program:                                 = Choisissez le programme de fraisage :
Slim Elements half / normal height:                     =
Current track %s                                        = Morceau actuel %s
Stopped                                                 = Arrêté
Keeping %d/%d map blocks loaded                         =
Digging not started                                     = Creusement non démarré
Digging finished                                        = Creusement terminé
Digging %d m above machine                              = Creusement à %dm au dessus de la machine
Digging %d m below machine                              = Creusement à %dm en dessous de la machine
@1 (@2 @3 -> @4 @5)                                     = @1 (@2 @3 -> @4 @5)

## CNC
Cylinder                                                =
Element Cross                                           = Elément croisé
Element Cross Double                                    = Elément croisé (double)
Element Edge                                            = Elément de bordure
Element Edge Double                                     = Elément de bordure (double)
Element End                                             = Elément de fin
Element End Double                                      = Elément de fin (double)
Element Straight                                        = Elément droit
Element Straight Double                                 = Elément droit (double)
Element T                                               = Elément en T
Element T Double                                        = Elément en T (double)
Horizontal Cylinder                                     = Cylindre horizontal
One Curved Edge Block                                   = Bloc à un bord incurvé
Pyramid                                                 = Pyramide
Slope                                                   = Pente
Slope Edge                                              =
Slope Inner Edge                                        =
Slope Lying                                             =
Slope Upside Down                                       =
Slope Upside Down Edge                                  =
Slope Upside Down Inner Edge                            =
Sphere                                                  = Sphère
Spike                                                   = Pointe
Stick                                                   = Bâton
Two Curved Edge Block                                   = Bloc à deux bords incurvés
Brick                                                   = Brique
Cobble                                                  = Pierre taillée
Dirt                                                    = Terre
Leaves                                                  = Feuilles
Sandstone                                               = Grès
Stone                                                   = Pierre
Tree                                                    = Arbre
Wooden                                                  = Bois

## Grinder Recipes
# $1: Name
%s Dust                                                 = Poudre de %s
Akalin                                                  =
Alatro                                                  =
Arol                                                    =
Brass                                                   = Laiton
Bronze                                                  = Bronze
Carbon Steel                                            = Acier au carbone
Cast Iron                                               = Fonte
Chromium                                                = Chrome
Coal                                                    = Charbon
Copper                                                  = Cuivre
Gold                                                    = Or
Mithril                                                 = Mithril
Silver                                                  = Argent
Stainless Steel                                         = Acier inoxydable
Talinite                                                = Talanite
Tin                                                     = Etain
Wrought Iron                                            = Fer
Zinc                                                    = Zinc
%.1f%%-Fissile Uranium                                  = Uranium fissile (%.1f%%)

## Tools
RE Battery                                              = Batterie RE
Water Can                                               = Jerrycan d'eau
Lava Can                                                = Jerrycan de lave
Chainsaw                                                = Tronçonneuse
Flashlight                                              = Lampe-torche
3 nodes deep.                                           =
3 nodes tall.                                           =
3 nodes wide.                                           =
3x3 nodes.                                              =
Use while sneaking to change Mining Drill Mk%d modes.   =
Mining Drill Mk%d Mode %d                               = Foreuse Mk%d Mode %d
Mining Drill Mk%d                                       = Foreuse Mk%d
Mining Laser Mk%d                                       = Foreuse laser Mk%d
Single node.                                            = Mode simple.
Sonic Screwdriver                                       = Tournevis supersonique
Tree Tap                                                = Robinet à sève

## Craft descriptions
Alloy cooking                                           = Fonderie d'alliage
Grinding                                                = Broyage
Compressing                                             = Compression
Extracting                                              = Extraction
Separating                                              = Séparation


code:
## Misc
[Technic] Loaded in %f seconds = [Technic] caricato in %f secondi

## Items
Silicon Wafer = Wafer di silicone
Doped Silicon Wafer = Wafer di silicone dopato
Enriched Uranium = Uranio arricchito
Uranium Fuel = Uranio Combustibile
Diamond Drill Head = Trivella diamantata
Blue Energy Crystal = Cristallo energetico blu
Green Energy Crystal = Cristallo energetico verde
Red Energy Crystal = Cristallo energetico rosso
Fine Copper Wire = Filo di rame fine
Copper Coil = Bobina di rame
Electric Motor = Motore elettrico
Low Voltage Transformer = Trasformatore in bassa tensione
Medium Voltage Transformer = Trasformatore in media tensione
High Voltage Transformer = Trasformatore in alta tensione
Control Logic Unit = Unità di controllo logica
Mixed Metal Ingot = Lingotto in lega ibrida
Composite Plate = Lastra composita
Copper Plate = Lastra di rame
Carbon Plate = Lastra in carbonio
Graphite = Lastra in graffite
Carbon Cloth = Fibra di carbonio
Raw Latex = Latex grezzo
Rubber Fiber = Fibra di gomma
%.1f%%-Fissile Uranium Ingot = %.1f%%-Lingotto di uranio fissile
%.1f%%-Fissile Uranium Block = %.1f%%-Blocco di uranio fissile

## Machine misc
Machine cannot be removed because it is not empty = La macchina non può essere rimossa perchè non è vuota
Inventory move disallowed due to protection = Impossibile muovere l'inventario a causa della protezione
# $1: Machine name (Includes tier)
@1 Active (@2 EU) = @1 Attivo (@2 EU)
%s Active = %s Attivo
%s Disabled = %s Disabilitato
%s Enabled = %s Abilitato
%s Idle = %s Inattivo
%s Improperly Placed = %s Piazzato impropiamente
%s Unpowered = %s Non alimentato
%s Out Of Fuel = %s senza carburante
%s Has Bad Cabling = %s ha un cablaggio scorretto
%s Has No Network = %s non è collegata
%s Finished = %s Finito
Enable/Disable = Abilita/Disabilita
Range = Raggio
Upgrade Slots = Alloggi di aggiornamento
In: = Ingresso:
Out: = Uscita:
Slot %d = Alloggio %d
Itemwise = Singolo elemento
Stackwise = pila completa
Owner: = Proprietario:
Unlocked = Non chiuso a chiave
Locked = Chiuso a chiave
Radius: = Raggio:
Enabled = Abilitato
Disabled = Disabilitato

## Machine names
# $1: Tier
%s Alloy Furnace = %s Fornace per leghe
%s Battery Box =  %s Box batterie
%s Cable = Cavo %s
%s Compressor = Compressore %s
%s Extractor = Estrattore %s
%s Forcefield Emitter = Emettitore di campo di forza %s
%s Furnace = %s Fornace
%s Grinder = %s Tritatutto
%s Music Player = Music Player %s
%s Quarry = Cava %s
%s Tool Workshop = Officina per attrezzi %s
Arrayed Solar %s Generator = %s Pannello Solare
Fuel-Fired %s Generator = %s Generatore a carbone
Geothermal %s Generator = %s Generatore Geotermico
Hydro %s Generator = Turbina Elettrica %s
Nuclear %s Generator Core = Reattore nucleare %s
Small Solar %s Generator = %s Pannello solare
Wind %s Generator = %s Generatore eolico
Self-Contained Injector = Ignettore
Constructor Mk%d = Costruttore Mk%d
Frame = Cornice
Frame Motor = Cornice del motore
Template = Sagoma
Template (replacing) = Sagoma (di rimpiazzo)
Template Motor = Motore per sagome
Template Tool = Strumento per sagome
Battery Box = Box batterie
Supply Converter = Trasformatore
Switching Station = Stazione di controllo
Fuel-Fired Alloy Furnace = Fornace per leghe a carbone
Fuel-Fired Furnace = Fornace a carbone
Wind Mill Frame = Pala eolica
Forcefield = Campo di forza
Nuclear Reactor Rod Compartment = Compartimento combustibile nucleare
Administrative World Anchor = Ancora-mondo amministrativa

## Machine-specific
# $1: Pruduced EU
Charge = Carica
Discharge = Scarica
Power level = Livello di potenza
# $1: Tier $2: current_charge $3: max_charge
@1 Battery Box: @2/@3 = @1 Box Batterie: @2/@3
# $1: Machine name $2: Supply $3: Demand
@1. Supply: @2 Demand: @3 = @1. Prodotto: @2 Consumato: @3
Production at %d%% = Produzione a %d%%
Choose Milling Program: = Scegliere un programma di Fresatura
Slim Elements half / normal height: = Metà elementi sottili / altezza normale:
Current track %s = Traccia corrente %s
Stopped = Fermato
Keeping %d/%d map blocks loaded = Mantenimento di %d/%d blocchi mappa caricati
Digging not started = Scavo non iniziato
Digging finished = Scavo finito
Digging %d m above machine = Scavo di %d m sopra la macchina
Digging %d m below machine = Scavo di %d m sotto la macchina

## Grinder Recipes
# $1: Name
%s Dust = Polvere di %s
Akalin = Alcalino
Alatro = Alatro
Arol = Arol
Brass = Ottone
Bronze = Bronzo
Carbon Steel = Acciaio al Carbonio
Cast Iron = Ghisa
Chromium = Cromo
Coal = Carbone
Copper = Rame
Gold = Oro
Mithril = Mithril
Silver = Argento
Stainless Steel = Acciaio Inossidabile
Talinite = Talinite
Tin = Stagno
Wrought Iron = Ferro Battuto
Zinc = Zinco
%.1f%%-Fissile Uranium = %.1f%%-Uranio fissile

## Tools
RE Battery = Batteria RE
Water Can = Serbatoio d'acqua
Lava Can = Serbatoio di lava
Chainsaw = Motosega
Flashlight = Torcia
3 nodes deep. = 3 nodi in profondità.
3 nodes tall. = 3 nodi in altezza.
3 nodes wide. = 3 nodi in larghezza.
3x3 nodes. = 3x3 nodi.
Use while sneaking to change Mining Drill Mk%d modes. = Premi shift (freccia grossa) e usa per cambiare modalità nella trivella da miniera Mk%d.
Mining Drill Mk%d Mode %d = Trivella mk%d in modalità %d
Mining Drill Mk%d = Trivella da miniera mk%d
Mining Laser Mk%d = Laser da miniera mk%d
Single node. = Nodo singolo.
Sonic Screwdriver = Cacciavite sonico
Tree Tap = Batti albero

## Craft descriptions
Alloy cooking = Cottura lege
Grinding = Macinazione
Compressing = Compressione
Extracting = Estrazione


code:
# Polish Translation for Technic mod
# Polskie tłumaczenie Technic mod
# by mat9117

## Misc
[Technic] Loaded in %f seconds = [Technic] Wczytany w %f sekund

## Items
Silicon Wafer = Płytka krzemowa
Doped Silicon Wafer = Domieszkowana płytka krzemowa
Enriched Uranium = Wzbogacony uran
Uranium Fuel = Paliwo uranowe
Diamond Drill Head = Diamentowa głowica wiertła
Blue Energy Crystal = Niebieski kryształ energii
Green Energy Crystal = Zielony kryształ energii
Red Energy Crystal = Czerwony kryształ energii
Fine Copper Wire = Cienki miedziany drut
Copper Coil = Miedziana cewka
Electric Motor = Silnik elektryczny
Low Voltage Transformer = Transformator niskiego napięcia
Medium Voltage Transformer = Transformator średniego napięcia
High Voltage Transformer = Transformator wysokiego napięcia
Control Logic Unit = Jednostka sterująca
Mixed Metal Ingot = Sztabka zmieszanych metali
Composite Plate = Płytka kompozytowa
Copper Plate = Płytka miedziana
Carbon Plate = Płytka węglowa
Graphite = Grafit
Carbon Cloth = Włókno węglowe
Raw Latex = Lateks naturalny
Rubber Fiber = Włókno gumowe
%.1f%%-Fissile Uranium Ingot = %.1f%% Sztabka uranu
%.1f%%-Fissile Uranium Block = %.1f%% Blok uranu

## Machine misc
Machine cannot be removed because it is not empty = Nie można usunąć maszyny, ponieważ nie jest pusta
Inventory move disallowed due to protection = Przenoszenie rzeczy z ekwipunku niemożliwe z powodu ochrony
# $1: Machine name (Includes tier)
@1 Active (@2 EU) = @1 Aktywny (@2 EU)
%s Active = %s Aktywny/a
%s Disabled = %s Wyłączony/a
%s Enabled = %s Włączony/a
%s Idle = %s Bezczynny/a
%s Improperly Placed = %s Ustawiony/a nieprawidłowo
%s is empty = %s jest pusty/a
%s Unpowered = %s brak zasilania
%s Out Of Fuel = %s brak paliwa
%s Has Bad Cabling = %s Źle podłączono kable
%s (Slave) =
%s Has No Network = %s Nie podłączony/a do sieci
%s Finished = %s Ukończony
Enable/Disable = Włącz/Wyłącz
Range = Zasięg
Upgrade Slots = Miejsca na ulepszenia
In: = Wejście
Out: = Wyjście
Slot %d = Otwór %d
Itemwise = Jeden przedmiot
Stackwise = Cały stack
Ignoring Mesecon Signal = Ignoruj sygnał Mesecon
Controlled by Mesecon Signal = Sterowany sygnałem Mesecon
Owner: = Właściciel:
Unlocked = Odblokowany/a
Locked = Zablokowany/a
Radius: = Promień:
Enabled = Włączony/a
Disabled = Wyłączony/a

## Machine names
# $1: Tier
%s Alloy Furnace = %s Piec stopowy
%s Battery Box = %s Skrzynka baterii
%s Cable = %s Przewód
%s Centrifuge = %s Centryfuga
%s Compressor = %s Kompresor
%s Extractor = %s Ekstraktor
%s Forcefield Emitter = %s Emiter pola siłowego
%s Furnace = %s Piec
%s Grinder = %s Młynek
%s Music Player = %s Odtwarzacz muzyki
%s Quarry = %s Kamieniołom
%s Tool Workshop = %s Warsztat narzędzi
Arrayed Solar %s Generator = %s Szeregowy generator słoneczny
Fuel-Fired %s Generator = %s Generator zasilany paliwem
Geothermal %s Generator = %s Generator geotermalny
Hydro %s Generator = %s Hydrogenerator
Nuclear %s Generator Core = %s Reaktor atomowy
Small Solar %s Generator = %s Mały generator słoneczny
Wind %s Generator = %s Generator wiatrowy
Self-Contained Injector = Samowystarczalny wtryskiwacz
Constructor Mk%d = Konstruktor Mk%d
Frame = Klatka
Frame Motor = Silnik klatkowy
Template = Szablon
Template (replacing) = Szablon (zastępczy)
Template Motor =Szablon silnika
Template Tool = Szablon narzędzia
Battery Box = Skrzynka baterii
Supply Converter = Konwerter zasilania
Switching Station = Rozdzielnia
Fuel-Fired Alloy Furnace = Piec stopowy zasilany paliwem
Fuel-Fired Furnace = Piec zasilany paliwem
Wind Mill Frame = Klatka wiatraka
Forcefield = Pole siłowe
Nuclear Reactor Rod Compartment = Komora rdzenia reaktora atomowego
Administrative World Anchor = Administracyjna kotwica świata

## Machine-specific
# $1: Pruduced EU
Charge = Ładuj
Discharge = Rozładuj
Power level = Poziom zasilania
# $1: Tier $2: current_charge $3: max_charge
@1 Battery Box: @2/@3 = @1 Skrzynka baterii: @2/@3
# $1: Machine name $2: Supply $3: Demand
@1. Supply: @2 Demand: @3 = @1. Zapas: @2 Pobór: @3
Production at %d%% = Produkowanie w %d%%
Choose Milling Program: = Wybierz program mielenia:
Slim Elements half / normal height: = Małe elementy połowa / normalna wysokość:
Current track %s =
Stopped = Zatrzymany/a
Keeping %d/%d map blocks loaded = Ciągle ładuję %d/%d bloki mapy
Digging not started = Nie rozpoczęto kopania
Digging finished = Kopanie skończone
Digging %d m above machine = Kopię %d m nad maszyną
Digging %d m below machine = Kopię %d m pod maszyną
@1 (@2 @3 -> @4 @5) = @1 (@2 @3 -> @4 @5)

## Grinder Recipes
# $1: Name
%s Dust = %s Pył
Akalin = Akalinowy
Alatro = Alatrowy
Arol = Arolowy
Brass = Mosiądzu
Bronze = Brązu
Carbon Steel = Stali węglowej
Cast Iron = Żeliwa
Chromium = Chromu
Coal = Węglowy
Copper = Miedzi
Gold = Złoty
Mithril = Mithrilu
Silver = Srebrny
Stainless Steel = Stali nierdzewnej
Talinite = Talinitu
Tin = Cyny
Wrought Iron = Kutego żelaza
Zinc = Cynku
%.1f%%-Fissile Uranium = %.1f%% Uranu

## Tools
RE Battery = Bateria ładowalna
Water Can = Kanister wody
Lava Can = Kanister lawy
Chainsaw = Piła łańcuchowa
Flashlight = Latarka
3 nodes deep. = Głęboki na 3 bloki.
3 nodes tall. = Wysoki na 3 bloki.
3 nodes wide. = Szeroki na 3 bloki.
3x3 nodes. = 3x3 bloki.
Use while sneaking to change Mining Drill Mk%d modes. = Użyj podczas skradania, aby zmienić tryby wiertła górniczego Mk%d
Mining Drill Mk%d Mode %d = Tryb wiertła górniczego Mk%d
Mining Drill Mk%d = Wiertło górnicze Mk%d
Mining Laser Mk%d = Laser górniczy Mk%d
Single node. = Pojedynczy blok.
Sonic Screwdriver = Dźwiękowy śrubokręt
Tree Tap = Nacinak drzewny

## Craft descriptions
Alloy cooking = Stapianie
Grinding = Mielenie
Compressing = Kompresowanie
Extracting = Ekstrakcja
Separating = Oddzielanie


code:
# Braziliam portuguese translation for technic
# Tradução portuguesa brasileira para technic
# By Sires

## Misc
[Technic] Loaded in %f seconds = [Technic] Carregado em %f segundos

## Items
Silicon Wafer = Pastilha de Silício
Doped Silicon Wafer = Pastilha de Silício Dopada
Enriched Uranium = Urânio Enriquecido
Uranium Fuel = Combustivel de Urânio
Diamond Drill Head = Cabeça de Broca de Diamante
Blue Energy Crystal = Cristal de Energia Azul
Green Energy Crystal = Cristal de Energia Verde
Red Energy Crystal = Cristal de Energia Vermelho
Fine Copper Wire = Fio Fino de Cobre
Copper Coil = Bobina de Cobre
Electric Motor = Motor Elétrico
Low Voltage Transformer = Transformador de Baixa Voltagem
Medium Voltage Transformer = Transformador de Média Voltagem
High Voltage Transformer = Transformador de Alta Voltagem
Control Logic Unit = Unidade de Controle Lógico
Mixed Metal Ingot = Lingote de Metal Misturado
Composite Plate = Placa Composta
Copper Plate = Placa de Cobre
Carbon Plate = Placa de Carbono
Graphite = Grafite
Carbon Cloth = Recido de Carbono
Raw Latex = Latex bruto
Rubber Fiber = Fibra de Borracha
%.1f%%-Fissile Uranium Ingot = Lingote de Urânio %.1f%%-Físsil
%.1f%%-Fissile Uranium Block = Bloco de Urânio %.1f%%-Físsil

## Machine Misc
Machine cannot be removed because it is not empty = A máquina não pode ser removida porque ela não está vazia
Inventory move disallowed due to protection = Movimento de inventário não permitido pela proteção
# $1: Machine name (includes tier)
@1 Active (@2 EU) = @1 Ativo (@2 EU)
%s Active = %s Ativo
%s Disabled = %s Ativado
%s Enabled = %s Desativado
%s Idle = Ócio
%s Improperly Placed = %s Colocado Inapropriadamente
%s is empty = %s está vazio
%s Unpowered = %s Sem energia
%s Out Of Fuel = %s Sem Combustível
%s Has Bad Cabling = %s Tem Cabeamento Ruim
%s (Slave) = %s (Servo)
%s Has No Network = %s Não Tem Rede
%s Finished = %s Acabou
Enable/Disable = Ativar/Desativar
Range = Alcance
Upgrade Slots = Lugares para Melhoria
In: = Entrada:
Out: = Saída:
Slot %d = Lugar %d
Itemwise = Por item
Stackwise = Por pilha
Ignoring Mesecon Signal = Ignorar Sinaal de Mesecon
Controlled by Mesecon Signal = Controlado por Sinal de Mesecon
Owner: = Dono:
Unlocked = Destravado
Locked = Travado
Radius: = Raio:
Enabled = Ativado
Disabled = Desativado

## Machine names
# $1: Tier
%s Alloy Furnace = Fornalha de Liga %s
%s Battery Box = Caixa de Bateria %s
%s Cable = Cabo %s
%s CNC Machine = Máquina CNC %s
%s Centrifuge = Centrifuga %s
%s Compressor = Compresso %s
%s Extractor = Extrator %s
%s Forcefield Emitter = Emissor de Campo de Força %s
%s Furnace = Fornalha %s
%s Grinder = Triturador %s
%s Music Player = Tocador de Música %s
%s Quarry = Pedreira %s
%s Tool Workshop = Oficina de Ferramentas %s
Arrayed Solar %s Generator = Gerador Solar Equipado %s
Fuel-Fired %s Generator = Gerador Alimentado-por-Combustível %s
Geothermal %s Generator = Gerador Geotermal %s
Hydro %s Generator = Gerador Hidráulico %s
Nuclear %s Generator Core = Núcleo de Gerador Nuclear %s
Small Solar %s Generator = Gerador Solar Pequeno %s
Wind %s Generator = Gerador de Energia Eólica %s
Self-Contained Injector = Injetor Auto-Contido
Constructor Mk%d = Construtor Nv%d
Frame = Armação
Frame Motor = Motor de Armação
Template = Modelo
Template (replacing) = Modelo (recolocando)
Template Motor = Modelo de Motor
Template Tool = Modelo de Ferramenta
Battery Box = Caixa de Bateria
Supply Converter = Conversor de Energia
Switching Station = Estação de Comutação
Fuel-Fired Alloy Furnace = Fornalha de Liga Alimentada-por-Combustível
Fuel-Fired Furnace = Fornalha Alimentada-por-Combustível
Wind Mill Frame = Armação de Moinho de Vento
Forcefield = Campo de Força
Nuclear Reactor Rod Compartment = Compartimento de Barra do Reator Nuclear
Administrative World Anchor = Âncora de Mundo Administrativa

## Machine-specific
# $1: Pruduced EU
Charge = Carregar
Discharge = Descarregar
Power level = Nível de Energia
# $1: Tier $2: current_charge $3: max_charge
@1 Battery Box: @2/@3 = Caixa de Baterias @1: @2/@3
# $1: Machine name $2: Supply $3: Demand
@1. Supply: @2 Demand: @3 = @1. Suprimento: @2 Demanda: @3
Production at %d%% = Produção em %d%%
Choose Milling Program: = Escolha o Programa de Serragem:
Slim Elements half / normal height: = Metade de Elementos Finos / altura normal:
Current track %s = Música Atual %s
Stopped = Parado
Keeping %d/%d map blocks loaded = Mantendo %d/%d blocos de mapa carregados
Digging not started = Escavação não começada
Digging finished = Escavação terminada
Digging %d m above machine = Escavando %d m acima da máquina
Digging %d m below machine = Escavando %d m abaixo da máquina
@1 (@2 @3 -> @4 @5) = @1 (@2 @3 -> @4 @5)

## CNC
Cylinder = Cilindro
Element Cross = Cruz do Elemento
Element Cross Double = Cruz Dupla do Elemento
Element Edge = Borda do Elemento
Element Edge Double = Borda Dupla do Elemento
Element End = Final do Elemento
Element End Double = Final Duplo do Elemento
Element Straight = Elemento Contínuo
Element Straight Double = Elemento Contínuo duplo
Element T = Elemento em T
Element T Double = Elemento em T Duplo
Horizontal Cylinder = Cilindro Horizontal
One Curved Edge Block = Uma Borda de Bloco Curvada
Pyramid = Pirâmide
Slope = Ladeira
Slope Edge = Canto de Ladeira
Slope Inner Edge = Canto de Dentro de Ladeira
Slope Lying = Ladeira Deitada
Slope Upside Down = Ladeira de Cabeça para Baixo
Slope Upside Down Edge = Cande de Ladeira de Cabeça para Baixo
Slope Upside Down Inner Edge = Canto de Dentro de Ladeira de Cabeça para Baixo
Sphere = Esfera
Spike = Espinho
Stick = Graveto
Two Curved Edge Block = Bloco de Duas Bordas Curvadas
Brick = Tijolo
Cobble = Pedregulho
Dirt = Terra
Leaves = Folhas
Sandstone = Arenito
Stone = Pedra
Tree = Árvore
Wooden = de Madeira

## Grinder Recipes
# $1: Name
%s Dust = Pó de %s
Akalin = Akalin
Alatro = Alatro
Arol = Arol
Brass = Latão
Bronze = Bronze
Carbon Steel = Aço Carbono
Cast Iron = Ferro Fundido
Chromium = Crômio
Coal = Carvão
Copper = Cobre
Gold = Ouro
Mithril = Mithril
Silver = Prata
Stainless Steel = Aço Inoxidável
Talinite = Talinite
Tin = Estanho
Wrought Iron = Ferro Forjado
Zinc = Zinco
%.1f%%-Fissile Uranium = Urânio %.1f%%-Físsil

## Tools
RE Battery = Bateria RE
Water Can = Lata de Água
Lava Can = Lata de Lava
Chainsaw = Motosserra
Flashlight = Lanterna
3 nodes deep. = 3 nodes de profundidade.
3 nodes tall. = 3 nodes de altura.
3 nodes wide. = 3 nodes de largura.
3x3 nodes. = 3x3 nodes.
Use while sneaking to change Mining Drill Mk%d modes. = Use enquanto esgueirando para mudar os modos da Broca de Mineração Nv%d.
Mining Drill Mk%d Mode %d = Broca de Mineração Nv%d Modo %d
Mining Drill Mk%d = Broca de Mineração Nv%d
Mining Laser Mk%d = Laser de Mineração Nv%d
Single node. = Unico node.
Sonic Screwdriver = Chave de Fenda Sônica.
Tree Tap = Torneira de Árvore

## Craft descriptions
Alloy cooking = Cozinhando em liga
Grinding = Triturando
Compressing = Comprimindo
Extracting = Extraindo
Separating = Separando


code:
# template.txt
# Template for translations of Technic

## Misc
[Technic] Loaded in %f seconds =

## Items
Silicon Wafer =
Doped Silicon Wafer =
Enriched Uranium =
Uranium Fuel =
Diamond Drill Head =
Blue Energy Crystal =
Green Energy Crystal =
Red Energy Crystal =
Fine Copper Wire =
Fine Gold Wire =
Fine Silver Wire =
Copper Coil =
Electric Motor =
Low Voltage Transformer =
Medium Voltage Transformer =
High Voltage Transformer =
Control Logic Unit =
Mixed Metal Ingot =
Composite Plate =
Copper Plate =
Carbon Plate =
Graphite =
Carbon Cloth =
Raw Latex =
Rubber Fiber =
%.1f%%-Fissile Uranium Ingot =
%.1f%%-Fissile Uranium Block =

## Machine misc
Machine cannot be removed because it is not empty =
Inventory move disallowed due to protection =
# $1: Machine name (Includes tier)
@1 Active (@2 EU) =
%s Active =
%s Disabled =
%s Enabled =
%s Idle =
%s Improperly Placed =
%s is empty =
%s Unpowered =
%s Out Of Fuel =
%s Has Bad Cabling =
%s (Slave) =
%s Has No Network =
%s Finished =
Enable/Disable =
Range =
Upgrade Slots =
In: =
Out: =
Slot %d =
Itemwise =
Stackwise =
Ignoring Mesecon Signal =
Controlled by Mesecon Signal =
Owner: =
Unlocked =
Locked =
Radius: =
Enabled =
Disabled =

## Machine names
# $1: Tier
%s Alloy Furnace =
%s Battery Box =
%s Cable =
%s Centrifuge =
%s Compressor =
%s Extractor =
%s Forcefield Emitter =
%s Furnace =
%s Grinder =
%s Music Player =
%s Quarry =
%s Tool Workshop =
Arrayed Solar %s Generator =
Fuel-Fired %s Generator =
Geothermal %s Generator =
Hydro %s Generator =
Nuclear %s Generator Core =
Small Solar %s Generator =
Wind %s Generator =
Self-Contained Injector =
Constructor Mk%d =
Frame =
Frame Motor =
Template =
Template (replacing) =
Template Motor =
Template Tool =
Battery Box =
Supply Converter =
Switching Station =
Fuel-Fired Alloy Furnace =
Fuel-Fired Furnace =
Wind Mill Frame =
Forcefield =
Nuclear Reactor Rod Compartment =
Administrative World Anchor =

## Machine-specific
# $1: Pruduced EU
Charge =
Discharge =
Power level =
# $1: Tier $2: current_charge $3: max_charge
@1 Battery Box: @2/@3 =
# $1: Machine name $2: Supply $3: Demand
@1. Supply: @2 Demand: @3 =
Production at %d%% =
Choose Milling Program: =
Slim Elements half / normal height: =
Current track %s =
Stopped =
Keeping %d/%d map blocks loaded =
Digging not started =
Digging finished =
Digging %d m above machine =
Digging %d m below machine =
@1 (@2 @3 -> @4 @5) =

## Grinder Recipes
# $1: Name
%s Dust =
Akalin =
Alatro =
Arol =
Brass =
Bronze =
Carbon Steel =
Cast Iron =
Chromium =
Coal =
Copper =
Gold =
Mithril =
Silver =
Stainless Steel =
Talinite =
Tin =
Wrought Iron =
Zinc =
%.1f%%-Fissile Uranium =

## Tools
RE Battery =
Water Can =
Lava Can =
Chainsaw =
Flashlight =
3 nodes deep. =
3 nodes tall. =
3 nodes wide. =
3x3 nodes. =
Use while sneaking to change Mining Drill Mk%d modes. =
Mining Drill Mk%d Mode %d =
Mining Drill Mk%d =
Mining Laser Mk%d =
Single node. =
Sonic Screwdriver =
Tree Tap =

## Craft descriptions
Alloy cooking =
Grinding =
Compressing =
Extracting =
Separating =


code:
-- HV battery box

minetest.register_craft({
	output = 'technic:hv_battery_box0',
	recipe = {
		{'technic:mv_battery_box0', 'technic:mv_battery_box0', 'technic:mv_battery_box0'},
		{'technic:mv_battery_box0', 'technic:hv_transformer',  'technic:mv_battery_box0'},
		{'',                        'technic:hv_cable',        ''},
	}
})

technic.register_battery_box({
	tier           = "HV",
	max_charge     = 1000000,
	charge_rate    = 100000,
	discharge_rate = 400000,
	charge_step    = 10000,
	discharge_step = 40000,
	upgrade        = 1,
	tube           = 1,
})


code:
minetest.register_craft({
	output = 'technic:hv_cable 3',
	recipe = {
		{'homedecor:plastic_sheeting', 'homedecor:plastic_sheeting', 'homedecor:plastic_sheeting'},
		{'technic:mv_cable',           'technic:mv_cable',           'technic:mv_cable'},
		{'homedecor:plastic_sheeting', 'homedecor:plastic_sheeting', 'homedecor:plastic_sheeting'},
	}
})

technic.register_cable("HV", 3/16)

if minetest.get_modpath("digilines") then

	local S = technic.getter

	if minetest.get_modpath("digistuff") then
		minetest.register_craft({
			output = 'technic:hv_digi_cable 1',
			type = "shapeless",
			recipe = {'digistuff:digimese', 'technic:hv_cable'}
		})
	else
		minetest.register_craft({
			output = 'technic:hv_digi_cable 1',
			recipe = {
				{'digilines:wire_std_00000000', 'digilines:wire_std_00000000', 'digilines:wire_std_00000000'},
				{'digilines:wire_std_00000000', 'technic:hv_cable',            'digilines:wire_std_00000000'},
				{'digilines:wire_std_00000000', 'digilines:wire_std_00000000', 'digilines:wire_std_00000000'},
			}
		})
	end

	technic.register_cable("HV", 3/16, S("HV Cable (digiline)"), "_digi", {
		digiline = {
			wire = {
				rules = {
					{x = 1, y = 0, z = 0},
					{x =-1, y = 0, z = 0},
					{x = 0, y = 1, z = 0},
					{x = 0, y =-1, z = 0},
					{x = 0, y = 0, z = 1},
					{x = 0, y = 0, z =-1}
				}
			}
		}
	})
end


code:
-- HV compressor

minetest.register_craft({
	output = 'technic:hv_compressor',
	recipe = {
		{'technic:carbon_plate',          'technic:mv_compressor',   'technic:composite_plate'},
		{'pipeworks:tube_1',              'technic:hv_transformer', 'pipeworks:tube_1'},
		{'technic:stainless_steel_ingot', 'technic:hv_cable',       'technic:stainless_steel_ingot'},
	}
})

technic.register_compressor({tier = "HV", demand = {1500, 1000, 750}, speed = 5, upgrade = 1, tube = 1})


code:
-- MV Electric Furnace
-- This is a faster version of the stone furnace which runs on EUs
-- In addition to this it can be upgraded with microcontrollers and batteries
-- This new version uses the batteries to lower the power consumption of the machine
-- Also in addition this furnace can be attached to the pipe system from the pipeworks mod.

-- FIXME: kpoppel I'd like to introduce an induction heating element here also
minetest.register_craft({
	output = 'technic:hv_electric_furnace',
	recipe = {
		{'technic:stainless_steel_ingot', 'technic:mv_electric_furnace', 'technic:stainless_steel_ingot'},
		{'pipeworks:tube_1',              'technic:hv_transformer',      'pipeworks:tube_1'},
		{'technic:stainless_steel_ingot', 'technic:hv_cable',            'technic:stainless_steel_ingot'},
	}
})

technic.register_electric_furnace({tier="HV", upgrade=1, tube=1, demand={4000, 2500, 1500}, speed=12})