Add item descriptions for some BuildCraft items

This commit is contained in:
Andrew Miner
2015-03-13 18:21:54 -07:00
parent a7859087d7
commit 9ef8480da8
25 changed files with 193 additions and 13 deletions
+12
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@@ -100,3 +100,15 @@ Another big release for Crafting Guide! This time, I've been working on the nav
see a small navigation bar at the top of each page which both tells you where you are as well as letting you jump to see a small navigation bar at the top of each page which both tells you where you are as well as letting you jump to
another location. This make the whole item/mod-browsing part of the site much more visible, and simplifies the crafting another location. This make the whole item/mod-browsing part of the site much more visible, and simplifies the crafting
page a bit. There's even a real home page with a change log! page a bit. There's even a real home page with a change log!
########################################################################################################################
It's been a while, but I just posted some new stuff for Crafting Guide. First, a volunteer took on the rather daunting
task of adding Forestry support! It's all there in all its glorious plethora of species. Major kudos to Sheldon Griffin
for making it happen.
Second, I've just finished the coding to majorly improve the item pages. Now, its possible to add a markdown description
of the item (including images) as well as videos for each item. Of course, actually filling in the content is a whole
different kettle of fish. The Buildcraft guys have generously given me permission to copy in their content, so I'm
going to be busy doing that for a while. However, you can see the finished product for the
[url=http://crafting-guide.com/browse/buildcraft/advanced_crafting_table/]Advanced Crafting Table[/url]. More to come!
@@ -39,9 +39,11 @@ module.exports = class BaseController extends Backbone.View
logger.verbose => "#{this} refreshing" logger.verbose => "#{this} refreshing"
routeLinkClick: (event)-> routeLinkClick: (event)->
href = $(event.currentTarget).attr 'href' event.preventDefault()
href = $(event.target).attr 'href'
href ?= $(event.currentTarget).attr 'href'
logger.info "Re-routing link to internal navigation: #{href}"
router.navigate href, trigger:true router.navigate href, trigger:true
return false
# Event Methods ################################################################################ # Event Methods ################################################################################
@@ -123,6 +123,7 @@ module.exports = class ItemPageController extends PageController
return _.extend super, return _.extend super,
'click a.craftingPlan': 'routeLinkClick' 'click a.craftingPlan': 'routeLinkClick'
'click .byline a': 'routeLinkClick' 'click .byline a': 'routeLinkClick'
'click .markdown': 'routeLinkClick'
'click button.craftingPlan': 'craftingPlanButtonClicked' 'click button.craftingPlan': 'craftingPlanButtonClicked'
# Private Methods ############################################################################## # Private Methods ##############################################################################
+3 -1
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@@ -22,7 +22,9 @@ module.exports = class ItemPage extends BaseModel
compileDescription: -> compileDescription: ->
return null unless @item?.description? return null unless @item?.description?
return markdown.parse @item.description description = markdown.parse @item.description, 'Maruku'
logger.debug "Description: \"#{description}\""
return description
findComponentInItems: -> findComponentInItems: ->
return @_findRecipesMatching (recipe)=> recipe.requires @item.slug return @_findRecipesMatching (recipe)=> recipe.requires @item.slug
+44 -7
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@@ -7,16 +7,53 @@ All rights reserved.
.markdown { .markdown {
p { h1 {
font-family: $font-family-normal; font-family: $font-family-normal;
font-size: $font-size-normal; font-size: $font-size-large;
line-height: $font-size-normal + 0.25em; font-weight: bold;
margin: 1.5em 0 0.25em 0;
} }
img { img {
position: relative; left: 50%; max-width: 100%;
@include transform(translateX(-50%)); }
margin: 2em 0;
text-align: center; p {
font-family: $font-family-normal;
font-size: $font-size-normal;
line-height: $font-size-normal + 0.15em;
margin-top: 1.33em;
}
table {
margin-top: 2em;
position: relative; width: 100%;
td {
font-family: $font-family-normal;
font-size: $font-size-normal;
}
td[align="center"] {
text-align: center;
}
}
ul {
margin: 2em 2em 0 2em;
li {
font-family: $font-family-normal;
font-size: $font-size-normal;
line-height: $font-size-normal + 0.15em;
list-style: disc;
margin: 0.66em 0 0 2em;
}
}
& > * {
&:first-child {
margin-top: 0;
}
} }
} }
@@ -2,7 +2,7 @@ schema: 1
officialUrl: http://www.mod-buildcraft.com/wiki/doku.php?id=advanced_crafting_table officialUrl: http://www.mod-buildcraft.com/wiki/doku.php?id=advanced_crafting_table
video: -Z-Kl3IRjxE, CovertJaguar's Intro Video video: -Z-Kl3IRjxE, Intro Video by CovertJaguar
description:<<-END description:<<-END
The advanced crafting table is an improved version of the basic automatic crafting table. It contains an inventory The advanced crafting table is an improved version of the basic automatic crafting table. It contains an inventory
@@ -10,6 +10,11 @@ for storing the input and an inventory for storing the outputs of the crafting p
easy and seamless to create large automatic crafting systems. The advanced crafting table requires 500 MJ to craft easy and seamless to create large automatic crafting systems. The advanced crafting table requires 500 MJ to craft
any recipe. any recipe.
![GUI](./gui.png) | |
|:-----------------:|
| ![GUI](gui.png) |
Check out the [Auto Workbench](/browse/buildcraft/auto_workbench/) for a simpler automated crafting solution which
requires no power.
END END
@@ -0,0 +1,46 @@
schema: 1
officialUrl: http://www.mod-buildcraft.com/wiki/doku.php?id=architect
video: VEj4CJ4DDlQ, Intro Video by Minecraft in Minutes
description:<<-END
The architect table is the block able to record portions of world in blueprints and templates. The portion of the world
to be recorded can be defined by a set of land marks. The recording time will depend on the size of the world to record.
# Template Recording
Recording a template is relatively simple. Each non-soft block present in the area will be considered as opaque, all
other ones will be clear. Options on the left-end side of the architect table are ineffective when recording a template.
# Blueprint Recording
When recording the contents of an area in a blueprint, the architect table will look at every block and supported
entity in the recording area and decide to store it or not - and how to store it - according to the rules of its
schematic. It will also record the necessary requirements to build that block or entity back in the world.
One of the issues with recording a blueprint is third party mod contents inside the blueprint. Many mods don't offer
explicit support for blueprints yet. Blueprints will have some default capabilities which will allow support to simple
foreign blocks, but this support will be quite limited. If you don't have any specific information on the status of
support, it's a good idea to try out things before recording the blueprint.
Recording options on the left allow to mitigate these issues (among other things):
- **Rotate:[On|Off]:** By default, blueprints are rotated in order to follow the direction intended by the builder.
However, many mods don't provide the necessary schematics to support rotation of their contents. In this case, it's a
good idea to deactivate rotation altogether. This way, blueprint building will not rotate anymore and the result will
look much more consistent.
- **Blocks:[All|Simple]:** It is possible to only record “simple” blocks in a blueprint, that is blocks that don't have
any specific behavior (or tile) associated to them. For example, a stone block would be considered as simple, a chest
would be considered as complex. Usually, restricting the recording to “simple” blocks only will prevent from
recording blocks that are the most likely to exhibit wrong behavior due to lack of schematic.
- **Excavate:[On|Off]:** By default, soft blocks in the blueprint will result in clearing the corresponding locations
when building. If you want to avoid clearing the area when building, set this option to Off.
- **Mods:[All|Support]:** Mods have the ability to declare explicit support to blueprints. If this option is “support”,
only blocks and mods that are indeed explicitly supported will be recorded in the blueprint.
Note that there are further options in the configuration files to control what is allowed and not allowed to be
recorded in blueprint, [builder.excludedBlocks](http://www.mod-buildcraft.com/wiki/doku.php?id=configuration) and
[builder.excludedMods](http://www.mod-buildcraft.com/wiki/doku.php?id=configuration).
END
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@@ -0,0 +1,40 @@
schema: 1
officialUrl: http://www.mod-buildcraft.com/wiki/doku.php?id=architect
video: VEj4CJ4DDlQ, Intro Video by Minecraft in Minutes
description:<<-END
The architect table is the block able to record portions of world in blueprints and templates. The portion of the world
to be recorded can be defined by a set of land marks. The recording time will depend on the size of the world to record.
The assembly table is a new crafting entity that allows to craft advanced BuildCraft objects, such as chipsets, wires
or gates. It needs to be operated by lasers which will work on it. The interface looks as follows:
| |
|:---------------:|
| ![GUI](gui.png) |
Input material are located on the left end. It doesn't matter in which particular order theyare placed. Potential
outputs are listed on the right end, In the middle, you will find a progress bar. Progress is also represented on the
“Energy Required” and “Energy Stored” fields on the right pannel. The “Energy Rate” field is the amount of energy
currently provided by lasers.
In order to start the assembly table, you need to select which elements should be crafted. You may select more than one
element, as below:
| |
|:---------------------------------------------:|
| ![multiple selection example](multi-selection.png) |
In this case, the assembly table will create them, cycling one after the other.
The assembly table doesn't have any spot to stores its production. It will place the output to a nearby inventory if
any has spots available, then try nearby pipes, and finally drop the production if it doesn't find anything.
| |
|:--------------------------------------------------:|
| ![in world example](in-world-1.png) |
| _assembly table with output coming back as inputs_ |
END
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@@ -0,0 +1,25 @@
schema: 1
officialUrl: http://www.mod-buildcraft.com/wiki/doku.php?id=auto_workbench
video: 4JDQFYrqGpI, Intro Video by Minecraft in Minutes
description:<<-END
From the player interaction point of view, the auto-workbench acts like a regular crafting table, except that it stores
objects. So it is possible to exit the table without dropping the contents that were in the process of being crafted.
However, leaving a working recipe in the table will allow pipes to activate the automating crafting mechanisms and pull
out objects.
| |
|:--------------------------------------------:|
| ![in world example](in-world-1.png) |
| _an automatic ladder crafting configuration_ |
In order for the automatic crafting mechanism to be activated, the Auto-Workbench requires more than just one items
each in the preserved recipe inside. To pull the crafted items, you may use Redstone Engines or Autarchic Gates as
shown above.
**NOTE:** Non-stackable items (e.g. tools, buckets) cannot be inserted into the auto-workbench. The [Advanced Crafting
Table](/browse/buildcraft/advanced_crafting_table/), however, can as it is an upgrade to the auto-workbench.
END
@@ -0,0 +1,10 @@
schema: 1
officialUrl: http://www.mod-buildcraft.com/wiki/doku.php?id=logic_gates
video: 6c7SIMKaKms, Intro Video by Minecraft in Minutes
description:<<-END
The basic gate is the most primitive of the Buildcraft gates. When placed in a pipe, it can react to a single trigger
and emit a control signal along a red wire. For more advanced options, check out the other gates listed below.
END
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