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@@ -1,35 +1,47 @@
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Conduit
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-------
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* This block is only available if digilines and/or mesecons are loaded.
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Conduits are connected in a circuit, and can move items from their
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inventory to another conduit in the same circuit.
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When a conduit node is placed it has a simple form that asks for a channel.
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This channel is both the digilines' channel and the target id of this
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conduit within the circuit. A conduit does not have to be given a name.
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conduit within the circuit. A conduit does not have to be given a channel.
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Most of them are just used to connect other conduits together.
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Transfer of items takes 0.1 seconds per conduit node moved, and will work
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in unloaded blocks.
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Also acts as a digilines conductor. If the hopper mod is loaded, will
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take items from the top and sides, and release them from the bottom.
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Filtering of items can be done by placing an item into a filter slot and
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setting a target for that item. If an item is not filtered it is sent to
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the main target. Filtering can also be implemented through digilines.
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Conduits also act as a digilines conductor. If the hopper mod is loaded,
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the conduit will take items from the top and sides, and release them from
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the bottom. Be aware that hoppers from the hopper mod have some deficits
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that can cause some nodes from this mod to not function correctly in
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multi-player environments. The hoppers from this mod are more compatible.
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Pipeworks tubes can push items into and pull items from the inventory.
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Note that if a sending conduit is moved (as with a piston) while in the
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process of sending items, when the conduit is moved back into a circuit
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a duplicate of the last sent item/s can be resent.
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Only the owner can dig or access the form of the locked version.
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UI
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Channel - digilines channel/target id of circuit.
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Target - target id/channel of circuit this circuit will transfer to.
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Channel - digilines channel/target id of conduit.
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Target - target id/channel of conduit this conduit will transfer to.
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Automatic - if checked transfers next item every second without command.
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Top right 16 slot inventory - storage of items.
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Top center 16 slot inventory - storage of items.
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Bottom 32 slot inventory - player's inventory.
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Filter - 8 vertical slot inventory on the right, each with their accompanying
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target field.
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Mesecons
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Transfers the next item when power is turned on to the target circuit.
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Transfers the next item when power is turned on to the target conduit.
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Digilines messages
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"target <id>"
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@@ -47,7 +59,7 @@ Digilines messages
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"transfer"
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Simple transfer. Transfers the next item in the inventory to the target
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circuit (same as mesecons power).
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conduit (same as mesecons power).
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table message
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{
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@@ -57,13 +69,41 @@ table message
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item = "<itemname>"
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}
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If target is not given, the circuit's set target is used.
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If target is not given, the conduit determines the target from it's
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own settings.
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slot should be a number between 1 to 16. If the slot is empty nothing
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is transferred.
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item should be the registered item name. If the circuit's inventory
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item should be the registered item name. If the conduit's inventory
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does not contain any nothing is transferred.
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Only slot or item should be given. If both are given slot is used. If
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neither are given the next item in the inventory is transferred.
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"inventory"
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Sends a digilines message with it's own channel in the following form:
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{
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action = "inventory",
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inventory = {
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<items>
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}
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}
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The inventory key is an indexed list of items in the conduit in slot
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order. Each item entry is a table with the following keys:
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{
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name -- string, the name of the item, as <mod>:<name>
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description -- string, description of the item, same as in UI
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count -- number, the total number of this item in storage
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custom -- true if a custom item (has metadata), false if not
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pallet_index -- string if the item has a pallet index, otherwise nil
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}
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The description is derived from the short description, if none
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then the description, and if none then the item's name, as
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<mod>:<name>.
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Note: When sending transfer messages the simple item name, as <mod>:<name>,
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will work for most items, but not for custom items. With custom items, or
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to play it safe, use the table form of the transfer message and use the
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index for the item from an inventory message as the slot for the transfer
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message.
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160
docs/digistuff-touchscreen.txt
Normal file
160
docs/digistuff-touchscreen.txt
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@@ -0,0 +1,160 @@
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1st right click - set channel, can't be changed after that.
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Following right clicks displays touchscreen form.
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Sent message as a table. Each command can be sent individually or as
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indexes of a table to run as batch.
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Clears the current form.
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{
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command = "clear"
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}
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Adds elements to the form. The form is size[10,8]. The parameters are as
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for formspec (see api docs). No version is specified.
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{
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command = "realcoordinates",
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enabled = true or false
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}
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{
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command = "addimage",
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X = n,
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Y = n,
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W = n,
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H = n,
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texture_name = string
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}
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{
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command = "addfield",
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X = n,
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Y = n,
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W = n,
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H = n,
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name = string,
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label = string,
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default = string
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}
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{
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command = "addpwdfield",
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X = n,
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Y = n,
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W = n,
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H = n,
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name = string,
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label = string
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}
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{
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command = "addtextarea",
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X = n,
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Y = n,
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W = n,
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H = n,
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name = string,
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label = string,
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default = string
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}
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{
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command = "addlabel",
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X = n,
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Y = n,
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label = string
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}
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{
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command = "addvertlabel",
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X = n,
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Y = n,
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label = string
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}
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{
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command = "addbutton",
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X = n,
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Y = n,
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W = n,
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H = n,
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name = string,
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label = string
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}
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{
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command = "addbutton_exit",
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X = n,
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Y = n,
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W = n,
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H = n,
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name = string,
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label = string
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}
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{
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command = "addimage_button",
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X = n,
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Y = n,
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W = n,
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H = n,
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image = string,
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name = string,
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label = string
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}
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{
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command = "addimage_button_exit",
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X = n,
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Y = n,
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W = n,
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H = n,
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image = string,
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name = string,
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label = string
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}
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{
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command = "adddropdown",
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X = n,
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Y = n,
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W = n,
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H = n,
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name = string,
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selected_id = n,
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choices = { string [, string ... ] }
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}
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{
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command = "addtextlist",
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X = n,
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Y = n,
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W = n,
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H = n,
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transparent = true/false,
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name = string,
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selected_id = n,
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listelements = { string [, string ... ] }
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}
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If unlocked ignores protection.
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{
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command = "lock"
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}
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{
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command = "locked"
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}
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When the touchscreen form is accessed a message is sent with the
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touchscreen's channel with the 'fields' parameter from the on_receive_fields
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handler, with an additional field 'clicker' with the name of the player
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that accessed the form.
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12
docs/hopper.txt
Normal file
12
docs/hopper.txt
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@@ -0,0 +1,12 @@
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Hopper
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------
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* This block is only available if the hopper mod is loaded.
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This version of a hopper will transfer items from a drop or inventory in
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the node at the wide end of the hopper to the inventory in the node at the
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narrow end of the hopper. The hopper has no inventory itself, and always
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moves items one at a time, every second. These hoppers cannot be chained
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to transfer items, but work in unloaded blocks. This hopper uses the
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hopper mod's registered list of nodes, and should work with nodes with
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hopper support. These hoppers can be rotated with a screwdriver, but
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function as their typical placement when rotated.
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@@ -52,6 +52,9 @@ are disposed of.
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Hoppers placed to the top or sides of an indexer will feed items into the
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input. Hoppers placed below an indexer will take items from the output.
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Note, when a hopper from the hopper mod is used to place items into the
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input, if the player that placed the hopper leaves the game the input will
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not be pulled into storage.
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Pipeworks tubes can push items into the input, and pull items from the
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output.
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@@ -92,10 +95,9 @@ or
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pallet_index -- string if the item has a pallet index, otherwise nil
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id -- string, unique id of the item in storage
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}
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The description is derived in the following manner: from a custom
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description in metadata; if none then the short description from
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the item's definition; if none then the description from the item's
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definition; if none then the item's name, as <mod>:<name>.
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The description is derived from the short description, if none
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then the description, and if none then the item's name, as
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<mod>:<name>.
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Note: When sending output messages the simple item name, as <mod>:<name>,
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will work for most items, but not for custom items. With custom items, or
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Reference in New Issue
Block a user