the recipe. Centrifuging is only performed by a single machine type,
the MV (electrically-powered) centrifuge.
+Currently, centrifuging recipes don't appear in the unified_inventory
+craft guide, because unified_inventory can't yet handle recipes with
+multiple outputs.
+
Generally, centrifuging separates the input item into constituent
substances, but it can only work when the input is reasonably fluid,
and in marginal cases it is quite destructive to item structure.
in a completely regular manner, created by alloying carbon steel with
chromium.
+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 simply cooking the latex, with each
+latex lump producing one lump of rubber. If you have an extractor,
+however, the latex is better processed there: each latex lump will
+produce three lumps of rubber.
+
+electrical power
+----------------
+
+Most machines in technic are electrically powered. To operate them it is
+necessary to construct an electrical power network. The network links
+together power generators and power-consuming machines, connecting them
+using power cables.
+
+There are three tiers of electrical networking: low voltage (LV),
+medium voltage (MV), and high voltage (HV). Each network must operate
+at a single voltage, and most electrical items are specific to a single
+voltage. Generally, the machines of higher tiers are more powerful,
+but consume more energy and are more expensive to build, than machines
+of lower tiers. It is normal to build networks of all three tiers,
+in ascending order as one progresses through the game, but it is not
+strictly necessary to do this. Building HV equipment requires some parts
+that can only be manufactured using electrical machines, either LV or MV,
+so it is not possible to build an HV network first, but it is possible
+to skip either LV or MV on the way to HV.
+
+Each voltage has its own cable type, with distinctive insulation. Cable
+segments connect to each other and to compatible machines automatically.
+Incompatible electrical items don't connect. All non-cable electrical
+items must be connected via cable: they don't connect directly to each
+other. Most electrical items can connect to cables in any direction,
+but there are a couple of important exceptions noted below.
+
+To be useful, an electrical network must connect at least one power
+generator to at least one power-consuming machine. In addition to these
+items, the network must have a "switching station" in order to operate:
+no energy will flow without one. Unlike most electrical items, the
+switching station is not voltage-specific: the same item will manage
+a network of any tier. However, also unlike most electrical items,
+it is picky about the direction in which it is connected to the cable:
+the cable must be directly below the switching station. Due to a bug,
+the switching station will visually appear to connect to cables on other
+sides, but those connections don't do anything.
+
+Hovering over a network's switching station will show the aggregate energy
+supply and demand, which is useful for troubleshooting. Electrical energy
+is measured in "EU", and power (energy flow) in EU per second (EU/s).
+Energy is shifted around a network instantaneously once per second.
+
+In a simple network with only generators and consumers, if total
+demand exceeds total supply then no energy will flow, the machines
+will do nothing, and the generators' output will be lost. To handle
+this situation, it is recommended to add a battery box to the network.
+A battery box will store generated energy, and when enough has been
+stored to run the consumers for one second it will deliver it to the
+consumers, letting them run part-time. It also stores spare energy
+when supply exceeds demand, to let consumers run full-time when their
+demand occasionally peaks above the supply. More battery boxes can
+be added to cope with larger periods of mismatched supply and demand,
+such as those resulting from using solar generators (which only produce
+energy in the daytime).
+
+When there are electrical networks of multiple tiers, it can be appealing
+to generate energy on one tier and transfer it to another. The most
+direct way to do this is with the "supply converter", which can be
+directly wired into two networks. It is another tier-independent item,
+and also particular about the direction of cable connections: it must
+have the cable of one network directly above, and the cable of another
+network directly below. The supply converter demands 10000 EU/s from
+the network above, and when this network gives it power it supplies 9000
+EU/s to the network below. Thus it is only 90% efficient, unlike most of
+the electrical system which is 100% efficient in moving energy around.
+To transfer more than 10000 EU/s between networks, connect multiple
+supply converters in parallel.
+
subjects missing from this manual
---------------------------------
This manual needs to be extended with sections on:
-* rubber
-* electrical networks
-* the powered machine types
+* the miscellaneous powered machine types
* how machines interact with tubes
+* the generator types
* the mining tools
* radioactivity
* frames