Files
Terrarum/assets/mods/basegame/wires/wires.csv
2022-03-23 10:22:14 +09:00

1.7 KiB

1iddropnamerenderclassacceptinputcountinputtypeoutputtypejavaclassinventoryimgbranching
281928192WIRE_REDsignaldigital_bit3N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items16,1,91
381938193WIRE_GREENsignaldigital_bit3N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items16,1,101
481948194WIRE_BLUEsignaldigital_bit3N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items16,1,111
5#81958195WIRE_BUNDLEsignaldigital_3bits3N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items16,1,21
681968196WIRE_POWER_LOWpowerpower_low3N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items16,2,91
781978197WIRE_POWER_HIGHpowerpower_high3N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items16,3,91
881988198WIRE_ETHERNETnetwork10base23N/AN/Anet.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWirebasegame.items16,4,91
9# accept: which wiretype (defined elsewhere) the wires acceps. Use comma to separate multiple. N/A for electronic components (aka not wires)
10# inputcount: how many sides are input (outputcount is deduced from the inputcount). N/A for wires
11# inputtype: which wiretype it accepts. N/A for wires
12# outputtype: which wiretype it emits. N/A for wires
13# branching: if this wire can have branches. Something like a thicknet can't have branches
14#
15# comments
16# digital_3bits must come right after three wires it bundles
17# what's the point of WIRE_BUNDLE when you can overlap as many wires as you want? -- Torvald, 2021-08-09