Files
Terrarum/assets/mods/basegame/wires/wires.csv
2025-03-30 17:00:39 +09:00

1.9 KiB

1iddropnamerenderclassacceptinputcountinputtypeoutputtypejavaclassinventoryimgbranchingtags
281928192WIRE_REDsignaldigital_bit3N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items,0,43SIGNALWIRE
381938193WIRE_GREENsignaldigital_bit3N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items,1,43SIGNALWIRE
481948194WIRE_BLUEsignaldigital_bit3N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items,2,43SIGNALWIRE
581958195WIRE_YELLOWsignaldigital_bit3N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items,3,43SIGNALWIRE
681968196WIRE_PURPLEsignaldigital_bit3N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items,4,43SIGNALWIRE
711WIRE_POWER_LOWpowerpower_low3N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items,5,41POWERWIRE_LOW
822WIRE_POWER_HIGHpowerpower_high3N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items,6,41POWERWIRE_HIGH
9256256AXLEaxleaxle1N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceAxlebasegame.items,1,50AXLE
10# accept: which wiretype (defined elsewhere) the wires acceps. Use comma to separate multiple. N/A for electronic components (aka not wires)
11# inputcount: how many sides are input (outputcount is deduced from the inputcount). N/A for wires
12# inputtype: which wiretype it accepts. N/A for wires
13# outputtype: which wiretype it emits. N/A for wires
14# branching: if this wire can have branches. 0: unable, 1: tee-only, 2: cross-only, 3: tee and cross.
15# Something like a thicknet can't have branches
16#
17# comments
18# digital_3bits must come right after three wires it bundles
19# what's the point of WIRE_BUNDLE when you can overlap as many wires as you want? -- Torvald, 2021-08-09