mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-08-10 17:55:44 +00:00
carmageddon
This commit is contained in:
parent
bbc13b6fef
commit
213ae147b6
@ -11,4 +11,8 @@
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## Changed
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* RoR readers can now read neutron flux from fuel channels and the fill state of boilers and heat exchangers
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* Canned recursion can now be crafted from canned recursion
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* Soldering recipes are now prioritized over anvil recipes in the NEI listing
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* Soldering recipes are now prioritized over anvil recipes in the NEI listing
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* Paintable blocks now have tooltips explaining all the tools that can be used
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## Fixed
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* Fixed barrel connectors appearing between barrels even though they have different fluid types
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@ -3123,15 +3123,15 @@ public class ModBlocks {
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GameRegistry.registerBlock(pribris_radiating, pribris_radiating.getUnlocalizedName());
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GameRegistry.registerBlock(pribris_digamma, pribris_digamma.getUnlocalizedName());
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GameRegistry.registerBlock(red_cable, red_cable.getUnlocalizedName());
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GameRegistry.registerBlock(red_cable_classic, red_cable_classic.getUnlocalizedName());
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GameRegistry.registerBlock(red_cable_paintable, red_cable_paintable.getUnlocalizedName());
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register(red_cable);
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register(red_cable_classic);
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register(red_cable_paintable);
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register(red_cable_gauge);
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register(red_cable_box);
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GameRegistry.registerBlock(red_wire_coated, red_wire_coated.getUnlocalizedName());
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register(red_wire_coated);
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register(red_connector);
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register(red_connector_super);
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GameRegistry.registerBlock(red_pylon, ItemBlockBase.class, red_pylon.getUnlocalizedName());
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register(red_pylon);
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register(red_pylon_medium_wood);
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register(red_pylon_medium_wood_transformer);
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register(red_pylon_medium_steel);
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@ -49,8 +49,8 @@ public class BlockFluidBarrel extends BlockContainer implements ITooltipProvider
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public TileEntity createNewTileEntity(World p_149915_1_, int p_149915_2_) {
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return new TileEntityBarrel(capacity);
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}
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public static int renderID = RenderingRegistry.getNextAvailableRenderId();
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public static int renderID = RenderingRegistry.getNextAvailableRenderId();
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@Override
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public int getRenderType(){
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@ -1,7 +1,11 @@
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package com.hbm.blocks.network;
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import api.hbm.block.IToolable;
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import java.util.List;
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import com.hbm.blocks.IBlockMultiPass;
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import com.hbm.blocks.ITooltipProvider;
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import com.hbm.interfaces.ICopiable;
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import com.hbm.lib.RefStrings;
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import com.hbm.render.block.RenderBlockMultipass;
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@ -25,7 +29,7 @@ import net.minecraft.util.IIcon;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.World;
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public class BlockCablePaintable extends BlockContainer implements IToolable, IBlockMultiPass {
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public class BlockCablePaintable extends BlockContainer implements IToolable, IBlockMultiPass, ITooltipProvider {
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@SideOnly(Side.CLIENT) protected IIcon overlay;
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@ -202,4 +206,9 @@ public class BlockCablePaintable extends BlockContainer implements IToolable, IB
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}
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}
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}
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@Override
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public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean ext) {
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this.addStandardInfo(stack, player, list, ext);
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}
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}
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@ -2,7 +2,10 @@ package com.hbm.blocks.network;
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import api.hbm.block.IToolable;
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import java.util.List;
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import com.hbm.blocks.IBlockMultiPass;
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import com.hbm.blocks.ITooltipProvider;
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import com.hbm.interfaces.ICopiable;
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import com.hbm.lib.RefStrings;
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import com.hbm.render.block.RenderBlockMultipass;
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@ -36,7 +39,7 @@ import li.cil.oc.api.internal.Colored;
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import com.hbm.handler.CompatHandler.OCColors;
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import net.minecraftforge.oredict.OreDictionary;
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public class BlockOpenComputersCablePaintable extends BlockContainer implements IToolable, IBlockMultiPass {
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public class BlockOpenComputersCablePaintable extends BlockContainer implements IToolable, IBlockMultiPass, ITooltipProvider {
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@SideOnly(Side.CLIENT) protected IIcon overlay;
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@SideOnly(Side.CLIENT) protected IIcon overlayColor;
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@ -349,4 +352,9 @@ public class BlockOpenComputersCablePaintable extends BlockContainer implements
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return color.getColor();
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}
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}
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@Override
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public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean ext) {
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this.addStandardInfo(stack, player, list, ext);
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}
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}
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@ -4,6 +4,7 @@ import api.hbm.block.IToolable;
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import com.hbm.blocks.IBlockMultiPass;
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import com.hbm.blocks.ILookOverlay;
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import com.hbm.blocks.ITooltipProvider;
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import com.hbm.interfaces.ICopiable;
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import com.hbm.lib.RefStrings;
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import com.hbm.render.block.RenderBlockMultipass;
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@ -28,7 +29,7 @@ import net.minecraftforge.client.event.RenderGameOverlayEvent.Pre;
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import java.util.ArrayList;
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import java.util.List;
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public class FluidDuctPaintable extends FluidDuctBase implements IToolable, IBlockMultiPass, ILookOverlay {
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public class FluidDuctPaintable extends FluidDuctBase implements IToolable, IBlockMultiPass, ILookOverlay, ITooltipProvider {
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@SideOnly(Side.CLIENT) protected IIcon overlay;
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@SideOnly(Side.CLIENT) protected IIcon overlayColor;
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@ -224,4 +225,9 @@ public class FluidDuctPaintable extends FluidDuctBase implements IToolable, IBlo
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}
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}
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}
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@Override
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public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean ext) {
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this.addStandardInfo(stack, player, list, ext);
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}
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}
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@ -4,6 +4,7 @@ import api.hbm.block.IToolable;
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import com.hbm.blocks.IBlockMultiPass;
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import com.hbm.blocks.ILookOverlay;
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import com.hbm.blocks.ITooltipProvider;
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import com.hbm.interfaces.ICopiable;
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import com.hbm.inventory.fluid.Fluids;
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import com.hbm.lib.RefStrings;
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@ -32,7 +33,7 @@ import net.minecraftforge.client.event.RenderGameOverlayEvent.Pre;
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import java.util.ArrayList;
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import java.util.List;
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public class FluidDuctPaintableBlockExhaust extends FluidDuctBase implements IToolable, IBlockMultiPass, ILookOverlay {
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public class FluidDuctPaintableBlockExhaust extends FluidDuctBase implements IToolable, IBlockMultiPass, ILookOverlay, ITooltipProvider {
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@SideOnly(Side.CLIENT) protected IIcon overlay;
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@ -212,4 +213,9 @@ public class FluidDuctPaintableBlockExhaust extends FluidDuctBase implements ITo
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}
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}
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}
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@Override
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public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean ext) {
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this.addStandardInfo(stack, player, list, ext);
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}
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}
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@ -2,7 +2,10 @@ package com.hbm.blocks.network;
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import api.hbm.block.IToolable;
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import java.util.List;
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import com.hbm.blocks.IBlockMultiPass;
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import com.hbm.blocks.ITooltipProvider;
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import com.hbm.interfaces.ICopiable;
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import com.hbm.lib.RefStrings;
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import com.hbm.main.MainRegistry;
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@ -31,7 +34,7 @@ import net.minecraft.world.World;
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import net.minecraft.world.WorldServer;
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import net.minecraftforge.common.util.ForgeDirection;
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public class PneumoTubePaintableBlock extends BlockContainer implements IToolable, IBlockMultiPass {
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public class PneumoTubePaintableBlock extends BlockContainer implements IToolable, IBlockMultiPass, ITooltipProvider {
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@SideOnly(Side.CLIENT) public IIcon overlay;
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@SideOnly(Side.CLIENT) public IIcon overlayIn;
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@ -248,4 +251,9 @@ public class PneumoTubePaintableBlock extends BlockContainer implements IToolabl
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}
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}
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}
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@Override
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public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean ext) {
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this.addStandardInfo(stack, player, list, ext);
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}
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}
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@ -23,70 +23,65 @@ public class RenderFluidBarrel extends TileEntitySpecialRenderer {
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GL11.glPushMatrix();
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GL11.glTranslated(x + 0.5, y + 0.5, z + 0.5);
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GL11.glEnable(GL11.GL_LIGHTING);
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if(te instanceof TileEntityBarrel) {
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TileEntityBarrel barrel = (TileEntityBarrel)te;
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TileEntityBarrel barrel = (TileEntityBarrel) te;
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FluidType type = barrel.tank.getTankType();
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if(type != Fluids.NONE) {
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GL11.glPushMatrix();
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int poison = type.poison;
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int flammability = type.flammability;
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int reactivity = type.reactivity;
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EnumSymbol symbol = type.symbol;
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int cx = te.xCoord;
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int cy = te.yCoord;
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int cz = te.zCoord;
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if(te.getBlockType() == ModBlocks.barrel_plastic)
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bindTexture(ResourceManager.barrel_plastic_tex);
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else if(te.getBlockType() == ModBlocks.barrel_steel)
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bindTexture(ResourceManager.barrel_steel_tex);
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else if(te.getBlockType() == ModBlocks.barrel_tcalloy)
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bindTexture(ResourceManager.barrel_tcalloy_tex);
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else if(te.getBlockType() == ModBlocks.barrel_antimatter)
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bindTexture(ResourceManager.barrel_antimatter_tex);
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if(Library.canConnectFluid(te.getWorldObj(), cx + 1, cy, cz, Library.POS_X, type)) {
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GL11.glTranslatef(0.0F, -0.5F, 0.0F);
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GL11.glRotatef(0F, 0F, 0F, 0F);
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ResourceManager.barrel.renderPart("Connector");
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GL11.glTranslatef(0.0F, 0.5F, 0.0F);
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}
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if(Library.canConnectFluid(te.getWorldObj(), cx - 1, cy, cz, Library.NEG_X, type)) {
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GL11.glRotatef(180, 0F, 1F, 0F);
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GL11.glTranslatef(0.0F, -0.5F, 0.0F);
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ResourceManager.barrel.renderPart("Connector");
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GL11.glTranslatef(0.0F, 0.5F, 0.0F);
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GL11.glRotatef(-180, 0F, 1F, 0F);
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}
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int cx = te.xCoord;
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int cy = te.yCoord;
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int cz = te.zCoord;
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if(Library.canConnectFluid(te.getWorldObj(), cx, cy, cz - 1, Library.NEG_Z, type)) {
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GL11.glRotatef(90, 0F, 1F, 0F);
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GL11.glTranslatef(0.0F, -0.5F, 0.0F);
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ResourceManager.barrel.renderPart("Connector");
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GL11.glTranslatef(0.0F, 0.5F, 0.0F);
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GL11.glRotatef(-90, 0F, 1F, 0F);
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}
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if(te.getBlockType() == ModBlocks.barrel_plastic) bindTexture(ResourceManager.barrel_plastic_tex);
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else if(te.getBlockType() == ModBlocks.barrel_steel) bindTexture(ResourceManager.barrel_steel_tex);
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else if(te.getBlockType() == ModBlocks.barrel_tcalloy) bindTexture(ResourceManager.barrel_tcalloy_tex);
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else if(te.getBlockType() == ModBlocks.barrel_antimatter) bindTexture(ResourceManager.barrel_antimatter_tex);
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if(Library.canConnectFluid(te.getWorldObj(), cx + 1, cy, cz, Library.POS_X, type)) {
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GL11.glTranslatef(0.0F, -0.5F, 0.0F);
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GL11.glRotatef(0F, 0F, 0F, 0F);
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ResourceManager.barrel.renderPart("Connector");
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GL11.glTranslatef(0.0F, 0.5F, 0.0F);
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}
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if(Library.canConnectFluid(te.getWorldObj(), cx - 1, cy, cz, Library.NEG_X, type)) {
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GL11.glRotatef(180, 0F, 1F, 0F);
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GL11.glTranslatef(0.0F, -0.5F, 0.0F);
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ResourceManager.barrel.renderPart("Connector");
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GL11.glTranslatef(0.0F, 0.5F, 0.0F);
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GL11.glRotatef(-180, 0F, 1F, 0F);
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}
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if(Library.canConnectFluid(te.getWorldObj(), cx, cy, cz - 1, Library.NEG_Z, type)) {
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GL11.glRotatef(90, 0F, 1F, 0F);
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GL11.glTranslatef(0.0F, -0.5F, 0.0F);
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ResourceManager.barrel.renderPart("Connector");
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GL11.glTranslatef(0.0F, 0.5F, 0.0F);
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GL11.glRotatef(-90, 0F, 1F, 0F);
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}
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if(Library.canConnectFluid(te.getWorldObj(), cx, cy, cz + 1, Library.POS_Z, type)) {
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GL11.glRotatef(-90, 0F, 1F, 0F);
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GL11.glTranslatef(0.0F, -0.5F, 0.0F);
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ResourceManager.barrel.renderPart("Connector");
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GL11.glTranslatef(0.0F, 0.5F, 0.0F);
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GL11.glRotatef(90, 0F, 1F, 0F);
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}
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if(Library.canConnectFluid(te.getWorldObj(), cx, cy, cz + 1, Library.POS_Z, type)) {
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GL11.glRotatef(-90, 0F, 1F, 0F);
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GL11.glTranslatef(0.0F, -0.5F, 0.0F);
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ResourceManager.barrel.renderPart("Connector");
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GL11.glTranslatef(0.0F, 0.5F, 0.0F);
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GL11.glRotatef(90, 0F, 1F, 0F);
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}
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RenderHelper.disableStandardItemLighting();
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for(int j = 0; j < 4; j++) {
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GL11.glPushMatrix();
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GL11.glTranslated(0.4, 0.30, -0.24);
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GL11.glScalef(1.0F, 0.25F, 0.25F);
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@ -94,14 +89,13 @@ public class RenderFluidBarrel extends TileEntitySpecialRenderer {
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GL11.glPopMatrix();
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GL11.glRotatef(90, 0, 1, 0);
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}
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GL11.glPopMatrix();
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RenderHelper.enableStandardItemLighting();
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}
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}
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GL11.glPopMatrix();
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}
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@ -291,7 +291,10 @@ public class TileEntityBarrel extends TileEntityMachineBase implements SimpleCom
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tank.writeToNBT(nbt, "tank");
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}
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@Override public boolean canConnect(FluidType fluid, ForgeDirection dir) { return true; }
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@Override
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public boolean canConnect(FluidType fluid, ForgeDirection dir) {
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return fluid == tank.getTankType();
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}
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@Override
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public FluidTank[] getSendingTanks() {
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@ -5559,10 +5559,12 @@ tile.fluid_duct.name=Universal Fluid Duct (Deprecated)
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tile.fluid_duct_box.name=Universal Fluid Duct (Boxduct)
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tile.fluid_duct_exhaust.name=Exhaust Pipe
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tile.fluid_duct_paintable_block_exhaust.name=Paintable Coated Exhaust Pipe
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tile.fluid_duct_paintable_block_exhaust.desc=Right-click with a solid block to set a paint$Paint can be cleared with a screwdriver$Port texture can be disabled with a defuser$Paints can be copied with the copy tool
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tile.fluid_duct_gauge.name=Flow Gauge Pipe
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tile.fluid_duct_gauge.desc=Pipe that displays how much fluid$moves within the network per tick.$Split networks connected by barrels$or tanks are considered as one shared network.
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tile.fluid_duct_neo.name=Universal Fluid Duct
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tile.fluid_duct_paintable.name=Paintable Coated Universal Fluid Duct
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tile.fluid_duct_paintable.desc=Right-click with a solid block to set a paint$Paint can be cleared with a screwdriver$Port texture can be disabled with a defuser$Paints can be copied with the copy tool
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tile.fluid_duct_solid.name=Coated Universal Fluid Duct (Deprecated)
|
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tile.fluid_pump.name=Flow Control Pump
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tile.fluid_counter_valve.name=Fluid Valve with Counter
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@ -5956,6 +5958,7 @@ tile.nuke_prototype.name=The Prototype
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tile.nuke_solinium.name=The Blue Rinse
|
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tile.nuke_tsar.name=Tsar Bomba
|
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tile.oc_cable_paintable.name=Paintable Network Cable
|
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tile.oc_cable_paintable.desc=Right-click with a solid block to set a paint$Paint can be cleared with a screwdriver$Port texture can be disabled with a defuser$Paints can be copied with the copy tool
|
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tile.oil_duct.name=Oil Pipe
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tile.oil_duct_solid.name=Coated Oil Pipe
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tile.oil_pipe.name=Crude Oil Extraction Pipe
|
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@ -6087,6 +6090,7 @@ tile.plushie.name=%s Plushie
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tile.pneumatic_tube.name=Pneumatic Tube
|
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tile.pneumatic_tube.desc=Sends items using compressed air.$Right-click with screwdriver to toggle an input.$Shift right-click with screwdriver to toggle an output.$Inputs can be configured, and connected to compressed air.$Sends up to one stack, four times per second.
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tile.pneumatic_tube_paintable.name=Paintable Pneumatic Tube
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tile.pneumatic_tube_paintable.desc=Right-click with a solid block to set a paint$Paint can be cleared with a screwdriver$Port texture can be disabled with a defuser$Paints can be copied with the copy tool
|
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tile.pole_satellite_receiver.name=Satellite Dish
|
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tile.pole_top.name=Antenna Top
|
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tile.press_preheater.name=Burner Press Preheater
|
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@ -6262,6 +6266,7 @@ tile.red_cable_classic.name=Red Copper Cable (Classic)
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tile.red_cable_gauge.name=Power Gauge
|
||||
tile.red_cable_gauge.desc=Cable that displays how much power$moves within the network per tick.$Split networks connected by energy$storage blocks are considered as one shared network.
|
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tile.red_cable_paintable.name=Paintable Red Copper Cable
|
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tile.red_cable_paintable.desc=Right-click with a solid block to set a paint$Paint can be cleared with a screwdriver$Port texture can be disabled with a defuser$Paints can be copied with the copy tool
|
||||
tile.red_connector.name=Electricity Connector
|
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tile.red_connector_super.name=Heavy Duty Electricity Connector
|
||||
tile.red_pylon.name=Electricity Pylon
|
||||
|
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24
src/main/resources/assets/hbm/manual/STYLEGUIDE.md
Normal file
24
src/main/resources/assets/hbm/manual/STYLEGUIDE.md
Normal file
@ -0,0 +1,24 @@
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# What is QMAW, anyway?
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QMAW stands for *Quick Manual And Wiki*. While the word "wiki" might give the impression that it should be a complete description of certain topics, that is not actually the case. Navigation is handled mostly over hyperlinks in the text, much like a wiki, but the actual content adheres the "quick manual" part of the name.
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# So how should a QMAW page be written?
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Concise and informative. It may be enticing to simply write down everything you can think of about a certain topic, but that's not exactly useful. QMAW is primarily a simple to digest guide for starters, and as such, topics should only be described as deeply as they have to be.
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||||
A simple way to explain this concept is as such: Pretend you are a new player, you don't know a whole lot about the mod in general, just the basics that got you as far into progression as you are, and you now for the first time encounter a topic: What information about that topic would be the most useful right now? A player who is reading about crude oil will most likely be in the stage of using crude oil for the first time. That will include drilling for oil, the most important products derived from oil which are required to progress from that step, and a few other oil related things one might expect in the near future, assuming they are important enough to mention. That is it. One could explain every single oil processing step, every recipe, and every machine involved, but that is not exactly useful for people who are only going to be working with a very small set of those machines in the coming hours.
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# What shouldn't a QMAW page contain?
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||||
* Things that simply aren't relevant to players who are the most likely to read the given page
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||||
* Lengthy explanations of recipes (to some extent that can be useful, for example pointing towards the next progression material derived from the topic in question), since NEI already covers those
|
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* Very fine details on how things are used (ideally, by understanding the subject, people will figure that out themselves), although general instructions on difficult topics are sometimes needed (for example, even with the particle accelerator pages, some people may not manage to build a functioning accelerator, which is why a step-by-step construction guide was included)
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# Conclusion
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A lot of people have short attention spans, so don't write an entire novel that no one's going to read. Keep the info short, but include everything that is *actually* relevant at the point when the player is expected to look that page up. And most importantly, double check if your info is correct - no information is better than wrong information.
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Reference in New Issue
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