"id";"drop";"name";"renderclass";"accept";"inputcount";"inputtype";"outputtype";"javaclass";"inventoryimg";"branching" "8192";"8192";"WIRE_RED";"signal";"digital_bit";"3";"N/A";"N/A";"net.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWire";"basegame.items16,1,9";"1" "8193";"8193";"WIRE_GREEN";"signal";"digital_bit";"3";"N/A";"N/A";"net.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWire";"basegame.items16,1,10";"1" "8194";"8194";"WIRE_BLUE";"signal";"digital_bit";"3";"N/A";"N/A";"net.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWire";"basegame.items16,1,11";"1" #"8195";"8195";"WIRE_BUNDLE";"signal";"digital_3bits";"3";"N/A";"N/A";"net.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWire";"basegame.items16,1,2";"1" "8196";"8196";"WIRE_POWER_LOW";"power";"power_low";"3";"N/A";"N/A";"net.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWire";"basegame.items16,2,9";"1" "8197";"8197";"WIRE_POWER_HIGH";"power";"power_high";"3";"N/A";"N/A";"net.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWire";"basegame.items16,3,9";"1" "8198";"8198";"WIRE_ETHERNET";"network";"10base2";"3";"N/A";"N/A";"net.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWire";"basegame.items16,4,9";"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. 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