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wikis/energymeter/docs/basics.md

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<img src="/../img/logo.png" width="300" style="float:right; margin-left:10px;" />
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Energy Meter is a small content mod that adds a block called the Energy Meter which allows you to measure energy flow rates.
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The block functions as a cable: incoming requests are simply forwarded to the outputs. All values of these requests are stored and used at
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a configurable interval to calculate the flow rate.
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Energy Meter is a small content mod that adds a block called the Energy Meter which allows you to measure energy flow rates. The block functions as a cable: incoming requests are simply forwarded to the outputs. All values of these requests are stored and used at a configurable interval to calculate the flow rate.
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In addition to a comprehensive user interface, the block also features a digital display on its front. The current rate can be checked
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there at any time. The display can be rotated in any direction, including upwards and downwards. Since the front of the Energy Meter is
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used for the display, only the remaining five sides can be configured as input or output.
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In addition to a comprehensive user interface, the block also features a digital display on its front. The current rate can be checked there at any time. The display can be rotated in any direction, including upwards and downwards. Since the front of the Energy Meter is used for the display, only the remaining five sides can be configured as input or output.
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To review the rates of previous intervals, the Energy Meter’s user interface also includes a graph view. This shows the measurements of
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the last 10 intervals and can also be paused. The interface provides many additional configuration options. Besides different
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measurement methods, both the measurement interval and the calculation mode can be adjusted.<br/>
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To review the rates of previous intervals, the Energy Meter’s user interface also includes a graph view. This shows the measurements of the last 10 intervals and can also be paused. The interface provides many additional configuration options. Besides different measurement methods, both the measurement interval and the calculation mode can be adjusted.<br/>
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You can find more details on the [Interface](interface.md) page.

wikis/energymeter/docs/interface.md

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wikis/energymeter/docs/whats_new.md

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> [!WARNING] NOTE
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> This wiki is for Energy Meter for Minecraft 1.21.1 and above. For previous versions, please refer to the [old wiki](https://github.com/AlmostReliable/energymeter/wiki).
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If you have previously used **Energy Meter** with Minecraft 1.20 or earlier, you will notice that several things have changed. The mod has been
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completely rewritten from the ground up and now includes many technical improvements as well as new features.
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If you have previously used **Energy Meter** with Minecraft 1.20 or earlier, you will notice that several things have changed. The mod has been completely rewritten from the ground up and now includes many technical improvements as well as new features.
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Most importantly, it is now possible to have multiple inputs and outputs instead of only a single input as before. This was one of the biggest
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criticisms of the old version. Since the calculation system was rebuilt from scratch, it was finally possible to remove this limitation.
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Most importantly, it is now possible to have multiple inputs and outputs instead of only a single input as before. This was one of the biggest criticisms of the old version. Since the calculation system was rebuilt from scratch, it was finally possible to remove this limitation.
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Another frequently requested feature, though not easy to implement, was the ability to limit the flow rate of the Energy Meter. The block no
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longer behaves like an unlimited cable when a limit is configured in the GUI. Naturally, the limit also supports multiple inputs. In this case,
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all inputs are limited collectively rather than individually.
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Another frequently requested feature, though not easy to implement, was the ability to limit the flow rate of the Energy Meter. The block no longer behaves like an unlimited cable when a limit is configured in the GUI. Naturally, the limit also supports multiple inputs. In this case, all inputs are limited collectively rather than individually.
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More information is now available as well. The interface now displays the total throughput the Energy Meter has processed so far. This accumulated
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value can be reset at the press of a button in the GUI. It is also easier to see which mode the Energy Meter is currently operating in. Previously
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used toggleable labels have been replaced with convenient radio buttons. This makes it easier not only to see the currently selected option but also
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all available options. Related settings are also grouped together, improving clarity and usability.
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More information is now available as well. The interface now displays the total throughput the Energy Meter has processed so far. This accumulated value can be reset at the press of a button in the GUI. It is also easier to see which mode the Energy Meter is currently operating in. Previously used toggleable labels have been replaced with convenient radio buttons. This makes it easier not only to see the currently selected option but also all available options. Related settings are also grouped together, improving clarity and usability.
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The input fields have also been completely redesigned. They now provide feedback for invalid values and support mathematical expressions. The
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preliminary result is displayed in a small tooltip.
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The input fields have also been completely redesigned. They now provide feedback for invalid values and support mathematical expressions. The preliminary result is displayed in a small tooltip.
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Another new feature is the graph view. It displays the values of previous intervals in a clear visual format. The graph can also be paused
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for closer inspection.
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Another new feature is the graph view. It displays the values of previous intervals in a clear visual format. The graph can also be paused for closer inspection.
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Finally, new configuration options have also been added. It is now possible to define the default interval frequency that every Energy Meter
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uses when placed. Additionally, you can configure whether Energy Meters are allowed to connect to each other.
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Finally, new configuration options have also been added. It is now possible to define the default interval frequency that every Energy Meter uses when placed. Additionally, you can configure whether Energy Meters are allowed to connect to each other.
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Since the mod is still in the beta phase, additional features will be added over time. Planned features include things like **ComputerCraft integration**
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and interactions with **Redstone**. For a more detailed explanation of all features and the user interface, please refer to the other pages of this wiki.
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Since the mod is still in the beta phase, additional features will be added over time. Planned features include things like **ComputerCraft integration** and interactions with **Redstone**. For a more detailed explanation of all features and the user interface, please refer to the other pages of this wiki.

wikis/kubejs-actuallyadditions/docs/index.md

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> [!WARNING]
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> This wiki is still work in progress! It just lists all examples for now without further explanation.
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This mod is an add-on for [KubeJS](https://github.com/KubeJS-Mods/KubeJS) to add support for [Actually Additions](https://github.com/Ellpeck/ActuallyAdditions).
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It offers easy creation of new recipes, modification of existing ones, and a custom event to modify empowerer behavior.
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This mod is an add-on for [KubeJS](https://github.com/KubeJS-Mods/KubeJS) to add support for [Actually Additions](https://github.com/Ellpeck/ActuallyAdditions). It offers easy creation of new recipes, modification of existing ones, and a custom event to modify empowerer behavior.
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Useful links:
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wikis/kubejs-enderio/docs/binding/firecraftingresult.md

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## Examples
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This binding is intended to be used inside [Fire Crafting recipes](../misc/firecrafting.md). Pass it to the `results` parameter to define complex outputs. You
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can also store the outputs in a variable and reuse them in multiple recipes.
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This binding is intended to be used inside [Fire Crafting recipes](../misc/firecrafting.md). Pass it to the `results` parameter to define complex outputs. You can also store the outputs in a variable and reuse them in multiple recipes.
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```js
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ServerEvents.recipes(event => {

wikis/kubejs-enderio/docs/binding/sagmillbonus.md

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## Examples
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This binding is intended to be used inside [Sag Mill recipes](../machine/sagmill.md). Pass it to the `bonus` parameter to define the bonus type of the recipe.
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It's also possible to use the strings `"NONE"`, `"CHANCE_ONLY"`, and `"MULTIPLY_OUTPUT"` instead of the binding.
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This binding is intended to be used inside [Sag Mill recipes](../machine/sagmill.md). Pass it to the `bonus` parameter to define the bonus type of the recipe. It's also possible to use the strings `"NONE"`, `"CHANCE_ONLY"`, and `"MULTIPLY_OUTPUT"` instead of the binding.
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```js
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ServerEvents.recipes(event => {

wikis/kubejs-enderio/docs/binding/sagmilloutput.md

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The `SagMillOutput` is a utility binding that allows you to easily create `OutputItem`s for [Sag Mill recipes](../machine/sagmill.md).
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An `OutputItem` is a convenience type added by EnderIO that supports `ItemStack`s and `TagKey`s. Its main purpose is to allow the usage of tags
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as outputs in Sag Mill recipes. This way, EnderIO doesn't need to add a material for every compat recipe they have. Instead they can use the respective tag.
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An `OutputItem` is a convenience type added by EnderIO that supports `ItemStack`s and `TagKey`s. Its main purpose is to allow the usage of tags as outputs in Sag Mill recipes. This way, EnderIO doesn't need to add a material for every compat recipe they have. Instead they can use the respective tag.
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It also supports chance-based outputs which can be useful for something like byproducts.
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## Examples
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This binding is intended to be used inside [Sag Mill recipes](../machine/sagmill.md). Pass it to the `outputs` parameter to define complex outputs. You
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can also store the outputs in a variable and reuse them in multiple recipes.
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This binding is intended to be used inside [Sag Mill recipes](../machine/sagmill.md). Pass it to the `outputs` parameter to define complex outputs. You can also store the outputs in a variable and reuse them in multiple recipes.
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```js
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ServerEvents.recipes(event => {

wikis/kubejs-enderio/docs/binding/tankmode.md

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## Examples
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This binding is intended to be used inside [Tank recipes](../machine/tank.md). Pass it to the `mode` parameter to define the mode of the recipe.
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It's also possible to use the strings `"FILL"` and `"EMPTY"` instead of the binding.
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This binding is intended to be used inside [Tank recipes](../machine/tank.md). Pass it to the `mode` parameter to define the mode of the recipe. It's also possible to use the strings `"FILL"` and `"EMPTY"` instead of the binding.
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```js
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ServerEvents.recipes(event => {

wikis/kubejs-enderio/docs/event/capacitorregistry.md

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> [!WARNING] NOTE
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> This event extension only exists since mod version 1.21.1-0.12.0, release date: 2026-02-18.
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**It is a startup event and not reloadable!**
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Keep in mind that startup events have to be located inside the `kubejs/startup_scripts` folder.
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**It is a startup event and not reloadable!** Keep in mind that startup events have to be located inside the `kubejs/startup_scripts` folder.
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## Overview
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wikis/kubejs-enderio/docs/event/conduitregistry.md

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This event allows you to register custom conduits.
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**It is a server event and reloadable!**
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Keep in mind that server events have to be located inside the `kubejs/server_scripts` folder.
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**It is a server event and reloadable!** Keep in mind that server events have to be located inside the `kubejs/server_scripts` folder.
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> [!WARNING] NOTE
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> The Conduits have been reworked by the EnderIO team in version 8.2.0. Previously, the functions to register the conduits required some more properties. If you need help with that, join the Discord or take a look at the source code before version 8.2.0.
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After that, use one of the following methods to register the respective conduit type. All conduits need an `id` that is used as the registry name and a
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`name` that is used for the automatic language file entry generation.
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After that, use one of the following methods to register the respective conduit type. All conduits need an `id` that is used as the registry name and a `name` that is used for the automatic language file entry generation.
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The custom conduit will be part of the normal EnderIO Conduits creative tab. Recipes are **not** generated automatically. You have to add a recipe
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for your custom conduits yourself! You sometimes need to rejoin the world to see the new conduits. A game restart is not necessary.
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The custom conduit will be part of the normal EnderIO Conduits creative tab. Recipes are **not** generated automatically. You have to add a recipe for your custom conduits yourself! You sometimes need to rejoin the world to see the new conduits. A game restart is not necessary.
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### Item Conduit
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After registering the custom conduit inside the event, the language file as well as the model file are automatically generated. The only things you have to provide are the textures.
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### Block Texture
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For the block of the conduit, the texture file needs to be placed inside the following directory:
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`kubejs/assets/enderio/textures/block/conduit`
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For the block of the conduit, the texture file needs to be placed inside the following directory: `kubejs/assets/enderio/textures/block/conduit`
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It needs to have the same name as the `id` parameter you used when registering the custom conduit. Make sure it's a valid `.png` file.
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It needs to have the same name as the `id` parameter you used when registering the custom conduit. Make sure it's a valid `.png` file. You can download a template PSD file [here](https://github.com/AlmostReliable/kubejs-enderio/wiki/files/conduit.psd).
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### Conduit Icon
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For the icon inside the conduit GUI, you need to provide an additional texture file. It has to be placed in the following directory: `kubejs/assets/enderio/textures/conduit_icon`
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Once again, the texture should have the same name as your conduit `id`. Make sure to crop the texture accordingly so it only consists of the actual icon.
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