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shartte committed Aug 13, 2023
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12 changes: 12 additions & 0 deletions lib/convertColoredVersions.ts
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import { GuideIndex } from "./targetTypes.js";

export default function convertColoredVersions(
gameData: any,
index: GuideIndex,
) {
for (const [uncoloredItemId, coloredVariants] of Object.entries(
gameData.coloredVersions,
)) {
index.coloredVersions[uncoloredItemId] = coloredVariants as any;
}
}
2 changes: 2 additions & 0 deletions lib/convertGuide.ts
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Expand Up @@ -11,6 +11,7 @@ import { buildPageTree } from "./buildPageTree.js";
import convertCategoryIndex from "./convertCategoryIndex.js";
import convertItemIndex from "./convertItemIndex.js";
import convertRecipes from "./convertRecipes.js";
import convertColoredVersions from "./convertColoredVersions.js";

function writeGuide(srcDir: string, destDir: string, gameData: any) {
const index: GuideIndex = {
Expand All @@ -37,6 +38,7 @@ function writeGuide(srcDir: string, destDir: string, gameData: any) {
convertCategoryIndex(pages, index);
convertItemIndex(pages, index);
convertRecipes(gameData, index);
convertColoredVersions(gameData, index);

const indexJson = JSON.stringify(index, null, 2);
const indexBuffer = Buffer.from(indexJson, "utf-8");
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310 changes: 310 additions & 0 deletions src/1.18/content/api.md

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148 changes: 148 additions & 0 deletions src/1.18/content/customizing-ae2.md
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---
title: Customizing AE2
sidenav_icon: certus_quartz_wrench
---

This page describes how AE2 can be tweaked by modpack authors or players to their own play-style.

## Configuration

### Channel Modes

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.

### Faster Crystal Growth in Certain Fluids

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.

## Recipes

AE2 uses standard JSON recipes. The easiest starting point is to download the jar file and unpack it. Recipes are
in `data/ae2/recipes`.

### Special Recipe Types

AE2 introduces a few custom recipe types that use a custom JSON format. They are described in the following sections.

#### Inscriber

Used by the <ItemLink id="inscriber" />. Example recipes can be found in `data/ae2/recipes/inscriber`.

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.

The available JSON properties are as follows:

| 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 |

#### Entropy Manipulator

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`.

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`).

The available JSON properties are as follows:

| 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`. |

##### Defining Inputs

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.

Block and fluid inputs can be defined as follows:

```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
}
}
}
}
```

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`).

##### Defining Output

Applying an entropy manipulator recipe can result in one or all of:

* Changing the block
* Changing the fluid
* Dropping items

```json
{
"output": {
"block": {
"id": "minecraft:cobblestone",
"keep": true,
"property1": "value"
},
"fluid": {
"id": "minecraft:water",
"property2": "value"
},
"drops": [
{
"item": "minecraft:snowball",
"count": 1
}
]
}
}
```

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.

If the operation should drop items, those should be specified as a list in `drops`.

#### Matter Cannon Ammo

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`.

| 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. |
9 changes: 9 additions & 0 deletions src/1.18/content/features/advanced-tools.md
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---
title: Advanced Tools
---

# Advanced Tools

Applied Energistics 2 offers a variety of unique advanced tools

<SubCategories category="Advanced Tools" />
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---
categories:
- Advanced Tools/Configuration Tools
item_ids:
- ae2:biometric_card
title: Biometric Card
---

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".

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.

<RecipeFor id="biometric_card" />
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---
categories:
- Advanced Tools/Configuration Tools
item_ids:
- ae2:memory_card
title: Memory Card
---

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.

They are also used to link the input <ItemLink
id="me_p2p_tunnel"/> to the correct output

<ItemLink id="me_p2p_tunnel" />.

<RecipeFor id="memory_card" />
18 changes: 18 additions & 0 deletions 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
---

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.

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.

<RecipeFor id="network_tool" />
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---
categories:
- Advanced Tools/Utilities
item_ids:
- ae2:cell_workbench
title: Cell Workbench
---

### ![A picture of a cell work bench.](../../../../public/assets/large/cell_workbench.png)

The <ItemLink id="cell_workbench"/> lets you
configure how <ItemLink id="view_cell"/> and

<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.

<RecipeFor id="cell_workbench" />
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---
categories:
- Advanced Tools/Utilities
item_ids:
- ae2:color_applicator
title: Color Applicator
---

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.

You can shift click in the air, or hold shift and scroll the mouse wheel to
change the selected color of the applicator.

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"/>.

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.

Also functions in the dispenser as a means to color blocks that are in front
of it.

<RecipeFor id="color_applicator" />
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---
categories:
- Advanced Tools/Utilities
item_ids:
- ae2:entropy_manipulator
title: Entropy Manipulator
---

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.

Its battery can store 200k ae and consumes 1600 ae per usage, it can be to be
recharged in a <ItemLink id="charger"/>.

<RecipeFor id="entropy_manipulator" />
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---
categories:
- Advanced Tools/Utilities
item_ids:
- ae2:condenser
title: Matter Condenser
---

![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

<ItemLink id="matter_ball" />.

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

<ItemLink id="singularity" />.

<RecipeFor id="condenser" />
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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
---

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.

<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.

<RecipeFor id="portable_item_cell_1k" />
<RecipeFor id="portable_item_cell_4k" />
<RecipeFor id="portable_item_cell_16k" />
<RecipeFor id="portable_item_cell_64k" />

<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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