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import { GuideIndex } from "./targetTypes.js"; | ||
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export default function convertColoredVersions( | ||
gameData: any, | ||
index: GuideIndex, | ||
) { | ||
for (const [uncoloredItemId, coloredVariants] of Object.entries( | ||
gameData.coloredVersions, | ||
)) { | ||
index.coloredVersions[uncoloredItemId] = coloredVariants as any; | ||
} | ||
} |
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--- | ||
title: Customizing AE2 | ||
sidenav_icon: certus_quartz_wrench | ||
--- | ||
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This page describes how AE2 can be tweaked by modpack authors or players to their own play-style. | ||
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## Configuration | ||
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### Channel Modes | ||
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If you don't like playing with channels or just want a more laid back experience, see the | ||
[channel modes section](./features/me-network/channels.md#channel-modes) for multiple options | ||
to customize AE2's channels mechanic. | ||
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### Faster Crystal Growth in Certain Fluids | ||
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AE2 allows a fluid tag to be specified in `improvedFluidTag`, which will increase the speed at which crystal seeds | ||
grow by `improvedFluidMultiplier` (default: 2) when they are submerged in this type of fluid. | ||
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## Recipes | ||
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AE2 uses standard JSON recipes. The easiest starting point is to download the jar file and unpack it. Recipes are | ||
in `data/ae2/recipes`. | ||
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### Special Recipe Types | ||
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AE2 introduces a few custom recipe types that use a custom JSON format. They are described in the following sections. | ||
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#### Inscriber | ||
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Used by the <ItemLink id="inscriber" />. Example recipes can be found in `data/ae2/recipes/inscriber`. | ||
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Please note that the inscriber will also allow each recipe to be flipped so that top and bottom slots are reversed, so | ||
two recipes whose top/bottom are the same after flipping would result in a recipe conflict. | ||
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The available JSON properties are as follows: | ||
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| Property | Description | | ||
|------------------------|-------------------------------------------------------------------------------------------| | ||
| `type` | Must be `ae2:inscriber` | | ||
| `mode` | Defines whether the top and bottom ingredients are consumed (`press`) or not (`inscribe`) | | ||
| `ingredients`.`top` | Ingredient for the top slot (optional). | | ||
| `ingredients`.`middle` | Ingredient for the middle slot (required). | | ||
| `ingredients`.`bottom` | Ingredient for the bottom slot (optional). | | ||
| `result` | Recipe result | | ||
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#### Entropy Manipulator | ||
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The <ItemLink id="entropy_manipulator" /> uses recipes to decide what it can be used on. | ||
Example recipes can be found in `data/ae2/recipes/entropy`. | ||
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Right-clicking with the entry manipulator uses recipes of type `heat`, while shift-right-clicking will use `cool`. | ||
Placing an entropy manipulator in a dispenser will try both types (first `cool`, then `heat`). | ||
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The available JSON properties are as follows: | ||
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| Property | Description | | ||
|-----------------|------------------------------------------------------------------------------------| | ||
| `type` | Must be `ae2:entropy` | | ||
| `mode` | The use-mode of the entropy manipulator this recipe applies to (`heat` or `cool`). | | ||
| `input` | Which in-world block/fluid this recipe applies to. | | ||
| `input`.`block` | Defines which blocks this recipe applies to (see below for details). | | ||
| `input`.`fluid` | Defines which fluids this recipe applies to (see below for details). | | ||
| `output` | Defines the result of using the item on `input`. | | ||
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##### Defining Inputs | ||
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The input for the entropy recipe type can be a block or fluid, or both at the same time, to match only | ||
specific waterlogged blocks. | ||
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Block and fluid inputs can be defined as follows: | ||
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```json | ||
{ | ||
"input": { | ||
"block": { | ||
"id": "minecraft:cobblestone", | ||
"property1": "value", | ||
"property2": ["value1", "value2"], | ||
"property3": { | ||
"min": 1, | ||
"max": 5 | ||
} | ||
}, | ||
"fluid": { | ||
"id": "minecraft:water", | ||
"property1": "value", | ||
"property2": ["value1", "value2"], | ||
"property3": { | ||
"min": 1, | ||
"max": 5 | ||
} | ||
} | ||
} | ||
} | ||
``` | ||
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The `id` property is mandatory, while additional properties may be specified to match specific block state properties, | ||
either directly, as a list of matching values, or as a range (between `min` and `max`). | ||
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##### Defining Output | ||
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Applying an entropy manipulator recipe can result in one or all of: | ||
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* Changing the block | ||
* Changing the fluid | ||
* Dropping items | ||
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```json | ||
{ | ||
"output": { | ||
"block": { | ||
"id": "minecraft:cobblestone", | ||
"keep": true, | ||
"property1": "value" | ||
}, | ||
"fluid": { | ||
"id": "minecraft:water", | ||
"property2": "value" | ||
}, | ||
"drops": [ | ||
{ | ||
"item": "minecraft:snowball", | ||
"count": 1 | ||
} | ||
] | ||
} | ||
} | ||
``` | ||
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All three properties (block, fluid, drops) are optional, but can also be used together. | ||
The special `keep` property for `block` and `fluid` will copy over the block state properties from the existing | ||
block while changing the block or fluid `id`. Additionally, any extra properties will be interpreted as block state | ||
properties and applied to the new block. | ||
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If the operation should drop items, those should be specified as a list in `drops`. | ||
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#### Matter Cannon Ammo | ||
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The <ItemLink id="matter_cannon" /> uses recipes to decide which items count as ammo, and what their damage value should | ||
be. Example recipes can be found in `data/ae2/recipes/matter_cannon`. | ||
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| Property | Description | | ||
|----------|----------------------------------------------------------------------------------------------------------------| | ||
| `type` | Must be `ae2:matter_cannon` | | ||
| `ammo` | Ingredient identifying which item this recipe applies to. | | ||
| `weight` | The weight of the ammo. This affects block penetration and damage. Damage is weight divided by 20, rounded up. | |
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--- | ||
title: Advanced Tools | ||
--- | ||
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# Advanced Tools | ||
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Applied Energistics 2 offers a variety of unique advanced tools | ||
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<SubCategories category="Advanced Tools" /> |
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src/1.18/content/features/advanced-tools/configuration/biometric-card.md
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--- | ||
categories: | ||
- Advanced Tools/Configuration Tools | ||
item_ids: | ||
- ae2:biometric_card | ||
title: Biometric Card | ||
--- | ||
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Encodes a players identity on the card, right click another player, or shift | ||
slick to set yourself. If you encode the same player twice, it will clear the | ||
card. A Cleared card represents other users as the "default". | ||
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When the <ItemLink id="biometric_card"/> has | ||
been encoded it will show a Identicon for the user so you can tell cards | ||
apart, each card for the user will have the same Identicon. | ||
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<RecipeFor id="biometric_card" /> |
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src/1.18/content/features/advanced-tools/configuration/memory-card.md
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--- | ||
categories: | ||
- Advanced Tools/Configuration Tools | ||
item_ids: | ||
- ae2:memory_card | ||
title: Memory Card | ||
--- | ||
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A small item, that can be used to store, copy, and paste settings. Shift + | ||
Right Click on a configurable object to save the settings onto the memory | ||
card, then right click on any other block of the same type to paste the | ||
settings. | ||
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They are also used to link the input <ItemLink | ||
id="me_p2p_tunnel"/> to the correct output | ||
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<ItemLink id="me_p2p_tunnel" />. | ||
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<RecipeFor id="memory_card" /> |
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src/1.18/content/features/advanced-tools/network/network-tool.md
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--- | ||
categories: | ||
- Advanced Tools/Network Tools | ||
item_ids: | ||
- ae2:network_tool | ||
title: Network Tool | ||
--- | ||
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Tool that can be used to remove parts from cables ( like any other BC | ||
compatible Wrench ), and has a 9 slot inventory that can store AE Upgrade | ||
Cards. When in your inventory the inventory of the <ItemLink | ||
id="network_tool"/> appears in machine GUIs | ||
which accept upgrades. | ||
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When right clicked on any network component it will give you break down of all | ||
the attached parts, and power storage / usage details for the network. | ||
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<RecipeFor id="network_tool" /> |
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src/1.18/content/features/advanced-tools/utilities/cell-workbench.md
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--- | ||
categories: | ||
- Advanced Tools/Utilities | ||
item_ids: | ||
- ae2:cell_workbench | ||
title: Cell Workbench | ||
--- | ||
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### ![A picture of a cell work bench.](../../../../public/assets/large/cell_workbench.png) | ||
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The <ItemLink id="cell_workbench"/> lets you | ||
configure how <ItemLink id="view_cell"/> and | ||
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<ItemLink id="item_storage_cell_1k" /> as well as other similar | ||
items and Storage Cells store their items, they allow you to insert upgrade cards | ||
such as <ItemLink id="inverter_card" /> and <ItemLink id="fuzzy_card" /> into | ||
the devices, and select what items are accepted or rejected based on the settings | ||
from the Upgrades. | ||
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<RecipeFor id="cell_workbench" /> |
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src/1.18/content/features/advanced-tools/utilities/color-applicator.md
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--- | ||
categories: | ||
- Advanced Tools/Utilities | ||
item_ids: | ||
- ae2:color_applicator | ||
title: Color Applicator | ||
--- | ||
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Tool which allows you to paint in world objects with <ItemLink | ||
id="white_paint_ball"/> or any dye items; which | ||
are less efficient then paint balls. Supports all four types of ME Cables and | ||
other forge coloring compatible blocks such as IC2 power cables as well as all | ||
vanilla wools, glass blocks, glass panes and hardened clay. | ||
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You can shift click in the air, or hold shift and scroll the mouse wheel to | ||
change the selected color of the applicator. | ||
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Functions like a storage cell which can hold <ItemLink | ||
id="white_paint_ball"/> of all colors, so i can | ||
be loaded with an <ItemLink id="chest"/>. And | ||
like other tools requires power and can be charged in the <ItemLink | ||
id="charger"/>. | ||
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In addition to coloring with paint balls it can be used to remove colors from | ||
cables, and clean paint balls off of walls when you use snow balls inside it. | ||
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Also functions in the dispenser as a means to color blocks that are in front | ||
of it. | ||
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<RecipeFor id="color_applicator" /> |
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src/1.18/content/features/advanced-tools/utilities/entropy-manipulator.md
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--- | ||
categories: | ||
- Advanced Tools/Utilities | ||
item_ids: | ||
- ae2:entropy_manipulator | ||
title: Entropy Manipulator | ||
--- | ||
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A Powered Multi-purpose tool which can alter the quantity of energy in the | ||
block you target, you can decrease the energy of the block by holding shift ( | ||
cool / aging ), or increase the energy in the block ( heating it ) by using it | ||
normally, if adding heat doesn't do anything it generally will start a fire on | ||
the block instead. You can also hit mobs or players with it to set them on | ||
fire. | ||
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Its battery can store 200k ae and consumes 1600 ae per usage, it can be to be | ||
recharged in a <ItemLink id="charger"/>. | ||
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<RecipeFor id="entropy_manipulator" /> |
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src/1.18/content/features/advanced-tools/utilities/matter-condenser.md
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--- | ||
categories: | ||
- Advanced Tools/Utilities | ||
item_ids: | ||
- ae2:condenser | ||
title: Matter Condenser | ||
--- | ||
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![A picture of a Matter Condenser.](../../../../public/assets/large/matter_condenser.png)Has | ||
two key functions, ellimination of excess materials in a cheap manor, and the | ||
production of <ItemLink id="singularity"/> and | ||
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<ItemLink id="matter_ball" />. | ||
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Can accept both fluids and items to be destroyed. Each item or fluid will | ||
count as one additional energy. This energy can be stored on <ItemLink | ||
id="cell_component_1k"/>, <ItemLink | ||
id="cell_component_4k"/>, <ItemLink | ||
id="cell_component_16k"/> or <ItemLink | ||
id="cell_component_64k"/>. 256 Energy is | ||
required to generate a <ItemLink | ||
id="matter_ball"/>, 256,000 respecitvely for the | ||
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<ItemLink id="singularity" />. | ||
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<RecipeFor id="condenser" /> |
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src/1.18/content/features/advanced-tools/utilities/portable-cell.md
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--- | ||
categories: | ||
- Advanced Tools/Utilities | ||
item_ids: | ||
- ae2:portable_item_cell_1k | ||
- ae2:portable_item_cell_4k | ||
- ae2:portable_item_cell_16k | ||
- ae2:portable_item_cell_64k | ||
- ae2:portable_fluid_cell_1k | ||
- ae2:portable_fluid_cell_4k | ||
- ae2:portable_fluid_cell_16k | ||
- ae2:portable_fluid_cell_64k | ||
related: | ||
- Possible Upgrades | ||
title: Portable Cell | ||
--- | ||
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The <ItemLink id="portable_item_cell_1k"/> is a portable | ||
inventory. It requires power to function but can be charged in the <ItemLink | ||
id="charger"/>. It acts like any other storage | ||
cell except that you can access its content without external hardware. It | ||
functions with the <ItemLink id="io_port"/> and | ||
other features in the same way as <ItemLink | ||
id="item_storage_cell_1k"/> or other storage cells. | ||
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<ItemLink id="portable_item_cell_1k" /> are smaller then most | ||
cells, only carrying 512 bytes, and 27 types at 8 bytes per type. Its battery can | ||
hold 20k ae and it drains 0.5 ae/t when in a <ItemLink id="drive" /> or <ItemLink id="chest" /> however | ||
drains 1 ae/t when opened it directly. | ||
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<RecipeFor id="portable_item_cell_1k" /> | ||
<RecipeFor id="portable_item_cell_4k" /> | ||
<RecipeFor id="portable_item_cell_16k" /> | ||
<RecipeFor id="portable_item_cell_64k" /> | ||
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<RecipeFor id="portable_fluid_cell_1k" /> | ||
<RecipeFor id="portable_fluid_cell_4k" /> | ||
<RecipeFor id="portable_fluid_cell_16k" /> | ||
<RecipeFor id="portable_fluid_cell_64k" /> |
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