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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 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.
  
 
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.
 
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.

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