diff --git a/gatsby-config.js b/gatsby-config.js index 9222a445..d7349279 100644 --- a/gatsby-config.js +++ b/gatsby-config.js @@ -55,13 +55,6 @@ module.exports = { path: `${__dirname}/blog/`, }, }, - { - resolve: "gatsby-source-filesystem", - options: { - name: "modules", - path: `${__dirname}/modules/`, - }, - }, { resolve: "gatsby-source-filesystem", options: { diff --git a/gatsby-node.js b/gatsby-node.js index edea018e..80522283 100644 --- a/gatsby-node.js +++ b/gatsby-node.js @@ -142,52 +142,6 @@ exports.createPages = async ({ graphql, actions, reporter }) => { }, }); }); - - const modulePageTemplate = path.resolve("src/templates/Module.jsx"); - const moduleQueryResult = await graphql( - ` - { - allMarkdownRemark( - filter: { frontmatter: { posttype: { eq: "module" } } } - ) { - edges { - node { - fields { - slug - } - } - } - } - } - ` - ); - - const modules = moduleQueryResult.data.allMarkdownRemark.edges; - modules.forEach((edge) => { - createPage({ - path: `/modules${edge.node.fields.slug}`, - component: modulePageTemplate, - context: { - slug: edge.node.fields.slug, - }, - }); - }); - - const moduleListTemplate = path.resolve("./src/templates/ModuleList.jsx"); - const modulesPerPage = 27; - const numModulePages = Math.ceil(modules.length / modulesPerPage); - Array.from({ length: numModulePages }).forEach((_, i) => { - createPage({ - path: i === 0 ? `/modules` : `/modules/${i + 1}`, - component: moduleListTemplate, - context: { - limit: modulesPerPage, - skip: i * modulesPerPage, - moduleNumPages: numModulePages, - moduleCurrentPage: i + 1, - }, - }); - }); } async function createGalleryPages() { @@ -324,55 +278,7 @@ exports.createPages = async ({ graphql, actions, reporter }) => { return index; } - async function buildModulesSearchIndex() { - const result = await graphql( - ` - { - allMarkdownRemark( - filter: { frontmatter: { posttype: { eq: "module" } } } - sort: { frontmatter: { title: ASC } } - ) { - edges { - node { - excerpt - fields { - slug - } - frontmatter { - tags - title - cover { - childImageSharp { - gatsbyImageData - } - } - } - } - } - } - } - ` - ); - const index = result.data.allMarkdownRemark.edges.map((edge) => { - const { excerpt, fields, frontmatter } = edge.node; - const { slug } = fields; - const { tags, title, cover } = frontmatter; - - return { - excerpt, - path: `/modules${slug}`, - tags, - title, - cover, - posttype: "module", - }; - }); - - return index; - } - const blogIndex = await buildBlogSearchIndex(); - const moduleIndex = await buildModulesSearchIndex(); if (!fs.existsSync("src/generated")) { fs.mkdirSync("src/generated"); @@ -382,8 +288,4 @@ exports.createPages = async ({ graphql, actions, reporter }) => { "./src/generated/blog-result.json", JSON.stringify(blogIndex, null, 2) ); - fs.writeFileSync( - "./src/generated/module-result.json", - JSON.stringify(moduleIndex, null, 2) - ); }; diff --git a/modules/AdditionalFruits/cover.png b/modules/AdditionalFruits/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/AdditionalFruits/cover.png and /dev/null differ diff --git a/modules/AdditionalFruits/index.md b/modules/AdditionalFruits/index.md deleted file mode 100644 index 1008d7a8..00000000 --- a/modules/AdditionalFruits/index.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -posttype: "module" -title: AdditionalFruits -description: "A fruit expansion pack for EdibleFlora" -cover: "./cover.png" -tags: ["Asset"] ---- -# AdditionalFruits -A set of plants that grow using the SimpleFarming module. This module contains fruits; more plants are contained in the CommonEdibleFlora and [AdditionalVegetables](https://github.com/Terasology/AdditionalVegetables) modules. For more information, check out the [SimpleFarming Module](https://github.com/Terasology/SimpleFarming). - -## Contains: - * Blueberry - * Cranberry - * Gojiberry - * Gooseberry - * Guava - * Melon - * Passionfruit - * Peach - * Pineapple - * Raspberry - * Strawberry - * Tomato - -To add another fruit, fork the repository, make the changes, and submit a pull request. For instructions on how to add fruits look at the readme in SimpleFarming. Make sure that anything you add is a fruit, though! - -## Credits for Images: - * Blueberry: Made by TheJYKoder (Original) - * BlueberryBushFull: Made by TheJYKoder (Original) - * Strawberry: Made by Patrick Wang (Original) - * Raspberry: Made by SufurElite (Original) - * Gojiberry: Made by Harry Wang (Original) - * Immature, Mature, and Ripe Pineapple: Made by mdj117 (Original) - * Pineapple Fruit: Made by mdj117 (Original) - * Pineapple: https://pixabay.com/en/pineapple-fruit-exotic-tropical-1916996/ - * Pineapple Sapling : https://pixabay.com/en/chestnuts-conker-marron-nuts-seeds-151927/ - * Cranberry and all related: [András Ottó Földes](https://github.com/andriii25) - * Peach Tree Saplings, Fruits: iojw (Fruits modified from GreenLeaf) - * Peach: https://pixabay.com/en/peach-fruit-nectarine-plant-nature-41169/ - * Peach Seed: https://pixabay.com/en/peach-nectarine-fruit-food-sweet-42902/ - * Melon: Mandar Juvekar (original) - * Melon Vine Seed: Mandar Juvekar (original) - * Melon Vine Trunk: Mandar Juvekar (original) - * Tomato: SufurElite (original) - * Tomato Vine Seed: SufurElite based on Mandar Juvekar's original - * Tomato Vine Stem: SufurElite based on Mandar Juvekar's original - * PassionFruit: mdj117 (original) - * PassionFruit seed: mdj117 (original) - * PassionFruit trunk: mdj117 (original) - * PassionFruit Sapling: mdj117 (original) - * Guava: https://upload.wikimedia.org/wikipedia/commons/d/d4/A_aesthetic_guava_fruits.JPG (Resized) - * GuavaSeed : https://pixabay.com/en/seeds-shells-yellow-foods-nuts-576562/ (Resized) - * GuavaBush : https://pixabay.com/en/apple-branch-deciduous-fruit-1300027/ (Resized) - * GuavaBushFull : https://pixabay.com/en/apple-branch-deciduous-fruit-1300027/ (Resized) (Edited by Jay) diff --git a/modules/AdditionalItemPipes/cover.png b/modules/AdditionalItemPipes/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/AdditionalItemPipes/cover.png and /dev/null differ diff --git a/modules/AdditionalItemPipes/index.md b/modules/AdditionalItemPipes/index.md deleted file mode 100644 index 445281ce..00000000 --- a/modules/AdditionalItemPipes/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: AdditionalItemPipes -description: "This module adds both logic and assets for item pipes" -cover: "./cover.png" -tags: ["Library","Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/AdditionalRails/cover.png b/modules/AdditionalRails/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/AdditionalRails/cover.png and /dev/null differ diff --git a/modules/AdditionalRails/index.md b/modules/AdditionalRails/index.md deleted file mode 100644 index 6fbc36be..00000000 --- a/modules/AdditionalRails/index.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -posttype: "module" -title: AdditionalRails -description: "This module adds assets and logic for rails" -cover: "./cover.png" -tags: ["Library","Asset"] ---- -# AdditionalRails - -AdditionalRails is an extension for the [Rails](https://github.com/Terasology/Rails) module which adds many new carts, rails, and other features. - -## Features - -Here is a brief list of the features which this module adds: - -### Carts -- Activable Cart Example: Prints a message to the logger when is passes over an Activator Rail -- Explosive Cart: Explodes when it passes over an Activator Rail -- Harvesting Cart: Harvests plants from the [SimpleFarming](https://github.com/Terasology/SimpleFarming) module -- Planting Cart: Plants plants from the [SimpleFarming](https://github.com/Terasology/SimpleFarming) module -- Hoover Cart: Picks up items around it when fueled by torches -- Track Layer Cart: Lays tracks from its inventory as it moves -- Tunnel Bore Cart: Lays tracks and digs a 3x3 tunnel as it moves -- Cargo Cart: Holds a lot of items, but gets heavier and moves slower the more it is holding - -### Rails -- Booster Rail: Boosts carts that pass over it -- One-way Booster Rail: Boosts carts in only one direction -- Activator Rail: Activates carts that pass over it -- Friction Rail: Has much more friction than other rails - -### Switches -- Lever Switch: Controls the rail juntion direction, controlled by 'use target' action (usually 'E' key) -- Signal Switch: Same as the Lever Switch, but controlled by a signal from the [Signalling](https://github.com/Terasology/Signalling) module instead of the player - -## Screenshots - -![Rail Types](screenshots/railtypes.png) - -_Booster Rail, One-way Booster Rail, Activator Rail, and Friction Rail_ - -![Explosive Cart](screenshots/expcart.png) - -_Results of an explosive cart_ - -![Tunnel Bore](screenshots/tunnel.png) - -_Tunnel dug by a Tunnel Bore Cart_ - -![Lever Switch](screenshots/switch.png) - -_Lever Switch in action_ diff --git a/modules/AdditionalVegetables/cover.png b/modules/AdditionalVegetables/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/AdditionalVegetables/cover.png and /dev/null differ diff --git a/modules/AdditionalVegetables/index.md b/modules/AdditionalVegetables/index.md deleted file mode 100644 index 2fe4afb0..00000000 --- a/modules/AdditionalVegetables/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: AdditionalVegetables -description: "A vegetable expansion pack for EdibleFlora" -cover: "./cover.png" -tags: ["Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/AdvancedRails/cover.png b/modules/AdvancedRails/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/AdvancedRails/cover.png and /dev/null differ diff --git a/modules/AdvancedRails/index.md b/modules/AdvancedRails/index.md deleted file mode 100644 index b35cfd50..00000000 --- a/modules/AdvancedRails/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: AdvancedRails -description: "This module adds logic and assets for locomotives" -cover: "./cover.png" -tags: ["Library","Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/AdventureAssets/cover.png b/modules/AdventureAssets/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/AdventureAssets/cover.png and /dev/null differ diff --git a/modules/AdventureAssets/index.md b/modules/AdventureAssets/index.md deleted file mode 100644 index 9a450ee9..00000000 --- a/modules/AdventureAssets/index.md +++ /dev/null @@ -1,9 +0,0 @@ ---- -posttype: "module" -title: AdventureAssets -description: "This module adds logic and assets related to adventuring" -cover: "./cover.png" -tags: ["Library","Asset"] ---- -# AdventureAssets -Adventure related assets like traps and monsters, for Terasology. diff --git a/modules/Alchemy/cover.png b/modules/Alchemy/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Alchemy/cover.png and /dev/null differ diff --git a/modules/Alchemy/index.md b/modules/Alchemy/index.md deleted file mode 100644 index 2091c633..00000000 --- a/modules/Alchemy/index.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -posttype: "module" -title: Alchemy -description: "A module that allows the brewing of potions, elixirs, tonics, and other vials." -cover: "./cover.png" -tags: ["Library","Asset"] ---- -# Alchemy - -This module adds several kinds of herbs and the ability to brew potions with a variety of effects. The herbs are either -procedurally generated by the herbalism system or pre-defined by the developers. The herbalism system manages how herbs -are grown and where they are generated onto the world. The brewable potions all originate from the Potions module. - -The potion brewing process involves a HerbalismStation, and requires water, fuel, the prerequisite herbs for the -recipe, and a potion bottle. Please note that a more durable potion bottle will be able to be reused more times compared -to less durable one. - -Credits for images: - -Mortar and Pestle: https://commons.wikimedia.org/wiki/File:White-Mortar-and-Pestle.jpg - -Skull and Crossbones: https://commons.wikimedia.org/wiki/File%3ASkull_and_crossbones.svg \ No newline at end of file diff --git a/modules/AlchemyPlantGenerator/cover.png b/modules/AlchemyPlantGenerator/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/AlchemyPlantGenerator/cover.png and /dev/null differ diff --git a/modules/AlchemyPlantGenerator/index.md b/modules/AlchemyPlantGenerator/index.md deleted file mode 100644 index c5758baf..00000000 --- a/modules/AlchemyPlantGenerator/index.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -posttype: "module" -title: AlchemyPlantGenerator -description: "Simple module for spawning plants from the Alchemy module into the world." -cover: "./cover.png" -tags: ["World"] ---- -# Overview -AlchemyPlantGenertor is a simple module for spawning plants from the Alchemy module into the world using a plugin. Note: Because it is a plugin, this module doesn't contain a world generator. You *plug in* this module to your generator. Hence the name. - -# Dependencies -Just [Alchemy](https://github.com/Terasology/Alchemy), really. diff --git a/modules/AlterationEffects/cover.png b/modules/AlterationEffects/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/AlterationEffects/cover.png and /dev/null differ diff --git a/modules/AlterationEffects/index.md b/modules/AlterationEffects/index.md deleted file mode 100644 index 07ffa73e..00000000 --- a/modules/AlterationEffects/index.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -posttype: "module" -title: AlterationEffects -description: "Allows for applying effects to a player (or something else) that alter their base state in some fashion." -cover: "./cover.png" -tags: ["Library"] ---- -# Alteration Effects module -The Alteration Effects module contains a set of status effects (buffs and debuffs) that can alter a player's base state in some fashion. - -These are the `AlterationEffects` that current exist in the module: -- `HealthBoostAlterationEffect`- increases the maximum health of the player by a specified amount -- `WaterBreathingAlterationEffect` - allows the player to breathe in water i.e. they do not take damage from staying in the water for too long -- `DamageOverTimeAlterationEffect` - deals damage of a specified amount to the player at regular intervals -- `CureAllDamageOverTimeAlterationEffect` - removes any damage over time effect on the play immediately -- `CureDamageOverTimeAlterationEffect` - counteracts damage dealt by any damage over time effect on the player -- `DecoverAlterationEffect` - prevents the player from healing from any source -- `RegenerationAlterationEffect` - heals the entity for a specified amount at regular time intervals -- `ResistDamageAlterationEffect` - reduces damage dealt of a specific type to the player by a specified amount -- `GlueAlterationEffect` - reduces the player's movement speed by 10% and prevents them from jumping -- `ItemUseSpeedAlterationEffect` - reduces cooldowns on items used by the player for a specified amount -- `JumpSpeedAlterationEffect` - increases the speed of the player's jump by a specified amount i.e. they jump higher -- `MultiJumpAlterationEffect` - allows to player to multi-jump in the iar for a specified nuber of times -- `StunAlterationEffect` - prevents the player from moving or jumping -- `SwimSpeedAlterationEffect` - increases the speed with which the players swims by a specified amount -- `WalkSpeedAlterationEffect` - increases the speed with which the player walks by a specified amount - -# Usage -All `AlterationEffect` objects have two methods that you can use to apply the effects: - -`applyEffect(EntityRef instigator, EntityRef entity, float magnitude, long duration)` -`applyEffect(EntityRef instigator, EntityRef entity, String id, float magnitude, long duration)` - -`instigator` - the entity which applies the effect -`entity` - the entity the effect is applied on -`magnitude` - the magnitude of the effect -`duration` - the duration of the effect, in milliseconds -`id` - an optional ID for certain effects which require them (e.g. ResistDamage) - -Not all alteration effects will make use of all these parameters. Take a look at the individual classes to see which parameters are used and how. - -# Example -The following example shows how you can initialise a StunAlterationEffect object and apply it on an entity. -```java -@In -private Context context - -public void applyStunEffect(EntityRef instigator, EntityRef player) { - - StunAlterationEffect stunAlterationEffect = new StunAlterationEffect(context); - - //the instigator applies a stun effect on the player for 10 seconds - //the magnitude parameter is not used by StunAlterationEffect - applyEffect(instigator, player, 0, 10000); - -} -``` \ No newline at end of file diff --git a/modules/Anatomy/cover.png b/modules/Anatomy/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Anatomy/cover.png and /dev/null differ diff --git a/modules/Anatomy/index.md b/modules/Anatomy/index.md deleted file mode 100644 index f6641f3f..00000000 --- a/modules/Anatomy/index.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -posttype: "module" -title: Anatomy -description: "A basic anatomy system for players, NPCs, and creatures alike." -cover: "./cover.png" -tags: ["Augment","Library"] ---- -# Anatomy -A basic anatomy system for players, NPCs, and creatures alike. Intended to be included with entities in other modules. It is made up of several sub-systems (Skeletal and Circulatory) working independently to provide different functionalities to the entity. - -### Adding sub-systems -The internal mechanics of a sub-system are entirely up to the content developer but a few things need to be followed to make it properly work along with the Anatomy system. - -- ##### Receiving the `AnatomyPartImpactedEvent`- - The Anatomy system receives the `OnDamagedEvent`, randomly allocates the damage to a body part and sends out the `AnatomyPartImpactedEvent` with the `partId` and damage details. - ``` - @ReceiveEvent - public void onDamage(AnatomyPartImpactedEvent event, EntityRef entityRef, AnatomyComponent anatomyComponent) { - ``` - The method used in the Skeletal and Circulatory sub-systems to utilise this was to store part healths and deduct the damage dealt from these part healths. This would also entail setting up a regen mechanism using the `DelayedActionTriggeredEvent`. - -- ##### Adding effects to the `AnatomyStatusGatheringEvent`- - The `AnatomyStatusGatheringEvent` is sent by the Anatomy system to query sub-systems for the effects that they have applied to the various body parts. The `addEffect` method of the event can be used for this purpose by looping over the different parts. - ``` - public void addEffect(String partId, String effect) { - ``` - -- ##### Resetting state when the player respawns- - When the player respawns, the `OnPlayerRespawnedEvent` is sent. This can be used to reset the part health values and effects. This is as simple as just removing the `InjuredBoneComponent` or its equivalent. - ``` - @ReceiveEvent - public void onPlayerRespawn(OnPlayerRespawnedEvent event, EntityRef entityRef, InjuredBoneComponent injuredBoneComponent) { - entityRef.removeComponent(InjuredBoneComponent.class); - } - ``` - \ No newline at end of file diff --git a/modules/AnotherWorld/cover.png b/modules/AnotherWorld/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/AnotherWorld/cover.png and /dev/null differ diff --git a/modules/AnotherWorld/index.md b/modules/AnotherWorld/index.md deleted file mode 100644 index de4b12e6..00000000 --- a/modules/AnotherWorld/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: AnotherWorld -description: "Pluggable world generator. Structure (Ore) generation and various util classes are very heavily based on JRoush's implementation of CustomOreGen." -cover: "./cover.png" -tags: ["World"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/AnotherWorldPlants/cover.png b/modules/AnotherWorldPlants/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/AnotherWorldPlants/cover.png and /dev/null differ diff --git a/modules/AnotherWorldPlants/index.md b/modules/AnotherWorldPlants/index.md deleted file mode 100644 index 538250ac..00000000 --- a/modules/AnotherWorldPlants/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: AnotherWorldPlants -description: "Farming and tree growth for AnotherWorld" -cover: "./cover.png" -tags: ["Library","Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/Apiculture/cover.png b/modules/Apiculture/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Apiculture/cover.png and /dev/null differ diff --git a/modules/Apiculture/index.md b/modules/Apiculture/index.md deleted file mode 100644 index 98d577f2..00000000 --- a/modules/Apiculture/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Apiculture -description: "This module adds logic and assets for bees and beekeeping" -cover: "./cover.png" -tags: ["Library","Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/BasicCrafting/cover.png b/modules/BasicCrafting/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/BasicCrafting/cover.png and /dev/null differ diff --git a/modules/BasicCrafting/index.md b/modules/BasicCrafting/index.md deleted file mode 100644 index 1115c194..00000000 --- a/modules/BasicCrafting/index.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -posttype: "module" -title: BasicCrafting -description: "Provides a framework for crafting and a simple crafting method" -cover: "./cover.png" -tags: ["Augment","Library"] ---- -![Basic Crafting](https://github.com/smsunarto/TerasologyDesign/blob/master/Art/Test%20Header.png?raw=true) ---- -A module which allows greatly extensible crafting flavours with a centralised recipe store. -Aimed at being simple and as easy as possible to add recipes. - -# Features -Contains a simple to use List type flavour. This simply has a -list of inputs and a single output. If the player has all the -inputs in their inventory then the output can be crafted. - -This method supports multiple ways of specifying an item to -allow for different items to be used as the same input. - -To open up the crafting window press the `F` button - -# Developers - -For information on adding a new [recipe](https://github.com/Terasology/BasicCrafting/wiki#adding-a-new-recipe) or [crafting flavour](https://github.com/Terasology/BasicCrafting/wiki#adding-a-new-crafting-flavour) please see [the wiki](https://github.com/Terasology/BasicCrafting/wiki). diff --git a/modules/Behaviors/cover.png b/modules/Behaviors/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Behaviors/cover.png and /dev/null differ diff --git a/modules/Behaviors/index.md b/modules/Behaviors/index.md deleted file mode 100644 index 4fefde3a..00000000 --- a/modules/Behaviors/index.md +++ /dev/null @@ -1,9 +0,0 @@ ---- -posttype: "module" -title: Behaviors -description: "A set of behavior traits which could be applied to creatures and NPCs" -cover: "./cover.png" -tags: ["Server","Library"] ---- -# Behaviors -Store for an assortment of behaviors that can be applied to creatures diff --git a/modules/BiomesAPI/cover.png b/modules/BiomesAPI/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/BiomesAPI/cover.png and /dev/null differ diff --git a/modules/BiomesAPI/index.md b/modules/BiomesAPI/index.md deleted file mode 100644 index 42ce9156..00000000 --- a/modules/BiomesAPI/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: BiomesAPI -description: "Provides API for working with biomes, i.e., thematic sections of world." -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/BlockDetector/cover.png b/modules/BlockDetector/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/BlockDetector/cover.png and /dev/null differ diff --git a/modules/BlockDetector/index.md b/modules/BlockDetector/index.md deleted file mode 100644 index 50f5649e..00000000 --- a/modules/BlockDetector/index.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -posttype: "module" -title: BlockDetector -description: "Adds a detector item that indicates the location of arbitrary blocks." -cover: "./cover.png" -tags: ["Library","Asset"] ---- -BlockDetector -============= - -This module implements an API for creating Detector items that indicate the location of arbitrary blocks and signal when a block is detected. - -## Usage - -See [EasterEggDetectorSystem](src/main/java/org/terasology/blockdetector/easter/EasterEggDetectorSystem.java) for an annotated implementation example! - -## Credits - -[ScannerBeep.ogg](assets/sounds/ScannerBeep.ogg) by kalisemorrison @ [freesound](https://www.freesound.org/people/kalisemorrison/sounds/202530/). - - -# Testing - -This module comes with tests based on the [Terasology/ModuleTestingEnvironment](https://github.com/Terasology/ModuleTestingEnvironment) (MTE). diff --git a/modules/BlockNetwork/cover.png b/modules/BlockNetwork/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/BlockNetwork/cover.png and /dev/null differ diff --git a/modules/BlockNetwork/index.md b/modules/BlockNetwork/index.md deleted file mode 100644 index 6e3cd04c..00000000 --- a/modules/BlockNetwork/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: BlockNetwork -description: "Library module that adds functionality of grouping blocks into networks" -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/BlockPicker/cover.png b/modules/BlockPicker/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/BlockPicker/cover.png and /dev/null differ diff --git a/modules/BlockPicker/index.md b/modules/BlockPicker/index.md deleted file mode 100644 index 49103d9d..00000000 --- a/modules/BlockPicker/index.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -posttype: "module" -title: BlockPicker -description: "An infinite inventory to boost your creativity while building. - -'b' is the default keybinding to open the block picker - -Unstable module, only use with limited number of asset modules" -cover: "./cover.png" -tags: ["Augment","Library"] ---- -BlockPicker -=========== - -An infinite inventory to build with - -![](/images/sample.png) - -![](/images/sample2.png) - -![](/images/sample3.png) - -![](/images/sample4.png) \ No newline at end of file diff --git a/modules/Books/cover.png b/modules/Books/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Books/cover.png and /dev/null differ diff --git a/modules/Books/index.md b/modules/Books/index.md deleted file mode 100644 index b86709c1..00000000 --- a/modules/Books/index.md +++ /dev/null @@ -1,88 +0,0 @@ ---- -posttype: "module" -title: Books -description: "This module introduces logic and assets for books and bookcases" -cover: "./cover.png" -tags: ["Library","Asset"] ---- -# Books and Bookcases - -This module adds the ability to read and write books, as well as store them in bookcases. -This module also adds the ability to edit books and their contents. - -The following types of components can be made: -* `Book` -* `Bookcase` - - -## Contribution - -Use `groovyw module get Books`to fetch the module. - - -### Creating a Book - -To create a book, create a prefab similar to ones found [Here](https://github.com/Terasology/Books/tree/master/assets/prefabs) and add the icon from [Here](https://github.com/Terasology/Books/tree/master/assets/textures). -For instance, to create a book called "1984", the prefab should look like: - -```json -{ - "parent" : "engine:iconItem", - "Item" : { - "icon" : "Books:book", - "usage" : "ON_USER" - }, - "DisplayName" : { - "name" : "1984" - }, - "Book" : { - "tint" : [245, 222, 179, 255] - }, - "InteractionTarget": {}, - "InteractionScreen": { - "screen": "Books:BookScreen" - } -} -``` - -where `book.png` is the name of the icon in the prefabs folder. -`DisplayName` and `Book` contain information relevant to how the book is displayed. -`InteractionScreen` contains information relevant to how the book is interacted with. -All books should have usage set to `ON_USER`. - -### Creating a bookcase - -To create a bookcase, create a prefab similar to the one found [Here](https://github.com/Terasology/Books/tree/master/assets/prefabs). -For example, a default bookshelf should look like: - -```json -{ - "Bookcase": {}, - "Inventory": { - "privateToOwner": false, - "itemSlots": [ - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 - ] - }, - "RetainBlockInventory": {}, - "PlaySoundAction": { - "sounds": "engine:click" - }, - "InteractionTarget": {}, - "InteractionScreen": { - "screen": "inventory:containerScreen" - }, - "Network": { - } -} -``` - -where `itemSlots` should be filled with 0s as it is empty. -`privateToOwner` details whether or not other users have access to the bookshelf. -`PlaySoundAction` contains the sound played for when the bookshelf is opened. -`InteractionScreen` contains information of how the bookshelf should be interacted with. - - -## Credits for images: -- Quill - https://openclipart.org/detail/262818/vintage-feather-inkwell diff --git a/modules/Breathing/cover.png b/modules/Breathing/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Breathing/cover.png and /dev/null differ diff --git a/modules/Breathing/index.md b/modules/Breathing/index.md deleted file mode 100644 index 753bd4fe..00000000 --- a/modules/Breathing/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Breathing -description: "Allows entities to breathe and suffocate based on what mediums they are in." -cover: "./cover.png" -tags: ["Augment","Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/CakeLie/cover.png b/modules/CakeLie/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/CakeLie/cover.png and /dev/null differ diff --git a/modules/CakeLie/index.md b/modules/CakeLie/index.md deleted file mode 100644 index da90bf93..00000000 --- a/modules/CakeLie/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: CakeLie -description: "Cake and Candy stuff. Go to the Candy Mountain Cave Charlie !" -cover: "./cover.png" -tags: ["Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/Caves/cover.png b/modules/Caves/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Caves/cover.png and /dev/null differ diff --git a/modules/Caves/index.md b/modules/Caves/index.md deleted file mode 100644 index f4cf74f5..00000000 --- a/modules/Caves/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Caves -description: "Adds configurable caves to the world" -cover: "./cover.png" -tags: ["World"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/ChangingBlocks/cover.png b/modules/ChangingBlocks/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ChangingBlocks/cover.png and /dev/null differ diff --git a/modules/ChangingBlocks/index.md b/modules/ChangingBlocks/index.md deleted file mode 100644 index 8297bb3d..00000000 --- a/modules/ChangingBlocks/index.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -posttype: "module" -title: ChangingBlocks -description: "Allows blocks to become other blocks over time, or when their environment changes" -cover: "./cover.png" -tags: ["Library"] ---- -ChangingBlocks -============== - -For supporting blocks that change through some sort of defined cycle, like crops, dust build-up, or just arbitrarily through configured options - -Provide a list of block names and the game-time-in-milliseconds until the next block in the list is used. -When the last block is reached, either loop back to the first one, or send an OnBlockSequenceComplete event. - -Example component to add to a prefab: - - "ChangingBlocks" : { - "blockFamilyStages" : { - "Crops:Corn1" : 30000, - "Crops:Corn2" : 30000, - "Crops:Corn3" : 30000, - "Crops:Corn4" : 30000, - "Crops:Corn5" : 30000, - "Crops:Corn6" : 30000, - "Crops:Corn7" : 30000 }, - "loops" : false - } - -Example prefab to add to each block: - - "entity" : { - "prefab" : "Crops:Corn", - "keepActive" : true - } diff --git a/modules/CheatsForAll/cover.png b/modules/CheatsForAll/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/CheatsForAll/cover.png and /dev/null differ diff --git a/modules/CheatsForAll/index.md b/modules/CheatsForAll/index.md deleted file mode 100644 index 2da02618..00000000 --- a/modules/CheatsForAll/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: CheatsForAll -description: "Gives all players that join the permission to use cheat commands. Can be used on servers to give expanded rights without admin setup" -cover: "./cover.png" -tags: [] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/ChiselBlocks/cover.png b/modules/ChiselBlocks/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ChiselBlocks/cover.png and /dev/null differ diff --git a/modules/ChiselBlocks/index.md b/modules/ChiselBlocks/index.md deleted file mode 100644 index bec8b729..00000000 --- a/modules/ChiselBlocks/index.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -posttype: "module" -title: ChiselBlocks -description: "A set of block textures from the popular MC mod Chisel" -cover: "./cover.png" -tags: ["Asset"] ---- -# Chisel-Textures - -## What is this? - -This is a repository containing assets that any branch of Chisel wishes to use. - -## What you can do with these textures - -They are licensed under Creative Commons BY-NC-SA 4.0. For the actual license, see [LICENSE.md](https://github.com/Drullkus/Chisel-Textures/blob/master/LICENSE.md). diff --git a/modules/ChrisVolume1OST/cover.png b/modules/ChrisVolume1OST/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ChrisVolume1OST/cover.png and /dev/null differ diff --git a/modules/ChrisVolume1OST/index.md b/modules/ChrisVolume1OST/index.md deleted file mode 100644 index 2a63d776..00000000 --- a/modules/ChrisVolume1OST/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: ChrisVolume1OST -description: "Official Terasology soundtrack by Chris Köbke, Volume I" -cover: "./cover.png" -tags: ["Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/ChrisVolume2OST/cover.png b/modules/ChrisVolume2OST/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ChrisVolume2OST/cover.png and /dev/null differ diff --git a/modules/ChrisVolume2OST/index.md b/modules/ChrisVolume2OST/index.md deleted file mode 100644 index 852f965c..00000000 --- a/modules/ChrisVolume2OST/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: ChrisVolume2OST -description: "Official Terasology soundtrack by Chris Köbke, Volume II" -cover: "./cover.png" -tags: ["Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/Cities/cover.png b/modules/Cities/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Cities/cover.png and /dev/null differ diff --git a/modules/Cities/index.md b/modules/Cities/index.md deleted file mode 100644 index cc223487..00000000 --- a/modules/Cities/index.md +++ /dev/null @@ -1,95 +0,0 @@ ---- -posttype: "module" -title: Cities -description: "This module adds several generators for human settlements and roads" -cover: "./cover.png" -tags: ["World"] ---- - -## Cities - -A module that creates roads, settlements, etc. procedurally from random numbers. - - -![image1](images/2013-12-18_fenced_house.jpg "Several simple housings on a hillside with fences") - - -This module contains a world generator `City Worlds` that creates grassland terrain based on random noise. This terrain is populated with randomly generated settlements of different sizes. - - -### Setup - -To see what it looks like, just add the module to your Terasology installation using - - gradlew fetchModuleCities - -When the game starts, create a new world using the `City Worlds` generator and ... explore ! - - -### Overview - -The world is partitioned into square-shaped `Sector`s. For every sector, up to three suitable locations for settlements are determined. -Long-distance roads are added to connect them in a pair-wise manner. Then, lots (and smaller streets) are created around the center. -Finally, buildings and city furniture are generated. - -Basically, every part of this module can be separated into three distinct parts: - -* A world entity definition, such as `RomanesqueChurch`, that contains all information on a particual model (size, height, windows, roof type, and so on). This is basically a POJO. - -* A generator that creates different instances of `RomanesqueChurch` based on random numbers. - -* A rasterizer that converts `RomanesqueChurch` instances into blocks. This is often a composite of several other rasterizers and a 3D brush. - - -### Contributing - -Actually, this is the fun part and it's really easy to do. Just create your own triple of entitiy definition, entity generation and entity rasterization to add a new element to the world. - -![image2](images/2013-12-29_church_aisles.jpg "Small medieval settlement around a small church, protected by town walls") - - -### Debugging - -There is a terrain generator `BoundaryGenerator` that creates a grid along sector and chunks borders (using magenta and black blocks). - -You can also use the main method in this class to view the generated world in a 2D top-down perspective: - - org.terasology.testing.SwingTest - - -### Acknowledgements - -We would like to thank [D. Gilbert of Object Refinery Limited](http://www.object-refinery.com) and Armin Joachimsmeyer for their friendly support. - - -### Literature Overview - -* Introduction to Shape and Shape GrammerShape[Stiny 75/78/80] -Mathematical foundation on how to use rules to replace a shape with another - -* Introduction to Urban Simulation[WaddellUlfarsson] -tbd - - -* Procedural 3D Modeling of Cityscape[Middelhoff05]: -Three distinct simulation types: L-Systems, agent-based and stochastic. - -* Grammar-based L-Systems with extensions (ParishMüller01) -L-Systems with self-intersection detection - -* Interactive Geometric Simulation of 4D Cities[Weber+08] -Based on [ParishMüller01], but more sophisticated. - -* Modeling the Appearance and Behaviour of Urban Spaces[Vanegas+09] -Nice survey on Roads, Buildings, Land Use and Rendering. - - -* Procedural Modeling of Land Use In Cities[Lechner+05] -Uses 2D agent-based simulation with SimCity3000 vis. - -* Konzeption & Realisierung eines prozeduralen Ansatzes zur Erzeugung von Gebäuden (Janusch, 2007) -tbd - -### License - -This module is licensed under the [Apache 2.0 License](http://www.apache.org/licenses/LICENSE-2.0.html). diff --git a/modules/ClimateConditions/cover.png b/modules/ClimateConditions/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ClimateConditions/cover.png and /dev/null differ diff --git a/modules/ClimateConditions/index.md b/modules/ClimateConditions/index.md deleted file mode 100644 index 4907f8ad..00000000 --- a/modules/ClimateConditions/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: ClimateConditions -description: "Module that introduces humidity and temperature fields and their modifiers" -cover: "./cover.png" -tags: ["Server","Augment","Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/Climbables/cover.png b/modules/Climbables/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Climbables/cover.png and /dev/null differ diff --git a/modules/Climbables/index.md b/modules/Climbables/index.md deleted file mode 100644 index a2757cc1..00000000 --- a/modules/Climbables/index.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -posttype: "module" -title: Climbables -description: "This module creates additional climbable blocks and placement modes for them." -cover: "./cover.png" -tags: ["Library","Asset"] ---- -## Climbables - -A module that adds climbable blocks that can be placed in various ways. It offers a better way to reach heights or lows without the need of ladders. - -Block added until now, commands to get them and role: -- Scaffold (give scaffold) = Climbable stackable structure. Can only start from a corresponding support; -- Scaffold Support (give scaffoldsupport) = Normal Block. Used to start stacking scaffolds; -- Pole (give pole) = Climbable roping structure. Can only start from a corresponding support; -- Pole Support (give polesupport) = Normal Block. Used to start roping poles; - -A group of scaffolds or ropes form a structure. Breaking any part of it will cause the remaining structure (away from the source) to be destroyed. Breaking the support will cause the whole thing to fall. - -More advanced placing mechanics (structural integrity and such) will be added once movement will be refactored. \ No newline at end of file diff --git a/modules/CombatSystem/cover.png b/modules/CombatSystem/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/CombatSystem/cover.png and /dev/null differ diff --git a/modules/CombatSystem/index.md b/modules/CombatSystem/index.md deleted file mode 100644 index bd03b731..00000000 --- a/modules/CombatSystem/index.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -posttype: "module" -title: CombatSystem -description: "This module introduces combat system" -cover: "./cover.png" -tags: ["Library","Asset"] ---- -# CombatSystem -This module introduces combat system to create your own new weapons by using its framework or to use the weapons and traps already included in this module. - -You may also checkout its [wiki](https://github.com/Terasology/CombatSystem/wiki) if you interested in understanding the structure of the code. diff --git a/modules/CommonWorld/cover.png b/modules/CommonWorld/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/CommonWorld/cover.png and /dev/null differ diff --git a/modules/CommonWorld/index.md b/modules/CommonWorld/index.md deleted file mode 100644 index 69031ca9..00000000 --- a/modules/CommonWorld/index.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -posttype: "module" -title: CommonWorld -description: "Provides common classes for different world generators" -cover: "./cover.png" -tags: ["Library"] ---- - -## CommonWorld - -A module that provides common classes for different world generators. - - -### License - -This module is licensed under the [Apache 2.0 License](http://www.apache.org/licenses/LICENSE-2.0.html). diff --git a/modules/Compass/cover.png b/modules/Compass/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Compass/cover.png and /dev/null differ diff --git a/modules/Compass/index.md b/modules/Compass/index.md deleted file mode 100644 index 464f36f0..00000000 --- a/modules/Compass/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Compass -description: "This module augments Terasology with a Compass HUD element" -cover: "./cover.png" -tags: ["Augment"] ---- -# Compass \ No newline at end of file diff --git a/modules/ComputerMonitors/cover.png b/modules/ComputerMonitors/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ComputerMonitors/cover.png and /dev/null differ diff --git a/modules/ComputerMonitors/index.md b/modules/ComputerMonitors/index.md deleted file mode 100644 index e972a3a2..00000000 --- a/modules/ComputerMonitors/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: ComputerMonitors -description: "Adds computer monitors that can display any information using computers." -cover: "./cover.png" -tags: ["Library","Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/Cooking/cover.png b/modules/Cooking/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Cooking/cover.png and /dev/null differ diff --git a/modules/Cooking/index.md b/modules/Cooking/index.md deleted file mode 100644 index ebbe120b..00000000 --- a/modules/Cooking/index.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -posttype: "module" -title: Cooking -description: "A module that allows for the cooking of simple foods at certain Workstations." -cover: "./cover.png" -tags: ["Library","Asset"] ---- - -Cooking -============ - -This module adds several raw food items and the ability to cook food for better restoration of hunger and thrist. - -Warning: You may want to bump up the max RAM usable by Terasology when enabling this module. Otherwise, your game might -crash when openining the Cooking section of the help menu. - -## Contribution -1. Run `groovyw module recurse Cooking` command while in the Terasology root folder to fetch and store the module locally. Then fork the module and add a remote reference using the command `git remote add ` in the `/module/Cooking` directory. -2. To **add a food item**, create a prefab similar to the ones [here](https://github.com/Terasology/Cooking/tree/master/assets/prefabs/food/raw). -3. While adding an icon for the food item, make sure that either you've created the textures for the new items, or the source you retrieved them from is compatible with the Apache 2.0 license. In any case cite the resources you've used in [this README file](https://github.com/Terasology/Cooking/blob/master/README.md). -4. Aim to keep the icons below 128x128 in resolution. -5. To **add a recipe**, create a prefab similar to the ones [here](https://github.com/Terasology/Cooking/tree/master/assets/prefabs/recipe/cook). - -Send in PRs to this repository and feel free to add your name to the authors list in the [module.txt file](https://github.com/Terasology/Cooking/blob/master/module.txt). - -### Credits For Description & Images - -Credits for description & images are written in our [Wiki](https://github.com/Terasology/Cooking/wiki/Contributors). diff --git a/modules/CoreAdvancedAssets/cover.png b/modules/CoreAdvancedAssets/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/CoreAdvancedAssets/cover.png and /dev/null differ diff --git a/modules/CoreAdvancedAssets/index.md b/modules/CoreAdvancedAssets/index.md deleted file mode 100644 index d8ab03f9..00000000 --- a/modules/CoreAdvancedAssets/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: CoreAdvancedAssets -description: "A collection of assets using and combining features from various (core) modules." -cover: "./cover.png" -tags: ["Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/CoreAssets/cover.png b/modules/CoreAssets/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/CoreAssets/cover.png and /dev/null differ diff --git a/modules/CoreAssets/index.md b/modules/CoreAssets/index.md deleted file mode 100644 index 3aa27525..00000000 --- a/modules/CoreAssets/index.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -posttype: "module" -title: CoreAssets -description: "An asset module providing prefabs, block definitions and a collection of textures, sounds, and other basic assets" -cover: "./cover.png" -tags: ["Asset"] ---- -The CoreAssets module contains basic prefabs, block definitions and further assets that are required by other modules, like sounds, templates, and textures. - -CoreAssets was separated from the [Core](https://github.com/MovingBlocks/Terasology/tree/develop/modules/Core) to make the modules more versatile. diff --git a/modules/CoreRendering/cover.png b/modules/CoreRendering/cover.png deleted file mode 100644 index 55baf855..00000000 Binary files a/modules/CoreRendering/cover.png and /dev/null differ diff --git a/modules/CoreRendering/index.md b/modules/CoreRendering/index.md deleted file mode 100644 index f02bc12e..00000000 --- a/modules/CoreRendering/index.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -posttype: "module" -title: CoreRendering -description: "The essential rendering module needed for clients, containing all basic rendering nodes to display the world." -cover: "./cover.png" -tags: [] ---- -
- -
- -_This is a module for [Terasology]. -It adds a directed acyclic graph (DAG) for rendering nodes of various kinds to the engine._ - -

👉 Documentation 👈

- -## Contributing - -We welcome contributions to our modules, be it bug fixes or feature contributions. -Check out the [Contributor Guide][contributor-guide] on the main project wiki to learn more. - -To check out this module (and all its dependencies) to your Terasology workspace run (in the workspace root): - -``` -groovyw module recurse CoreRendering -``` - -To build a module JAR for just this module run (in the workspace root): - -``` -gradlew :module:CoreRendering:jar -``` - -To run all tests and static code checks for this module run (in the workspace root): - -``` -gradlew :module:CoreRendering:check -``` - -### Documentation via gh-pages - -The documentation of this module is build with [docsify]. -It is served via [gh-pages]. -To preview the site you can either use the `docsify` [CLI tool](https://github.com/docsifyjs/docsify-cli) or just run a static server on the `docs` folder. - - -[Terasology]: https://github.com/MovingBlocks/Terasology -[gh-pages]: https://pages.github.com/ -[docsify]: https://docsify.js.org/#/ -[contributor-guide]: https://github.com/MovingBlocks/Terasology/wiki/Contributor-Quick-Start diff --git a/modules/CoreSampleGameplay/cover.png b/modules/CoreSampleGameplay/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/CoreSampleGameplay/cover.png and /dev/null differ diff --git a/modules/CoreSampleGameplay/index.md b/modules/CoreSampleGameplay/index.md deleted file mode 100644 index 2939af9a..00000000 --- a/modules/CoreSampleGameplay/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: CoreSampleGameplay -description: "Minimal gameplay template. Little content but a few starting items." -cover: "./cover.png" -tags: ["Gameplay"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/CoreWorlds/cover.png b/modules/CoreWorlds/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/CoreWorlds/cover.png and /dev/null differ diff --git a/modules/CoreWorlds/index.md b/modules/CoreWorlds/index.md deleted file mode 100644 index f2a332c9..00000000 --- a/modules/CoreWorlds/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: CoreWorlds -description: "A basic set of world generators and facets." -cover: "./cover.png" -tags: ["World"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/CustomOreGen/cover.png b/modules/CustomOreGen/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/CustomOreGen/cover.png and /dev/null differ diff --git a/modules/CustomOreGen/index.md b/modules/CustomOreGen/index.md deleted file mode 100644 index 43a70592..00000000 --- a/modules/CustomOreGen/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: CustomOreGen -description: "A library for adding ore generation" -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/DamagingBlocks/cover.png b/modules/DamagingBlocks/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/DamagingBlocks/cover.png and /dev/null differ diff --git a/modules/DamagingBlocks/index.md b/modules/DamagingBlocks/index.md deleted file mode 100644 index 05d71e8f..00000000 --- a/modules/DamagingBlocks/index.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -posttype: "module" -title: DamagingBlocks -description: "Allows players to take damage from blocks." -cover: "./cover.png" -tags: ["Library"] ---- -# DamagingBlocks - -## Goal: -To allow modders to create blocks which cause damage to players upon physically touching them or destroy objects which land on the blocks (i.e. Lava or Cacti) - -## Usage: - -The DamagingBlocks module uses a component and a system. For more information regarding components and systems, please check out https://github.com/MovingBlocks/Terasology/wiki/Entity-System-Architecture - -Essentially, the custom block's prefab would have a DamagingBlockComponent attached and the DamageSystem would apply the damage or destroy the item. - -## DamagingBlockComponent - -Defines the rate and amount of damage which would be inflicted on the player. - -
-public class DamagingBlockComponent implements Component {
-    public int timeBetweenDamage = 1000;        //The rate (value in milliseconds) at which the damage is inflicted
-    public int blockDamage;                     //The damage the block inflicts to the player
-}
-
- -## DamageSystem - -The DamageSystem is the code which applies the damage to players or destroys blocks if on DamagingBlocks. diff --git a/modules/Dialogs/cover.png b/modules/Dialogs/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Dialogs/cover.png and /dev/null differ diff --git a/modules/Dialogs/index.md b/modules/Dialogs/index.md deleted file mode 100644 index 2e7758f1..00000000 --- a/modules/Dialogs/index.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -posttype: "module" -title: Dialogs -description: "Add in-game dialogs between player and NPC" -cover: "./cover.png" -tags: ["Augment","Library"] ---- - -## Dialogs - -A module that user interfaces for in-game dialogs. - -![image1](images/2015-10-14_screenshot.png "Light and Shadow Team Selection Dialog") - -### License - -This module is licensed under the [Apache 2.0 License](http://www.apache.org/licenses/LICENSE-2.0.html). diff --git a/modules/Drops/cover.png b/modules/Drops/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Drops/cover.png and /dev/null differ diff --git a/modules/Drops/index.md b/modules/Drops/index.md deleted file mode 100644 index 43fc2be3..00000000 --- a/modules/Drops/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Drops -description: "This library module provides means to drop objects (items or blocks) on destruction, create loot groups and get random loot for a specified loot group on request." -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/Durability/cover.png b/modules/Durability/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Durability/cover.png and /dev/null differ diff --git a/modules/Durability/index.md b/modules/Durability/index.md deleted file mode 100644 index 7fbd1ed6..00000000 --- a/modules/Durability/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Durability -description: "A library for items and blocks to go poof after much use" -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/DynamicCities/cover.png b/modules/DynamicCities/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/DynamicCities/cover.png and /dev/null differ diff --git a/modules/DynamicCities/index.md b/modules/DynamicCities/index.md deleted file mode 100644 index 71570bf5..00000000 --- a/modules/DynamicCities/index.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -posttype: "module" -title: DynamicCities -description: "Simulates complex city development over progressing game time based on the worlds resources. Needs a city culture to actually create cities." -cover: "./cover.png" -tags: ["World"] ---- -Dynamic City Generation -======================= - -Introduces growing cities with distingushiable districts and a population simulation. -It supports building generators from cities module and structured template. -For a full feature list and a modder guide see the wiki. -This [techdemo](https://www.youtube.com/watch?v=feEMmo1pRSY&feature=youtu.be) provides a quick overview and some time lapse videos covering the growth cycle of cities. - - -![sc1](/images/niceCity1.jpg) -![sc2](/images/niceCity5.jpg) - -This module originates from the GSOC 2016 Project Citysimulation by [CptCrispyCrunchy](https://github.com/CptCrispyCrunchy) with [Skaldarnar](https://github.com/skaldarnar) and [msteiger](https://github.com/msteiger) as mentors. - -### Images -The building icon image was taken from http://www.iconsmind.com (Linkware License) diff --git a/modules/Economy/cover.png b/modules/Economy/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Economy/cover.png and /dev/null differ diff --git a/modules/Economy/index.md b/modules/Economy/index.md deleted file mode 100644 index 250bab12..00000000 --- a/modules/Economy/index.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -posttype: "module" -title: Economy -description: "Utility module to give entities the ability to trade / produce and consume resources. A simple trading interface and currency will be introduced. Additionally the market should react to the availability of resources by adjusting the prices accordingly." -cover: "./cover.png" -tags: ["Augment","Library"] ---- -# Economy - -This module aims to provide a very generic framework to simulate an economy with consumers and producers. On top of that however, it provides a robust method to share/trade/exchange resources between entities. It does so under a very libertarian credo: Use any storage component you want. - -To see how you can get started with it and how you can hook it into your module see the [wiki](https://github.com/Terasology/Economy/wiki)! -Credits: -Gold coin: https://openclipart.org/detail/227733/pixel-gold-coin diff --git a/modules/EdibleFlora/cover.png b/modules/EdibleFlora/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/EdibleFlora/cover.png and /dev/null differ diff --git a/modules/EdibleFlora/index.md b/modules/EdibleFlora/index.md deleted file mode 100644 index 594b5533..00000000 --- a/modules/EdibleFlora/index.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -posttype: "module" -title: EdibleFlora -description: "Adds a small number of edible produce which can be grown using SimpleFarming" -cover: "./cover.png" -tags: ["Asset"] ---- -# Edible Flora - -This module adds a basic set of farming bushes and a simple progression to grow more advanced produce. It uses [Simple Farming](http://github.com/Terasology/SimpleFarming), [Hunger](http://github.com/Terasology/Hunger) and [Thirst](http://github.com/Terasology/Thirst). - -# Player Guide - -## Getting Started -Before you can grow anything you're going to need something to plant. Scattered around the world you will find some wild seed bushes. These drop a random produce when they're destroyed which you can then plant. -Once you've broken a few bushes you'll want to plant them by **right clicking** at the ground. The bush will grow and once it reaches it's final stage it you can harvest it using **E**   -If you want more advanced bushes that restore more then you can craft the seeds together. Press **N** to open up the crafting window. In here you can select a recipe and press the **Craft** button to attempt to craft the item. If successful, you can then plant the result as normal and reap ypur rewards. - -If you break the bush in anything other than the last stage it will be destroyed without dropping anything, so be careful. - -## Dealing with vines -Vines are planted exactly the same as bushes, but grow to be up to 20 blocks long. They grow randomly but will avoid walls, so you can use that to direct them. Along their length they will spawn 'buds' these are exactly the same as bushes and are how you can harvest items from the vine.   -Be careful, if you break a block on the vine, everything down of the root will also be destroyed, including the buds. (but it will all grow back) - -# Getting more content -If you are after more plants to grow then check out the [Additional Vegetables](http://github.com/Terasology/AdditionalVegetables) and [Additional Fruits](http://github.com/Terasology/AdditionalFruits) modules diff --git a/modules/EdibleSubstance/cover.png b/modules/EdibleSubstance/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/EdibleSubstance/cover.png and /dev/null differ diff --git a/modules/EdibleSubstance/index.md b/modules/EdibleSubstance/index.md deleted file mode 100644 index 0e288225..00000000 --- a/modules/EdibleSubstance/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: EdibleSubstance -description: "Allows substances to be tagged as edible and consumed" -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/Equipment/cover.png b/modules/Equipment/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Equipment/cover.png and /dev/null differ diff --git a/modules/Equipment/index.md b/modules/Equipment/index.md deleted file mode 100644 index 27bb0b18..00000000 --- a/modules/Equipment/index.md +++ /dev/null @@ -1,91 +0,0 @@ ---- -posttype: "module" -title: Equipment -description: "A basic system allowing for characters to have equipment. - -Also, lots of equipment assets." -cover: "./cover.png" -tags: ["Library","Asset"] ---- -Equipment -============ - -This module adds a basic equipment system, a character screen, and a few pieces of example equipment. - -Credits for images: - -* http://opengameart.org/content/pixelart-basic-hero-equipments-icons -* http://opengameart.org/content/melee-weapons -* http://opengameart.org/content/scimitar-sword -* http://opengameart.org/content/war-axe-64x64 -* http://opengameart.org/content/golden-items-rip-upgrade-pack -* GreatSword inspired by: https://www.amazon.com/Cold-Steel-Handed-Great-Sword/dp/B000Q9GD2Y -* GoldDagger inspired by: https://www.pinterest.com/pin/109353097179198323/ -* Falchion: http://opengameart.org/content/32x-sword-icon -* GoldRing.png by Camellia, original work -* WoodenNunchaku.png, IronNunchaku.png, SilverChain.png, CentsGoldChain.png and BeethovensKeyFromPiano.png by gkaretka -* Gold and Wooden Mace Inspired by: http://poisonedaxiom.deviantart.com/art/Minecraft-Arsenal-303630313 -* Silver Mace Inspired by: http://lotrminecraftmod.wikia.com/wiki/File:Winged_Dalish_Mace.png -* Steel Mace Inspired by: https://sites.google.com/site/auraofzephyr/gallery -* Bronze Mace Inspired by: http://www.planetminecraft.com/blog/hackmine-motivation/ -* Copper Mace Inspired by: http://minecraft.novaskin.me/gallery/tag/mace?next=E-ABAOsB8gEKdm90ZV9jb3VudPoBAggA7AHrAfIBBWFkZGVk-gEJCMKIt4WvwbgC7AGCAh1qDHN-c2tpbmVkaXRvcnINCxIEU2tpbhi3uMwKDBQ= -* Mystic Mace Inspired by: http://www.keyword-suggestions.com/cmVkIG1hdHRlciBoYW1tZXI/ -* Iron Mace Inspired by: http://www.keyword-suggestions.com/bWluZWNyYWZ0IG1hY2U/ -* Iron Keris (Resized & Modified): https://commons.wikimedia.org/wiki/File:Semar_Kris_(no_background).png -* Mystic Necklace (Cropped & Resized): https://pixabay.com/p-665691/?no_redirect -* Walking Cane Inspired by: http://dontstarve.wikia.com/wiki/Walking_Cane -* WalkingCane.png by ElBatanony -* Maul Art by ElBatanony -* Steel Hatchet by Ian Santin -* Gold Ring of Survival by Mandar Juvekar (mjuvekar7) -* Gold Spear, Gold Strength n Luck by Arpit Kamboj (digitalripperynr) -* Iron War Hammer by Dane Claessen (Dane99) -* Mystic Flower Ring by Dane Claessen (Dane99) -* WoodPendant.png, BronzePendant.png, CopperPendant.png, IronPendant.png, SteelPendant.png, SilverPendant.png, GoldPendant.png, and MysticPendant.png Created by: Patrick Wang -* Iron Scythe: https://openclipart.org/detail/86677/scythe-64x64-icon -* Laser Sword: https://commons.wikimedia.org/wiki/File:Lightsaber_blue.svg -* Mystic Pendant of Endurance edited by NicholasBatesNZ from: https://pixabay.com/p-1430952/?no_redirect -* Archangel's Fury: https://commons.wikimedia.org/wiki/File:Fist.svg (Resized) -* Archangel's Heart: Original (Jellysnake) -* Gold Ring of Swiftness by Jeff Sieu -* CopperSabre: https://pixabay.com/en/sabre-sword-poland-history-king-1859774/ -* Katana: https://pixabay.com/en/katana-japan-ninja-samurai-sword-154938/ -* Iron Espee bastard sword :https://openclipart.org/detail/169233/classic-medieval-sword -* Steel Sword: https://pixabay.com/en/sword-knight-fantasy-middle-ages-1762560/ (Rezised) -* Gold Katana, Diamond Katana and Magic Gold Necklace by Minege -* DiamondShieldArmor : https://pixabay.com/en/shields-protection-armor-badge-150633/ (Resized) -* SteelDamascus: https://pixabay.com/en/blade-knife-sharp-weapon-hunter-158221/ (Resized) -* MysticDigger by capybara512, original work (using color palette of existing mystic items) -* SilverPen: https://pixabay.com/en/pen-compose-indite-writer-33237/ -* Gold Ring of Nimbleness: https://openclipart.org/detail/3967/ring -* Mystic Espee bastard :https://openclipart.org/detail/4472/jeweled-sword -* Steel Sabre made by SufurElite -* Steel Battle Axe of Agility is the steel battle axe edited by SufurElite -* Steel Armor: https://pixabay.com/en/shield-swords-knight-medieval-309126/(Resized) -* Lucky Copper Sword: https://openclipart.org/detail/2664/sword-or-yellow -* LegendaryBrahmastra: https://pixabay.com/en/bow-arrow-shaft-bolt-weapon-sport-307275/ -* ArchangelFryingPan: https://pixabay.com/en/pan-cook-sear-frying-pan-554072/ -* Flaming Sword: made by BenjaminAmos (own work) -* Wooden Bo Staff: Made by TheJYKoder (own work) -* Diamond Ring of Juggernauts: Made by TheJYKoder (own work) -* Legendary Lightsaber: Made by meganyyu (own work) -* Cursed Pendant Of Luck: made by BenjaminAmos (own work) -* Gold Badge of Luck: made by Anish Sharma (own work) -* Wooden Ring of Strength: made by PokeyOne (own work) -* Gold Infinity: https://pixabay.com/en/infinity-infinite-repeating-loop-1837437/ -* Diamond Longsword: Original by zehata -* Zweihander: By Max Borsch (own work) -* GoldAxe: mdj117 own work -* SilverSabre.png by Marvel0usx -* Diamond Axe: Made by TheJYKoder (own work) -* Diamond Dagger: Made by TheJYKoder (own work) -* Diamond Gloves: Made by TheJYKoder (own work) -* Diamond Helmet: Made by TheJYKoder (own work) -* Diamond Mace: Made by TheJYKoder (own work) -* Diamond Maul: Made by TheJYKoder (own work) -* Diamond Nunchaku: Made by TheJYKoder (own work) -* Diamond Spear: Made by TheJYKoder (own work) - -Credits for sounds: - -Inventory Sounds (by artisticdude): http://opengameart.org/content/inventory-sound-effects diff --git a/modules/EquipmentSmithing/cover.png b/modules/EquipmentSmithing/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/EquipmentSmithing/cover.png and /dev/null differ diff --git a/modules/EquipmentSmithing/index.md b/modules/EquipmentSmithing/index.md deleted file mode 100644 index e9fbd7db..00000000 --- a/modules/EquipmentSmithing/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: EquipmentSmithing -description: "This modules bridges the Equipment and Smithing modules so that a player can forge weaponry and armor." -cover: "./cover.png" -tags: ["Augment","Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/EventualSkills/cover.png b/modules/EventualSkills/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/EventualSkills/cover.png and /dev/null differ diff --git a/modules/EventualSkills/index.md b/modules/EventualSkills/index.md deleted file mode 100644 index a7dbf5ad..00000000 --- a/modules/EventualSkills/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: EventualSkills -description: "A library for adding time based skill leveling." -cover: "./cover.png" -tags: ["Augment","Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/Exoplanet/cover.png b/modules/Exoplanet/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Exoplanet/cover.png and /dev/null differ diff --git a/modules/Exoplanet/index.md b/modules/Exoplanet/index.md deleted file mode 100644 index 822afb42..00000000 --- a/modules/Exoplanet/index.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -posttype: "module" -title: Exoplanet -description: "A module that adds an exotic world from a distant galaxy as an additional dimension." -cover: "./cover.png" -tags: ["World","Asset"] ---- -# Exoplanet World Generator - -This world generator generates an exotic world from a distant galaxy as an additional dimension. - -## How to get there? -1. There is a portal block which can teleport you to this exotic world. 2 portal blocks will be given when you spawn. So, you can use the blocks to teleport to Exoplanet and teleport back to Earth. -2. Place the block and interact - -![Portal](Screenshots/PortalBlock.png) -*Portal Block* - -## Features -1. **Ore** - this planet has a large ore vein underground (Diamond, Gold, Iron, Copper, Coal). - -2. **Red Tree and Grass** - this planet's plants mostly have red leaves as they use different pigment for their photosynthesis. - -3. **Undersea Grass** - this planet's grass is special, it can grow both on the ground and undersea. - -4. **Glowing Grass** - this planet is far too different from Earth. The grass here can glow in the dark. At night, Exoplanet is not really dark at all. - -![Ore](Screenshots/Ore1.png) -![Mountain and the Sea](Screenshots/seaMountain.png) -![Beach](Screenshots/beach.png) -![Ocean Forest Desert](Screenshots/oceanDesertForest.png) -![Great Mountains](Screenshots/mountainDay.png) -![Snowmountain](Screenshots/snowMountain.png) diff --git a/modules/Explosives/cover.png b/modules/Explosives/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Explosives/cover.png and /dev/null differ diff --git a/modules/Explosives/index.md b/modules/Explosives/index.md deleted file mode 100644 index dd9f7fbd..00000000 --- a/modules/Explosives/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Explosives -description: "A library module for letting things explode." -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/FallingBlocks/cover.png b/modules/FallingBlocks/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/FallingBlocks/cover.png and /dev/null differ diff --git a/modules/FallingBlocks/index.md b/modules/FallingBlocks/index.md deleted file mode 100644 index f81391fa..00000000 --- a/modules/FallingBlocks/index.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -posttype: "module" -title: FallingBlocks -description: "Detects groups of blocks disconnected from the ground to let them fall" -cover: "./cover.png" -tags: [] ---- -# Falling Blocks - -This module detects groups of blocks that have become disconnected from the ground, and moves them down. More specifically, it counts as solid those blocks which have the attachmentAllowed attribute (although this is likely to change in the future), and a solid block is disconnected from the ground if there is no path from it to an unloaded chunk entirely through solid blocks. Blocks which have the LevitatingBlockComponent are also able to support themselves and other blocks without a connection to the ground. - -## Internals - -It uses an octree data structure to keep track of connected components of solid blocks, which is generated fresh every time the world is loaded rather than being saved. Because of its sparsity, the data structure is smaller than a block data field. The integrity of the datastructure can be verified using the fallingBlocksDebug command. In multiplayer, the module only runs serverside. - -As the updates to the datastructure may take a while, particularly when loading new chunks, that all happens on a separate thread. Block groups will only fall once all of the updates are finished, so there may be a delay between the world loading and the module's effects becoming visible. You can check whether the updates are finished with the fallingBlocksStatus command. diff --git a/modules/Fences/cover.png b/modules/Fences/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Fences/cover.png and /dev/null differ diff --git a/modules/Fences/index.md b/modules/Fences/index.md deleted file mode 100644 index 343c0dc7..00000000 --- a/modules/Fences/index.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -posttype: "module" -title: Fences -description: "A module adding fence blocks." -cover: "./cover.png" -tags: ["Asset"] ---- -Fences -====== - -This module adds a simple feature, a fence block. - -![Fences showcase](https://i.imgur.com/5cT16lG.png) - -# Getting started - -To start playing with fences, please follow: - -1) Ensure you have Fances module enabled ingame -2) Press ```F1``` key to open console (or ` or whichever key you have bound to the console) -3) Type in `give fence` -4) Place fences -5) Enjoy! - -# About - -Each fence block can be connected to up to four neighbouring blocks. However, the module is still in development and thus is a little bit bugged. This means that the fences may not connect correctly the very moment they are placed. The issue can be fixed by forcing an update for given fence blocks, for instance by placing and mining arbitrary block right next to the fence. - -Another problem this module currently has is that the ground right around fence is severely darkened if you have SSAO enabled in your graphics settings. This module also lacks any sort of gate, although it used to have it in past. diff --git a/modules/FlexiblePathfinding/cover.png b/modules/FlexiblePathfinding/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/FlexiblePathfinding/cover.png and /dev/null differ diff --git a/modules/FlexiblePathfinding/index.md b/modules/FlexiblePathfinding/index.md deleted file mode 100644 index fcba673d..00000000 --- a/modules/FlexiblePathfinding/index.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -posttype: "module" -title: FlexiblePathfinding -description: "This library module allows for flexible ways of pathfinding." -cover: "./cover.png" -tags: ["Library"] ---- -# FlexiblePathfinding - -A plugin-based JPS pathfinder for Terasology. - -This is a clone of the [original repository by Kaen](https://github.com/kaen/FlexiblePathfinding). - -See also [FlexibleMovement](https://github.com/Terasology/FlexibleMovement). - -# Usage - -You probably want to use the nodes in `FlexibleMovement` directly. - -However, if you're not actually moving anything then you can try the `PathfinderSystem#requestPath` method. - -You can see the basic usage example in the -[unit test helper](https://github.com/kaen/FlexiblePathfinding/blob/master/src/test/java/org/terasology/flexiblepathfinding/helpers/JPSTestHelper.java#L99-L116) - -# Hacking - -Check out the unit tests. You can add a new movement type by writing a new JPSPlugin. diff --git a/modules/FlowingLiquids/cover.png b/modules/FlowingLiquids/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/FlowingLiquids/cover.png and /dev/null differ diff --git a/modules/FlowingLiquids/index.md b/modules/FlowingLiquids/index.md deleted file mode 100644 index 038592df..00000000 --- a/modules/FlowingLiquids/index.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -posttype: "module" -title: FlowingLiquids -description: "Lets water flow, conserving its volume." -cover: "./cover.png" -tags: ["Library"] ---- -# Flowing Liquids - -A [Terasology](https://github.com/MovingBlocks/Terasology) module to allow liquids to flow, conserving their volume. diff --git a/modules/Fluid/cover.png b/modules/Fluid/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Fluid/cover.png and /dev/null differ diff --git a/modules/Fluid/index.md b/modules/Fluid/index.md deleted file mode 100644 index ad8ee7dd..00000000 --- a/modules/Fluid/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Fluid -description: "This library module allows to manage fluids with items and containers." -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/FluidComputerIntegration/cover.png b/modules/FluidComputerIntegration/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/FluidComputerIntegration/cover.png and /dev/null differ diff --git a/modules/FluidComputerIntegration/index.md b/modules/FluidComputerIntegration/index.md deleted file mode 100644 index ce1d3884..00000000 --- a/modules/FluidComputerIntegration/index.md +++ /dev/null @@ -1,9 +0,0 @@ ---- -posttype: "module" -title: FluidComputerIntegration -description: "An Integration module that allows ModularComputer to interact with fluids." -cover: "./cover.png" -tags: ["Library"] ---- -# FluidComputerIntegration -Integration module that allows ModularComputer to interact with fluids. diff --git a/modules/FlyingIslands/cover.png b/modules/FlyingIslands/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/FlyingIslands/cover.png and /dev/null differ diff --git a/modules/FlyingIslands/index.md b/modules/FlyingIslands/index.md deleted file mode 100644 index 7fc11127..00000000 --- a/modules/FlyingIslands/index.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -posttype: "module" -title: FlyingIslands -description: "Provides Flying Islands plugins to be used in worlds. - -Works well with 'FallingBlocks'." -cover: "./cover.png" -tags: ["World"] ---- -

-Flying Islands -

- -# Flying Islands - -This module provides a world generation plugin that creates flying islands in the sky. -Please note, that this module has an optional dependency to [`FallingBlocks`](https://github.com/Terasology/FallingBlocks) which adds gravitational effects for solid blocks. - -![Flying Islands](https://user-images.githubusercontent.com/29981695/109419364-5ec29880-79cd-11eb-86a2-5900243382fd.png) - - -## Laputa Adamant - -The `FlyingIslands` module comes with a new block called "Laputa Adamant". -This block is the heart piece of each flying island allowing it to fly. -Should this piece be destroyed, an island will plummet to the ground - provided [`FallingBlocks`](https://github.com/Terasology/FallingBlocks) is enabled. - -![laputa_adamant](https://user-images.githubusercontent.com/1448874/111070458-209b9d80-84d2-11eb-9b62-528d94d947d8.gif) diff --git a/modules/FunnyBlocks/cover.png b/modules/FunnyBlocks/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/FunnyBlocks/cover.png and /dev/null differ diff --git a/modules/FunnyBlocks/index.md b/modules/FunnyBlocks/index.md deleted file mode 100644 index c83e7d18..00000000 --- a/modules/FunnyBlocks/index.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -posttype: "module" -title: FunnyBlocks -description: "A module adding funny/random goofy blocks just because they are awesome!" -cover: "./cover.png" -tags: ["Asset"] ---- -# Funny Blocks -This module adds several random, funny and goofy blocks to make [Terasology](https://github.com/MovingBlocks/Terasology) even more awesome! - -![Funny Blocks](https://raw.githubusercontent.com/wiki/Terasology/FunnyBlocks/FunnyBlocks.png) - -From left to right: - -- BreakingBlock - Begins to break when the player stands on top of it -- BluePortalBlock - Teleports the player to an activated Orange Portal Block when they stand on top of it (Press 'e' to activate) -- OrangePortalBlock: Teleports the player to an activated Blue Portal Block when they stand on top of it (Press 'e' to activate) -- BouncyBlock - Automatically bounces the player towards the sky when they stand on top of it -- TrampolineTile - Enables the player to bounce off of it towards the sky -- SpeedBlock - Briefly increases the speed of the player when they walk over it -- SpeedBoost - Launches the player in the direction of the arrow when they walk over it -- SpeedBooster - The Speed Boost block but in a smaller, tile format -- CheeseWheel - Just a cheese wheel, because why not? -- SlicedCheeseWheel - A cheese wheel with a slice taken out of it. Yum! -- BowlingPin - A tenpin bowling pin - -## Playing -After installing and activating this module in a new world you have two options as to how to access the Funny Blocks: -1. Install and activate a world generator that includes some of these blocks (see [FunnyGenerator](https://github.com/NicholasBatesNZ/FunnyGenerators) as an example). The blocks will be spawned in the world automatically. -2. Press the ~ key and enter the command `give BlockName` where "BlockName" is the name of the desired block as taken from the list above. This block will appear in your inventory. - -## Contributors -Authors can be found in the [module.txt](https://github.com/Terasology/FunnyBlocks/blob/master/module.txt) - -Feel free to fork and clone this repository and send in some pull requests! Be sure to add yourself to the authors list. diff --git a/modules/Furnishings/cover.png b/modules/Furnishings/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Furnishings/cover.png and /dev/null differ diff --git a/modules/Furnishings/index.md b/modules/Furnishings/index.md deleted file mode 100644 index 177f3650..00000000 --- a/modules/Furnishings/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Furnishings -description: "A library module providing logic for furnishings, like doors or chests." -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/GenericRocks/cover.png b/modules/GenericRocks/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/GenericRocks/cover.png and /dev/null differ diff --git a/modules/GenericRocks/index.md b/modules/GenericRocks/index.md deleted file mode 100644 index 995396ca..00000000 --- a/modules/GenericRocks/index.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -posttype: "module" -title: GenericRocks -description: "A collection of simple stone types" -cover: "./cover.png" -tags: [] ---- -# Generic Rocks -This module is home to simple stone types, such as granite and marble. -It is intended to provide a variety of rocks that readily serve many uses and are more specific -than the simple Stone block of CoreAssets, but are not as specific as the blocks in Minerals. \ No newline at end of file diff --git a/modules/Genome/cover.png b/modules/Genome/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Genome/cover.png and /dev/null differ diff --git a/modules/Genome/index.md b/modules/Genome/index.md deleted file mode 100644 index e4653009..00000000 --- a/modules/Genome/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Genome -description: "Allows to define an organism type (say herbs) in a module, define the properties they have based on the DNA (genes) and this module will handle breeding organisms and their DNA changes (including mutations)." -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/GooKeeper/cover.png b/modules/GooKeeper/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/GooKeeper/cover.png and /dev/null differ diff --git a/modules/GooKeeper/index.md b/modules/GooKeeper/index.md deleted file mode 100644 index 722346f1..00000000 --- a/modules/GooKeeper/index.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -posttype: "module" -title: GooKeeper -description: "GooKeeper is a new gameplay mode based on the popular game Slime Rancher, developed according to the game design by SuperSnark." -cover: "./cover.png" -tags: ["Gameplay"] ---- -# GooKeeper - -## What is the module about? -GooKeeper is a gameplay module which is closely related to the game "Slime Rancher". Here, the player is left in the Goo World, and has to earn a living by catching, feeding, and breeding gooeys of different kinds to make a "Goo Zoo" which simulated visitors can visit. This module first started as a game design concept by SuperSnark, which was later taken up by l0ftyWhizZ as a Google Summer of Code 2018 project. - -## Playthroughs! -Here's a video demonstrating gooey capturing mechanic as well as the zoo visitor spawn system: - -
- -This video demonstrates the newly developed gooey breeding system: - -
- -## Detailed information -For in-depth information about the different gameplay mechanics and equipment, visit the [Wiki](https://github.com/Terasology/GooKeeper/wiki). diff --git a/modules/Gooey/cover.png b/modules/Gooey/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Gooey/cover.png and /dev/null differ diff --git a/modules/Gooey/index.md b/modules/Gooey/index.md deleted file mode 100644 index 443997b9..00000000 --- a/modules/Gooey/index.md +++ /dev/null @@ -1,86 +0,0 @@ ---- -posttype: "module" -title: Gooey -description: "Introduces Gooey's 'odd' cousin to the game. Say hi, just don't get too close .." -cover: "./cover.png" -tags: ["Asset"] ---- -

-Gooey -

- -# Gooey - -An asset module for our beloved gooeys. -It provides the models, materials and textures for both Gooeys and their weird, manic cousins the MawGooeys. - -## Gooeys - -The Gooey glTF model can be referenced in prefabs with a `skeletalMesh` as `Gooey:gooey`. -```json5 - "skeletalMesh": { - "mesh": "Gooey:gooey" - } -``` - -The model currently comes with one animation only, which is the `ArmatureAction`. -This animation can be referenced in a `skeletalMesh` with an `animationPool` as `Gooey:gooey#ArmatureAction`. -```json5 - "skeletalMesh": { - "mesh": "Gooey:gooey", - "animationPool": [ - "Gooey:gooey#ArmatureAction" - ], - "loop": true - } -``` - -There is a bunch of textures and materials provided that allow for gooeys in many colors of the rainbow. -The materials can be referenced in a `skeletalMesh` as `Gooey:gooeySkin` with `` being the color name, e.g. "Blue". -```json5 - "skeletalMesh": { - "mesh": "Gooey:gooey", - "material": "Gooey:gooeySkinBlue" - } -``` - -The material and texture assets are named based on the [HTML Color Names](https://htmlcolorcodes.com/color-names/) of the respective color code of the color used in the texture. - -## MawGooeys - -The MawGooey glTF model can be referenced in prefabs - -The Gooey glTF model can be referenced in prefabs with a `skeletalMesh` as `Gooey:mawgooey`. -```json5 - "skeletalmesh": { - "mesh": "Gooey:mawgooey" - } -``` - -The model comes with four different animations: -- Attack -- Death -- IdleFinal -- Walk - -These animations can be referenced in a `skeletalMesh` with an `animationPool` as `Gooey:mawgooey#` with `` being the animation name, e.g. "Walk". -```json5 - "skeletalMesh": { - "mesh": "Gooey:mawgooey", - "animationPool": [ - "Gooey:mawgooey#Walk" - ], - "loop": true - } -``` - -Currently, there are three different color variants provided: Green, Purple, and Red. -The materials can be referenced in a `skeletalMesh` as `Gooey:mawgooeySkin` with `` being the color name, e.g. "Red". -```json5 - "skeletalMesh": { - "mesh": "Gooey:mawgooey", - "material": "Gooey:mawgooeySkinRed" - } -``` - -The material and texture assets are _not_ aligned with any "official" colors. diff --git a/modules/GooeyDefence/cover.png b/modules/GooeyDefence/cover.png deleted file mode 100644 index 4689e27e..00000000 Binary files a/modules/GooeyDefence/cover.png and /dev/null differ diff --git a/modules/GooeyDefence/index.md b/modules/GooeyDefence/index.md deleted file mode 100644 index 69ea0081..00000000 --- a/modules/GooeyDefence/index.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -posttype: "module" -title: GooeyDefence -description: "Tower-defense style gameplay in which the player needs to defend the center of the gameplay arena against incoming waves of Gooeys by building \"towers\" that attack them." -cover: "./cover.png" -tags: ["Gameplay"] ---- -
- -
- -_This is a module for [Terasology]. -It adds the "Gooey's Defence" gameplay to the game, which is a tower-defense style gameplay experience. -The goal is to defend the center of the arena against the malicious Gooeys spawning in waves in the outer areas of the arena and traversing it. -The player can buy tower components to build towers with various effects to keep the Gooeys from reaching the center._ - -

👉 Documentation 👈

- -## Contributing - -We welcome contributions to our modules, be it bug fixes or feature contributions. -Check out the [Contributor Guide][contributor-guide] on the main project wiki to learn more. - -To check out this module (and all its dependencies) to your Terasology workspace run (in the workspace root): - -``` -groovyw module recurse GooeyDefence -``` - -To build a module JAR for just this module run (in the workspace root): - -``` -gradlew :module:GooeyDefence:jar -``` - -To run all tests and static code checks for this module run (in the workspace root): - -``` -gradlew :module:GooeyDefence:check -``` - -### Documentation via gh-pages - -The documentation of this module is built with [docsify]. -It is served via [gh-pages]. -To preview the site you can either use the `docsify` [CLI tool](https://github.com/docsifyjs/docsify-cli) or just run a static server on the `docs` folder. - - -[Terasology]: https://github.com/MovingBlocks/Terasology -[gh-pages]: https://pages.github.com/ -[docsify]: https://docsify.js.org/#/ -[contributor-guide]: https://github.com/MovingBlocks/Terasology/wiki/Contributor-Quick-Start - diff --git a/modules/GooeysQuests/cover.png b/modules/GooeysQuests/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/GooeysQuests/cover.png and /dev/null differ diff --git a/modules/GooeysQuests/index.md b/modules/GooeysQuests/index.md deleted file mode 100644 index 9c7c429c..00000000 --- a/modules/GooeysQuests/index.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -posttype: "module" -title: GooeysQuests -description: "Planned content: A character called Gooey will appear. He offers you exciting and dangerous quests. However, be warned: He might modify your world... and not in a way you like!" -cover: "./cover.png" -tags: ["Gameplay"] ---- -# Gooey's Quests - -A module for Terasology that causes a Gooey to randomly spawn around the world, offering the player quests that create structures. - -## Getting Started - -- Start a game in a world with mountains, with GooeysQuests activated. -- Walk around until you find a character named Gooey that will ask you something. -- So every time Gooey adds a structure, you will see something new. -- Right now there are two available structures, the dungeon and the dwarf hall, but they have different combinations, so every time gooey add the structure, you will see something new. -- But be careful - the changes Gooey makes to the world may impact any existing builds, be sure the area is clear! - -## Adding more structures - -If you want to add a new structure, first you have to create the structures templates that will form the structure. Then you will have to create two java classes: a component and a system, typically in the folder `/src/main/java/org/terasology/gooeysQuests/quests` - -##### Naming conventions: -- Add the name of your structure at the beginning of the name of each structure template that you create -- The format for java class names is: `QuestComponent` and `QuestSystem` - -## Screenshots - -![Gooey in-game](https://user-images.githubusercontent.com/33598488/34733694-92fda2b6-f569-11e7-9d65-a324abc9c5f2.jpg) - -![GooeysQuests UI](https://user-images.githubusercontent.com/33598488/34733696-9530241e-f569-11e7-97ad-9e973f0647b6.jpg) - -## Credits - -A drawing of a "gooey" made by SuperSnark was the inspiration for Gooey, the main character of this module. - diff --git a/modules/GrowingFlora/cover.png b/modules/GrowingFlora/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/GrowingFlora/cover.png and /dev/null differ diff --git a/modules/GrowingFlora/index.md b/modules/GrowingFlora/index.md deleted file mode 100644 index a61988d3..00000000 --- a/modules/GrowingFlora/index.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -posttype: "module" -title: GrowingFlora -description: "Module providing mechanisms for growing plants (trees, bushes, crops)" -cover: "./cover.png" -tags: ["Library"] ---- -GrowingFlora -============ -**GrowingFlora** is a Terasology module that generate and grow plants organically over time. - -> ***If you are interested on making the assets for dynamic plants, you might want to check out [PlantPack](https://github.com/Terasology/PlantPack)*** - -World Generation -------- -**GrowingFlora** not only handles the organic growth of plants, but also the generation of it. You can find the world generation code for the plants in `src/main/java/org/terasology/gf/generator` - -Grass Growth ------------- -Grass growth/spread is also handled by GrowingFlora. This allows a block of grass to spread to a dirt block and turning it into a grass block. You can find the grass growth/spread code in `src/main/java/org/terasology/gf/grass` - -Trees -------- -Trees generation, trees growth, and saplings are also handled by GrowingFlora. - -Trees are divided into 3 main parts. - 1. Branch - 2. Leaf - 3. Trunk - -Trees can have varying shapes. Shapes that currently exist can be found in `assets/prefabs/shapes`. - -**TreeCutDamage** is considered as a physical damage by the engine, it also have a directPickup set to true. You can find more information about this damage type in assets/prefabs/damage - -You can find the code for trees management in `src/main/java/org/terasology/gf/tree` \ No newline at end of file diff --git a/modules/Health/cover.png b/modules/Health/cover.png deleted file mode 100644 index d512e007..00000000 Binary files a/modules/Health/cover.png and /dev/null differ diff --git a/modules/Health/index.md b/modules/Health/index.md deleted file mode 100644 index 2ac2228e..00000000 --- a/modules/Health/index.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -posttype: "module" -title: Health -description: "Adds the concept of health (or hitpoints) to the game and handles regeneration, restoration and damage of entities." -cover: "./cover.png" -tags: ["Augment","Library"] ---- -
- -
- -_This is a module for [Terasology]. -It adds the concept of health (or hitpoints) to the game and handles regeneration, restoration and damage of entities._ - -

👉 Documentation 👈

- -## Contributing - -We welcome contributions to our modules, be it bug fixes or feature contributions. -Check out the [Contributor Guide][contributor-guide] on the main project wiki to learn more. - -To check out this module (and all its dependencies) to your Terasology workspace run (in the workspace root): - -``` -groovyw module recurse Health -``` - -To build a module JAR for just this module run (in the workspace root): - -``` -gradlew :module:Health:jar -``` - -To run all tests and static code checks for this module run (in the workspace root): - -``` -gradlew :module:Health:check -``` - -### Documentation via gh-pages - -The documentation of this module is build with [docsify]. -It is served via [gh-pages]. -To preview the site you can either use the `docsify` [CLI tool](https://github.com/docsifyjs/docsify-cli) or just run a static server on the `docs` folder. - - -[Terasology]: https://github.com/MovingBlocks/Terasology -[gh-pages]: https://pages.github.com/ -[docsify]: https://docsify.js.org/#/ -[contributor-guide]: https://github.com/MovingBlocks/Terasology/wiki/Contributor-Quick-Start diff --git a/modules/HjerlHede/cover.png b/modules/HjerlHede/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/HjerlHede/cover.png and /dev/null differ diff --git a/modules/HjerlHede/index.md b/modules/HjerlHede/index.md deleted file mode 100644 index 81804982..00000000 --- a/modules/HjerlHede/index.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -posttype: "module" -title: HjerlHede -description: "Provides a culture definition for a system like DynamicCities with buildings from the Hjerl Hede outdoor museum in Denmark" -cover: "./cover.png" -tags: ["Asset"] ---- -![Hjerl Hede Banner](img/HjerlHede_gooey.png) - -This module adds buildings of the Hjerl Hede outdoor museum in Denmark as [Structure Templates](https://github.com/Terasology/StructureTemplates). -A (hopefully up-to-date) list of the included buildings can be found below. -This module also defines culture, districts and building properties for the `DynamicCities` mechanism that allows to automatically spawn cities with `HjerlHede` buildings in-game. - -## How to contribute - -Check out the open issues for buildings that are still missing and references on how they look. -Please comment on the issue if you decide to work on it and link your PR as soon as it's available. - -## Buildings - -| Name | Description | Screenshot | Reference | -| ---- | ----------- | ---------- | --------- | -| Agerumsladen | A barn | ![Agerumsladen](img/HjerlHede_Agerumsladen_Barn.png) | https://hjerlhede.dk/da/content/agerumsladen | -| Bageriet | A bakery from 1882 | ![Bageriet](img/HjerlHede_Bageriet_Bakery.png) | http://hjerlhede.dk/da/content/bageriet | -| Bødkerhuset | A cooper house from 1879 | ![Bodkerhuset](img/HjerlHede_Bodkerhuset_Cooper-House.png) | http://hjerlhede.dk/da/content/b-dkerhuset | -| Bulladen | A bole barn from 1777 | ![Bulladen](img/HjerlHede_Bulladen_Bole-Barn.png) | https://hjerlhede.dk/da/content/bulladen | -| Købmanden | A grocery store from 1800 | ![Kobmanden](img/HjerlHede_Kobmanden_Grocery-Store.png) | http://hjerlhede.dk/da/content/k-bmanden | -| Mjesinghuset | A living house from 1770 | ![Mjesinghuset](img/HjerlHede_Mjesinghuset_Living-House.png) | http://hjerlhede.dk/da/content/mjesinghuset | -| Skolen | A school from 1823 | ![Skolen](img/HjerlHede_Skolen_School.png) | http://hjerlhede.dk/da/content/skolen, https://arkiv.dk/vis/3665245 | -| Smedjen | A smithy from 1700 | ![Smedjen](img/HjerlHede_Smedjen_Smithy.png) | http://hjerlhede.dk/da/content/smedjen | -| Stubmøllen | A wind mill from 1778 | ![Stubmollen](img/HjerlHede_Stubmollen_Wind-Mill.png) | http://hjerlhede.dk/da/content/stubm-llen | -| Vinderuphuset | A coachbuilder workshop from 1908 | ![Vinderuphuset](img/HjerlHede_Vinderuphuset_Coachbuilder-Workshop.png) | http://hjerlhede.dk/da/content/vinderuphuset | -| Street Lamp | Just a street lamp ;) | ![Street Lamp](img/HjerlHede_Street-Lamp.png) | | - -## References - -* [Museum website](http://hjerlhede.dk) -* [Cervator's photo set](https://photos.app.goo.gl/BPAgJqN2B4GRy80B2) diff --git a/modules/HumanoidCharacters/cover.png b/modules/HumanoidCharacters/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/HumanoidCharacters/cover.png and /dev/null differ diff --git a/modules/HumanoidCharacters/index.md b/modules/HumanoidCharacters/index.md deleted file mode 100644 index 5f9c7e42..00000000 --- a/modules/HumanoidCharacters/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: HumanoidCharacters -description: "This augmentation module adds a humanoid model as the player appearance" -cover: "./cover.png" -tags: ["Augment"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/Hunger/cover.png b/modules/Hunger/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Hunger/cover.png and /dev/null differ diff --git a/modules/Hunger/index.md b/modules/Hunger/index.md deleted file mode 100644 index 50c98958..00000000 --- a/modules/Hunger/index.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -posttype: "module" -title: Hunger -description: "This module introduces Hunger and various related effects." -cover: "./cover.png" -tags: ["Augment","Library"] ---- -# Hunger -A Terasology module, as the name implies, that features hunger in the form of a status bar. - -## Features -A hunger status bar in the player's HUD, outlined in blue below: -![](media/hud.png) -The player's hunger saturation decreases as time in the world progresses, but replenishes with food and other consumables. - -## Getting Started -* Simply create a world with the Hunger module enabled -* As time progresses, you'll notice the hunger bar going down! - -## Commands -* `showHunger` - Displays your current food level -* `setHunger ` - Sets your current food level -* `setMaxHunger` - Sets your maximum food level diff --git a/modules/IRLCorp/cover.png b/modules/IRLCorp/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/IRLCorp/cover.png and /dev/null differ diff --git a/modules/IRLCorp/index.md b/modules/IRLCorp/index.md deleted file mode 100644 index a30c054d..00000000 --- a/modules/IRLCorp/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: IRLCorp -description: "IRL Corp - for the industrialized reduction of labor" -cover: "./cover.png" -tags: ["Library","Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/InGameHelp/cover.png b/modules/InGameHelp/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/InGameHelp/cover.png and /dev/null differ diff --git a/modules/InGameHelp/index.md b/modules/InGameHelp/index.md deleted file mode 100644 index 356f117e..00000000 --- a/modules/InGameHelp/index.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -posttype: "module" -title: InGameHelp -description: "Adds an in-game help window primarily for items (what it does, what it is, etc.)" -cover: "./cover.png" -tags: ["Augment"] ---- -InGameHelp -============ - -This module adds a simple in-game help systems for items and other things. It allows for minor categorization of these -items. - -=== - -In order to add an item to the help system. follow the following instructions: - -* Open up the item's prefab file. -* Make sure the item in question has a DisplayName component. -* An ItemComponent is optional. But without it, a question-mark icon will be displayed. -* Add the ItemHelp into the prefab. -** "title" sets the title of the help subsection for this item. Leave it as the default unless you want to change up the UI. -** "category" sets what section this help item will be located in. If not specific, it will default to "Items". If you - specify it, make sure that the item category actually exists. -** "paragraphText" sets the description lines of this help item subsection. - -In order to add a new category to the help system, follow the following instructions: - -* Clone the ItemsCategory.java file in this module, to your own module. -* Rename the file to " Category". -* Change the constant string "name" to -* Under a (registered) system in your module, send a new OnAddNewCategoryEvent (through a dummy entity) that has a new - instance of your created category contained in it (passed in as a creation parameter). Make sure that this is sent - once during update. The event WILL NOT reach InGameHelp's receiver if the event is sent during initialise or preBegin. -* Now, in your desired item prefabs, in the ItemHelpComponent, set the "category" variable to the name of your new category. -* Start up Terasology, create a new game, open up the help system, and your new category should show up as a tab. \ No newline at end of file diff --git a/modules/InGameHelpAPI/cover.png b/modules/InGameHelpAPI/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/InGameHelpAPI/cover.png and /dev/null differ diff --git a/modules/InGameHelpAPI/index.md b/modules/InGameHelpAPI/index.md deleted file mode 100644 index b518a8fc..00000000 --- a/modules/InGameHelpAPI/index.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -posttype: "module" -title: InGameHelpAPI -description: "API for InGameHelp module." -cover: "./cover.png" -tags: ["Library"] ---- -InGameHelpAPI -============ - -This module adds a simple in-game help systems for items and other things. It allows for minor categorization of these -items. - -This module is an extension to the InGameHelp module, that contains the InGamHelp registry. The InGameHelpAPI module -needs to be added as a dependency by all modules that want to use the InGameHelp feature. Further, the InGameHelp -has a dependency on the InGameHelpAPI (this) module. This module essentially acts as an interface between the -InGameHelp module and other modules which use it. \ No newline at end of file diff --git a/modules/Inferno/cover.png b/modules/Inferno/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Inferno/cover.png and /dev/null differ diff --git a/modules/Inferno/index.md b/modules/Inferno/index.md deleted file mode 100644 index 4020ac70..00000000 --- a/modules/Inferno/index.md +++ /dev/null @@ -1,81 +0,0 @@ ---- -posttype: "module" -title: Inferno -description: "A module that adds an additional dimension with spooky things." -cover: "./cover.png" -tags: ["World"] ---- -Potential issue: https://github.com/iojw/Inferno/issues/1 -### Installation Note -Before loading the world make sure that the Inferno world template is selected ![](http://i.imgur.com/6peH4c3.png) -# Inferno - -**in·fer·no** -inˈfərnō -*noun* -1\. hell - -This module adds an custom world generator which contains an alternate dimension on top of the features found in the default Perlin generator. - ---- - -Upon spawning in the Overworld, you'll receive a **Resurrection Idol** in your inventory. But how do you enter the Inferno? - -Well... first... you have to die. While you would normally enter the ethereal dimension after dying, the **Resurrection Idol**, forged by the ancient tribes of Terasology, allows you to remain in your corporeal form even as you enter the Inferno, giving you one chance to explore the dimension! - -(Ideally, you would also want to die by natural means such as fall damage with the console closed so that you'll see the message when you enter. Also, remember to turn up the volume so you can hear the portal entering sound effects and Inferno ambience sounds!) - -![](http://i.imgur.com/PuZaPWS.png) -![](http://i.imgur.com/SO219Fl.png) - -World blocks: - -- **Bloodied Stone** -- **Bloodied Dirt** -- **Infernal Brick** - -Flora: - -*Infused with the pain of souls sent here, these flora give out light, peppering the surface like stars in the night sky.* - -- **Flaming Flower** -- **Dead Branch** -- **Devil's Shroom** - -Features: - -- **Lava Huts**: *Reminscent of a bygone age, these dilapidated huts used to be belong to souls who were trapped in the Inferno* - -(Spawns at various heights and sizes, with blocks randomly placed to mimic dilapidation) - -![](http://i.imgur.com/7LctuL5.png) -![](http://i.imgur.com/gT79tRa.png) - -- **Infernal Trees**: *These trees shine brightly, guiding the dead in their journey through the Inferno* - -The **Fire Leaves** found on these trees make excellent light sources. - -(These trees have varying heights, as determined by white noise) - -![](http://i.imgur.com/MoLKV47.png) -![](http://i.imgur.com/07Coz0E.png) - -- **Lava Falls**: *The source of all this lava is unknown* - -![](http://i.imgur.com/gIDBNXX.png) - -- **Caves** (This is a version of the Core caves plugin modified to work with this dimension) - -- **Lava Oceans** - -### Future expansion: -- More sophisticated tree generation -- A way to obtain the Resurrection Idol in the Overworld -- Valuable resources in Inferno to incentivise players to enter -- A special 'quest' or item that needs to be obtained to return to the Overworld -- Lava flow (coming soon!) - -### Credits: -Resurrection Idol: https://pixabay.com/en/decoration-face-head-luau-mask-1293446/ -Enter Portal sound: https://www.freesound.org/people/CosmicD/sounds/133003/ under [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/) -Inferno Ambience sound: https://www.freesound.org/people/KRISTIANKULTA/sounds/326962/ under [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/) diff --git a/modules/Inventory/cover.png b/modules/Inventory/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Inventory/cover.png and /dev/null differ diff --git a/modules/Inventory/index.md b/modules/Inventory/index.md deleted file mode 100644 index 1bc4fe5e..00000000 --- a/modules/Inventory/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Inventory -description: "This module adds a standard and simple inventory system as well as hooks for other modules" -cover: "./cover.png" -tags: ["Augment","Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/ItemPipes/cover.png b/modules/ItemPipes/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ItemPipes/cover.png and /dev/null differ diff --git a/modules/ItemPipes/index.md b/modules/ItemPipes/index.md deleted file mode 100644 index 4c328661..00000000 --- a/modules/ItemPipes/index.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -posttype: "module" -title: ItemPipes -description: "This library module allows to transport items via pipes." -cover: "./cover.png" -tags: ["Library"] ---- -# ItemPipes -**ItemPipes** is a Terasology module that adds item transport system based on pipelines. ItemPipes are useful for automation purposes - this module lets you transport items without your involvement. - -## Items - - **Pipes** are the base of this module. They are used to transport items. You can connect them together with other pipes to make pipelines and with blocks such as Suction Blocks or chests. - - **Suction Block** is used to input items into pipes. Suction Block attracts all items laying on the ground within 5 block radius to suck them in. If more than one pipe is connected to a Suction Block, it will put the items randomly into one of the connected pipes. - -_Check out **[AdditionalItemPipes](https://github.com/Terasology/AdditionalItemPipes)** for more interesting items using pipe system!_ - -## Getting started -_Note: The only way to obtain items provided by this module is to use `give ` command. To execute a command, open the console with F1 key, type in a command and press Enter._ - -1. Create a new world with the ItemPipes module enabled. -2. Execute `give basicpipe` command to get some Pipes, and `give suction` to get some Suction Blocks. -3. Your inventory should also have a chest in it. If it doesn't, execute `give chest` to get it. Put all of the three mentioned items into the hotbar and place them in a way like on the screnshot below. -4. Remove all items from the chest (if there were any) and go infront of the suction block. -5. Drop an item on the suction block and watch it go through the pipe. -6. When the item in the pipe disappears, open the chest and voila - here's the item you've dropped! -   -## Creating pipelines -To create a pipeline just place two pipes next to each other. They will connect together with each other and make a pipeline. Every pipe is able to have up to 6 connections! If an item comes to a pipe which has more than two connections, it will go further into one of the other connected pipes randomly. - -## Integration with chests -ItemPipes allows the players to connect pipelines with chests to input items into them. - -![](https://user-images.githubusercontent.com/28996462/34639790-e94f8c18-f2e6-11e7-8c66-12589b3416f2.png) - -_A setup like this will put every dropped item in Suction Block's proximity into the chest._ diff --git a/modules/ItemRendering/cover.png b/modules/ItemRendering/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ItemRendering/cover.png and /dev/null differ diff --git a/modules/ItemRendering/index.md b/modules/ItemRendering/index.md deleted file mode 100644 index 383c23a5..00000000 --- a/modules/ItemRendering/index.md +++ /dev/null @@ -1,70 +0,0 @@ ---- -posttype: "module" -title: ItemRendering -description: "This library module allows to render and animate items when thrown into the world." -cover: "./cover.png" -tags: ["Library"] ---- -# RenderItemComponent - -Add this to entities and they will display in the world. This rendered version's location becomes a child of the owning entity (like the containing inventory). - -# CustomRenderedItemMeshComponent - -When the entity gets an RenderItemComponent added, it will use this mesh and material instead of the default block or item. - -## Minimal Usage on a prefab - -```java -{ - "CustomRenderedItemMesh" : { - "mesh" : "UriOfYourMesh", - "material" : "UriOfYourMaterial" - } -} -``` - - -# AnimateRotationComponent - -When the entity gets a AnimateRotationComponent added, it will rotate continuously. - -## Minimal Usage on a prefab - -```java -{ - "AnimateRotation" : { - "yawSpeed|pitchSpeed|rollSpeed" : - } -} -``` - -## Defaults - -```java -{ - "AnimateRotation" : { - "yawSpeed" : "0", - "pitchSpeed" : "0", - "rollSpeed" : "0", - "isSynchronized" : "false" - } -} -``` - -# AnimateBounceComponent - -When the entity gets a AnimateBounceComponent added, it will bounce continuously. - -## Minimal Usage on a prefab - -```json -{ - "AnimateBounce": { - "maxHeight" : 10.0, - "period" : 10.0 - } -} -``` - -A combination of AnimateBounceComponent and AnimateRotationComponent can be [watched on YouTube](https://www.youtube.com/watch?v=HhyODzw36bA). diff --git a/modules/JoshariasSurvival/cover.png b/modules/JoshariasSurvival/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/JoshariasSurvival/cover.png and /dev/null differ diff --git a/modules/JoshariasSurvival/index.md b/modules/JoshariasSurvival/index.md deleted file mode 100644 index f4b44d2b..00000000 --- a/modules/JoshariasSurvival/index.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -posttype: "module" -title: JoshariasSurvival -description: "Survival with an emphasis on technology" -cover: "./cover.png" -tags: ["Gameplay","World"] ---- -JoshariasSurvival -================= - -The most complex gameplay module there is to be seen (as of beginning of -2019)! Contains several full technology trees and lots of other stuff too. diff --git a/modules/Journal/cover.png b/modules/Journal/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Journal/cover.png and /dev/null differ diff --git a/modules/Journal/index.md b/modules/Journal/index.md deleted file mode 100644 index a32180ca..00000000 --- a/modules/Journal/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Journal -description: "Allows displaying story to the player, tracking progress in mods or game in general" -cover: "./cover.png" -tags: ["Augment","Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/KComputers/cover.png b/modules/KComputers/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/KComputers/cover.png and /dev/null differ diff --git a/modules/KComputers/index.md b/modules/KComputers/index.md deleted file mode 100644 index fbf01d98..00000000 --- a/modules/KComputers/index.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -posttype: "module" -title: KComputers -description: "Adds computers powered by the Kallisti library and compatible with OpenComputers." -cover: "./cover.png" -tags: ["Library","Asset"] ---- -KComputers -================= - -Modular computers, powered by [Kallisti](https://github.com/Terasology/Kallisti)! - -Early WIP - does not run in a normal game environment yet. - -To run this module with workarounds use either: - -* The `gradlew permissiveNatives` task to run the game with permissive security and an extra hook to load native files -* The "TerasologyPC (permissive security) run config in IntelliJ, after setting up the natives path in a variable - * Go to "Path Variables" under IntelliJ's settings, create `TERASOLOGY_NATIVES` and set it to the absolute path of the `natives` dir -* From a game zip you'll need to execute Java with two extra arguments, `-Djava.library.path=` and `-permissiveSecurity` - -To get the hardware in-game: - -* `give display` -* `give computer` -* `give ROMOCBios` -* `give CPULua53` -* `give GPUOCType` -* `give FloppyDiskOpenOS` -* `give RAM256 5` - -Place the computer and display blocks adjacent to each other in the world. - -Open the computer block with `e` and plop all the hardware in filling in the leftover space with memory modules. Hit the "Activate" button - -See https://github.com/MovingBlocks/Terasology/pull/3937 for some related discussion about natives. More work is needed to allow KComputers to run with security on and no special hooks for the [JNLua](https://github.com/MovingBlocks/JNlua) natives diff --git a/modules/Kallisti/cover.png b/modules/Kallisti/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Kallisti/cover.png and /dev/null differ diff --git a/modules/Kallisti/index.md b/modules/Kallisti/index.md deleted file mode 100644 index 0adbf37b..00000000 --- a/modules/Kallisti/index.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -posttype: "module" -title: Kallisti -description: "Library for embedding fantasy computer virtual machines in game engines." -cover: "./cover.png" -tags: ["Library"] ---- -# Kallisti - -Kallisti is a library for embedding fantasy computer virtual machines inside other JVM-based systems, particularly -JVM-based game engines. - -Fantasy computers, in this meaning, refer to imaginary architectures designed for computer games, versus real-world -technology. (However, it does not exclude support for the latter!) - -Note: Documentation is a work in progress. - -## Why? - -* Many sandbox-leaning games like to feature, or make available, an in-game computer system. Having a library which -solves the most common problems and provides compatibility with existing "fantasy" in-game codebases greatly -simplifies that. -* Having a built-in simulator allows creators to test their in-game software without using the entire game engine, which -can be a costly and CPU/GPU-intensive process. -* Having a common interface makes it easier for you to create your own, compatible designs and peripherals which work -across all games and architectures. - -## Key concepts - -* "Components" can be provided by the engine, and via implementing generic interfaces and automatically being wrapped -through a rule-based system, the computer VM can translate it into APIs it understands internally. - -## Supported architectures - -* (WIP) OpenComputers/JNLua, based on the [OpenComputers](http://github.com/MightyPirates/OpenComputers) mod project. \ No newline at end of file diff --git a/modules/Lakes/cover.png b/modules/Lakes/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Lakes/cover.png and /dev/null differ diff --git a/modules/Lakes/index.md b/modules/Lakes/index.md deleted file mode 100644 index f0bf7690..00000000 --- a/modules/Lakes/index.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -posttype: "module" -title: Lakes -description: "Plugin for world generation, which creates small lakes" -cover: "./cover.png" -tags: ["World"] ---- -Lakes -======================= - - -Current features: --lakes based on distorted circles --underground and surface lakes and lava lakes --underground will create a small cave above them, and surface lakes will smooth out their shorelines a little --desert lakes have palm trees around them - -Known issues: -- Occasionally, lakes have uneven surfaces -- Underground lakes sometimes overlap with each other -- Lakes are far more common in generally flat areas - -Future plans: --join adjacent surface lakes together to one waterheight --add lake biome --base lake probability on surfacehumidityfacet - -![sc1](/images/smooth1.png) -![sc2](/images/smooth2.png) -![sc3](/images/smooth3.png) - - diff --git a/modules/LegacyMusic/cover.png b/modules/LegacyMusic/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/LegacyMusic/cover.png and /dev/null differ diff --git a/modules/LegacyMusic/index.md b/modules/LegacyMusic/index.md deleted file mode 100644 index 15217595..00000000 --- a/modules/LegacyMusic/index.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -posttype: "module" -title: LegacyMusic -description: "A collection of legacy music assets" -cover: "./cover.png" -tags: ["Asset"] ---- -LegacyMusic -=========== - -A collection of legacy music assets - -* Kevin Macleod - [Spacial Winds (Public Domain)](http://freepd.com/Cinematic/Spacial%20Winds). diff --git a/modules/LightAndShadow/cover.png b/modules/LightAndShadow/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/LightAndShadow/cover.png and /dev/null differ diff --git a/modules/LightAndShadow/index.md b/modules/LightAndShadow/index.md deleted file mode 100644 index fd4bbdae..00000000 --- a/modules/LightAndShadow/index.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -posttype: "module" -title: LightAndShadow -description: "Light & Shadow is an experimental game type set in a quirky Alice in Wonderland inspired setting" -cover: "./cover.png" -tags: ["Gameplay"] ---- -# LightAndShadow -Light & Shadow is an experimental game type set in a quirky Alice in Wonderland inspired setting - -![image1](images/2015-10-11-screenshot.png "Choose your team!") - - -### License - -This module is licensed under the [Apache 2.0 License](http://www.apache.org/licenses/LICENSE-2.0.html). diff --git a/modules/LightAndShadowResources/cover.png b/modules/LightAndShadowResources/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/LightAndShadowResources/cover.png and /dev/null differ diff --git a/modules/LightAndShadowResources/index.md b/modules/LightAndShadowResources/index.md deleted file mode 100644 index d86810ab..00000000 --- a/modules/LightAndShadowResources/index.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -posttype: "module" -title: LightAndShadowResources -description: "Art resources module for Light & Shadow, a.k.a. LASR!" -cover: "./cover.png" -tags: ["Asset"] ---- -# Light and Shadow Resources -Art resources module for [Light & Shadow](https://github.com/Terasology/LightAndShadow), a.k.a. LASR! - -Contributing -============ -You can help contribute to LightAndShadowResources by creating the assets that is listed [here](https://github.com/MovingBlocks/Terasology/issues/2575) - -**Most of the art assets have concept art available at** http://forum.terasology.org/threads/las-light-and-shadow-art-discussion.762/. Some might even be partially complete - check the relevant issue or ask on IRC (freenode: #terasology) to see if that's the case. - - -License -======= -This module is licensed under the [Apache 2.0 License](http://www.apache.org/licenses/LICENSE-2.0.html). \ No newline at end of file diff --git a/modules/Lost/cover.png b/modules/Lost/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Lost/cover.png and /dev/null differ diff --git a/modules/Lost/index.md b/modules/Lost/index.md deleted file mode 100644 index c4f3bb6c..00000000 --- a/modules/Lost/index.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -posttype: "module" -title: Lost -description: "Are you truly lost? Will you ever return home?" -cover: "./cover.png" -tags: ["Gameplay"] ---- -# Lost - -Are you truly lost? Will you ever return home? -A researcher on a space expedition is stranded on an alien world with no way to get home. - - ## How To Play - -Download the Lost module and its dependencies. When this is installed, create a new world with the Lost template. If everything worked, you should spawn in a world with a small house nearby. - -## Current Features - -### Special Structure Generation - -As you explore you might find buildings that contain treasures, secrets and puzzles. - -
Spoiler regarding some puzzles. -

- -Buildings are generated as you are exploring, some puzzles might require you to revisit areas. - -

-
- -![House that starts your adventure](https://i.imgur.com/JywAWZ2.png) - -### Self-updating Journal - -As you progress the story will be added in your Journal as you gather more research. - -![Journal that gives story elements](https://i.imgur.com/8wCww4Q.png) - -### Find Books That Help You Continue Your Journey - -Find books to be your guide. - -![Book of secrets](https://i.imgur.com/7Leuuni.png) diff --git a/modules/Machines/cover.png b/modules/Machines/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Machines/cover.png and /dev/null differ diff --git a/modules/Machines/index.md b/modules/Machines/index.md deleted file mode 100644 index 0d77e677..00000000 --- a/modules/Machines/index.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -posttype: "module" -title: Machines -description: "A library for machines" -cover: "./cover.png" -tags: ["Library"] ---- -## Machines -A module that provides the infrastructure to easily make machines for processing or assembly of materials. - -See the forum for discussion: http://forum.terasology.org/threads/machines.938/ - -## Entity Network -- A set of components and systems to join entities together in a group. These groups can then be queried so that interactions between joined entites can be orchestrated. - -[Entity Network Readme](src/main/java/org/terasology/entityNetwork/README.md) - -## Fluid -see Fluid - -## Fluid Transport -- Tanks that can be interacted with by containers of fluid (like a bucket). -- Pipes that simulate gravity and let fluid naturally flow from elevated tanks to lower tanks. -- Pumps that input power to lift fluid to elevated tanks. - -## Item Transport -- Ejection/extraction of items to/from adjacent inventories - -## Machines -- A default UI implementation for an inventory based workstation process that allows a single visual extension -- A system to simplify setup of a block to be a machine. It will automatically add an inventory, slot mappings, and extension of the default UI -- Surface Placement block family to assist connecting devices in the right direction - -## Mechanical Power -- Uses the EntityNetwork submodule and PotentialEnergyDevices module to enable transfer, storage, and production of energy - -[Mechanical Power Readme](src/main/java/org/terasology/mechanicalPower/README.md) diff --git a/modules/ManualLabor/cover.png b/modules/ManualLabor/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ManualLabor/cover.png and /dev/null differ diff --git a/modules/ManualLabor/index.md b/modules/ManualLabor/index.md deleted file mode 100644 index 30db3f9f..00000000 --- a/modules/ManualLabor/index.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -posttype: "module" -title: ManualLabor -description: "Adds tools to make manual tasks like digging and chopping easier." -cover: "./cover.png" -tags: ["Library","Asset"] ---- -# Manual Labor - -## Conventions - -- Liquid amounts are in mL. 1 bucket is 1000mL (1 liter) -- Substances are measured in mL -- A metal nugget should be roughly 10mL diff --git a/modules/ManualLaborEventualSkills/cover.png b/modules/ManualLaborEventualSkills/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ManualLaborEventualSkills/cover.png and /dev/null differ diff --git a/modules/ManualLaborEventualSkills/index.md b/modules/ManualLaborEventualSkills/index.md deleted file mode 100644 index 7bdf5bd2..00000000 --- a/modules/ManualLaborEventualSkills/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: ManualLaborEventualSkills -description: "Adds skill requirements to Manual Labor processes" -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/MarkovChains/cover.png b/modules/MarkovChains/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/MarkovChains/cover.png and /dev/null differ diff --git a/modules/MarkovChains/index.md b/modules/MarkovChains/index.md deleted file mode 100644 index b8c43a72..00000000 --- a/modules/MarkovChains/index.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -posttype: "module" -title: MarkovChains -description: "Library module for the production of pseudo-random sequences." -cover: "./cover.png" -tags: ["Library"] ---- - -## MarkovChains - -A library module implementing (any-order) Markov chains. -Markov chains can be used for the production of pseudo-random sequences. \ No newline at end of file diff --git a/modules/MasterOfOreon/cover.png b/modules/MasterOfOreon/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/MasterOfOreon/cover.png and /dev/null differ diff --git a/modules/MasterOfOreon/index.md b/modules/MasterOfOreon/index.md deleted file mode 100644 index b765e09e..00000000 --- a/modules/MasterOfOreon/index.md +++ /dev/null @@ -1,9 +0,0 @@ ---- -posttype: "module" -title: MasterOfOreon -description: "Provides a manager interface for working with Terasology -Use the 'O' key to toggle mouse grab so you can use the interface." -cover: "./cover.png" -tags: ["Gameplay"] ---- -Master of Oreon World Manager Interface for Terasology diff --git a/modules/Maze/cover.png b/modules/Maze/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Maze/cover.png and /dev/null differ diff --git a/modules/Maze/index.md b/modules/Maze/index.md deleted file mode 100644 index eed6d957..00000000 --- a/modules/Maze/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Maze -description: "Helper and tools to generate mazes" -cover: "./cover.png" -tags: ["Server","World"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/MedievalCities/cover.png b/modules/MedievalCities/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/MedievalCities/cover.png and /dev/null differ diff --git a/modules/MedievalCities/index.md b/modules/MedievalCities/index.md deleted file mode 100644 index 0ebecad0..00000000 --- a/modules/MedievalCities/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: MedievalCities -description: "Provides a Medieval era culture definition for a system like DynamicCities along with some extras." -cover: "./cover.png" -tags: ["World","Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/MetalRenegades/cover.png b/modules/MetalRenegades/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/MetalRenegades/cover.png and /dev/null differ diff --git a/modules/MetalRenegades/index.md b/modules/MetalRenegades/index.md deleted file mode 100644 index 2c335849..00000000 --- a/modules/MetalRenegades/index.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -posttype: "module" -title: MetalRenegades -description: "A harsh western world with a robotic twist." -cover: "./cover.png" -tags: ["Gameplay"] ---- -# Metal Renegades - -_This is a module for [Terasology]. -It provides a gameplay mode for a harsh western world with a robotic twist._ - -

👉 Documentation 👈

- -![The robots of Metal Renegades](https://forum.terasology.org/attachments/good-bad-gooey-png.1523/) - -## Contributing - -We welcome contributions to our modules, be it bug fixes or feature contributions. -Check out the [Contributor Guide][contributor-guide] on the main project wiki to learn more. - -To check out this module (and all its dependencies) to your Terasology workspace run (in the workspace root): - -``` -groovyw module recurse MetalRenegades -``` - -To build a module JAR for just this module run (in the workspace root): - -``` -gradlew :module:MetalRenegades:jar -``` - -To run all tests and static code checks for this module run (in the workspace root): - -``` -gradlew :module:MetalRenegades:check -``` - -### Documentation via gh-pages - -The documentation of this module is build with [docsify]. -It is served via [gh-pages]. -To preview the site you can either use the `docsify` [CLI tool](https://github.com/docsifyjs/docsify-cli) or just run a static server on the `docs` folder. - - -[Terasology]: https://github.com/MovingBlocks/Terasology -[gh-pages]: https://pages.github.com/ -[docsify]: https://docsify.js.org/#/ -[contributor-guide]: https://github.com/MovingBlocks/Terasology/wiki/Contributor-Quick-Start - \ No newline at end of file diff --git a/modules/MineSweeper/cover.png b/modules/MineSweeper/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/MineSweeper/cover.png and /dev/null differ diff --git a/modules/MineSweeper/index.md b/modules/MineSweeper/index.md deleted file mode 100644 index 64872582..00000000 --- a/modules/MineSweeper/index.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -posttype: "module" -title: MineSweeper -description: "This module allows to play Mine Sweeper in Terasology." -cover: "./cover.png" -tags: [] ---- -# Minesweeper - -The Minesweeper module adds minefields to Terasology. The minefields appear across the world upon loading. The basic goal is to mine all the surrounding blocks and mark all the mines without setting off the entire field. - -## Guide - -This module adds minefields which naturally generate in the world. In order to make them generate, all you need to do is enable the module. The minefields consist of stone-like blocks which all look the same. However, they are not. Some of them are harmless, but others are mines. The harmless ones can be mined safely, but mines will create a huge explosion, usually destroying the whole minefield, if you try to mine them. The ones on the outside will always be safe, though. - -Each block also has a number on it. Similar to the original minesweeper, this number represents the number of mines within a 3x3x3 cube centered around that block, including the block itself if it is a mine. Theoretically, this means that the highest possible number would be a 27, however the minefields are generated in such a way that it will never exceed 16. When a block is destroyed, as long as it isn’t a mine, it will leave behind a floating number with the same value so that you can still use the information. - -Any block in the minefield which you think is a mine can be marked using the interaction key, which is `E` by default. If you successfully mark every mine in the field, the entire thing will be cleared and you will receive an ore as a reward. The larger the minefield was, the better the ore that you get is. There is also currently no penalty for marking a block which isn’t a mine, however there's no benefit to it either. - -![Minefield with some blocks mined and one mine marked](https://raw.githubusercontent.com/Terasology/Minesweeper/master/image.png) - -![Cleared minefield with coal ore reward](https://user-images.githubusercontent.com/1063833/33593053-ad1a4692-d95b-11e7-9116-21ccec981536.jpg) diff --git a/modules/Minerals/cover.png b/modules/Minerals/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Minerals/cover.png and /dev/null differ diff --git a/modules/Minerals/index.md b/modules/Minerals/index.md deleted file mode 100644 index eb919851..00000000 --- a/modules/Minerals/index.md +++ /dev/null @@ -1,9 +0,0 @@ ---- -posttype: "module" -title: Minerals -description: "This module adds a wide range of minerals." -cover: "./cover.png" -tags: ["Asset"] ---- -# Minerals -This module adds a wide range of minerals, ores, and everything inbetween. Sands do not go in this library, they instead go into the soils library. diff --git a/modules/Minimap/cover.png b/modules/Minimap/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Minimap/cover.png and /dev/null differ diff --git a/modules/Minimap/index.md b/modules/Minimap/index.md deleted file mode 100644 index d3f38861..00000000 --- a/modules/Minimap/index.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -posttype: "module" -title: Minimap -description: "This module adds a minimap to the UI using the HUD Element system. - -'M' toggles the map visibility. - -'Number-Pad-Minus' and 'Number-Pad-Plus' decrease and increase the zoom factor." -cover: "./cover.png" -tags: ["Augment"] ---- -# Minimap -![teaser](images/2015-09-13_screenshot.jpg "A screenshot of the Minimap of a Perlin World") - -This module adds a minimap to the UI using the HUD Element system. - -`M` toggles the map visibility. - -`Number-Pad-Minus` and `Number-Pad-Plus` decrease and increase the zoom factor. - -### Images - -The "Maps Center Direction Icon" image was taken from https://icons8.com/ (Linkware License) - -### License - -This module is licensed under the [Apache 2.0 License](http://www.apache.org/licenses/LICENSE-2.0.html). diff --git a/modules/MobileBlocks/cover.png b/modules/MobileBlocks/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/MobileBlocks/cover.png and /dev/null differ diff --git a/modules/MobileBlocks/index.md b/modules/MobileBlocks/index.md deleted file mode 100644 index d8ab5a87..00000000 --- a/modules/MobileBlocks/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: MobileBlocks -description: "Allowing blocks to move" -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/ModularComputers/cover.png b/modules/ModularComputers/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ModularComputers/cover.png and /dev/null differ diff --git a/modules/ModularComputers/index.md b/modules/ModularComputers/index.md deleted file mode 100644 index c48be9e2..00000000 --- a/modules/ModularComputers/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: ModularComputers -description: "Computers in Terasology! Automate all the things with just a bit of programming." -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/ModuleTestingEnvironment/cover.png b/modules/ModuleTestingEnvironment/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ModuleTestingEnvironment/cover.png and /dev/null differ diff --git a/modules/ModuleTestingEnvironment/index.md b/modules/ModuleTestingEnvironment/index.md deleted file mode 100644 index 2999268b..00000000 --- a/modules/ModuleTestingEnvironment/index.md +++ /dev/null @@ -1,107 +0,0 @@ ---- -posttype: "module" -title: ModuleTestingEnvironment -description: "A test helper to instantiate a full headless TerasologyEngine instance." -cover: "./cover.png" -tags: ["Library"] ---- -# ModuleTestingEnvironment - -A test helper to instantiate a full headless TerasologyEngine instance in JUnit tests. - -## ⚠️ Issues - -On using MTE tests, you might face the following error: -``` -java.lang.IllegalStateException: Modules only available if resolution was successful -``` -In the logs, you should see something along the following lines: -``` -08:11:52.856 [Test worker] ERROR org.terasology.moduletestingenvironment.TestingStateHeadlessSetup - Unable to resolve modules: [engine, DynamicCities, ModuleTestingEnvironment] -``` - -We do not know, yet, why this happens, but hope that with the migration to gestalt v7, the situation will improve or at least clarify a bit. -Until the migration is complete, we suggest disabling the test using the `@Disable` annotation. - -## Usage - -For complete JavaDoc please see the [documentation on Github Pages](https://terasology.github.io/ModuleTestingEnvironment/). - -For more examples see -[the test suite](https://github.com/terasology/ModuleTestingEnvironment/tree/master/src/test/java/org/terasology/moduletestingenvironment). - -Here's an example taken from the test suite: - -```java -@ExtendWith(MTEExtension.class) -@Dependencies({"engine", "MyModule"}) -@UseWorldGenerator("CoreWorlds:flat") -public class ExampleTest { - - @In - private WorldProvider worldProvider; - @In - private BlockManager blockManager; - @In - private EntityManager entityManager; - @In - private ModuleTestingHelper helper; - - @Test - public void testExample() { - // create some clients (the library connects them automatically) - Context clientContext1 = helper.createClient(); - Context clientContext2 = helper.createClient(); - - // wait for both clients to be known to the server - helper.runUntil(()-> Lists.newArrayList(entityManager.getEntitiesWith(ClientComponent.class)).size() == 2); - Assertions.assertEquals(2, Lists.newArrayList(entityManager.getEntitiesWith(ClientComponent.class)).size()); - - // run while a condition is true or until a timeout passes - boolean timedOut = helper.runWhile(1000, ()-> true); - Assertions.assertTrue(timedOut); - - // send an event to a client's local player just for fun - clientContext1.get(LocalPlayer.class).getClientEntity().send(new ResetCameraEvent()); - - // wait for a chunk to be generated - helper.forceAndWaitForGeneration(Vector3i.zero()); - - // set a block's type and immediately read it back - worldProvider.setBlock(Vector3i.zero(), blockManager.getBlock("engine:air")); - Assertions.assertEquals("engine:air", worldProvider.getBlock(Vector3f.zero()).getURI().toString()); - } -} -``` - -## Receiving events - -You can use a `TestEventReceiver` to inspect events fired against the engine context. - -```java -TestEventReceiver receiver = new TestEventReceiver<>(context, DropItemEvent.class, (event, entity) -> { - // do something with the event or entity -}); -``` - -## Delay code - -Conventionally, we use `while (condition)` to wait for delaying action. This can be done in MTE test by using -`runWhile()` method. This runs the test engine while the condition is true. - -```java -runWhile(() -> true); -``` - -Conversely, for running the enging _until_ some condition is true, use `runUntil()` - -```java -runUntil(() -> false); -``` - -Check the JavaDoc and test suite for more usage examples. - -## Isolating test cases - -By default `MTEExtension` will reuse the same engine instance for all test cases. If you want to create a new engine -instance for every test (and wait **much** longer) try `IsolatedMTEExtension`. diff --git a/modules/MoreLights/cover.png b/modules/MoreLights/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/MoreLights/cover.png and /dev/null differ diff --git a/modules/MoreLights/index.md b/modules/MoreLights/index.md deleted file mode 100644 index 1f2bc7c1..00000000 --- a/modules/MoreLights/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: MoreLights -description: "This module adds lights, such as glowing flora, blocks, and artificial sources" -cover: "./cover.png" -tags: ["Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/MultiBlock/cover.png b/modules/MultiBlock/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/MultiBlock/cover.png and /dev/null differ diff --git a/modules/MultiBlock/index.md b/modules/MultiBlock/index.md deleted file mode 100644 index ca15636f..00000000 --- a/modules/MultiBlock/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: MultiBlock -description: "Simplifies creating multi-block structures" -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/MusicDirector/cover.png b/modules/MusicDirector/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/MusicDirector/cover.png and /dev/null differ diff --git a/modules/MusicDirector/index.md b/modules/MusicDirector/index.md deleted file mode 100644 index acf31ad4..00000000 --- a/modules/MusicDirector/index.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -posttype: "module" -title: MusicDirector -description: "A module that controls music assets from other modules" -cover: "./cover.png" -tags: ["Library"] ---- -MusicDirector -============= - -A module that controls music assets from other modules diff --git a/modules/NameGenerator/cover.png b/modules/NameGenerator/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/NameGenerator/cover.png and /dev/null differ diff --git a/modules/NameGenerator/index.md b/modules/NameGenerator/index.md deleted file mode 100644 index 09528353..00000000 --- a/modules/NameGenerator/index.md +++ /dev/null @@ -1,73 +0,0 @@ ---- -posttype: "module" -title: NameGenerator -description: "This module provides randomized name for different entities." -cover: "./cover.png" -tags: ["Library"] ---- -# Name Generator - -A module that creates names for different entities using a Markov chain model. -It is based on [David Legare's NameGenerator](https://github.com/excaliburHisSheath/NameGenerator), which is licensed under Creative Commons Attribution-ShareAlike 3.0 Unported License. -The code has been adopted to the use in Terasology. - -The original idea was published by [Oh, The Huge Manatee!](http://ohthehugemanatee.net/2009/10/the-magical-word-o-matic-or-markov-text-analysis-for-fun-and-non-profit/). -This website also contains an excellent explanation of the functionality of the algorithm. - -## Usage Guide - -Let's start with an example: - -```java -TownNameProvider townNameProv = new TownNameProvider(12345); -String name = townNameProv.generateName(); -``` - -Simple as that. You can also explicitly select a theme: - -```java -TownNameProvider townNameProv = TownNameProvider(123455, TownAssetTheme.FANTASY); -``` - -You can also tweak the generated names: - -```java -TownAffinityVector aff = TownAffinityVector.create().prefix(0.5); -String name = townNameProv.generateName(aff); -``` - -Half of the generated names will have a prefix such as "Market", "Old" or "Nether". -Going one step further, you can even combine different name affinities: - -```java -TownAffinityVector.create().prefix(0.33).postfix(0.33); -``` - -This will give you 1/3 prefixed names, 1/3 postfixed names and 1/3 without. - ->Nether Kirchen, ->Dunharsden, ->Southophall, ->Green Hophall, ->Old Guildhey, ->Halgh Barrens - -Similarly, you can create creature names: - -```java -CreatureNameProvider p = new CreatureNameProvider(123, CreatureAssetTheme.ELVEN); -CreatureAffinityVector a = CreatureAffinityVector.create().maleOnly().nobility(0.5); -String name = p.generateName(a); -``` - -This gives: - ->Gweradrae Nagalan the Wise, ->Suss Camth, ->Vel Our, ->Estalandra Ilve, ->Laethalandrieldralae Whiiliazym the Noble - -## License - -This module is licensed under the [Apache 2.0 License](http://www.apache.org/licenses/LICENSE-2.0.html). diff --git a/modules/Notifications/cover.png b/modules/Notifications/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Notifications/cover.png and /dev/null differ diff --git a/modules/Notifications/index.md b/modules/Notifications/index.md deleted file mode 100644 index 412edd69..00000000 --- a/modules/Notifications/index.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -posttype: "module" -title: Notifications -description: "Show notifications like achievements or other information." -cover: "./cover.png" -tags: ["Augment","Library"] ---- -

-Notifications -

- -# Notifications - -This module provides an event-based system to show notifications, e.g., achievements or one-time help notes, in a common -notification area. Messages can be added and removed by sending events. - -The system currently only reacts to events without keeping the state of notifications for a player! - -## Usage - -To show or hide notifications from other modules add a dependency in `module.txt`: - -```json5 - { "id": "Notifications", "minVersion": "0.1.0-SNAPSHOT" } -``` - -The displayed message itself is defined by the `Notification` class. Each message has an `id` to be able to identify -duplicate messages or remove a specific notification. The system ensures that there is at most one message of the same -identifier displayed on screen. - -A notification may contain an _icon_, displayed on the left. There is room for two brief lines of text, the `title` and -a `subtitle`. See the image below for a visual representation of a notification. As the size of the notification box is -fixed developers should pay attention that the text fits into the available space. - -![Notification Overlay](docs/notification.jpg) - -Showing and hiding notifications is controlled via events. See the description below for a quick overview. You can find -more detailed information in the JavaDoc. - -- `ShowNotificationEvent(notification)` - A request to show a notification to the player in the notification overlay area. - This event should be targeted at a client entity (an entity with `ClientComponent`). If not specified otherwise - notifications will be shown indefinitely. The event allows to set the duration of the notification in in-game - time (ms). - - It is recommended to show a notification for at least 10 seconds to give the player the chance to notice it. The - event may be consumed to prevent the message from showing. If a notification with the same `id` is already shown - this event is ignored. -- `ExpireNotificationEvent(id)` - removes a notification for the entity it is sent to if present. Otherwise, this event - is ignored. If not otherwise specified, the notification will be slowly faded out. - -## Customization - -Customization of the notification system is currently limited. The UI screen `assets/ui/NotificationAreaOverlay.ui` can -be modified via asset override or asset delta to adjust the location where the notification overlay is displayed. - -The layout of a notification message is defined by `NotificationRenderer` and only be changed directly in that renderer -class for now. The message box has a fixed size, regardless of the content. diff --git a/modules/OreGeneration/cover.png b/modules/OreGeneration/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/OreGeneration/cover.png and /dev/null differ diff --git a/modules/OreGeneration/index.md b/modules/OreGeneration/index.md deleted file mode 100644 index ff682af0..00000000 --- a/modules/OreGeneration/index.md +++ /dev/null @@ -1,94 +0,0 @@ ---- -posttype: "module" -title: OreGeneration -description: "A plugin system for adding randomized ore generation to the world" -cover: "./cover.png" -tags: ["World","Library"] ---- -# Ore Generation - -A plugin system for adding randomized ore generation to the world - -## Pocket Ore Generation - -All **pocket ore generation** variants share the base properties defined in the base _pocket ore-generation component_ [`BasePocketOreGenComponent`](/src/main/java/org/terasology/oreGeneration/components/BasePocketOreGenComponent.java). -Default values can be found in the component definition. - -### Density-based generation - -Pocket ore generation is small clumps of blocks that occur underground. -The _pocket density ore gen component_ [`PocketDensityOreGenComponent`](/src/main/java/org/terasology/oreGeneration/components/PocketDensityOreGenComponent.java) provides additional properties. -Default values can be found in the component definition. - -```json5 -// Minimal definition, e.g, in 'CoalOreGen.prefab' -{ - "OreGenDefinition": {}, - "PocketDensityOreGen": { - "block": "CoreAssets:CoalOre", // What block will be placed - "frequency": 1 // How often this pocket will happen in 10 vertical blocks in the region - } -} -``` - -### Depth-based Generation - -This pocket ore gen is contained within a certain range of depth underground. -The _depth pocket density ore gen component_ [`DepthPocketOreGenComponent`](/src/main/java/org/terasology/oreGeneration/components/DepthPocketOreGenComponent.java) provides additional properties. -Default values can be found in the component definition. - -```json5 -// Minimal definition, e.g, in 'CoalOreGen.prefab' -{ - "OreGenDefinition": {}, - "DepthPocketOreGen": { - "block": "CoreAssets:CoalOre", // What block will be placed - "frequency": 1, // How often this pocket will happen in 10 vertical blocks in the region - "minDepth": 4, // The minimum depth that this pocket will occur - "maxDepth": 80 // The maximum depth that this pocket will occur - } -} -``` - -## Veins Ore Generation - -The **veins ore generation** creates a round central "mother lode" with branches radiating in all directions. -Branches may twist and turn, and may fork to create a more tree-like structure. -All veins-based or generators share the properties defined in the base _veins ore-generation component_ [`BaseVeinsOreGenComponent`](/src/main/java/org/terasology/oreGeneration/components/BaseVeinsOreGenComponent.java). -Default values can be found in the component definition. - -### Density-based Generation - -Restricts the generation of veins based on the _density_. -The _density-based veins ore-generation component_ [`VeinsDensityOreGenComponent`](/src/main/java/org/terasology/oreGeneration/components/VeinsDensityOreGenComponent.java) defines additional properties. -Default values can be found in the component definition. - -```json5 -// Minimal definition, e.g, in 'IronOreGen.prefab' -{ - "OreGenDefinition": {}, - "VeinsDensityOreGen": { - "block": "CoreAssets:IronOre", // What block will be placed - "frequency": 1 // How often this ore gen will happen in 10 vertical blocks in the region - } -} -``` - -### Depth-based Generation - -Restrict the generation of veins to a specific range of depth underground. -The _depth-based veins ore-generation component_ [`DepthVeinsOreGenComponent`](/src/main/java/org/terasology/oreGeneration/components/DepthVeinsOreGenComponent.java) defines additional properties. -Default values can be found in the component definition. - -```json5 -// Minimal definition, e.g, in 'IronOreGen.prefab' -{ - "OreGenDefinition": {}, - "DepthVeinsOreGen": { - "block": "CoreAssets:IronOre", // What block will be placed - "frequency": 1, // How often this ore gen will happen in 10 vertical blocks in the region - "minDepth": 4, // The minimum depth that this pocket will occur - "maxDepth": 80 // The maximum depth that this pocket will occur - } -} -``` diff --git a/modules/Oreons/cover.png b/modules/Oreons/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Oreons/cover.png and /dev/null differ diff --git a/modules/Oreons/index.md b/modules/Oreons/index.md deleted file mode 100644 index d7b7c592..00000000 --- a/modules/Oreons/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Oreons -description: "Oreon Invasion for Terasology" -cover: "./cover.png" -tags: ["Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/ParadIce/cover.png b/modules/ParadIce/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ParadIce/cover.png and /dev/null differ diff --git a/modules/ParadIce/index.md b/modules/ParadIce/index.md deleted file mode 100644 index 33041a59..00000000 --- a/modules/ParadIce/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: ParadIce -description: "A frozen land of ice and snow beneath a gentle tropical breeze" -cover: "./cover.png" -tags: ["Gameplay"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/Pathfinding/cover.png b/modules/Pathfinding/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Pathfinding/cover.png and /dev/null differ diff --git a/modules/Pathfinding/index.md b/modules/Pathfinding/index.md deleted file mode 100644 index 291ff135..00000000 --- a/modules/Pathfinding/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Pathfinding -description: "A pathfinding module mainly meant as a library/framework for other modules" -cover: "./cover.png" -tags: ["Server","Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/PhysicalStats/cover.png b/modules/PhysicalStats/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/PhysicalStats/cover.png and /dev/null differ diff --git a/modules/PhysicalStats/index.md b/modules/PhysicalStats/index.md deleted file mode 100644 index 5ec5ea1e..00000000 --- a/modules/PhysicalStats/index.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -posttype: "module" -title: PhysicalStats -description: "Adds a basic RPG stat system for seven physical attributes or stats." -cover: "./cover.png" -tags: ["Library"] ---- -PhysicalStats -============ - -This module adds a basic RPG stats system consisting of seven different physical attributes or stats. Plus, a system for -modifying these stats is in place. - -These attributes are the following: - -* Strength (STR) - Affects physical damage dealt. -* Dexterity (DEX) - Affects weapon accuracy and item use speed (not implemented). -* Constitution (CON) - Affects entity's health. At base, 1 CON = 10 HP. -* Agility (AGI) - Affects entity movement speed. -* Endurance (END) - Affects carrying capacity and some interactions with status effects (not implemented). -* Charisma (CHA) - Affects NPC interactions and haggling (not implemented). -* Luck (LUK) - Affects the success/benefits/penalties of many different actions (not implemented). - -This module is intended to be extended by other modules for more complex interactions. \ No newline at end of file diff --git a/modules/PlantPack/cover.png b/modules/PlantPack/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/PlantPack/cover.png and /dev/null differ diff --git a/modules/PlantPack/index.md b/modules/PlantPack/index.md deleted file mode 100644 index ae6e96d2..00000000 --- a/modules/PlantPack/index.md +++ /dev/null @@ -1,81 +0,0 @@ ---- -posttype: "module" -title: PlantPack -description: "Provides basic plant assets" -cover: "./cover.png" -tags: ["Asset"] ---- -PlantPack -========= -A collection of trees and dynamic plants which grow over time or change in other ways. - - -Plants ------- -The plants are divided into 2 types: - 1. Crops - 2. Trees - -**Crops** are able to grow (change texture) over time and they can have several stages of growth. Crops are similar to a normal block. -**Trees**, however, do not have the capability to slowly grow over time that crops have. They are usually a structure, composed of many blocks. - -Creating a New Crop -================= - -*For examples of existing crops, check out `assets/blocks/crop` & `assets/prefabs/crop`* - -Prefab File ------------ - -To start making a new crop you need to decide how many stages of growth you want to have, then create a prefab file to indicate those stages. - -Here is an example of a crop with 7 stages: -```json -{ - "ChangingBlocks": { - "blockFamilyStages": { - "PlantPack:Corn1": 30000, - "PlantPack:Corn2": 30000, - "PlantPack:Corn3": 30000, - "PlantPack:Corn4": 30000, - "PlantPack:Corn5": 30000, - "PlantPack:Corn6": 30000, - "PlantPack:Corn7": 30000 - }, - "loops": false - } -} -``` -Each line in `blockFamilyStages` indicates a growth stage for the crop, and the number next to it represents the growth time it requires. The `loops` property indicates whether or not the plant should loop the growth stages after the initial growth finishes. - -After you finish making the stages, you MUST remember the name of those stages so that you can create the .block file for each stage. - -Block File ----------- -After you finished the prefab file, you need to create a .block file for each growth stage. All .block files are located in `assets/blocks/crop`. - -Here is an example of a .block file for a crop: - -```json -{ - "author": "metouto", - "basedOn": "CoreAssets:plant", - "entity": { - "prefab": "PlantPack:Corn", - "keepActive": true - } -} -``` - -Make sure you type-in the prefab in the .block file in accordance to the name of the prefab that you made. - -Texture Files -------- -After creating the prefab and block files, you also need to create the texture for each of the crop growth stages. All texture files (.png) for crops are located at `assets/blockTiles/crop/`. Make sure you name these texture files in accordance to the growth stages that you want to assign them to. - - -Developing With PlantPack -======= -**PlantPack** assets can bring a good addition to world generation modules, you can utilize the plants that this module have to *spice up* the world that your module generates. - -A good example would be, [AnotherWorld](https://github.com/Terasology/AnotherWorld/) module that works together with [AnotherWorldPlant](https://github.com/Terasology/AnotherWorldPlants) that utilizes PlantPack assets. diff --git a/modules/PolyWorld/cover.png b/modules/PolyWorld/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/PolyWorld/cover.png and /dev/null differ diff --git a/modules/PolyWorld/index.md b/modules/PolyWorld/index.md deleted file mode 100644 index 1cdc0cc3..00000000 --- a/modules/PolyWorld/index.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -posttype: "module" -title: PolyWorld -description: "A world generator that creates island worlds based on Amit Patel's flash implementation" -cover: "./cover.png" -tags: ["World"] ---- -# PolyWorld - -This is a polygon-based world generating module. It is based on the [map generating algorithm by Amit Patel of Red Blob Games](http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/). - -![image1](images/2015-07-22_island.jpg "A screenshot of version 0.6.0") - -The basic idea is to tesselate the terrain (using Fortune's algorithm) into a set of polygons. -Currently, only island worlds are supported. An island world is created as follows: - -**Step 1:** Since the terrain is infinite, it needs to be partitioned into finite areas first: - -![step1](images/step1_partition.png "An arbitrarily sized area in the world") - -**Step 2:** The area is tesselated into polygons. The algorithms behind this are approximate Poisson disc sampling to generate a well-behaved set of sampling points, Fortune's algorithm to compute the initial Voronoi diagram and Lloyd's relaxation to regularize the polygon shapes. - -![step2](images/step2_tesselation.png "An arbitrarily sized area in the world") - -**Step 3:** Based on a random noise function such as Perlin noise, water and land vertices are defined. Starting at the border of the rectangle, the height of the island increases towards the center. Lake areas are flattened afterwards. - -![step3](images/step3_elevation.png "The generated height map of the island") - -**Step 4:** Since the elevation gradient is monotonously increasing, rivers can start at any corner of the map, flow downhill -and always reach either a lake or the ocean. - -![step4](images/step4_rivers.png "The generated rivers always flow downwards until they hit the ocean") - -**Step 5:** Based on height and the distance to rivers, a map of moisture is generated. - -![step5](images/step5_moisture.png "The generated height map of the island") - -**Step 6:** Each of the regions is assigned to exactly one biome as defined by Whittaker. - -![step6](images/step6_biomes.png "The generated biomes of the island") - -**Step 7:** Each of the biomes has its unique distribution of flowers, mushrooms and other small plants. - -![step6](images/step7_flora.png "The generated flora of the island") - -**Step 8:** Same goes for different tree types. - -![step8](images/step8_trees.png "The fully generated island") - -### Acknowledgements - -This module is loosely based on the Java implementation by [Connor Clark](https://github.com/Hoten/Java-Delaunay). - -### License - -This module is licensed under the [Apache 2.0 License](http://www.apache.org/licenses/LICENSE-2.0.html). diff --git a/modules/Portals/cover.png b/modules/Portals/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Portals/cover.png and /dev/null differ diff --git a/modules/Portals/index.md b/modules/Portals/index.md deleted file mode 100644 index 0d7a3f17..00000000 --- a/modules/Portals/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Portals -description: "Allows portals to be created in the world, responsible for spawning assorted creatures" -cover: "./cover.png" -tags: ["Library","Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/PotentialEnergyDevices/cover.png b/modules/PotentialEnergyDevices/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/PotentialEnergyDevices/cover.png and /dev/null differ diff --git a/modules/PotentialEnergyDevices/index.md b/modules/PotentialEnergyDevices/index.md deleted file mode 100644 index 0092c72f..00000000 --- a/modules/PotentialEnergyDevices/index.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -posttype: "module" -title: PotentialEnergyDevices -description: "A library for creating entities that build up potential energy." -cover: "./cover.png" -tags: ["Library"] ---- -#Potential Energy Devices -This module provides a common set of components that can store energy in an entity. - -##Storing Energy -###Basic usage on a prefab -``` -{ - "PotentialEnergyDevice": { - "maximumStoredEnergy": 50 - } -} -``` - -###Defaults -``` -{ - "PotentialEnergyDevice": { - "currentStoredEnergy": 0 - "maximumStoredEnergy": 0 - } -} -``` - -##Energy Regeneration or Decay -Adding the ```PotentialEnergyRegenComponent``` to an entity that has a ```PotentialEnergyDeviceComponent``` on it will continuously add energy to the current stored energy. - -###Basic usage on a prefab -``` -{ - "PotentialEnergyRegen": { - "energyPerSecond": -5 - } -} -``` - -###Defaults -``` -{ - "PotentialEnergyRegen": { - "energyPerSecond": 0 - } -} -``` diff --git a/modules/Potions/cover.png b/modules/Potions/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Potions/cover.png and /dev/null differ diff --git a/modules/Potions/index.md b/modules/Potions/index.md deleted file mode 100644 index 5bdf8e28..00000000 --- a/modules/Potions/index.md +++ /dev/null @@ -1,87 +0,0 @@ ---- -posttype: "module" -title: Potions -description: "A small collection of various potions that can be consumed for several effects." -cover: "./cover.png" -tags: ["Library","Asset"] ---- -Potions -============ - -This module adds several potions which have a variety of effects such as healing, regen, speed increases, and status -ailment cures. This also adds a potion drinking system as well as the ability for other systems to modify the effects. -Moreover, if a potion is durable enough, an empty bottle will be returned following the potion consumption. - -The following potions are present in this module: - -* All Speed - Combines the effects of the Jump Speed, Swim Speed, and Walk Speed potions. -* Battle - Allows the user to withstand more damage, restores 50 HP, and activates 5 HP per second health regen for 11.5 seconds. -* BlindWalk - Turns the player blind for 5 seconds along with speed decrease (Awaiting API integration for the No_Visibility effect to work) -* Combat - Combines the effects of walk speed, health boost, regeneration, resist physical damage and heal potions. Useful in combat. -* Cure All - Cures all status ailments when consumed. -* Cure Poison - Cures poison status when consumed. -* Divergence - Coincidentally harms and regenerates player's health, but regens in larger amounts. -* Double Jump - Allows the user to double jump for 15 seconds. -* Explosive - When consumed, it produces an explosion that destroys the surrounding area. -* Giga Jump - Triples all jump stats for 10 seconds -* Glue - Reduces the user's walking speed by 10% and prevents them from jumping for 15 seconds. -* Harm - Removes 20 HP from the user instantly. -* Heal - Restores 20 HP to the user instantly. -* Health Boost - Increases the user's base max health by 50% for 30 seconds. -* Hemlock Potion - A more dangerous version of the poison potion, dealing 6 damage per second for up to 15 seconds. -* Immobility Potion - Greatly reduces various mobility stats for 15 seconds. -* Inversion - Disorients the player by inverting the controls (i.e. turning left will turn right). -* Invincible - Makes the user invincible for 10 seconds. -* Item Use Speed - Increases the user's item use speed by 25% for 15 seconds. -* Juggernaut - Restricts the Player's movements in exchange for damage resistance for 10 seconds. -* Jump Speed - Doubles the user's jump speed for 10 seconds. -* Mega Jump - Doubles all jump stats for 10 seconds -* Mobility - For 15 seconds, doubles the user's jump height, walk speed, and swim speed, grants the ability to double jump, but reduces item use speed by 25%. -* Ninja - Speeds up your running and jumping -* Overdrive - Triples the user’s jumping and walking speeds for 11 seconds. -* Poison - Poisons user, dealing 3 damage per second for up to 15 seconds. -* Rage - Triples the user's jump height, walk speed, and swim speed for 15 seconds. However, during this period, it also poisons the user for 3 damage per second. -* Regen - User regenerates 3 HP per second for 10 seconds. -* Regen II - User regenerates 6 HP per second for 10 seconds ( Like regular Regen X 2 ) -* Resist Physical - Temporarily increases user's physical defense by 15 for 20 seconds. -* Resist Poison - Reduces the effects of poison statuses by 2 when consumed for 15 seconds. -* Sacred - Regenerates 3 HP per second for 10 seconds, increases the user's base max health by 25% for 30 seconds, and also cures poison status. -* Super Heal - Restores a vast 300 HP to the user. -* Swim Speed - Doubles the user's swim speed for 10 seconds. -* Ultimate - Applies all effects from the positive potions onto the user. -* Ultra Heal - Restores a very vast 500 HP to the user. -* Walk Speed - Doubles the user's walk speed for 10 seconds. - -The following potion effects are present in this module: - -* CURE_ALL_AILMENTS - Cures all status ailments from target. The `magnitude` and `duration` fields are unused here. -* CURE_POISON - Cures poison status ailment from target. The `magnitude` and `duration` fields are unused here. -* EXPLOSIVE - Explodes all blocks around target for `magnitude` damage over a maximum range of `duration`. The `duration` field is used to dictate range instead of time. -* GLUE - Reduce target's base walk speed to 10% lower and prevents them from jumping for `duration` milliseconds. -* HARM - Removes `magnitude` health. The `duration` field is unused. -* HEAL - Restores `magnitude` health. The `duration` field is unused. -* ITEM_USE_SPEED - Modifies target's base item use speed to be `magnitude` times as fast for `duration` milliseconds. -* JUMP_SPEED - Modifies target's base jumping speed to be `magnitude` times as fast for `duration` milliseconds. -* MULTI_JUMP - Grants target the ability to multi jump `magnitude` times before hitting solid ground for `duration` milliseconds. -* POISON - Inflicts poison status ailment onto target, which damages them for `magnitude` damage per second for `duration` milliseconds. -* REGEN - Regenerates `magnitude` health per second for `duration` milliseconds. -* RESIST_PHYSICAL - Increases physical defense by `magnitude` for `duration` milliseconds. -* RESIST_POISON - Increases poison defense by `magnitude` for `duration` milliseconds. -* SWIM_SPEED - Modifies target's base swimming speed to be `magnitude` times as fast for `duration` milliseconds. -* TEMP_MAX_HEALTH_BOOST - Boosts maximum health value by `magnitude`% for `duration` milliseconds. -* WALK_SPEED - Modifies target's base walking speed to be `magnitude` times as fast for `duration` milliseconds. - -## Contribution - -Run `groovyw module recurse Potions` command while in the Terasology root folder to fetch and store the module locally. Then fork the module and add a remote reference using the command `git remote add ` in the `/module/Potions` directory. - -Refer to the [Developer Guide](https://github.com/Terasology/Potions/wiki/Developer-Guide) section in the wiki for further details about how to develop new potions and containers. - -Send in PRs to this repository and feel free to add your name to the authors list in the [module.txt file](https://github.com/Terasology/Potions/blob/master/module.txt). Also add credits to [this README](https://github.com/Terasology/Potions/blob/master/README.md) citing sources for icons and textures. - -## Credits for images: - -* [Trekmarvel](https://github.com/Trekmarvel) for the base potion bottle graphics. -* Regen2PotionBottle.png edited from base by Minege -* Sacred: SacredPotionBottle.png edited from base by smsunarto - diff --git a/modules/Projectile/cover.png b/modules/Projectile/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Projectile/cover.png and /dev/null differ diff --git a/modules/Projectile/index.md b/modules/Projectile/index.md deleted file mode 100644 index 81c18581..00000000 --- a/modules/Projectile/index.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -posttype: "module" -title: Projectile -description: "Base module for projectiles" -cover: "./cover.png" -tags: ["Library"] ---- -# Projectile -Module for projectiles. - -## Currently Available Projectiles -* Fireball - Has a health component, is dealt as much damage as it deals. -* Spear - Can be picked up after use -* Grenade - -## Documentation -The ProjectileActionComponent is attached to any entity that is meant to be thrown when activated (mouse right-click) and that carries out an action after collision. The collision fires an HitTargetEvent which contains the following properties, - -* instigator -* target -* origin -* direction -* hitPosition -* hitNormal - -which is intercepted in a CollisionHandler that you can provide specifying custom behaviour on collision. The logic in the [default CollisionHandler](https://github.com/Terasology/Projectile/blob/master/src/main/java/org/terasology/projectile/ProjectileCollisionHandler.java) is as follows -```java -public class ProjectileCollisionHandler extends BaseComponentSystem { - // Set handler to low priority as it contains override-able default behaviour - @ReceiveEvent(priority = EventPriority.PRIORITY_LOW) - public void onCollision(HitTargetEvent event, EntityRef entity, ProjectileActionComponent projectile) { - // inflict damage on target - event.getTarget().send(new DoDamageEvent(projectile.damageAmount, projectile.damageType)); - //reset ProjectileActionComponent to defaults and drop item - projectile.direction = null; - projectile.currentVelocity = null; - projectile.distanceTravelled = 0; - entity.saveComponent(projectile); - entity.send(new DropItemEvent(entity.getComponent(LocationComponent.class).getWorldPosition())); - } -} -``` -Projectiles are further customised by their prefabs. The various settings and defaults in ProjectileActionComponent can be found [here](https://github.com/Terasology/Projectile/blob/master/src/main/java/org/terasology/projectile/ProjectileActionComponent.java). - diff --git a/modules/Rails/cover.png b/modules/Rails/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Rails/cover.png and /dev/null differ diff --git a/modules/Rails/index.md b/modules/Rails/index.md deleted file mode 100644 index 9a8c1133..00000000 --- a/modules/Rails/index.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -posttype: "module" -title: Rails -description: "A module that adds rails and carts." -cover: "./cover.png" -tags: ["Library","Asset"] ---- -[![Build Status](http://jenkins.terasology.org/view/Modules/job/Rails/badge/icon)](http://jenkins.terasology.org/view/Modules/job/Rails/) - -Rails -===== -**Rails** is a Terasology module that adds rail transport into the game. It helps the player to travel far distances faster and easier than ever before. - -Items -===== - -## Rails -Rails are the most fundamental part of this module. They are the tracks on which carts can travel. - -## Carts -A cart is a vehicle that can travel on rails. This module contains a simplistic cart which can be ridden by the player. It moves only when pushed by the player or dragged by a connected cart. - -## Wrench -The wrench is a tool that can be used to perform specific actions like connecting carts with each other or changing the direction of a tee joint. - -For additional items like locomotives and special rails to use with **Rails**, please take a look at the [AdditionalRails](https://github.com/Terasology/AdditionalRails) module. - -Getting Started -====== -1. Create a new world with the Rails module enabled -2. You should see a wrench and a cart item in your inventory. -3. Press F1 to open up the console and type in `give rails:rails` to obtain rail blocks, which will be available in the inventory. Repeat this step when you need more rail blocks. -4. Place rail blocks on top of other blocks to build a track. -5. To place a cart on a track, select the cart item in your inventory and place it (right-click) on a rail block as you would place a normal block. The cart will automatically align itself with the track. - -Creating Tracks -===== -Tracks are built by placing rail blocks. When a rail block is placed, it automatically connects to nearby rail blocks to form contiguous track segments. Rail blocks can be straight or sloped and can form a corner, T (tee) junction, or an intersection. - -Connecting Carts -===== - -You can connect two carts as follows: - - 1. Place two carts on two adjacent rail blocks such that they are very close to each other. - 2. Select the wrench in your inventory and right-click on a cart - 3. You now have a connection between the two carts. On pushing one cart, the other cart should follow suit. - -Testing -===== -You can verify whether or not all of the functionality in **Rails** is working perfectly by following the [Test Plan](https://github.com/Terasology/Rails/wiki/Rails-Test-Plan) that has been written in the repository's wiki. diff --git a/modules/Sample/cover.png b/modules/Sample/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Sample/cover.png and /dev/null differ diff --git a/modules/Sample/index.md b/modules/Sample/index.md deleted file mode 100644 index d93ad06c..00000000 --- a/modules/Sample/index.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -posttype: "module" -title: Sample -description: "This module contains assets and code for testing / showcasing Terasology engine + module features" -cover: "./cover.png" -tags: ["Asset"] ---- -# About - - - -This module is for fun and trying out new crazy and wacky things with the game. It houses a number of example blocks and UI screens. - - -You can test your UI screens and various other creations in this module. It is more focused towards developers who want to test stuff, but players can enjoy it too! - -# License - -The module is licensed under Apache 2.0 license. - -# Credits for images - - - -WhiteStone: [Planet Minecraft](http://www.planetminecraft.com/texture_pack/new-start---by-loufisch) - -CementStone: [Dane Claessen](https://github.com/Dane99) - - -Rainbow block: [Dev Choganwala](https://github.com/DevChoganwala) - -Diamond wallpaper: [Vishal Devireddy](https://github.com/TwoTau) - - -Giftbox: [András Ottó Földes](https://github.com/andriii25) - - -Blue Deco: [Megan Yu](https://github.com/meganyyu) \ No newline at end of file diff --git a/modules/Scenario/cover.png b/modules/Scenario/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Scenario/cover.png and /dev/null differ diff --git a/modules/Scenario/index.md b/modules/Scenario/index.md deleted file mode 100644 index 60d7446b..00000000 --- a/modules/Scenario/index.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -posttype: "module" -title: Scenario -description: "The Scenario module allows for creations of scenarios, which are \"static worlds\" with logic attached to them." -cover: "./cover.png" -tags: ["Augment"] ---- -# Scenario Module -The Scenario module allows for creations of scenarios, which are "static worlds" with logic attached to them. - -With the Scenario module a developer(or multiple) is able to utilize the HubTool item to create and edit logic and regions in the world around them, both in singleplayer and multiplayer. - -Logic is composed of a list of triggers that all include customizable events, conditionals, and actions. Regions are areas that can be tracked to monitor players entering/leaving regions and for protection of areas of the world to prevent any editing. - -Essentially, the Scenario module is a Game Maker created within Terasology that allows for altering the world logic around the player, while playing in that world. This allows for designers to develop scenarios to be experienced by other players! - - -## Tutorials! - -### Creating a Scenario -Video tutorial about creation of a barebones fetch quest using the Scenario module, [Here!](https://youtu.be/lsEGuzC2MfQ) - -### Development Tutorials -Some text tutorials about developing new trigger elements for the Scenario module. - -[Action](tutorials/ActionTutorial.md) - -[Conditional](tutorials/ConditionalTutorial.md) - -[Event](tutorials/EventTutorial.md) - -[Expression](tutorials/ExpressionTutorial.md) diff --git a/modules/Seasons/cover.png b/modules/Seasons/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Seasons/cover.png and /dev/null differ diff --git a/modules/Seasons/index.md b/modules/Seasons/index.md deleted file mode 100644 index 111998c9..00000000 --- a/modules/Seasons/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Seasons -description: "A library module that adds seasons to Terasology. Other modules can use to easily adjust their behaviour to the seasons." -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/SegmentedPaths/cover.png b/modules/SegmentedPaths/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/SegmentedPaths/cover.png and /dev/null differ diff --git a/modules/SegmentedPaths/index.md b/modules/SegmentedPaths/index.md deleted file mode 100644 index 8ffd895a..00000000 --- a/modules/SegmentedPaths/index.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -posttype: "module" -title: SegmentedPaths -description: "A library module to generically describe paths composed of segments based on bezier curves." -cover: "./cover.png" -tags: ["Library"] ---- -# Segmented Paths - -A module to generically describe paths composed of segments based on bezier curves. Multiple path segments can be composed to a (longer) path. The module provides means to move entities along a path. - -## Planned Features - -- Implement some form of mesh generation for segments -- Implement a better path caching model - -## Segment - -A segment is described by a bezier curve. Segments can be linked together to form a path. This is tied against a PathDescriptor for an associated EntityRef. A PathDescriptor is used to store a set of possible paths. The only restriction between segments is they have to match up with either the starting s1 or s4 point for a curve. - -## SegmentEntity & SegmentMapping - -A segment entity is an entity that is used to follow a segment. A segment entity will store the current heading of the entity along the associated path and path prefab. The heading is used to keep entity moving at the same direction given that the ending and start points may swap between segments. The SegmentMapping class is used by the SegmentSystem to figure out the next segment in the path. This requires returning the next entity along with the path prefab. - -## Blocks - -Blocks that use the segment system will have to implement the PathFamily Interface. This is used by the segment system to figure out the rotation of the segment for the associated block. - -# License - -This module is licensed under the [Apache 2.0 License](https://www.apache.org/licenses/LICENSE-2.0.html). \ No newline at end of file diff --git a/modules/Sensors/cover.png b/modules/Sensors/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Sensors/cover.png and /dev/null differ diff --git a/modules/Sensors/index.md b/modules/Sensors/index.md deleted file mode 100644 index ab13049c..00000000 --- a/modules/Sensors/index.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -posttype: "module" -title: Sensors -description: "This library module is used to sense other entities in various ways" -cover: "./cover.png" -tags: ["Library"] ---- -# Sensors - -This module is used to sense other entities by an entity. -There are various sensing methods available like area detection, weight detection, line of sight detection etc. - -Checkout the module [CombatSystem](https://github.com/Terasology/CombatSystem) to see how they are implemented in traps in that module. diff --git a/modules/ShatteredPlanes/cover.png b/modules/ShatteredPlanes/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/ShatteredPlanes/cover.png and /dev/null differ diff --git a/modules/ShatteredPlanes/index.md b/modules/ShatteredPlanes/index.md deleted file mode 100644 index c2ae4227..00000000 --- a/modules/ShatteredPlanes/index.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -posttype: "module" -title: ShatteredPlanes -description: "Rough canyons, floating islands and more to come" -cover: "./cover.png" -tags: ["World"] ---- -Shattered Planes -======================= - -![sc1](/images/updatescreen5.jpg) -![sc2](/images/updatescreen6.jpg) -old screenshots: - -![sc3](/images/updatescreen3.jpg) -![sc4](/images/updatescreen4.jpg) diff --git a/modules/Signalling/cover.png b/modules/Signalling/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Signalling/cover.png and /dev/null differ diff --git a/modules/Signalling/index.md b/modules/Signalling/index.md deleted file mode 100644 index 4ecaf1d1..00000000 --- a/modules/Signalling/index.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -posttype: "module" -title: Signalling -description: "Mod containing blocks that send signals to other blocks" -cover: "./cover.png" -tags: ["Library","Asset"] ---- -# Signalling -This module adds blocks that send signals to other blocks. The blocks included in this module allow for basic logic gates to be created in game, using cables, inputs, gates, and outputs. A signal strength system is used where the strength of a cable's signal decreases as it grows longer. Signal strengths go on a scale from 1-10, and can also be infinite. - -## Blocks/Items added - * **Screwdriver** - Used to rotate blocks - * **Cable** - Used to transmit signals - * **Logic Gates** - AND, NAND, OR, and XOR gates function using their respective operations. For information on what these operations are look [here](http://whatis.techtarget.com/definition/logic-gate-AND-OR-XOR-NOT-NAND-NOR-and-XNOR). - * **Set-Reset Gate** - Signal output can be toggled using 2 different sides - * **Delay Gate** - Delay signals; self explanatory - * **Transformer** - Increases signal strength by 1 unless it is already 10 or infinite - * **Button** - Provides a short pulse with infinite signal strength when pressed - * **Pressure Plate** - Produces infinite signal strength when a player stands on it - * **Limited Switch** - Produces a togglable signal with a strength of 5 - * **Switch** - Same as limited switch but with infinite strength - * **Lamp** - Lights up when powered - -## Contribution -In order to contribute to this repository, fork it and submit a pull request with your changes. There is currently no set process for adding a block, although the basic structure is that it must have a .block and .prefab file following a similar format to the existing ones. Gates also must use SignalGateComponents. Behaviors must be defined in the SignalSwitchBehaviorSystem class. diff --git a/modules/SimpleFarming/cover.png b/modules/SimpleFarming/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/SimpleFarming/cover.png and /dev/null differ diff --git a/modules/SimpleFarming/index.md b/modules/SimpleFarming/index.md deleted file mode 100644 index a331abe3..00000000 --- a/modules/SimpleFarming/index.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -posttype: "module" -title: SimpleFarming -description: "Adds the capability to grow plants using seeds. Ripe plants can be harvested for the fruit that the plant produces." -cover: "./cover.png" -tags: ["Library"] ---- -![header](https://i.imgur.com/Bo7RZQv.png) - -**Simple Farming** adds the ability to create bushes and vines that can grow and give produce. - -# [Player Guide](https://github.com/Terasology/EdibleFlora/blob/master/README.md) - -*For information on developing with this module see the wiki* - -This module does not contain any content by itself. [EdibleFlora](http://github.com/Terasology/EdibleFlora), [AdditionalVegetables](http://github.com/Terasology/AdditionalVegetables) and [AdditionalFruits](http://github.com/Terasology/AdditionalFruits) provide content using this module. diff --git a/modules/Smithing/cover.png b/modules/Smithing/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Smithing/cover.png and /dev/null differ diff --git a/modules/Smithing/index.md b/modules/Smithing/index.md deleted file mode 100644 index c9cae323..00000000 --- a/modules/Smithing/index.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -posttype: "module" -title: Smithing -description: "A module that implements some simple systems for smithing metal-based items" -cover: "./cover.png" -tags: ["Library","Asset"] ---- -Smithing -============ - -This module adds a basic metalsmithing system for the production of metal-based items. This includes two smithing -stations as well as fuel items. - -This is a systems-focused module. So, it's intended to be extended by other modules to add new content. \ No newline at end of file diff --git a/modules/Soils/cover.png b/modules/Soils/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Soils/cover.png and /dev/null differ diff --git a/modules/Soils/index.md b/modules/Soils/index.md deleted file mode 100644 index c39ae4fb..00000000 --- a/modules/Soils/index.md +++ /dev/null @@ -1,69 +0,0 @@ ---- -posttype: "module" -title: Soils -description: "This module introduces a number of new soil types" -cover: "./cover.png" -tags: ["Asset"] ---- -# Soils -A Terasology module featuring different Soil textures - -## Features - -### Sands -The Soils module features different types of sands: -* ContinentalSand -* DesertSand -* GarnetSand -* Greensand -* QuartzSand -* SilicaSand -* VolcanicashSand -* VolcanicBeachSand -* VolcanicBlackSand -These textures can be seen in the image below, in row-major order: -![](media/sands.png) - -### Olivine Sands -There are 5 different textures for Olivine Sands: -![](media/olivinesands.png) - -### Ooid Sands -There are 5 different textures for Ooid Sands: -![](media/ooidsands.png) - -### Soils -The Soils module features different types of soils: -* SoilAverageDamp -* SoilAverageDry -* SoilAverageWet -* SoilPoorDamp -* SoilPoorDry -* SoilPoorWet -* SoilRichDamp -* SoilRichDry -* SoilRichWet -These textures can be seen in the image below, in row-major order: -![](media/soils.png) - -### Fancier Textures -The Soils module also features some awesomely fancy blocks for your Terasology ground purposing needs: -* Bentoniteclay -* BlackSand -* Clay -* Fireclay -* Kaoloniteclay -* Loam -* Peat -* Rockysoil -* Sandy -* Silty -These textures can be seen in the image below, in row-major order: -![](media/fancy.png) - -## Getting Started -* Simply create a world with the Soils module enabled! - -## Commands -* `give Soils:` - Gives your player some blocks from the Soils module - * Example: `give Soils:ContinentalSand` \ No newline at end of file diff --git a/modules/SoundyGenetics/cover.png b/modules/SoundyGenetics/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/SoundyGenetics/cover.png and /dev/null differ diff --git a/modules/SoundyGenetics/index.md b/modules/SoundyGenetics/index.md deleted file mode 100644 index 9cd43fcd..00000000 --- a/modules/SoundyGenetics/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: SoundyGenetics -description: "This library module adds genetics." -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/Spawning/cover.png b/modules/Spawning/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Spawning/cover.png and /dev/null differ diff --git a/modules/Spawning/index.md b/modules/Spawning/index.md deleted file mode 100644 index ec8186d3..00000000 --- a/modules/Spawning/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Spawning -description: "Supports an assortment of ways to create Spawners for creatures and flag creatures as Spawnable" -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/StaticCities/cover.png b/modules/StaticCities/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/StaticCities/cover.png and /dev/null differ diff --git a/modules/StaticCities/index.md b/modules/StaticCities/index.md deleted file mode 100644 index 283d5211..00000000 --- a/modules/StaticCities/index.md +++ /dev/null @@ -1,9 +0,0 @@ ---- -posttype: "module" -title: StaticCities -description: "Spawns static cities at worldgeneration." -cover: "./cover.png" -tags: ["World"] ---- -# StaticCities -A Cities-based module that creates the entire content at world-gen time diff --git a/modules/StructuralResources/cover.png b/modules/StructuralResources/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/StructuralResources/cover.png and /dev/null differ diff --git a/modules/StructuralResources/index.md b/modules/StructuralResources/index.md deleted file mode 100644 index f6a4f23d..00000000 --- a/modules/StructuralResources/index.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -posttype: "module" -title: StructuralResources -description: "This module adds various resources for buildings, e.g. new shapes." -cover: "./cover.png" -tags: ["Asset"] ---- -# Structural Resources - -This module provides various building resources, e.g., shapes and textures. - -![image1](https://github.com/MetaTerasology/StructuralResources/raw/master/images/Terasology-2014-04-04-obelisks.jpg "Examples for obelisk shapes.") - -## Content -Currently, the module contains the following shapes - -* **Obelisk**: base, 3 pillar shapes (bottom, middle, tip) -* **Pillar**: pillar base, top and middle part -* **Stack**: three stack shapes (like ingots or bars; 1/3, 2/3 and Full Stack) -* **Barrel**: barrel shape and texture -* **Connectors**: connectors for cables, axles, ... (two sizes, different variants) -* **TimberFrame**: cross, diagonal, horizontal, vertical, plain -* **Roof**: various roof tiles - -![image2](https://github.com/MetaTerasology/StructuralResources/raw/master/images/Terasology-140428172032-1152x700.jpg "Stacks and barrel shape.") - -## Contributors -* [@skaldarnar](https://github.com/skaldarnar) -* A'nW -* [@Josharias](https://github.com/Josharias) -* [@niruandaleth](https://github.com/jdrueckert) - -### License - -This module is licensed under the [Apache 2.0 License](http://www.apache.org/licenses/LICENSE-2.0.html). diff --git a/modules/StructureTemplates/cover.png b/modules/StructureTemplates/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/StructureTemplates/cover.png and /dev/null differ diff --git a/modules/StructureTemplates/index.md b/modules/StructureTemplates/index.md deleted file mode 100644 index 3301061f..00000000 --- a/modules/StructureTemplates/index.md +++ /dev/null @@ -1,58 +0,0 @@ ---- -posttype: "module" -title: StructureTemplates -description: "A module that adds 'structure templates' which can be used to spawn whole structures for faster building." -cover: "./cover.png" -tags: ["Asset"] ---- -# Structure Templates - -## About this repository. - -Structure Templates is a module for Terasology that allows for the creation of so called "structure templates". - - -## What are structure templates - -Structure tempaltes describe a structure. This structure can then be placed multiple times. - -The structure templates can either be obtained as item ingame and just be used for quicker building. - -However structure templates can also be used exported to json files (terasology prefabs) and used by modules to generate for example a random dungeon with multiple rooms. The module [Gooey's Quest](https://github.com/Terasology/GooeysQuests) does for example exactly that. A single structure template can spawn a complete random dungeon as structure templates can also trigger the spawning of further structure templates. - -Structure templates can not only spawn blocks but for example also entities. However the spawning of more than just blocks and chests with items need currently some manual extension of the json file. For example the dungeon generating structure templates of [Gooey's Quest](https://github.com/Terasology/GooeysQuests) also spawn skeletons. - -The structure template framework can also be easily extended to add further spawn actions and conditions. - -## How to view/edit existing structure templates ingame - -It is possible to place structure templates in a edit mode. In that edit mode placeholders will be placed at locations where for example normally other further sturcture template spawning would have been triggered normally. To do this you first need to obtian the toolbox item ![with red toolbox icon](assets/textures/Toolbox16x16.png) via the command `give toolbox`. This item opens on activation a dialog which allows you to obtain items (Icon: ![with T icon](assets/textures/StructureTemplateOrigin.png)) that spawn structure templates in edit mode. However to actually see structure templates ingame you need to activate first a moduel like [Gooey's Quest](https://github.com/Terasology/GooeysQuests) that contains structure templates. - -Once you placed a structure template a white block with a black T (Icon: ![T](assets/textures/StructureTemplateOrigin.png) -) will appear at the so called "origin" of the structure template. -This structure template orign block can be activated to open a interaction dialog with the structure template. - -To add a block to that template you would then activate the option "Record block addition" in that dialog. This will make a outline appear around the blocks of the structure template. Whenever you place a block, the template instance you place will now know that this block belongs to the structure. If you remove a block whilte "Record block addition" is active then the block will be also be removed from the template. - -If you are making an underground room it is a good idea to place the structure template you are editing underground. Then you can activate the option "Record block removal". With this option active any block removal you do will count result in the new air block being added to the template. Any block placement will result in the air block being removed from the structure template. - -If both "Record block addition" and "Record block removal" have been activated then any block addition and removal will be added to the structure template. - -A quick way to extend underground rooms is the "Wall replacer" tool that can also be obtained form the toolbox. It allows you to replace a wall with another block including air. If you have the option "Recond block addition" active then those changes will be automatically recorded too. Independent if you add actual blocks or air. - -When you want to try out your modifications to the tempalte then you can use the "Create Structure Spawner" button in the structure template origin dialog to give yourself a item that spawns the structure template (in non edit mode). - -When you are happy with the changes you can use the "Selected -> Clipboard" button in the structure template origin dialog in order to copy a text string in json format to the clipboard that represents the structure template. This json can then be pasted in the prefab file that represents the structure template. By however careful to check what changes you made as existing structure template components may contain additional components that can not yet be represented by the template in editing mode. - -One part that can not be represented yet are spawn conditions for the structure template. For example you can make structure templates be only placeable underground so that a randomly generated dungeon does not generate rooms above the surface. To get the json that represents a "is underground" condition for a structure template click on the `Copy "is underground" condition` button. This json needs then to be added manually to the prefab file. If you make an underground room larger you probably also need to regenerate this underground condition so that it also checks that the added parts are underground. - - -## How a single structure template can spawn a random dungeon - -Structure templates can spawn other structure templates. So it is possible to make a template that "represents a dungeon entrance" and have that template trigger the spawning of a randomly chosen cooridor structure template. This cooridor structure template then might trigger the spawning of one or more other coorditor structure template. Thus recusivly a huge random dungeon can be generated. - -To make a structure template spawn another structure template you need to place a structure placeholder block within your template and then activate it to specify what structure template type shall be spawned. - -Each structure template can belong to a structure template type that gets described itself by a prefab with `StructureTemplateType` component. The sturucture template type and the spawn rate can be specified via the structure template origin block. The larger the spawn rate value is, the more often it will be picked. If you want your structure tempalte to have an average spawn rate you should set the spawn rates value to 100. A structure template with the spawn reate 200 gets picked twice as often as one with the spawn rate 100. A structure template with the spawn rate 50 gets only picked half as often as one with the spawn rate 100. - -No further registering of structure templates is necessary. You just need to add a prefab file for you new structure template and it will automatically be used whenever another structure template wants to spawn a structure template of its type. diff --git a/modules/SubstanceMatters/cover.png b/modules/SubstanceMatters/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/SubstanceMatters/cover.png and /dev/null differ diff --git a/modules/SubstanceMatters/index.md b/modules/SubstanceMatters/index.md deleted file mode 100644 index 350f7a3c..00000000 --- a/modules/SubstanceMatters/index.md +++ /dev/null @@ -1,112 +0,0 @@ ---- -posttype: "module" -title: SubstanceMatters -description: "Adds systems for tracking the composition of items. Also adds world generation for some core ores if OreGeneration is enabled." -cover: "./cover.png" -tags: ["Library"] ---- -# Substance Matters - -## Design Goals - -- Have a central place to put definitions for common substances. -- Define default ore generation in the world. -- Create multiple items from one texture, with all of these items being easily identifiable from one another. -- Be able to specify what an ore block is made out of and create items out of that ore that represent that substance. - So when an iron block is melted, an iron looking nugget is produced. - This iron nugget could then make another item that looks like iron. - -## Substances - -Substances hold attributes that allow creation of materials from a single image but look different from materials made of different substances. - -### Basic Prefab Usage - -```json5 -// TestModule/assets/prefabs/copper.prefab -{ - "substance": { - "name": "Copper", - "hue": 20, - "saturationScale": 1, - "brightnessScale": 1 - } -} -``` - -The name of the substance will be prepended to the material name. -So if you have a "Nugget" material made of "Iron" substance, it will be named "Iron Nugget". -Hue is the color that this substance use on a material. -Saturation scale and Brightness scale allow you to further tweak the appearance of the color tinting without changing the intent of the original artwork. - -## Materials - -Materials are made out of substance. -You would add a `MaterialItemComponent` to an item and specify a texture to use. -Then when a `MaterialCompositionComponent` is added, the primary substance (the substance with the greatest value) will be used to tint the texture to look like that substance. - -### Basic Prefab Usage - -```json5 -// TestModule/assets/prefabs/nugget.prefab -{ - "parent": "engine:iconItem", - "Item": { - "icon": "TestModule.Nugget", - "stackId": "TestModule:Nugget" - }, - "DisplayName": { - "name": "Nugget" - }, - "MaterialItem": { - "icon": "TestModule.Nugget" - } -} -``` - -## Testing out your materials - -Use the `giveMaterialItem` command to create materials to test with. - -Put this into your in-game console to create copper nuggets with the above prefabs: - -``` -giveMaterialItem nugget copper 10 -``` - -This item will look like a nugget, and have 10 copper substance attached to it. - - -## Material Composition - -A list of the substance contents of an item. -Not intended to be added directly to a prefab with JSON. -Can be used to determine what substances are on an item and act accordingly. - -# Substance Matters for Fluids - -### Fluid Substances - -```json5 -// TestModule/assets/prefabs/poison.prefab -{ - ... - "fluidSubstance": {}, - "somePoisonAttribute": { - "deadly": "very yes" - } -} -``` - -### Material Fluid Containers - -```json5 -// TestModule/assets/prefabs/fluidBucket.prefab -{ - ... - "MaterialFluidItemContainer": { - "fluidIcon": "TestModule.Nugget" - } -} -``` - diff --git a/modules/Tasks/cover.png b/modules/Tasks/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Tasks/cover.png and /dev/null differ diff --git a/modules/Tasks/index.md b/modules/Tasks/index.md deleted file mode 100644 index 28e2d0fa..00000000 --- a/modules/Tasks/index.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -posttype: "module" -title: Tasks -description: "A module to add some questing features to the game." -cover: "./cover.png" -tags: ["Augment"] ---- -Tasks Framework -=============== -This is the tasks framework. It currently only contains features for making and playing through quests. - -Activate the quest HUD by pressing `K`. - -A typical setup is illustrated in the [QuestExamples](https://github.com/Terasology/QuestExamples) module. - -The basic idea is as follows: - -* A quest point entity provides quest items to players. -* A quest item is activated by the player. -* The quest HUD documents the list of tasks to achieve. -* When all tasks are complete, the quest is complete. - -[Sneak Preview: Quest System](https://www.youtube.com/watch?v=GMoOZ1CvyhE). - - -Developing ------------- - -Quest Points need to have a `QuestListComponent` that enumerates available quest items. - -Quests are stored in the form of prefabs with a `QuestComponent` that is comprised by a list of tasks. - -Beacons (points the player has to go to) are identified by `QuestBeaconComponent` ID. - - -### License - -This module is licensed under the [Apache 2.0 License](http://www.apache.org/licenses/LICENSE-2.0.html). diff --git a/modules/Thirst/cover.png b/modules/Thirst/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Thirst/cover.png and /dev/null differ diff --git a/modules/Thirst/index.md b/modules/Thirst/index.md deleted file mode 100644 index 0b46e0af..00000000 --- a/modules/Thirst/index.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -posttype: "module" -title: Thirst -description: "This module introduces Thirst and various related effects." -cover: "./cover.png" -tags: ["Augment","Library"] ---- -# Thirst -A Terasology module, as the name implies, that features thirst in the form of a status bar. - -## Features -A thirst status bar in the player's HUD. -The player's thirst saturation decreases as time in the world progresses, but replenishes with water and other consumables. - -## Getting Started -* Simply create a world with the Thirst module enabled -* As time progresses, you'll notice the thirst bar going down! - -## Commands -* `showThirst` - Displays your current drink level -* `setThirst ` - Sets your current drink level to the given value -* `setMaxThirst ` - Sets your maximum drink level to the given value diff --git a/modules/Valentines/cover.png b/modules/Valentines/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Valentines/cover.png and /dev/null differ diff --git a/modules/Valentines/index.md b/modules/Valentines/index.md deleted file mode 100644 index 53fbfb3c..00000000 --- a/modules/Valentines/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Valentines -description: "What is love? Gooey don't hurt me, don't hurt me, no more ... ♫" -cover: "./cover.png" -tags: ["Asset"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/WeatherManager/cover.png b/modules/WeatherManager/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/WeatherManager/cover.png and /dev/null differ diff --git a/modules/WeatherManager/index.md b/modules/WeatherManager/index.md deleted file mode 100644 index f0e8e12b..00000000 --- a/modules/WeatherManager/index.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -posttype: "module" -title: WeatherManager -description: "This module adds weather to the game" -cover: "./cover.png" -tags: ["Augment"] ---- -WeatherManager -============== - -Adds weather to Terasology - - -Weather conditions --------------------- - -Different weather conditions such as rainfall or cloudiness are simulated. - - -Clouds -------- - -A plugin for world generators adds block-based clouds that animate over time (currently every world timer tick). - -![image1](images/clouds.jpg "A screenshot of generated clouds") diff --git a/modules/WildAnimals/cover.png b/modules/WildAnimals/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/WildAnimals/cover.png and /dev/null differ diff --git a/modules/WildAnimals/index.md b/modules/WildAnimals/index.md deleted file mode 100644 index 9d205f3f..00000000 --- a/modules/WildAnimals/index.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -posttype: "module" -title: WildAnimals -description: "Contains a deer and some other placeholder deer variants. Spawned with `spawnPrefab deer` and similar" -cover: "./cover.png" -tags: ["Library"] ---- -![The Wild Animals](banner.png "The Wild Animals") - -`WildAnimals` is intended to be used as dependency and not as a standalone content module. -The idea is that content modules can decide on the rules when and where to spawn the wild animals. - -So far it contains four animals with very simple AIs. -* Deer -* Crab -* Chicken -* Bat - -Each of them can be spawned manually using the `spawnPrefab ` command, e.g. `spawnPrefab deer`. \ No newline at end of file diff --git a/modules/WildAnimalsGenome/cover.png b/modules/WildAnimalsGenome/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/WildAnimalsGenome/cover.png and /dev/null differ diff --git a/modules/WildAnimalsGenome/index.md b/modules/WildAnimalsGenome/index.md deleted file mode 100644 index 814e44da..00000000 --- a/modules/WildAnimalsGenome/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: WildAnimalsGenome -description: "Integrates WildAnimals with Genome adding breeding capabilities." -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/Workstation/cover.png b/modules/Workstation/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Workstation/cover.png and /dev/null differ diff --git a/modules/Workstation/index.md b/modules/Workstation/index.md deleted file mode 100644 index c1cf7b3f..00000000 --- a/modules/Workstation/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: Workstation -description: "This library module adds workstations and processes." -cover: "./cover.png" -tags: ["Library"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/WorkstationCrafting/cover.png b/modules/WorkstationCrafting/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/WorkstationCrafting/cover.png and /dev/null differ diff --git a/modules/WorkstationCrafting/index.md b/modules/WorkstationCrafting/index.md deleted file mode 100644 index 1b96b95e..00000000 --- a/modules/WorkstationCrafting/index.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -posttype: "module" -title: WorkstationCrafting -description: "An extended version of crafting to allow for more advanced methods and items." -cover: "./cover.png" -tags: ["Library"] ---- -# Workstation Crafting - - -This module adds a more detailed set of classes (compared to the Crafting module) that allow for more complicated and -detailed crafting. This is intended to be extended by other modules. - -Currently under reorganization. - ---- - -Naming convention: - -- Append `Station` to the end of every workstation. - - Here, I follow the convention of `[SkillLevel][StationName]Station`. -- Append `Process` to the end of every process name. -- Prepend `Recipe` to any crafting recipe name. - ---- - -In order to add a new process to this module, do the following: - -- Add the process definition under `assets/prefabs/processDefinitions`. - Use the preexisting ones as templates. -- Add a static variable containing the name of the process in `src/main/java/org/terasology/processing/WorkstationCrafting.java` -- Add this process to the process factory in `src/main/java/org/terasology/processing/system/RegisterWorkstationCraftingRecipes.java` - (via `registerProcessFactory`). - -Now, you should be able to use this process in a workstation or recipe. diff --git a/modules/WorkstationInGameHelp/cover.png b/modules/WorkstationInGameHelp/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/WorkstationInGameHelp/cover.png and /dev/null differ diff --git a/modules/WorkstationInGameHelp/index.md b/modules/WorkstationInGameHelp/index.md deleted file mode 100644 index d288c815..00000000 --- a/modules/WorkstationInGameHelp/index.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -posttype: "module" -title: WorkstationInGameHelp -description: "A module which ties workstation processes to items in the InGameHelp module." -cover: "./cover.png" -tags: ["Augment"] ---- -This is a module for Terasology. It is currently lacking a README.md for documenting its purpose, usage, and contribution to Terasology. \ No newline at end of file diff --git a/modules/WorldlyTooltip/cover.png b/modules/WorldlyTooltip/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/WorldlyTooltip/cover.png and /dev/null differ diff --git a/modules/WorldlyTooltip/index.md b/modules/WorldlyTooltip/index.md deleted file mode 100644 index b5f1109a..00000000 --- a/modules/WorldlyTooltip/index.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -posttype: "module" -title: WorldlyTooltip -description: "Shows what you are looking at (alt for debug info)" -cover: "./cover.png" -tags: ["Augment"] ---- -# WorldlyTooltip - -Shows what you are looking at. - -This module works with [WorldlyTooltipAPI](https://github.com/Terasology/WorldlyTooltipAPI), that contains the events `GetTooltipIconEvent` and `GetTooltipNameEvent`. -The WorldlyTooltipAPI module needs to be added as a dependency by all modules that want to use the WorldlyTooltip feature. - -Works with: - -### Blocks -![](/images/blocktooltip.png) - -### Player Entities -![](/images/playertooltip.png) - -### WildAnimals -![](/images/deertooltip.png) diff --git a/modules/WorldlyTooltipAPI/cover.png b/modules/WorldlyTooltipAPI/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/WorldlyTooltipAPI/cover.png and /dev/null differ diff --git a/modules/WorldlyTooltipAPI/index.md b/modules/WorldlyTooltipAPI/index.md deleted file mode 100644 index 00bb997b..00000000 --- a/modules/WorldlyTooltipAPI/index.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -posttype: "module" -title: WorldlyTooltipAPI -description: "Library module for WorldlyTooltip" -cover: "./cover.png" -tags: ["Library"] ---- -WorldlyTooltipAPI -============== - -Shows what you are looking at. - -This module is an extension to the [WorldlyTooltip](https://github.com/Terasology/WorldlyTooltip) module, that contains the WorldlyTooltipClient system that fires GetTooltipIconEvent and GetTooltipNameEvent. -These events are defined in this module. The WorldlyTooltipAPI module needs to be added as a dependency by all modules that want to use the WorldlyTooltip feature. -Further, the WorldlyTooltip has a dependency on the WorldlyTooltipAPI (this) module. This module essentially acts as an interface between the WorldlyTooltip module and other modules which use it. \ No newline at end of file diff --git a/modules/Xmas/cover.png b/modules/Xmas/cover.png deleted file mode 100644 index 716fc165..00000000 Binary files a/modules/Xmas/cover.png and /dev/null differ diff --git a/modules/Xmas/index.md b/modules/Xmas/index.md deleted file mode 100644 index 34787ff7..00000000 --- a/modules/Xmas/index.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -posttype: "module" -title: Xmas -description: "Merry, Gooey Christmas! A wintry, holiday-themed module for the festive season." -cover: "./cover.png" -tags: [] ---- -

-Xmas -

- -# Xmas - -🎄 Merry, Gooey Christmas! A wintry, holiday-themed module for the festive season. 🎁 - -## Features - -
-
-Chests with wrapping paper. -
Wrapped Chests - Turn all chests into Christmas presents.
-
-
- -
-
-Snowfall and Player Present -
Snowfall and Presents - Each player receives a small Christmas present when joining game. Furthermore, white Christmas is guaranteed with everlasting snowfall!
-
-
- -
-
-A Festive Christmas Tree -
Christmas Tree Template - With the support of StructureTemplates you can easily place a festive Christmas tree wherever you want.
-
-
diff --git a/src/components/ModuleSearchForm/ModuleSearchForm.jsx b/src/components/ModuleSearchForm/ModuleSearchForm.jsx deleted file mode 100644 index 7afe77de..00000000 --- a/src/components/ModuleSearchForm/ModuleSearchForm.jsx +++ /dev/null @@ -1,81 +0,0 @@ -import React from "react"; -import { navigate } from "gatsby"; -import { Button, Col, Form, FormGroup, Input, Label, Row } from "reactstrap"; -import moduleList from "../../generated/module-result.json"; - -function ModuleSearchForm({ query, filter, prefix }) { - const tagList = new Set(); - moduleList.forEach((module) => { - module.tags.forEach((tag) => { - tagList.add(tag); - }); - }); - return ( -
- - - - - - navigate( - `${prefix}?keywords=${query}&filter=${encodeURIComponent( - e.target.value - )}` - ) - } - value={filter} - > - - {[...tagList.values()].map((tag) => ( - - ))} - - - - - - - - navigate( - `${prefix}?keywords=${encodeURIComponent( - e.target.value - )}&filter=${filter}` - ) - } - placeholder="Search..." - value={query} - /> - - - - - - -
- ); -} - -export default ModuleSearchForm; diff --git a/src/templates/Module.jsx b/src/templates/Module.jsx deleted file mode 100644 index ff1c8581..00000000 --- a/src/templates/Module.jsx +++ /dev/null @@ -1,85 +0,0 @@ -import React from "react"; -import { graphql } from "gatsby"; -import { GatsbyImage } from "gatsby-plugin-image"; -import Layout from "../layout"; -import PostTags from "../components/PostTags/PostTags"; -import SocialLinks from "../components/SocialLinks/SocialLinks"; -import SEO from "../components/SEO/SEO"; -import config from "../../data/SiteConfig"; - -export default class Module extends React.Component { - render() { - const { data, pageContext } = this.props; - const { slug } = pageContext; - const postNode = data.markdownRemark; - const post = postNode.frontmatter; - if (!post.id) { - post.id = slug; - } - if (!post.category_id) { - post.category_id = config.postDefaultCategoryID; - } - return ( - -
-
- -

{post.title}

-
-
- {post.tags.map((tag) => ( - - ))} -
-
-
- -
-
-
- - ); - } -} - -/* eslint no-undef: "off" */ -export const pageQuery = graphql` - query ModulesBySlug($slug: String!) { - markdownRemark(fields: { slug: { eq: $slug } }) { - html - timeToRead - excerpt - frontmatter { - title - cover { - publicURL - childImageSharp { - gatsbyImageData - } - } - date - tags - } - fields { - slug - date - } - } - } -`; - -export function Head({ data, pageContext }) { - return ( - - ); -} diff --git a/src/templates/ModuleList.jsx b/src/templates/ModuleList.jsx deleted file mode 100644 index c711f063..00000000 --- a/src/templates/ModuleList.jsx +++ /dev/null @@ -1,156 +0,0 @@ -import React, { useState, useEffect } from "react"; -import { Link, graphql } from "gatsby"; -import { FiArrowLeft, FiArrowRight } from "react-icons/fi"; -import { Row, Col } from "reactstrap"; -import Layout from "../layout"; -import PostListing from "../components/PostListing/PostListing"; -import SEO from "../components/SEO/SEO"; -import ModuleSearchForm from "../components/ModuleSearchForm/ModuleSearchForm"; -import SearchResults from "../components/SearchResult/SearchResult"; -import config from "../../data/SiteConfig"; -import moduleResultData from "../generated/module-result.json"; - -function ModuleList({ data, pageContext, location }) { - const { moduleCurrentPage, moduleNumPages } = pageContext; - const postEdges = data.allMarkdownRemark.edges; - const moduleData = moduleResultData; - - const prefix = "/modules"; - const isFirst = moduleCurrentPage === 1; - const isLast = moduleCurrentPage === moduleNumPages; - const prevPage = - moduleCurrentPage - 1 === 1 ? "" : (moduleCurrentPage - 1).toString(); - const nextPage = (moduleCurrentPage + 1).toString(); - - const [isShown, setIsShown] = useState(false); - - const [results, setResults] = useState([]); - let srcLocation = location; - if (typeof window !== `undefined`) { - srcLocation = location.search; - } - const searchQuery = new URLSearchParams(srcLocation).get("keywords") || ""; - const filterTag = new URLSearchParams(srcLocation).get("filter") || ""; - function escapeRegExp(string) { - return string.replace(/[.*+?^${}()|[\]\\]/g, "\\$&"); - } - - useEffect(() => { - if (searchQuery || filterTag) { - setResults( - moduleData.filter((module) => { - const searchRgx = new RegExp(escapeRegExp(searchQuery), "gi"); - const tagRgx = new RegExp(escapeRegExp(filterTag), "gi"); - const matchedTag = module.tags - .filter((tag) => tag != null) - .map((t) => t.match(tagRgx)); - return ( - matchedTag.toString().match(tagRgx) && - module.title?.match(searchRgx) - ); - }) - ); - setIsShown(true); - } else { - setResults([]); - setIsShown(false); - } - }, [filterTag, moduleData, searchQuery]); - - const moduleList = postEdges.map(({ node }) => { - const { frontmatter, fields, excerpt } = node; - const { posttype, tags, cover, title, author } = frontmatter; - const { slug, date } = fields; - return { - posttype, - title, - path: `${prefix}${slug}`, - cover, - tags, - excerpt, - date, - author, - }; - }); - - return ( - -
- - {isShown && ( - - )} - {!isShown && } -
- - {!isFirst && results.length === 0 && ( - - - - {` Previous Page`} - - - )} - {!isLast && results.length === 0 && ( - - - {`Next Page `} - - - - )} - -
- ); -} - -/* eslint no-undef: "off" */ -export const moduleQuery = graphql` - query moduleQuery($skip: Int!, $limit: Int!) { - allMarkdownRemark( - filter: { frontmatter: { posttype: { eq: "module" } } } - limit: $limit - skip: $skip - ) { - edges { - node { - fields { - slug - } - excerpt(format: PLAIN, pruneLength: 80, truncate: true) - timeToRead - frontmatter { - title - tags - date - posttype - cover { - publicURL - childImageSharp { - gatsbyImageData - } - } - } - } - } - } - } -`; - -export default ModuleList; - -export function Head() { - return ; -}