id;drop;name;renderclass;accept;inputcount;inputtype;outputtype;javaclass;inventoryimg;branching;tags
1;1;WIRE_SERIAL;serial;serial;1;N/A;N/A;net.torvald.terrarum.modulecomputers.gameitems.WirePieceNetworkBus;dwarventech.items,0,1;1;""
2;2;WIRE_IO_BUS;io_bus;io_bus;1;N/A;N/A;net.torvald.terrarum.modulecomputers.gameitems.WirePieceIOBus;dwarventech.items,1,1;1;""
3;3;WIRE_TOKENRING_BLACK;token_ring;token_ring;1;N/A;N/A;net.torvald.terrarum.modulecomputers.gameitems.WirePieceNetworkBus;dwarventech.items,0,1;1;""
4;4;WIRE_TOKENRING_BLUE;token_ring;token_ring;1;N/A;N/A;net.torvald.terrarum.modulecomputers.gameitems.WirePieceNetworkBus;dwarventech.items,0,1;1;""
#5;5;WIRE_MEMORY_BUS;memory_bus;memory_bus;1;N/A;N/A;net.torvald.terrarum.modulecomputers.gameitems.WirePieceNetworkBus;dwarventech.items,0,1;1;""


# accept: which wiretype (defined elsewhere) the wires acceps. Use comma to separate multiple. N/A for electronic components (aka not wires)
# inputcount: how many sides are input (outputcount is deduced from the inputcount). N/A for wires
# inputtype: which wiretype it accepts. N/A for wires
# outputtype: which wiretype it emits. N/A for wires
# branching: if this wire can have branches. 0: unable and cannot be bent, 1: unable but can be bent, 2: tee-only, 3: cross-only, 4: tee and cross.
# Something like a thicknet can't have branches
#
# comments
# digital_3bits must come right after three wires it bundles
# what's the point of WIRE_BUNDLE when you can overlap as many wires as you want? -- Torvald, 2021-08-09
