Add item descriptions for some BuildCraft items
@@ -99,4 +99,16 @@ Guide. For example, check out how to make a [url=http://crafting-guide.com/craf
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Another big release for Crafting Guide! This time, I've been working on the navigation of the site itself. You'll now
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Another big release for Crafting Guide! This time, I've been working on the navigation of the site itself. You'll now
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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
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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
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another location. This make the whole item/mod-browsing part of the site much more visible, and simplifies the crafting
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another location. This make the whole item/mod-browsing part of the site much more visible, and simplifies the crafting
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page a bit. There's even a real home page with a change log!
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page a bit. There's even a real home page with a change log!
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########################################################################################################################
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It's been a while, but I just posted some new stuff for Crafting Guide. First, a volunteer took on the rather daunting
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task of adding Forestry support! It's all there in all its glorious plethora of species. Major kudos to Sheldon Griffin
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for making it happen.
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Second, I've just finished the coding to majorly improve the item pages. Now, its possible to add a markdown description
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of the item (including images) as well as videos for each item. Of course, actually filling in the content is a whole
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different kettle of fish. The Buildcraft guys have generously given me permission to copy in their content, so I'm
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going to be busy doing that for a while. However, you can see the finished product for the
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[url=http://crafting-guide.com/browse/buildcraft/advanced_crafting_table/]Advanced Crafting Table[/url]. More to come!
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@@ -39,9 +39,11 @@ module.exports = class BaseController extends Backbone.View
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logger.verbose => "#{this} refreshing"
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logger.verbose => "#{this} refreshing"
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routeLinkClick: (event)->
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routeLinkClick: (event)->
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href = $(event.currentTarget).attr 'href'
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event.preventDefault()
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href = $(event.target).attr 'href'
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href ?= $(event.currentTarget).attr 'href'
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logger.info "Re-routing link to internal navigation: #{href}"
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router.navigate href, trigger:true
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router.navigate href, trigger:true
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return false
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# Event Methods ################################################################################
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# Event Methods ################################################################################
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@@ -123,6 +123,7 @@ module.exports = class ItemPageController extends PageController
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return _.extend super,
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return _.extend super,
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'click a.craftingPlan': 'routeLinkClick'
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'click a.craftingPlan': 'routeLinkClick'
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'click .byline a': 'routeLinkClick'
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'click .byline a': 'routeLinkClick'
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'click .markdown': 'routeLinkClick'
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'click button.craftingPlan': 'craftingPlanButtonClicked'
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'click button.craftingPlan': 'craftingPlanButtonClicked'
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# Private Methods ##############################################################################
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# Private Methods ##############################################################################
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@@ -22,7 +22,9 @@ module.exports = class ItemPage extends BaseModel
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compileDescription: ->
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compileDescription: ->
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return null unless @item?.description?
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return null unless @item?.description?
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return markdown.parse @item.description
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description = markdown.parse @item.description, 'Maruku'
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logger.debug "Description: \"#{description}\""
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return description
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findComponentInItems: ->
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findComponentInItems: ->
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return @_findRecipesMatching (recipe)=> recipe.requires @item.slug
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return @_findRecipesMatching (recipe)=> recipe.requires @item.slug
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@@ -7,16 +7,53 @@ All rights reserved.
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.markdown {
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.markdown {
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p {
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h1 {
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font-family: $font-family-normal;
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font-family: $font-family-normal;
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font-size: $font-size-normal;
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font-size: $font-size-large;
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line-height: $font-size-normal + 0.25em;
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font-weight: bold;
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margin: 1.5em 0 0.25em 0;
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}
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}
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img {
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img {
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position: relative; left: 50%;
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max-width: 100%;
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@include transform(translateX(-50%));
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}
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margin: 2em 0;
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text-align: center;
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p {
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font-family: $font-family-normal;
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font-size: $font-size-normal;
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line-height: $font-size-normal + 0.15em;
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margin-top: 1.33em;
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}
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table {
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margin-top: 2em;
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position: relative; width: 100%;
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td {
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font-family: $font-family-normal;
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font-size: $font-size-normal;
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}
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td[align="center"] {
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text-align: center;
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}
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}
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ul {
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margin: 2em 2em 0 2em;
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li {
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font-family: $font-family-normal;
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font-size: $font-size-normal;
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line-height: $font-size-normal + 0.15em;
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list-style: disc;
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margin: 0.66em 0 0 2em;
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}
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}
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& > * {
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&:first-child {
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margin-top: 0;
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}
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}
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}
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}
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}
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@@ -2,7 +2,7 @@ schema: 1
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officialUrl: http://www.mod-buildcraft.com/wiki/doku.php?id=advanced_crafting_table
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officialUrl: http://www.mod-buildcraft.com/wiki/doku.php?id=advanced_crafting_table
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video: -Z-Kl3IRjxE, CovertJaguar's Intro Video
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video: -Z-Kl3IRjxE, Intro Video by CovertJaguar
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description:<<-END
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description:<<-END
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The advanced crafting table is an improved version of the basic automatic crafting table. It contains an inventory
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The advanced crafting table is an improved version of the basic automatic crafting table. It contains an inventory
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@@ -10,6 +10,11 @@ for storing the input and an inventory for storing the outputs of the crafting p
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easy and seamless to create large automatic crafting systems. The advanced crafting table requires 500 MJ to craft
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easy and seamless to create large automatic crafting systems. The advanced crafting table requires 500 MJ to craft
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any recipe.
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any recipe.
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|:-----------------:|
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Check out the [Auto Workbench](/browse/buildcraft/auto_workbench/) for a simpler automated crafting solution which
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requires no power.
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END
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END
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@@ -0,0 +1,46 @@
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schema: 1
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officialUrl: http://www.mod-buildcraft.com/wiki/doku.php?id=architect
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video: VEj4CJ4DDlQ, Intro Video by Minecraft in Minutes
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description:<<-END
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The architect table is the block able to record portions of world in blueprints and templates. The portion of the world
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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.
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# Template Recording
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Recording a template is relatively simple. Each non-soft block present in the area will be considered as opaque, all
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other ones will be clear. Options on the left-end side of the architect table are ineffective when recording a template.
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# Blueprint Recording
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When recording the contents of an area in a blueprint, the architect table will look at every block and supported
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entity in the recording area and decide to store it or not - and how to store it - according to the rules of its
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schematic. It will also record the necessary requirements to build that block or entity back in the world.
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One of the issues with recording a blueprint is third party mod contents inside the blueprint. Many mods don't offer
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explicit support for blueprints yet. Blueprints will have some default capabilities which will allow support to simple
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foreign blocks, but this support will be quite limited. If you don't have any specific information on the status of
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support, it's a good idea to try out things before recording the blueprint.
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Recording options on the left allow to mitigate these issues (among other things):
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- **Rotate:[On|Off]:** By default, blueprints are rotated in order to follow the direction intended by the builder.
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However, many mods don't provide the necessary schematics to support rotation of their contents. In this case, it's a
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good idea to deactivate rotation altogether. This way, blueprint building will not rotate anymore and the result will
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look much more consistent.
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- **Blocks:[All|Simple]:** It is possible to only record “simple” blocks in a blueprint, that is blocks that don't have
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any specific behavior (or tile) associated to them. For example, a stone block would be considered as simple, a chest
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would be considered as complex. Usually, restricting the recording to “simple” blocks only will prevent from
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recording blocks that are the most likely to exhibit wrong behavior due to lack of schematic.
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- **Excavate:[On|Off]:** By default, soft blocks in the blueprint will result in clearing the corresponding locations
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when building. If you want to avoid clearing the area when building, set this option to Off.
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- **Mods:[All|Support]:** Mods have the ability to declare explicit support to blueprints. If this option is “support”,
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only blocks and mods that are indeed explicitly supported will be recorded in the blueprint.
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Note that there are further options in the configuration files to control what is allowed and not allowed to be
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recorded in blueprint, [builder.excludedBlocks](http://www.mod-buildcraft.com/wiki/doku.php?id=configuration) and
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[builder.excludedMods](http://www.mod-buildcraft.com/wiki/doku.php?id=configuration).
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END
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@@ -0,0 +1,40 @@
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schema: 1
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officialUrl: http://www.mod-buildcraft.com/wiki/doku.php?id=architect
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video: VEj4CJ4DDlQ, Intro Video by Minecraft in Minutes
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description:<<-END
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The architect table is the block able to record portions of world in blueprints and templates. The portion of the world
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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.
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The assembly table is a new crafting entity that allows to craft advanced BuildCraft objects, such as chipsets, wires
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or gates. It needs to be operated by lasers which will work on it. The interface looks as follows:
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|:---------------:|
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Input material are located on the left end. It doesn't matter in which particular order theyare placed. Potential
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outputs are listed on the right end, In the middle, you will find a progress bar. Progress is also represented on the
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“Energy Required” and “Energy Stored” fields on the right pannel. The “Energy Rate” field is the amount of energy
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currently provided by lasers.
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In order to start the assembly table, you need to select which elements should be crafted. You may select more than one
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element, as below:
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|:---------------------------------------------:|
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In this case, the assembly table will create them, cycling one after the other.
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The assembly table doesn't have any spot to stores its production. It will place the output to a nearby inventory if
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any has spots available, then try nearby pipes, and finally drop the production if it doesn't find anything.
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|:--------------------------------------------------:|
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|  |
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| _assembly table with output coming back as inputs_ |
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END
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schema: 1
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officialUrl: http://www.mod-buildcraft.com/wiki/doku.php?id=auto_workbench
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video: 4JDQFYrqGpI, Intro Video by Minecraft in Minutes
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description:<<-END
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From the player interaction point of view, the auto-workbench acts like a regular crafting table, except that it stores
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objects. So it is possible to exit the table without dropping the contents that were in the process of being crafted.
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However, leaving a working recipe in the table will allow pipes to activate the automating crafting mechanisms and pull
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out objects.
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|:--------------------------------------------:|
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| _an automatic ladder crafting configuration_ |
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In order for the automatic crafting mechanism to be activated, the Auto-Workbench requires more than just one items
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each in the preserved recipe inside. To pull the crafted items, you may use Redstone Engines or Autarchic Gates as
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shown above.
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**NOTE:** Non-stackable items (e.g. tools, buckets) cannot be inserted into the auto-workbench. The [Advanced Crafting
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Table](/browse/buildcraft/advanced_crafting_table/), however, can as it is an upgrade to the auto-workbench.
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END
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schema: 1
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officialUrl: http://www.mod-buildcraft.com/wiki/doku.php?id=logic_gates
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video: 6c7SIMKaKms, Intro Video by Minecraft in Minutes
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description:<<-END
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The basic gate is the most primitive of the Buildcraft gates. When placed in a pipe, it can react to a single trigger
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and emit a control signal along a red wire. For more advanced options, check out the other gates listed below.
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END
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