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Content pages

Content pages follow a traditional wiki layout , and are intended to describe in-game content, such as items, block, entities and others.

grass_blockfurnaceiron_ingotexperience_bottlepiglin_head

Their key feature is that they can display in-game data on the website in a highly intuitive manner. This namely includes item/block properties, recipes (both vanilla and custom), crafting usage and other data.

On the Wiki website, these are located under the project’s “Content” tab.

Placement

Content pages are all placed inside the .content folder within the project.

They must be further nested at least by a single level to “shallow” cateogories, and can be further nested by another level to create “deep” categories.

        • _meta.json
        • sword.mdx
          • _meta.json
          • electric_furnace.mdx
        • _meta.json
      • _meta.json

Authoring

Content pages are traditionally focused on describing a specific object rather than providing broader tutorials. These descriptions often include technical information, such as IDs, stats and relations.

This is where the Wiki becomes a huge helper. It saves you time doing the boring work of copy-pasting reference values from the game and gives you the ability to reuse locales, recipes, tags and other data files from your project to be displayed in content pages, allowing you to focus on writing what’s important.

When writing content pages, we encourage you to take full advantage of helper components offered by the wiki and automate copying/generating data files in the project.

Checklist

Content pages use a broader context which may not always be clear. Below a general list of things to keep in mind when authoring documentation. It also shows how in-game data files are referenced by content pages and by extent, interactive components.

Advice for writing top-notch content pages:

  • Easily link to other pages

  • Include your item’s name in a Language File to be displayed in recipes and tags

  • Add Obtaining and Usage to show how your item can be crafted and used in other recipes

  • Add a Changelog to inform users of past changes

Metadata

Make sure to always specify the id attribute for content pages!

Content pages must always specify the object’s in-game id in frontmatter attributes. This is crucial to interact with game data files in the project.

By default, this ID doubles as the location of the page icon, which is sourced from assets.

--- id: examplemod:electric_furnace ---

Sideabar

Content pages contain a sidebar that displays various properties and stats about in-game items, which are sourced from the Item Properties file. Additional properties can be specified in frontmatter attributes.

Interaction

Content pages allow you to make excellent use of dynamic components provided by the Wiki, which use project game files behind the scenes to display information.

Read the Game Data page to learn more about how you can easily include game data files in your Wiki project.

Example

Describing an in-game object

Below you can find a real-life content page example from Modular Force Field Systems  describing the Force Field Projector machine.

It demonstrates the clever inclusion of content links, recipe obtaining/usage and changelogs in the page body.

--- id: mffs:projector type: block history: - 1.1: Improved performance - 1.0: Added --- # Force Field Projector The Force Field Projector is a fundamental part of the MFFS family of machines. It uses []($fortron) energy to project force fields of various shapes and sizes into the world. <PrefabObtaining /> ## Operation To make a force field, give the Force Field Projector a supply of []($fortron) by linking it to a nearby [](@mffs:fortron_capacitor). Decide which force field shape to create by crafting one of the projector mode items. Right-click the Projector and place the projector mode item into the central (red) slot surrounded by outwardly facing arrows. Craft a number of [Scale Modules](@mffs:scale_module) and place them into the left-hand slot matrix of the Force Field Projector's GUI. Each [](@mffs:scale_module) used in the Projector's matrix slots will increase the force field radius by one block. To be able to walk through a force field, a [](@mffs:biometric_identifier) is required. ## Upgradability A Force Field Projector may be augmented with various modules. These general modules have the following effects: - [](@mffs:scale_module): Adjusts the shape of a projected force field - [](@mffs:speed_module): Allows the Projector to generate a force field more quickly - [](@mffs:capacity_module): Increases the amount of Fortron the Projector is able to store <PrefabUsage />
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