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assets/mods/dwarventech/wires/1.tga
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assets/mods/dwarventech/wires/1.tga
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assets/mods/dwarventech/wires/2.tga
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assets/mods/dwarventech/wires/2.tga
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assets/mods/dwarventech/wires/ports.tga
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assets/mods/dwarventech/wires/ports.tga
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assets/mods/dwarventech/wires/wires.csv
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assets/mods/dwarventech/wires/wires.csv
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id;drop;name;renderclass;accept;inputcount;inputtype;outputtype;javaclass;inventoryimg;branching;tags
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1;1;WIRE_THINNET;network;netframe;1;N/A;N/A;net.torvald.terrarum.modulecomputers.gameitems.WirePieceRingBus;dwarventech.items,7,4;0;""
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2;2;WIRE_IO_BUS;io_bus;io_bus;1;N/A;N/A;net.torvald.terrarum.modulecomputers.gameitems.WirePieceIOBus;dwarventech.items,7,4;0;""
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# accept: which wiretype (defined elsewhere) the wires acceps. Use comma to separate multiple. N/A for electronic components (aka not wires)
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# inputcount: how many sides are input (outputcount is deduced from the inputcount). N/A for wires
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# inputtype: which wiretype it accepts. N/A for wires
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# outputtype: which wiretype it emits. N/A for wires
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# branching: if this wire can have branches. 0: unable, 1: tee-only, 2: cross-only, 3: tee and cross.
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# Something like a thicknet can't have branches
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#
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# comments
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# digital_3bits must come right after three wires it bundles
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# what's the point of WIRE_BUNDLE when you can overlap as many wires as you want? -- Torvald, 2021-08-09
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