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Move all of the guide book content over from the main repository, and…
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… add a basic README for contributing.
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AlexIIL committed Jul 27, 2019
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68 changes: 67 additions & 1 deletion README.md
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# BuildCraftGuide
The resources for the guide book, used in buildcraft 7.99.x and later.
The resources for the guide book, used in buildcraft for minecraft 1.12.2 and later.

## Testing

There are two ways to test forks of this repository: either the simple way or the better (but more complex) way.

Both of the options need [git](https://git-scm.com/) installed, or one of the [GUI based git alternatives](https://git-scm.com/downloads/guis).

### The simple way

1. Create a new nearly-empty profile in your minecraft launcher, which points to a separate folder for running the game in.
- (This should use minecraft 1.12.2)
1. Install the recommended versions of forge and buildcraft for 1.12.2.
- (Generally it's simpler if the only installed mod is buildcraft and related mods).
1. Clone this repository using the command `git clone https://github.com/BuildCraft/BuildCraftGuide.git` into a completely different folder
- This should create a folder called "BuildCraftGuide", which contains a few files and a "guide_resources" folder
1. Copy the "guide_resources" folder into the "resourcepacks" folder in the newly-created profile.
1. Enable that resource pack in the resource pack selection screen, which should look something like this:

![Guide setup screenshot](setup_guide/guide_resource_pack.png)

### The better way

This is identical to the simple way, but uses a [symbolic link](https://en.wikipedia.org/wiki/Symbolic_link#Overview) rather than copying the folder across. (This saves time when testing out changes to the git repository, as modifications to the git-tracked directory will also update the symbolic linked directory).

Note that a symbolic link is *not* the same as a windows shortcut, as they work in different ways.

1. Create a new nearly-empty profile in your minecraft launcher, which points to a separate folder for running the game in.
- (This should use minecraft 1.12.2)
1. Install the recommended versions of forge and buildcraft for 1.12.2.
- (Generally it's simpler if the only installed mod is buildcraft and related mods).
1. Clone this repository using the command `git clone https://github.com/BuildCraft/BuildCraftGuide.git` into a completely different folder
- This should create a folder called "BuildCraftGuide", which contains a few files and a "guide_resources" folder
1. Create a symbolink link in the "resourcepacks" folder in the newly-created profile, which points to the "guide_resources" folder
- In Mac OSX or Linux you'll need to run the following commands in a terminal:
`cd /the_profile_directory/resourcepacks/`
`ln -s /the_cloned_directory/BuildCraftGuide/guide_resources`
- In Windows the process is a bit more of a pain, but (apparently) still possible in an (administrator) command prompt:
`cd C:\the_profile_directory\resourcepacks\`
`mklink /D Link `
1. Enable that resource pack in the resource pack selection screen, which should look the same as the simple way's screenshot.

## Contributing

Unlike testing there are a few additional steps you need to take to contribute to this repository. You'll need a github account, and a fork of this repository. You'll also need reasonable knowledge of working with git itself (to update your forked version to the latest version on github, pushing your own changes, switching brances, etc).

While it's possible to contribute directly through github's website please limit this to only minor changes - as you won't be able to test your changes.

Unlike when testing you'll need to clone your forked repository and add the original repository as an additional remote (or clone the original repository and add your fork as an additional remote).

### Adding content

The simplest content to add is just to improve an existing markdown page - so any file that ends with ".md".

Most of the time you can just write text normally (or prefix a chapter with # hashes), however for anything special (like links, colours, recipes, etc) you'll need to refer to the [Guide Page File Format](guide_resources/assets/buildcraftlib/compat/buildcraft/guide/en_us/config/guide_page_format.md) page.

### New pages

Adding additional pages also requires a few more things:

- Creating a new markdown file to contain the relevant text.
- Adding an entry to the [Json instruction file format](guide_resources/assets/buildcraftlib/compat/buildcraft/guide/en_us/config/json_insn_format.md) (guide.txt files) to link to that markdown page.
- Possibly adding a language entry to [guide_resources/assets/buildcraftlib/lang/en_US.lang](guide_resources/assets/buildcraftlib/lang/en_US.lang).

### Translations

Currently no translations are accepted - at least not until a page has a fully-correct english page that it can be translated from.
22 changes: 22 additions & 0 deletions guide_resources/assets/buildcraftcore/compat/buildcraft/guide.txt
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~{buildcraft/json/insn}

import "buildcraftlib:util" "buildcraftcore:main"

gear "gear_wood"
gear "gear_stone"
gear "gear_iron"
gear "gear_gold"
gear "gear_diamond"

tool "wrench"
tool "paintbrush"
tool "marker_connector"
tool "marker_volume"
tool "marker_path"
tool "list"
tool "volume_box"

block_engine "engine_wood" "{buildcraftcore:engine, 1, 0}"
block_engine "engine_creative" "{buildcraftcore:engine, 1, 1}"

trigger "basic" "always_on" "trigger.true"
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Engine basics
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<chapter name="tile.engineWood.name"/>
<lore>
In a quest to create power, you have discovered a way to produce a small amount of power using just a redstone signal.
</lore>
<no_lore>
The Redstone engine is a basic engine that only requires a redstone signal to run. It only produces a tiny amount of power.
</no_lore>
<chapter name="Information"/>
Due to the little amount of MJ they produce, they are only suitable to operate simple devices such as extraction pipes or pumps.
<recipes_usages stack="buildcraftcore:engine"/>


<chapter name="Engine Mechanics"/>
BuildCraft engines have 5 temperature stages, which determines the speed the engine runs at: Blue, Green, Yellow, Red and Black.
Unlike more powerful engines when activated, Redstone Engines <bold>cannot overheat</bold> and turn black when the power has nowhere to go and it will keep running.
Engines will always connect to the nearest compatible MJ consumer but Redstone engines will not connect to kinesis pipes and will only connect to certain machines.
You can use a Wrench to rotate it to change which block it is powering.

As with all engines, it <bold>requires a redstone signal to run.</bold>
Gates can be used to detect the engines temperature stages to help you control them.
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<lore>
Land Marks can be awkward at times: they require a lot of break breaking and replacing in order to change the size. The Volume Marker provides a simpler solution: each corner of the box can be moved easily.
</lore>
<no_lore>
Volumes Markers simplify the land marker process, without requiring block breaking and placing in order to change their size.
</no_lore>
<chapter name="Information"/>
The Volume Marker is a laser box which is controlled with a Marker Connector.
<recipes_usages stack="buildcraftcore:volume_box"/>
Click the corner of it you want to move with the Marker Connector and move where you are pointing and the box size will move with you.
Click with the marker again where you want to stop it moving and it will stop. You can shift click it with the Marker Connector to remove the Volume Marker completely
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<chapter name="item.diamondGearItem.name"/>
<lore>
Within your deep mining excavations, you discover the rarest but strongest material of them all: diamonds.
Due to its strength, diamond gears allows for the most demanding of tasks to be completed without breaking down or wearing out the gears.
</lore>
<no_lore>
The final tier of gear, The Diamond Gear is the strongest gear which is required for the most complex of machines.
</no_lore>
<recipes_usages stack="buildcraftcore:gear_diamond"/>
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<chapter name="item.goldGearItem.name"/>
<lore>
More complex tasks require lots of very small interlocking gears, and iron gears break easily when used in this fashion.
Gold never breaks when crafted into tiny gears, which allows it to be used for complex mechanisms.
</lore>
<no_lore>
The Gold Gear is the next tier of gear which is used by machines which work over a large areas.
</no_lore>
<recipes_usages stack="buildcraftcore:gear_gold"/>
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<chapter name="item.ironGearItem.name"/>
<lore>
Stone has proven to be useful for simple machines, but doesn't hold up very well under the high stresses and temperatures found in engines and complex machinery.
Iron however is much better at these more demanding tasks.
</lore>
<no_lore>
Upgrading your gears again allows you to obtain more complex machinery due to the nature of the metal.
</no_lore>
<recipes_usages stack="buildcraftcore:gear_iron"/>
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<chapter name="item.stoneGearItem.name"/>
<lore>
Wood has proven tough to use in proper machines so you decide to make a new gear out of stone.
As an added bonus it doesn't catch fire at all.
</lore>
<no_lore>
The Stone Gear is basically an upgrade of the Wooden Gear, used to make stronger machines due to the hardness of stone.
</no_lore>
<recipes_usages stack="buildcraftcore:gear_stone"/>
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<lore>
In your efforts to create simple automation you have found a useful part: a turnable gear!
Its only made of wood so it must be upgraded for more demanding tasks...
</lore>
<no_lore>
The Wooden Gear is the first crafting step when entering BuildCraft and is used as the base of a lot of things.
</no_lore>
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<chapter name="item.list.name"/>
<lore>
With so many blocks and items, 9 slots isn't very practical when trying to route every single possibility of items through diamond pipes.
</lore>
<no_lore>
A List is used as a way to expand the capabilities of your item filtering.
</no_lore>
<chapter name="Information"/>
To access the List GUI, hold it in your hand and right click it. You can then name your List at the top then insert the items you want to filter into the slots to create ghost items.
<recipes_usages stack="buildcraftcore:list"/>

<chapter name="Buttons"/>
Just insert the item you want the other items to revolve around in the furthest left slot and select the right button you want.

Having to collect insert every single item of a certain item you want to filter can be tedious, that's why the List has different modes:
Exact Match: The item inserted is the same item. E.g.Has the same amount of damage and enchantments.
Type: Items which the same but made of a different materials. E.g. for an iron gear, this would match against any sort of gear, for example a wooden gear, stone gear, etc.
Material: Items which are made of exactly the same material. E.g. for an iron gear, this would match against anything made directly out of iron: such as iron blocks, ingots, ore, or nuggets.

Unfortunatly not all items in the game are supported, for example this doesn't .

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<chapter name="item.markerConnector.name"/>
<lore>
Finer control over the areas that your machines work is vital in any large scale engineering project and you need a tool to control that.
</lore>
<no_lore>
The Marker Connector is used manipulate the size of a volume box or the direction of a connected path marker.
</no_lore>
<chapter name="Information"/>
To use the Marker Connector, hold it in your had and click any laser box you want to adjust and move your cursor to adjust it. The click it again to stop adjusting it.
You can shift click the laser boxes with the marker connector in hand to remove the laser box
<recipes_usages stack="buildcraftcore:marker_connector"/>
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<chapter name="tile.markerBlock.name"/>
<lore>
Controlling where you want your machines to run is very important during construction, otherwise they may end up out of control.
</lore>
<no_lore>
The Land Mark is used to designate where you want your large scale machines to work.
</no_lore>
<chapter name="Information"/>
To mark out the area, you must connect your Land Marks to ensure that the area is set.
To connect your Land Marks, place them on the same axis of the world as each other and click them.
<recipes_usages stack="buildcraftcore:marker_volume"/>
Then a laser will appear connecting the two. Land Marks can connect up to 6 other land marks for the 6 axis but only 4 is really necessary to make a Land Marked cube.
Land Marks have a 64 block limit to connect to each other which may limit your creativity.
Applying a redstone signal to a land mark will lead it to emit constant lasers indicating where you can place other Land Marks so they connect.
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<chapter name="tile.pathMarkerBlock.name"/>
The path marker is useful for <bold>stuffs</bold> and linking up a builders oart path woops that was spelt wrong lol oh well I guess this is just filler.
<chapter name="Other"/>
Other <bold>details <underline>include</underline> bold<italic> text</italic></bold>:

Just <blue>in</blue> c<bold>ase</bold> <green>you <red><italic>d<underline>id</red>n</italic>'t</underline> get</green> that...

<recipes_usages stack="buildcraftcore:marker_path"/>
<chapter name="Information"/>
<lore>
Some loric information that is totally not just a lot of really long filler text to test next page logic.
</lore>
<no_lore>
This should NOT appear in-game, unless lore has been turned off.
</no_lore>
<image src="buildcraftcore:textures/items/marker_path.png" width="64" height="64"/>
<image src="buildcraftlib:textures/items/guide_book.png" width="64" height="64"/>
<image src="buildcraftenergy:textures/gui/combustion_engine_gui.png"/>

<hint>
Path markers are really useless.
</hint>
<new_page/>
To ensure that new pages <italic>work</italic>.
HI THIS SHOULD BE ON ANOTHER PAGE

<note id="mark_info">
Hi there, I am a note!
Just in case you wanted to know, this is how you make a path mark.
<recipes stack="buildcraftcore:marker_path" join="false"/>
</note>
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<chapter name="item.paintbrush.name"/>
<lore>
While the amount of splash and colour that is found around the world is quite amazing, imagine being able to change the color of certain blocks in world with a simple stroke.
While painting blocks for decoration is nice, it can also have a practical use such as separating pipes.
</lore>
<no_lore>
Paintbrushes can be used to paint various different blocks into one of 16 colours.
Painting a block is normally only useful for decoration, however some blocks have special properties once painted.
For example pipes will not connect to other pipes if they are painted different colours.
</no_lore>
<recipes_usages stack="buildcraftcore:paintbrush"/>
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<chapter name="item.wrenchItem.name"/>
<lore>
Creating and using machines is very useful, however sometimes it is necessary to change the way they operate, or perhaps rotate them to face a different direction.
A wrench provides the solution: this can modify the state of a machine or many blocks with a whack.
</lore>
<no_lore>
The wrench is the basic tool which is used to rotate and manipulate blocks, machines and some entities with a click.
</no_lore>
<recipes_usages stack="buildcraftcore:wrench"/>
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This simple trigger is always on.
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~{buildcraft/json/insn}

import "buildcraftlib:util" "buildcraftcore:main"

block_engine "engine_stone" "{buildcraftcore:engine, 1, 1}"
block_engine "engine_iron" "{buildcraftcore:engine, 1, 2}"
@@ -0,0 +1,22 @@
<lore>
While furnace fuels are nice. With the discovery of combustible fluids, a more powerful engine is in demand to harness their power.
</lore>
<no_lore>
The Combustion Engine is the most powerful engine in BuildCraft and is able to use combustible fuels as a way to produce power.
</no_lore>
<chapter name="Information"/>
To make use of these combustible fluids, they must be piped into the engine along with a coolant to keep them from over heating.
<recipes_usages stack="buildcraftcore:engine" data="2"/>
<chapter name="Different Fuels"/>
With all combustible fluids, they produce different amounts of power for different amounts of time depending on which fuel is used.

Using dirty fuels in an engine will cause it to get clogged up with residue which you would need to extract.

<chapter name="Engine Mechanics"/>
BuildCraft engines have 5 temperature stages, which determines the speed the engine runs at: Blue, Green, Yellow, Red and Black.
Combustion engines will only turn black if the engines internal power buffer fills up as the power has nowhere to go, thus the engine will overheat and needs to be wrenched to be cooled.
Engines will always connect to the nearest compatible MJ consumer.
You can use a Wrench to rotate it to change which block it is powering.

As with all engines, it <bold>requires a redstone signal to run.</bold>
Gates can be used to detect the engines temperature stages to help you control them.
@@ -0,0 +1,17 @@
<lore>
After experimenting with what can be done with a basic redstone engine, you discover a way to burn furnace fuels to to actually produce a decent amount of power at a rate of 1MJ/t.
</lore>
<no_lore>
The Stirling engine is a more powerful engine which uses furnace fuels to generate MJ. It produces a steady amount of power of 1 MJ/t.
</no_lore>
<chapter name="Information"/>
A Stirling Engines are just as efficient as a regular furnace when it comes to power production.
<recipes_usages stack="buildcraftcore:engine" data="1"/>
<chapter name="Engine Mechanics"/>
BuildCraft engines have 5 temperature stages, which determines the speed the engine runs at: Blue, Green, Yellow, Red and Black.
Stirling engines will only turn black if the engines internal power buffer fills up as the power has nowhere to go, thus the engine will overheat and needs to be wrenched to be cooled.
Engines will always connect to the nearest compatible MJ consumer.
You can use a Wrench to rotate it to change which block it is powering.

As with all engines, it <bold>requires a redstone signal to run.</bold>
Gates can be used to detect the engines temperature stages to help you control them.
@@ -0,0 +1,12 @@
~{buildcraft/json/insn}

import "buildcraftlib:util" "buildcraftcore:main"

block_refining "distiller"
block_refining "heat_exchange"
block_fluid "tank"
block_fluid "pump"
block_fluid "flood_gate"
block_mining "mining_well"
block_auto "chute"
block_auto "autoworkbench_item"
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<chapter name="tile.autoWorkbenchBlock.name"/>
<lore>
As with every engineers duty, you find the need to automate everything. Manual crafting can be a tedious task, so why why not automate it?
</lore>
<no_lore>
The Auto Workbench is a way to craft items automatically without the need for you to do it manually
</no_lore>
<chapter name="Information"/>
The Auto Workbench is an automatic way to craft items without having to do it yourself. Just setup the recipe for the item you want to craft and pipe items into it.
<recipes_usages stack="buildcraftfactory:autoworkbench_item"/>
Just pipe the resources the recipe inside wants for it into the auto workbench and it will slowly craft the item/block power free.
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<lore>
While a basic hopper is nice, it isn't very functional or original.
</lore>
<no_lore>
The Chute is similar to the hopper, but with more functionality.
</no_lore>
<chapter name="Information"/>
The chute, formerly the Hopper, is a fast single block inventory which is able to directly insert items into pipes as well as multiple inventories at once in all directions (including upwards).
<recipes_usages stack="buildcraftfactory:chute"/>
Similar to the hopper, the chute is able to pick up items from off the ground if items are on top or below and it is facing them slowly. This can be sped up by being powered by a Redstone Engine.

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