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) orgradlew runClient
(to jump in-game)
When you edit and save a file in the guidebook folder, the guidebook will automatically reload in-game.
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
).
Every page can have a header ("frontmatter") that defines metadata for the page in YAML format.
Example:
---
navigation:
title: Page Title
---
# Page Title
Content
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
---
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.
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" />
.
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.
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>
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.
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.
To show-case multiple related items in a grid-layout, use the following markup:
<ItemGrid>
<ItemIcon id="interface" />
<ItemIcon id="cable_interface" />
</ItemGrid>
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.
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.
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) |
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. |
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.
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.
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. |
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. |
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 "appeng.guide-dev.sources", file("guidebook").absolutePath
property "appeng.guide-dev.sources.namespace", "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
}
}
}