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- First three categories are reorganized - All manual entries that did not correspond codeside are renamed to match ingame names - Manual is prepped to recieve more changes - First three category entries with minimal changes are respaced - Respacing means separating into easily-read paragraphs - Also means making things fit onto pages better on my monitor - I do not know how it will behave on other monitors - Overall manual should hopefuly be more intelligible once this is done
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src/main/resources/assets/immersiveengineering/manual/autoload.json
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src/main/resources/assets/immersiveengineering/manual/blueprints.json
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{ | ||
"start": { | ||
"molds_components": { | ||
"type": "crafting", | ||
"recipes": [ | ||
"crafting/blueprint_components", | ||
"crafting/blueprint_molds" | ||
] | ||
}, | ||
"banners_projectiles": { | ||
"type": "crafting", | ||
"recipes": [ | ||
"crafting/blueprint_bannerpatterns", | ||
"crafting/blueprint_bullets" | ||
] | ||
} | ||
} |
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src/main/resources/assets/immersiveengineering/manual/en_us/blueprints.txt
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Engineer's Blueprints | ||
Back to the drawing board | ||
This page features all Engineer's Blueprints that can be crafted by normal means. Other Blueprints may need to be acquired from villagers or found in the world. All of these can be used in an <link;workbench;Engineer's Workbench> to craft the items they describe. | ||
<&introduction> The following pages feature all the Engineer's Blueprints that can be crafted by normal means. Other specialized Blueprints may need to be acquired from villagers or found in the world. | ||
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All of these blueprints, including specialized ones, can be used in an <link;workbench;Engineer's Workbench> to craft the items they describe. | ||
<&molds_components> | ||
<&banners_projectiles> |
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src/main/resources/assets/immersiveengineering/manual/en_us/craftingtable.txt
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...rsiveengineering/manual/en_us/plastic.txt → ...iveengineering/manual/en_us/duroplast.txt
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...siveengineering/manual/en_us/lighting.txt → ...ring/manual/en_us/engineered_lighting.txt
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Engineered Lighting | ||
Lighting up the Wasteland | ||
<&lantern>Deep in the halls of the factories, it can be quite dark. In order to still find your way around the machines, you should probably light up the place with some Lanterns. These Lanterns provide almost as much light as a glowstone block would. | ||
<&electric_lantern>Powered Lanterns are one of the first ever invented uses for electric power. To run these, you need to connect them directly to your power grid using wires. They will allow power to be transferred through them, so you can link them in a row. | ||
Using the Engineer's Hammer on them will flip them upside down. As long as they are supplied with a little bit of power, they will light up the surrounding area like a normal Lantern, but additionally, they will also prevent hostile mobs to spawn in a 32 block radius!<np> | ||
<&floodlight>Floodlights are strong lightsources. While they require more power than a simple Powered Lantern, they will create a cone of light up to 32 blocks long. Use an Engineer's Hammer on the top or bottom faces of the block to rotate the light or click its sides to change its pitch. | ||
Generally, Floodlights require a redstone signal to run, however their control-behavior can be inverted by right-clicking them base with an Engineer's Screwdriver. | ||
<&electric_lantern>Powered Lanterns are one of the first ever invented uses for electric power. | ||
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To run these, you need to connect them directly to your power grid using wires. They will allow power to be transferred through them, so you can link them in a row. | ||
Using the Engineer's Hammer on them will flip them upside down. | ||
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As long as they are supplied with a little bit of power, they will light up the surrounding area like a normal Lantern, but additionally, they will also prevent hostile mobs to spawn in a 32 block radius!<np> | ||
<&floodlight>Floodlights are strong lightsources. While they require more power than a simple Powered Lantern, they will create a cone of light up to 32 blocks long. | ||
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Use an Engineer's Hammer on the top or bottom faces of the block to rotate the light or click its sides to change its pitch. | ||
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Generally, Floodlights require a redstone signal to run, however their control-behavior can be inverted by right-clicking them base with an Engineer's Screwdriver. |
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src/main/resources/assets/immersiveengineering/manual/en_us/engineers_crafting_table.txt
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Engineer's Crafting Table | ||
For various projects | ||
The Engineer's Crafting Table is a simple upgrade to the normal Crafting Table. In addition to the treated wood top, it keeps ingredients inside the crafting grid when it is closed. | ||
The table also features a small drawer to store some of your crafting components. |
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src/main/resources/assets/immersiveengineering/manual/en_us/engineers_workbench.txt
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Engineer's Workbench | ||
Always cluttered | ||
The Engineer's Workbench is a professional worktable for the educated engineer. It is widely used to create items described by <link;blueprints;Engineer's Blueprints>. | ||
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A wide variety of blueprints can be crafted, as detailed <link;blueprints;here>, whereas a few select ones can only be discovered in the world or bought from villagers.<np> | ||
To use a blueprint in the Workbench, put it in the slot on the left of the GUI and the necessary ingredients in the six slots in the middle. | ||
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The resulting items can then be retrieved from the right side. Hovering your mouse over these output slots will inform you exactly which materials are needed for each item.<np> | ||
A secondary function of the Workbench is the modification and configuration of more complex tools and gadgets. The <link;mining_drill;Mining Drill>, <link;shield;Heavy Plated Shield> or <link;revolver;Revolver> are examples of such items. | ||
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When placed in the main slot of the workbench, it's use becomes that of modifying these tools by inserting applicable upgrades into the new slots that appear. |
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src/main/resources/assets/immersiveengineering/manual/en_us/hemp.txt
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