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Contributing to the Guidebook

The guidebook is written in Markdown. You can find the files in the guidebook folder.

To contribute, you need to:

  • Install Java Development Kit 17
  • Set the JAVA_HOME environment variable to where you installed OpenJDK
  • Install Git
  • Check out this repository
  • Run gradlew runGuide (to directly jump into the guidebook) or gradlew runClient (to jump in-game)

When you edit and save a file in the guidebook folder, the guidebook will automatically reload in-game.

Authoring Pages

Pages are written in Markdown and follow the Commonmark specification. We also support Github Tables.

Every page should usually declare its title as a level 1 heading at the start (# Page Title).

Frontmatter

Every page can have a header ("frontmatter") that defines metadata for the page in YAML format.

Example:

---
navigation:
  title: Page Title
---

# Page Title

Content

Adding Pages to the Navigation Bar

To include a page in the navigation sidebar, it needs to define the navigation key in its frontmatter as such:

---
navigation:
  # Title shown in the navigation bar
  title: Page Title
  # [OPTIONAL] Item ID for an icon 
  # defaults to the same namespace as the pages, so ae2 in our guidebook
  icon: debug_card
  # [OPTIONAL] The page ID of the parent this page should be sorted under as a child entry
  # If it's in the same namespace as the current page, the namespace can be omitted, otherwise use "ae2:path/to/file.md"
  parent: getting-started.md
---

Declaring Pages as ItemLink targets

When using the <ItemLink ... /> tag, the guidebook will try to find the page that explains what the given item does.

For this it searches all pages for the item_ids frontmatter key. If a page you write should be the primary page for an item, list it in the item_ids frontmatter as such:

---
item_ids:
  - ae2:item_id
  - ae2:other_item_id
---

Using <ItemLink id="item_id" /> or <ItemLink id="ae2:item_id" /> will then link to this page, as will slots in recipes that show that item.

Using Images

To show an image, just put it (.png or .jpg) in the guidebook/assets folder and embed it either:

  • Using a normal Markdown image
  • Using <FloatingImage src="path/to/image.png" align="left or right" /> to have text wrap around the image. Use align="left" to wrap text on the right and align="right" to wrap text on the left of the image. To insert a break that prevents further text from wrapping from all previous floating images, use <br clear="all" />.

Custom Tags

The following custom tags are supported in our Markdown pages.

In all custom tags, item and page ids by default inherit the namespace of the page they're on. So if the page is in AE2s guidebook, all ids automatically use the ae2 namespace, unless specified.

Column / Row Layout

To lay out other tags (such as item images) in a row or column, use the <Row></Row> and <Column></Column> tags. You can set a custom gap betwen items using the gap attribute. It defaults to 5.

Example:

<Row>
  <ItemImage id="interface" />
  <ItemImage id="stick" />
</Row>

Item Links

To automatically show the translated item name, including an appropriate tooltip, and have the item name link to the primary guidebook page for that item, use the <ItemLink id="item_id" /> tag. The id can omit the ae2 namespace.

Pages need to be set as the primary target for certain item ids manually.

Recipes

To show the recipes used to create a certain item, use the <RecipeFor id="item_id" /> tag.

To show a specific recipe, use the <Recipe id="recipe/id" /> tag.

Item Grids

To show-case multiple related items in a grid-layout, use the following markup:

<ItemGrid>
  <ItemIcon id="interface" />
  <ItemIcon id="cable_interface" />
</ItemGrid>

Category Index

Pages can further be assigned to be part of multiple categories (orthogonal to the navigation bar).

To do so, specify the following frontmatter key:

---
categories:
  - Category 1
  - Category 2
  - Category 3
---

A category can contain an unlimited number of pages.

To automatically show a table of contents for a category, use the <CategoryIndex category="Category 1" /> tag, and specify the name of the category. It will then display a list of all pages that declare to be part of that category.

Sub Pages

This tag will show a list of links to pages. The list will be sourced from the child-pages of the current page in the navigation-tree. If a specific page-id is given in the id attribute, the child-pages of that page will be shown instead.

The list can be sorted alphabetically (by title) by adding alphabetical={true}.

To show the icons associated with each navigation-node, supply icons={true}. This does not look very appealing if some child-pages have icons and others don't.

Item Images

To show an item, use:

<ItemImage id="mod:item_id" />

IDs from your own mod don't need to be qualified with the mod id.

The tag also supports the following attributes:

Attribute Description
scale Allows the item image to be scaled. Supports floating point numbers. scale="1.5" will show the item at 150% of its natural size.
float Allows the item image to be floated like FloatingImage to make it show to the left or right with a block of text. (Allows values: left, right)

Block Images

To show a 3d rendering of a block, use:

<BlockImage id="mod:block_id" />

IDs from your own mod don't need to be qualified with the mod id.

The tag also supports the following attributes:

Attribute Description
scale Allows the block image to be scaled. Supports floating point numbers. scale="1.5" will show at 150% of its normal size.
float Allows the block image to be floated like FloatingImage to make it show to the left or right with a block of text. (Allows values: left, right)
perspective Allows the orientation of the block to be changed. By default, the north-east corner of the block will be facing forward. Allowed values: isometric-north-east (default), isometric-north-west.
p:<name> Allows setting arbitrary block state properties on the rendered block, where is the name of a block state property.

Game Scenes

To show a real-time renderered in-game scene, use:

<GameScene>
  ...
</GameScene>

The tag also supports the following attributes:

Attribute Description
zoom Allows the scene to be shown at a bigger scale. Defaults to 1.
background A color value allowing to change the background of the scene.

To add actual content to the scene, add additional tags to the scene tag. The most important tag will be <ImportStructure /> to place a structure from a NBT or SNBT file in the scene.

In the following example, the structure from the test.snbt file located next to the page will be shown:

<GameScene zoom="4">
  <ImportStructure src="test.snbt" />
</GameScene>

The following subsections explain the different available tags within a <GameScene /> tag.

ImportStructure

As explained above, this tag will load a structure from the file supplied in the src attribute and place it in the scene. Both .nbt and .snbt structure files are supported. The path given in src can be relative to the current page.

To easily create such structure files, use the AE2 test-world (use /ae2 setuptestworld in a single-player creative void-world). It has a plot that provides LOAD/SAVE/CLEAR functionality in a 16x16 space to more easily author structures for the guidebook.

The ImportScene tag can be used multiple times within a game scene, with the same or different structure files.

Block

Example that shows a lit furnace next to an unlit one:

<GameScene>
    <Block id="minecraft:furnace" />
    <Block x="1" id="minecraft:furnace" p:lit="true" />
</GameScene>

This tag allows a single block to be set in the scene. When used with id="minecraft:air", it can also be used to clear blocks previously set by importing a structure (to hide certain blocks, for example a creative energy cell used to power a setup).

The tag also supports the following attributes:

Attribute Description
id Id of the block to place.
x x coordinate of the block. Defaults to 0.
y y coordinate of the block. Defaults to 0.
z z coordinate of the block. Defaults to 0.
p:<name> Allows setting arbitrary block state properties on the block, where is the name of a block state property.
IsometricCamera

This tag allows more fine-grained control over the isometric camera used to render the scene.

<GameScene>
    <Block id="minecraft:furnace" />
    <IsometricCamera yaw="30" roll="60" pitch="90" />
</GameScene>

The default rotation if this tag is not present is equivalent to:

<IsometricCamera yaw="225" pitch="30" />

The tag supports the following attributes:

Attribute Description
yaw An angle (in degrees) that specifies the rotation around the Y-axis. Defaults to 0.
pitch An angle (in degrees) that specifies the rotation around the X-axis. Defaults to 0.
roll An angle (in degrees) that specifies the rotation around the Z-axis. Defaults to 0.

For Addon Authors

The guidebook will automatically load all pages that are in the ae2guide subfolder of all resource packs across all namespaces (yes your addon mod id too).

AE2 will merge your pages into the navigation tree as if they were within AE2 itself.

If you want to develop the guidebook in your development environment where AE2 is only included as a dependency, you can do so by passing certain system properties to the game. For an example, you can see AE2s own build.gradle.

For the standard client run-configuration you should include:

property "guideDev.ae2guide.sources", file("guidebook").absolutePath
property "guideDev.ae2guide.sourcesNamespace", "your-mod-id"

This will load the guidebook folder as if it was included in the resource-pack of your mod under the ae2guide folder. It will also automatically reload any pages that are changed in this folder, while the game is running.

To automatically show the guidebook after launching the game, you can also set the appeng.guide-dev.startup-page system property to the page that should be shown on startup.

You can use this for a separate runGuide run configuration:

loom {
    runs {
        guide {
            client()
            property "guideDev.ae2guide.sources", file("guidebook").absolutePath
            property "guideDev.ae2guide.sourcesNamespace", "your-mod-id"
            property "guideDev.ae2guide.startupPage", "your-mod-id:start-page.md" // or ae2:index.md
        }
    }
}