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Finalize new Item Storage doc
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2 changed files with 10 additions and 9 deletions
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@ -117,7 +117,7 @@ public final class InitBooklet{
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new BookletChapter("lensDisenchanting", ActuallyAdditionsAPI.entryReconstruction, new ItemStack(InitItems.itemDisenchantingLens), new PageTextOnly(1).addTextReplacement("<energy>", LensDisenchanting.ENERGY_USE), new PageCrafting(2, ItemCrafting.recipeDisenchantingLens).setNoText()).setSpecial();
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//No RF Using Blocks
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new BookletChapter("itemStorage", ActuallyAdditionsAPI.entryFunctionalNonRF, new ItemStack(InitBlocks.blockLaserRelayItemWhitelist), new PageTextOnly(1), new PagePicture(2, "pageItemLaserRelayBasic", 78), new PagePicture(3, "pageItemLaserRelayFail", 84), new PagePicture(4, "pageItemLaserRelayTransfer", 78), new PagePicture(5, "pageItemLaserRelayWhitelistChest", 76), new PagePicture(6, "pageItemLaserRelayWhitelistInterface", 75), new PagePicture(7, "pageItemLaserRelaySystem", 75), new PageTextOnly(8), new PageCrafting(9, BlockCrafting.recipeLaserRelayItem).setNoText().setPageStacksWildcard(), new PageCrafting(10, BlockCrafting.recipeLaserRelayItemWhitelist).setNoText().setPageStacksWildcard(), new PageCrafting(11, BlockCrafting.recipeItemInterface).setNoText()).setImportant();
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new BookletChapter("itemStorage", ActuallyAdditionsAPI.entryFunctionalNonRF, new ItemStack(InitBlocks.blockLaserRelayItemWhitelist), new PageTextOnly(1), new PageTextOnly(2), new PagePicture(3, "pageItemLaserRelayBasic", 78), new PagePicture(4, "pageItemLaserRelayFail", 84), new PagePicture(5, "pageItemLaserRelayTransfer", 78), new PagePicture(6, "pageItemLaserRelayWhitelistChest", 76), new PagePicture(7, "pageItemLaserRelayWhitelistInterface", 75), new PagePicture(8, "pageItemLaserRelaySystem", 75), new PageTextOnly(9), new PageCrafting(10, BlockCrafting.recipeLaserRelayItem).setNoText().setPageStacksWildcard(), new PageCrafting(11, BlockCrafting.recipeLaserRelayItemWhitelist).setNoText().setPageStacksWildcard(), new PageCrafting(12, BlockCrafting.recipeItemInterface).setNoText()).setImportant();
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new BookletChapter("breaker", ActuallyAdditionsAPI.entryFunctionalNonRF, new ItemStack(InitBlocks.blockBreaker), new PageCrafting(1, BlockCrafting.recipeBreaker).setPageStacksWildcard(), new PageCrafting(2, BlockCrafting.recipePlacer).setPageStacksWildcard(), new PageCrafting(3, BlockCrafting.recipeLiquidPlacer).setPageStacksWildcard(), new PageCrafting(4, BlockCrafting.recipeLiquidCollector).setPageStacksWildcard());
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new BookletChapter("dropper", ActuallyAdditionsAPI.entryFunctionalNonRF, new ItemStack(InitBlocks.blockDropper), new PageTextOnly(1), new PageCrafting(2, BlockCrafting.recipeDropper).setNoText());
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new BookletChapter("phantomfaces", ActuallyAdditionsAPI.entryFunctionalNonRF, new ItemStack(InitBlocks.blockPhantomLiquiface), new PageTextOnly(1).addTextReplacement("<range>", TileEntityPhantomface.RANGE), new PageTextOnly(2), new PageCrafting(3, BlockCrafting.recipePhantomface), new PageCrafting(4, BlockCrafting.recipeLiquiface), new PageCrafting(5, BlockCrafting.recipeEnergyface), new PageCrafting(6, ItemCrafting.recipePhantomConnector).setNoText(), new PageCrafting(7, BlockCrafting.recipePhantomBooster)).setImportant();
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@ -977,14 +977,15 @@ booklet.actuallyadditions.chapter.spawnerChanger.name=Spawner Changer
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booklet.actuallyadditions.chapter.spawnerChanger.text.1=The <item>Spawner Changer<r> is an item that can be used to <imp>manipulate the mobs<r> that <imp>spawners spawn<r>. <n>This can be accomplished by first of all <imp>picking up<r> the desired mob to spawn with the Changer, killing it in the process. Next, the Changer can be <imp>right-clicked on the spawner<r>, causing the spawner to be changed. <n><n>This process probably won't work with every type of mob though.
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booklet.actuallyadditions.chapter.itemStorage.name=Laser Relay Item Storage
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booklet.actuallyadditions.chapter.itemStorage.text.1=<item>Item Laser Relays<r> work much like their <imp>energy version<r>, but instead of transferring enery, they <imp>transport items around<r>! <n>To know <imp>how to connect Laser Relays<r>, you should look at the entry for <item>Energy Laser Relays<r> first. <n><n>This section has been replaced with a visual introduction via <imp>lovely pictures<r>, as no one understood the previous explanation. <n>They're not that complicated to understand, though. Promise. <n>Flip to the <imp>next page<r> for an explanation.
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booklet.actuallyadditions.chapter.itemStorage.text.2=The basic thing to know: <item>Item Laser Relays<r> always have to be connected to an <item>Item Interface<r> for <imp>input and output<r> to happen. <n>This is a <imp>basic system<r>, with items being inputted into the middle chest via the hopper on the left and outputted via the hopper on the right.
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booklet.actuallyadditions.chapter.itemStorage.text.3=The whole <imp>chest<r> part of this is very important, as such a setup as the one seen above <imp>will not work<r>. <n>This is because every system <imp>needs a storage space<r>, and an Item Interface does not count as that.
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booklet.actuallyadditions.chapter.itemStorage.text.4=<i>But how do I make them transfer items from one point to another then?<r>, I hear you yelling. <n>Well, just place the relay <imp>directly onto a chest<r> (a hopper works too!) and the items will just go there. After all, it's <imp>a valid inventory<r>.
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booklet.actuallyadditions.chapter.itemStorage.text.5=Here, you can see the use of an <item>Advanced Item Laser Relay<r>. They can have a <imp>whitelist/blacklist configuration<r> for both connections going into them (inbound, the left side in this case) and out of them (outbound, the right side in this case).
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booklet.actuallyadditions.chapter.itemStorage.text.6=You can also attach these advanced relays to <item>Item Interfaces<r>, which will mean that they will only <imp>have access<r> to certain items from the system. Here, outbound means out of the system, and inbound means into the system.
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booklet.actuallyadditions.chapter.itemStorage.text.7=What you can do is <imp>take this to the next level<r> and build a fully-fledged <imp>storage system<r> with multiple chests. Pulling out of or inputting into an <item>Item Interface<r> here will pull out of <imp>the entire system<r>.
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booklet.actuallyadditions.chapter.itemStorage.text.8=Addendum: <n><item>Advanced Item Laser Relays<r> will always <imp>take priority<r>, meaning inventories connected to them will be input into and pulled out of first at all times. This can be useful if you want to make a <imp>storage system<r>. You can just have one inventory with a basic relay on it which will act as a <imp>last resort<r>. <n>Also, this system isn't only limited to chests. <imp>You can connect these to any inventories<r>, so an auto-smelting area could be part of your system too!
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booklet.actuallyadditions.chapter.itemStorage.text.1=<item>Item Laser Relays<r> work much like their <imp>energy version<r>, but instead of transferring enery, they <imp>transport items around<r>! <n><n>The basic mechanics of the <item>Item Laser Relay<r> are much the same as the <item>Energy Laser Relay<r> (read about those in the <imp>Blocks that use RF<r> section!). <n>Once connected up into a network (or <imp>system<r>), said network will <imp>know about<r> all of the inventories <imp>adjacent to<r> all of the <imp>relays<r> and will be able to interact with them.
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booklet.actuallyadditions.chapter.itemStorage.text.2=However, <item>Item Interfaces<r> are the way to actually communicate and <imp>interact with the entire system<r> at once, meaning you can <imp>pull items out of<r> or <imp>put into<r> an Item Interface via automation, be it Hoppers or ESDs or pipes, and they will <imp>transfer<r> the items into or out of <imp>ALL OF the inventories<r> mentioned previously. <n><n>This isn't really useful for a single inventory, but <imp>very useful<r> if you are planning to build an <imp>automated storage<r>.
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booklet.actuallyadditions.chapter.itemStorage.text.3=Above, you can see <imp>such a system<r>. Putting items into the left chest will cause them to be stored in the one in the middle, and the hopper on the right pulls them out of the chest in the middle. <n><n>This is <imp>more useful<r> with <imp>multiple chests<r>.
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booklet.actuallyadditions.chapter.itemStorage.text.4=The whole <imp>chest<r> part of this is very important, as such a setup as the one seen above <imp>will not work<r>. <n>This is because every system <imp>needs a storage space<r>, and an Item Interface does not count as that.
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booklet.actuallyadditions.chapter.itemStorage.text.5=But how to make a system that transports items <imp>from A to B<r>? <n>Well, just place the relay <imp>directly onto a chest<r> or hopper and the items will just go there. <n>As you can see, the <imp>amount<r> of <item>Item Interfaces<r> in one system <imp>doesn't matter<r>.
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booklet.actuallyadditions.chapter.itemStorage.text.6=Here, you can see the use of an <item>Advanced Item Laser Relay<r>. They can have a <imp>whitelist/blacklist configuration<r> for both connections going into them (inbound, the left side in this case) and out of them (outbound, the right side in this case).
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booklet.actuallyadditions.chapter.itemStorage.text.7=You can also attach these advanced relays to <item>Item Interfaces<r>, which will mean that they will only <imp>have access<r> to certain items from the system. Here, outbound means out of the system, and inbound means into the system.
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booklet.actuallyadditions.chapter.itemStorage.text.8=What you can do is <imp>take this to the next level<r> and build a fully-fledged <imp>storage system<r> with multiple chests. Pulling out of or inputting into an <item>Item Interface<r> here will pull out of <imp>the entire system<r>.
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booklet.actuallyadditions.chapter.itemStorage.text.9=Addendum: <n><item>Advanced Item Laser Relays<r> will always <imp>take priority<r>, meaning inventories connected to them will be input into and pulled out of first. This can be useful if you want to make a <imp>storage system<r> with a <imp>last resort<r>-type chest. <n><n>Also, this system isn't only limited to chests, and there can be <imp>way more<r> than just <imp>two<r> <item>Item Interfaces<r>! <n><n><i>Gigantic storage system ahoy!
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booklet.actuallyadditions.chapter.banners.name=Additional Banners
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booklet.actuallyadditions.chapter.banners.text.1=For <imp>special items<r> in <imp>Actually Additions<r>, there is also special <item>Banner<r> patterns. All of these just require the <imp>item next to the banner<r> in the crafting grid with, optionally, a <imp>color<r>. You can also combine them with a <item>Shield<r> like normal. <n>The items that have a banner pattern are: <n>The <item>Actually Additions Manual<r> <n>The <item>Phantom Connector<r> <n>The <item>Leaf Blower<r> (not the advanced version) <n>The <item>Drill<r> (only the white one works due to the way banners work)
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