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==Explanation==
 
==Explanation==
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{{incomplete|Created by a POWER ORB. The title text has multiple explanations, use them all. Also, the game one has some inconsistencies. Do NOT delete this tag too soon.}}
 
This comic pokes fun at the properties of {{w|plutonium}}, claiming that it is so unrealistically powerful that it may as well be random science fiction jargon. Indeed, the ability for a metal to radiate energy sounds impossible (this comic leaves out the inherent dangers of highly radioactive material). This is reflected by Megan and Hairy treating Cueball's idea as a joke.
 
This comic pokes fun at the properties of {{w|plutonium}}, claiming that it is so unrealistically powerful that it may as well be random science fiction jargon. Indeed, the ability for a metal to radiate energy sounds impossible (this comic leaves out the inherent dangers of highly radioactive material). This is reflected by Megan and Hairy treating Cueball's idea as a joke.
  
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Instead, such devices usually use {{W|radioisotope thermoelectric generator}}s (RTGs). In an RTG the natural radioactive decay of some unstable isotope (such as {{w|plutonium-238}} or {{w|strontium-90}}) produces a lot of heat, which is then used to generate energy using {{W|thermopile}}s, which generate electricity directly from temperature differences using the {{W|thermoelectric effect}}. The key element of an RTG, a pellet of radioactive material such as plutonium dioxide, could be facetiously described as a "power orb" – a lump of a substance that gives out heat apparently out of nothing. For example, the Voyager probes used three RTGs, each containing 4.5kg of plutonium-238, each producing at its peak 2400W of heat energy, converted to 160W of electrical energy.
 
Instead, such devices usually use {{W|radioisotope thermoelectric generator}}s (RTGs). In an RTG the natural radioactive decay of some unstable isotope (such as {{w|plutonium-238}} or {{w|strontium-90}}) produces a lot of heat, which is then used to generate energy using {{W|thermopile}}s, which generate electricity directly from temperature differences using the {{W|thermoelectric effect}}. The key element of an RTG, a pellet of radioactive material such as plutonium dioxide, could be facetiously described as a "power orb" – a lump of a substance that gives out heat apparently out of nothing. For example, the Voyager probes used three RTGs, each containing 4.5kg of plutonium-238, each producing at its peak 2400W of heat energy, converted to 160W of electrical energy.
  
Plutonium-238 must be produced from uranium in a nuclear reactor.  Unlike plutonium-239, the {{W|Alpha decay|alpha radiation}} emitted by plutonium-238 is relatively harmless, as it is quickly absorbed by surrounding material and turned to heat – but plutonium is still incredibly dangerous if it gets inside a human body unprotected. In pure form it produces a little more than half a watt of heat per gram, which slowly drops as the material decays to lead, emitting a quarter watt per gram after 100 years. Other disadvantages of RTGs include the risk of contamination in the event of a launch failure, and the relatively limited supply of plutonium.
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Plutonium-238 must be produced from uranium in a nuclear reactor.  Unlike plutonium-239, the {{W|Alpha decay|alpha radiation}} emitted by plutonium-238 is relatively harmless, as it is quickly absorbed by surrounding material and turned to heat – but plutonium is still incredibly dangerous if it gets inside human body unprotected. In pure form it produces a little more than half a watt of heat per gram, which slowly drops as the material decays towards lead, emitting a quarter watt per gram after 100 years.
 
 
The title text references development of games. A rule or strategy within a game is often called a ''mechanic'', meant as one particular rule (singular) out of the overall set of rules (game mechanic''s''). In this context, the word ''mechanics'' is a metaphor referring to the set of rules and interactions that govern the imaginary world of the game. The ''mechanics'' of a game define the deterministic or randomized functions of events and/or characters within the game, the outcomes of actions commanded by the players, and so on. This metaphor refers to the {{W|mechanics}} science, and how it describes behavior of physical objects in the real world; However, contrary to real-world mechanics which "just happen" and we only try to describe how things work, in {{W|game mechanics}} every single rule or interaction has to be explicitly defined. The game simulates (to a given extent) an actual world. Game rules do not need to mimic the real world closely and often don't for many reasons; This results in (intended or otherwise) inconsistencies, unexpected behavior or imbalance. Game players complain about “imbalance” when a particular rule, interaction or item present in the game (such as an extremely powerful magical artifact) gives a character exploiting it a great and unjustified advantage. Inconsistencies and possible imbalances can lead to problematic game mechanics being unused or left unresolved, after the creator of those mechanics ceases their participation in the game or game development process.
 
 
 
Things that seem like they shouldn't work but do are the main topic of [[2540: TTSLTSWBD]].
 
  
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The title text references development of computer games. In the context of computer games and their development, the word ''mechanics'' is a metaphor referring to the set of rules and interactions that govern the imaginary world of the game and thus determines the development of stories and/or characters during the game, outcomes of actions commanded by the players and so on. This metaphor refers to the {{W|game mechanics}} as a science, and how it describes behavior of physical objects in the real world. However, contrary to the real-world mechanics which "just happens" and we only try to describe how things work, in ''game mechanics'' every single rule or interaction has to be explicitly programmed, simulating (to a given extent) an actual world. Such programmed rules do not need to mimic the real world closely and often don't for many reasons, creating (intended or otherwise) inconsistencies, unexpected behavior or imbalance. Gamers complain about “imbalance” when a particular rule, interaction or artifact present in the game (such as extremely powerful magical item) gives a player exploiting it a great and unjustified advantage over others. Such a feature is often called a ''mechanic'', meant as one particular rule (singular) out of the overall set of rules (game mechanic’’s’’). These inconsistencies and possible imbalances can lead to code being untouched, even after the creator of those mechanics and code eventually leave.
 
==Transcript==
 
==Transcript==
 
 
:[Megan, Hairy, Cueball, and Ponytail are talking.]
 
:[Megan, Hairy, Cueball, and Ponytail are talking.]
 
:Megan: How will we keep the spacecraft supplied with heat and electricity?
 
:Megan: How will we keep the spacecraft supplied with heat and electricity?
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:[Caption below the panel:]
 
:[Caption below the panel:]
 
:For something that's real, plutonium is so unrealistic.
 
:For something that's real, plutonium is so unrealistic.
 
==Trivia==
 
*{{w|Kerbal Space Program}}, a space simulator game which has been featured in xkcd several times, has its own version of the RTG, running on Blutonium-238. However, due to the lack of a half-life mechanic, the RTG is simply an infinite source power – an actual videogame power orb. Randall has made [[:Category:Kerbal Space Program|several references]] to the game.
 
  
 
{{comic discussion}}
 
{{comic discussion}}

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