Adding missing quotation marks when assigning values to attributes

This commit is contained in:
Wout van Dongen 2021-01-01 13:53:52 +01:00
parent 0d90b83117
commit 57626c1b9e
16 changed files with 127 additions and 127 deletions

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@ -1,7 +1,7 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=common.js></script>
<script language=javascript>
<script language="javascript" src="common.js"></script>
<script language="javascript">
start_page(""); //path to root direction
</script>
@ -16,10 +16,10 @@ Our server is kid-friendly™. Some skins from the database are modified accordi
<h2>IP: 37.46.208.34:30000</h2>
<big>
<a href=https://discord.gg/UUVAQBr>Discord Server</a> <br>
<a href=https://forum.minetest.net/viewtopic.php?f=10&t=22705>Minetest Forum Thread</a> <br>
<a href=https://gitlab.com/tunnelers-abyss/tunnelers-bugz/-/issues>Issue Tracker</a> <br>
<a href=https://gitlab.com/h2mm/web>This website on Gitlab - Feel free to contribute!</a> <br>
<a href="https://discord.gg/UUVAQBr">Discord Server</a> <br>
<a href="https://forum.minetest.net/viewtopic.php?f=10&amp;t=22705">Minetest Forum Thread</a> <br>
<a href="https://gitlab.com/tunnelers-abyss/tunnelers-bugz/-/issues">Issue Tracker</a> <br>
<a href="https://gitlab.com/h2mm/web">This website on Gitlab - Feel free to contribute!</a> <br>
</big>
<h2>Rules</h2>
@ -40,7 +40,7 @@ Our server is kid-friendly™. Some skins from the database are modified accordi
</ul>
<h2>Our Team</h2>
<script language=javascript>
<script language="javascript">
image("Administrators", "screenshots/admins.jpg");
</script>
Administrators:
@ -80,7 +80,7 @@ Q: How do I become an admin?<br>
A: Buy your own server.<br>
<script language=javascript>
<script language="javascript">
end_page();
</script>
</html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=common.js></script>
<script language=javascript>
<script language="javascript" src="common.js"></script>
<script language="javascript">
start_page(""); //path to root direction
</script>
@ -18,7 +18,7 @@ A big update has been made, completing our recent milestone and adding a Minetes
</ul>
<h2>2nd November 2020</h2>
<script language=javascript>
<script language="javascript">
image("Hume2's clone army", "screenshots/humes_clone_army.jpg", "screenshots/humes_clone_army.jpg");
</script>
<p>
@ -124,7 +124,7 @@ Hume2 has upgraded the server to MT 5.2.0 (on the server's 200th day)!
Github and Gitlab webhooks have both been set up to automatically detect commits. The former #updates thread is now called #gitupdates
<h2>15th December 2019</h2>
<script language=javascript>
<script language="javascript">>
image("Travelnet Hub", "screenshots/teleport_hub.jpg");
</script>
All travelnets from Spawn were moved to Travelnet Hub.
@ -225,7 +225,7 @@ Congrats to Vikthor, as a new Moderator of Tunnelers' Abyss!
</ul>
<h2>10th September 2019</h2>
<script language=javascript>
<script language="javascript">
image("Monument built to comemorate the event", "screenshots/monument_1.jpg");
</script>
For the first time, Tunnelers' Abyss is in the #1 place for Minetest servers! It lasted at this rank for over an hour.
@ -237,7 +237,7 @@ Server is now Lag-Free™ once again!
Server capacity is now raised to 30!
<h2>16th August 2019</h2>
<script language=javascript>
<script language="javascript">
image("Monument built to comemorate the event", "screenshots/monument_20.jpg");
</script>
We have just hit 20 players, the server's max, and still, without a trace of lag! Also, we were bumped into the #5 server place (excluding the fake MultiCraft servers) - after only 69 days of runtime! A hearty congratulations to everyone , but especially Hume2 and the rest of the staff for this great achievement!
@ -254,7 +254,7 @@ After 50 days of runtime, we reached the capacity 15 players for the first time.
<h2>7th June 2019</h2>
The start of Tunnelers' Abyss.
<script language=javascript>
<script language="javascript">
end_page();
</script>
</html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=common.js></script>
<script language=javascript>
<script language="javascript" src="common.js"></script>
<script language="javascript">
start_page(""); //path to root direction
</script>
@ -10,7 +10,7 @@
<p> Basically Trains in Tunneler's Abyss(TA) is managed by TTTL (Tunneler's Train Transist Limited) project but, in Grapeyard Superb trains are managed by Grapeyard Superb Metro Train Limited(GSMRL) project. These projects are under taken by sivarajan and Hume2.
Railway is essential part when it comes to traveling around TA.</p>
<h3>Railway Headquarters Location: Sivarajan's Square, Grapeyard Superb. </h3>
<script language=javascript>
<script language="javascript">
images = [
{img:"screenshots/trainoffice.png", txt:"Railway office"},
{img:"screenshots/SpawnRail.png", txt:"Spawn Railway station"},
@ -65,7 +65,7 @@ On December 29th, and with generous assistance from InitialD and ModiJi, the fou
Sivarajan proclaims that this Herculean effort is far from complete. None less than the famous Sokomine, is currently occupied in constructing a Mountain Line.
</body>
<script language=javascript>
<script language="javascript">
end_page();
</script>
</html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=common.js></script>
<script language=javascript>
<script language="javascript" src="common.js"></script>
<script language="javascript">
start_page(""); //path to root direction
</script>
<h1>Screenshots</h1>
<script language=javascript>
<script language="javascript">
images = [
{img:"screenshots/screenshot_1.png", txt:""},
{img:"screenshots/screenshot_2.png", txt:""},
@ -31,7 +31,7 @@
</script>
<script language=javascript>
<script language="javascript">
end_page();
</script>
</html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=common.js></script>
<script language=javascript>
<script language="javascript" src="common.js"></script>
<script language="javascript">
start_page(""); //path to root direction
</script>
@ -10,7 +10,7 @@
<h3>Header 3</h3>
<h4>Header 4</h4>
<script language=javascript>
<script language="javascript">
image("Example image", "style/bg1.png", "style/bg1.png");
</script>
@ -20,21 +20,21 @@ This is a template of a page. Feel free to copy elements from this page.
<p>
Our colour scheme is:
<ul>
<li> <font color=#671C14>#671C14</font> - alternative background
<li> <font color=#2D8FCE>#2D8FCE</font> - header 2
<li> <font color=#54CCC1>#54CCC1</font> - header 1, links
<li> <font color=#CD5932>#CD5932</font> - header 3
<li> <font color=#5F5346>#5F5346</font> - background
<li> <font color="#671C14">#671C14</font> - alternative background
<li> <font color="#2D8FCE">#2D8FCE</font> - header 2
<li> <font color="#54CCC1">#54CCC1</font> - header 1, links
<li> <font color="#CD5932">#CD5932</font> - header 3
<li> <font color="#5F5346">#5F5346</font> - background
</ul>
<p>
Use &lt;br clear=all&gt; to get rid of trailing pictures. <span class=alt>alternative text colour, use for codes</span>
<br clear=all>
Use &lt;br clear=all&gt; to get rid of trailing pictures. <span class="alt">alternative text colour, use for codes</span>
<br clear="all">
<p>
Example gallery:
<script language=javascript>
<script language="javascript">
images = [
{img:"style/bg1.png", txt:"Top Background"},
{img:"style/bg2.png", txt:"Periodic Background"},
@ -45,7 +45,7 @@ Example gallery:
</script>
<script language=javascript>
<script language="javascript">
end_page();
</script>
</html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=common.js></script>
<script language=javascript>
<script language="javascript" src="common.js"></script>
<script language="javascript">
start_page(""); //path to root direction
</script>
@ -17,7 +17,7 @@ TODO: Write one tutorial for each of these things, one into a separate page.
</ul>
-->
<script language=javascript>
<script language="javascript">
menu = [
{img:"tutorials/icons/areas.png", href:"tutorials/areas.html", title:"Areas"},
{img:"tutorials/icons/autofarms.png", href:"tutorials/auto_farm.html", title:"Automatic Farms"},
@ -33,7 +33,7 @@ TODO: Write one tutorial for each of these things, one into a separate page.
icons(menu, "200px", "");
</script>
<script language=javascript>
<script language="javascript">
end_page();
</script>
</html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=../common.js></script>
<script language=javascript>
<script language="javascript" src="../common.js"></script>
<script language="javascript">
start_page("../"); //path to root direction
</script>
@ -50,7 +50,7 @@ Tunnels must be 4 blocks of height and 3 block width for a single track. Each b
<li> <b>stations encased in cobbleboxes</b> - The station building should be aside the track, not all over the track. Encasing stations into buildings is reasonable only for really large stations and not even all of them.
</ul>
<script language=javascript>
<script language="javascript">
end_page();
</script>
</html>

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@ -1,36 +1,36 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=../common.js></script>
<script language=javascript>
<script language="javascript" src="../common.js"></script>
<script language="javascript">
start_page("../"); //path to root direction
</script>
<h1>Areas</h1>
<p> We use the "areas" mod for protection. Each area is an invisible cuboid which is owned by a player. To create an area, you need to do the following: At first, type <span class=alt>/area_pos set1</span> and punch a block in one of the corners. Then type <span class=alt>/area_pos set2</span> and punch a block in the opposite corner. Note that the area is three-dimensional, so one of the corner must be on the bottom of the area and the other corner must be on the top of the area. Make sure that the walls, floor and roof are also inside the area. If you placed one of the points wrongly, type <span class=alt>/area_pos set1</span> or <span class=alt>/area_pos set2</span> and punch the node again. After you are sure that the bounds are correct, type <span class=alt>/protect &lt;area name&gt;</span> where <span class=alt>&lt;area name&gt;</span> stands for the name you want to assign to the area. By default, you are allowed to create up to 30 areas up to 64×128×64 blocks in size.
<p> We use the "areas" mod for protection. Each area is an invisible cuboid which is owned by a player. To create an area, you need to do the following: At first, type <span class="alt">/area_pos set1</span> and punch a block in one of the corners. Then type <span class="alt">/area_pos set2</span> and punch a block in the opposite corner. Note that the area is three-dimensional, so one of the corner must be on the bottom of the area and the other corner must be on the top of the area. Make sure that the walls, floor and roof are also inside the area. If you placed one of the points wrongly, type <span class="alt">/area_pos set1</span> or <span class="alt">/area_pos set2</span> and punch the node again. After you are sure that the bounds are correct, type <span class="alt">/protect &lt;area name&gt;</span> where <span class="alt">&lt;area name&gt;</span> stands for the name you want to assign to the area. By default, you are allowed to create up to 30 areas up to 64×128×64 blocks in size.
<p> If you are inside the area, a little notice appears in the bottom left corner. It displays the area name, area ID and area owner. If you need to do anything with the area, you will need to know the area ID.
<h2>Delete an area</h2>
<p>Simply type <span class=alt>/remove_area &lt;area ID&gt;</span> where <span class=alt>&lt;area ID&gt;</span> is the ID of area you want to remove. If the area has any sub-areas, you will loose the control over them after deleting the area. Better delete all sub-areas first.
<p>Simply type <span class="alt">/remove_area &lt;area ID&gt;</span> where <span class="alt">&lt;area ID&gt;</span> is the ID of area you want to remove. If the area has any sub-areas, you will loose the control over them after deleting the area. Better delete all sub-areas first.
<h2>Add owner to an area</h2>
<p>Type <span class=alt>/add_owner &lt;area ID&gt; &lt;player name&gt; &lt;area name&gt;</span> where <span class=alt>&lt;area ID&gt;</span> stands for the ID of area you want to add a new owner, <span class=alt>&lt;player name&gt;</span> is the name of the new owner and <span class=alt>&lt;area name&gt;</span> is the name of sub-area which will be created. This command will create a sub-area which will be owned by the new owner. When there are more areas somewhere, a player can dig or place blocks when he is an owner of at least one of the areas (or one of the areas is open, see bellow).
<p>Type <span class="alt">/add_owner &lt;area ID&gt; &lt;player name&gt; &lt;area name&gt;</span> where <span class="alt">&lt;area ID&gt;</span> stands for the ID of area you want to add a new owner, <span class="alt">&lt;player name&gt;</span> is the name of the new owner and <span class="alt">&lt;area name&gt;</span> is the name of sub-area which will be created. This command will create a sub-area which will be owned by the new owner. When there are more areas somewhere, a player can dig or place blocks when he is an owner of at least one of the areas (or one of the areas is open, see bellow).
<p> If you want to remove the player from the area, just remove his sub-area.
<p> If you decide to remove the area completely and it has more than one owner, you need to remove all sub-areas first. If you don't remove them first, you only give up your ownership while the other owners will still own the area.
<h2>Give an area to someone</h2>
<p>Type <span class=alt>/change_owner &lt;area ID&gt; &lt;new owner&gt;</span> where <span class=alt>&lt;area ID&gt;</span> stands for the area ID and <span class=alt>&lt;new owner&gt;</span> stands for the name of the new owner. After doing this, you will be no longer the owner of the area.
<p>Type <span class="alt">/change_owner &lt;area ID&gt; &lt;new owner&gt;</span> where <span class="alt">&lt;area ID&gt;</span> stands for the area ID and <span class="alt">&lt;new owner&gt;</span> stands for the name of the new owner. After doing this, you will be no longer the owner of the area.
<h2>Extend / Shrink / Move area</h2>
<p> Use the commands <span class=alt>/area_pos set1</span> and <span class=alt>/area_pos set2</span> as if you wanted to make another area in the new bounds. After that, type <span class=alt>/move_area &lt;area ID&gt;</span> where <span class=alt>&lt;area ID&gt;</span> is the ID of area you want to extend, shrink or move. The area will be moved to the new bounds you marked.
<p> Use the commands <span class="alt">/area_pos set1</span> and <span class="alt">/area_pos set2</span> as if you wanted to make another area in the new bounds. After that, type <span class="alt">/move_area &lt;area ID&gt;</span> where <span class="alt">&lt;area ID&gt;</span> is the ID of area you want to extend, shrink or move. The area will be moved to the new bounds you marked.
<h2>Other commands</h2>
<ul>
<li> <span class=alt>/list_areas</span> lists all areas you own, including their positions.
<li> <span class=alt>/area_info</span> tells you your limits of areas.
<li> <span class=alt>/rename_area &lt;area ID&gt; &lt;new name&gt;</span> renames the given area. <span class=alt>&lt;area ID&gt;</span> stands for the area ID you want to rename and <span class=alt>&lt;new name&gt;</span> stands for the new area name.
<li> <span class="alt">/list_areas</span> lists all areas you own, including their positions.
<li> <span class="alt">/area_info</span> tells you your limits of areas.
<li> <span class="alt">/rename_area &lt;area ID&gt; &lt;new name&gt;</span> renames the given area. <span class="alt">&lt;area ID&gt;</span> stands for the area ID you want to rename and <span class="alt">&lt;new name&gt;</span> stands for the new area name.
</ul>
<script language=javascript>
<script language="javascript">
end_page();
</script>
</html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=../common.js></script>
<script language=javascript>
<script language="javascript" src="../common.js"></script>
<script language="javascript">
start_page("../"); //path to root direction
</script>
@ -64,7 +64,7 @@ These are stages of crops. This can be useful to configure node detector.
<li>Level 3: Rhubarb.
</ul>
<script language=javascript>
<script language="javascript">
end_page();
</script>
</html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=../common.js></script>
<script language=javascript>
<script language="javascript" src="../common.js"></script>
<script language="javascript">
start_page("../"); //path to root direction
</script>
Stone cliffs are the highest naturally generating biome known as of yet. No trees are known to spawn on these cliffs. They can rise up to 3000m in the sky, mostly covered with snow along the way. Past 1500m, many diamond ores and mese blocks are on the faces of these cliffs. The only mob that can survive in these extreme conditions is the Dragon.
<br clear=all><h3>Bamboo Forest</h3>
<script language=javascript>
<br clear="all"><h3>Bamboo Forest</h3>
<script language="javascript">
image("Bamboo Forest","img/bamboo_forest.png");
</script>
The Bamboo forest can encompass large regions around mountains, with massive numbers of large bushes and bamboo shoots covering the dirt. No trees are naturally spawned in this biome other than bamboo. High concentrations of the Phonolite biome can be found in the caves of the Bamboo Forest. Pandas spawn in this biome, exclusively.
<br clear=all><h3>Snowy Flats</h3>
<script language=javascript>
<br clear="all"><h3>Snowy Flats</h3>
<script language="javascript">
image("Snowy Flats", "img/snowy_flats.png");
</script>
A medium-sized biome with large flats of snow, and igloos mythed to be inhabited by tarantulas. The only foilage in this biome is the Firethorn Shrub. No trees are naturally spawned in this biome. Under the snow are large ice beds, with icy caverns as well. Polar bears and penguins spawn here, with the possibility of Tarantulas.
<br clear=all><h3>Warm Coral Reef</h3>
<script language=javascript>
<br clear="all"><h3>Warm Coral Reef</h3>
<script language="javascript">
image("Warm Coral Reef", "img/coral_reef.png");
</script>
Teeming with life, Warm Coral Reefs are rare and found in warm waters in varying depths. 7 types of coral inhabit the typical Warm Coral Reef. Sadly, many Warm Coral Reefs died off due to Global Cooling [citation needed], but they can be restored according to CalebJ: it is not known how as of yet. Kelp spawns all around coral reefs in great numbers, usually. Great quantities of Clownfish, Tropical Fish, and Seaturtles can be found here, with dolphins and sharks guarding the reef. Tarantulas use the cave system under a typical coral reef as cover and can teleport to you out of them.
<br clear=all><h3>Lukewarm Coral Reef</h3>
<script language=javascript>
<br clear="all"><h3>Lukewarm Coral Reef</h3>
<script language="javascript">
image("Lukewarm Coral Reef", "img/coral_reef_lukewarm.png");
</script>
Lukewarm Coral Reefs are the much more common variant of coral reef. They consist of large brain corals that come in two typical colors, brown and orange. Seaturtles, clownfish, and dolphins are most common around these types of reefs. Sharks and tropicalfish also spawn here.
<br clear=all><h3>Coral Plantation</h3>
<script language=javascript>
<br clear="all"><h3>Coral Plantation</h3>
<script language="javascript">
image("Coral Plantation", "img/coral_reef_plantation.png");
</script>
Coral Plantations are new growths of coral on the ocean floor. They are common in shallow warm waters near beaches. They do not house much life, but sharks, dolphins, tropicalfish, clownfish, and seaturtles all spawn here uncommonly.
<br clear=all><h3>Polar Reef</h3>
<script language=javascript>
<br clear="all"><h3>Polar Reef</h3>
<script language="javascript">
image("Polar Reef", "img/polar_reef.png");
</script>
Polar Reefs are vast, cold, and dark forms of reef. They are made up of mostly small corals and large towers of edible seaweed and kelp, and only generate in cool waters. Because of the chill of the waters, many young coral die and thus patches of coral are sparse. Sharks are among the most common here because of the extreme cold, and underwater caves are few and far between. All underwater mobs can spawn in the biome, though very rarely, excluding the Megalodon.
<br clear=all><h3>Deep Ocean</h3>
<script language=javascript>
<br clear="all"><h3>Deep Ocean</h3>
<script language="javascript">
image("Deep Ocean", "img/deep_ocean.png");
</script>
Below -100m, the ocean gets super dark and creepy. Kelp can occasionally grow in the deep, along with a high amount of priceless uranitite in these trenches. Caverns are almost everywhere, usually being Amphibolite, Phylite, or Quartzite. No mob can spawn at these depths except the gigantic Megalodon, which is still rare and can move/attack at 4m/s (shown in photo).
<br clear=all><h3>Barren Ocean</h3>
<script language=javascript>
<br clear="all"><h3>Barren Ocean</h3>
<script language="javascript">
image("Barren Ocean", "img/barren_ocean.png");
</script>
In some places, the ocean's minerals have been depleted and no plant life can be supported: thus, the Barren Ocean came into being. Huge caverns crack through the ocean floor, sucking water thousands of meters into the earth. No life of any sort can thrive here and all animals that can be found in the Barren Ocean are strictly migratory: namely Sharks and Dolphins, though Clownfish, Tropicalfish, and Seaturtles can be found passing through rarely.
<br clear=all><h3>Kelp Forest</h3>
<script language=javascript>
<br clear="all"><h3>Kelp Forest</h3>
<script language="javascript">
image("Kelp Forest", "img/kelp_forest.png");
</script>
Kelp forests are the most common biome of the ocean, dominated by sharks. Kelp forests regrow themselves over time, so you can take kelp as you need it. Many oceanic cavern chains can be found in kelp forests, including Green and Black slimes being documented. Sharks are most common here, with a 4:1 ratio to other mobs spawning, being tropicalfish, clownfish (very rare), dolphin, and seaturtle (very rare). Legend reports Megamouths could spawn here, but it is not factually supported yet.
<br clear=all><h3>Wastelands</h3>
<script language=javascript>
<br clear="all"><h3>Wastelands</h3>
<script language="javascript">
image("Wastelands", "img/wastelands.png");
</script>
Dry, cracked earth mottles the mostly flat terrain in this smaller but somewhat common biome. The nearby Fiery Lowlands biome is just as resentful. Dead trees and bushes show what the Wastelands was before the long drought. Schist, Amphibolite, and Vindesite are quite common in the Wastelands. Only Alpacas and Tarantulas can survive in the harsh conditions.
<br clear=all><h3>Mushroom Lands</h3>
<script language=javascript>
<br clear="all"><h3>Mushroom Lands</h3>
<script language="javascript">
image("Mushroom Lands", "img/mushroom_land.png");
</script>
A very common biome that consists of both flat and steep landscape. Mushroom infested dirt covers the surface of these fields. Mushroom Lands are most often found on the edges of a continent, where invasive dingos will 'greet' you on the shores. In some variants of this biome, many sources of water can be found under the mushroom dirt. The only mobs that spawn here are Dodos, Dingos, and Tarantulas. Mushroom Lands can be turned into luscious grasslands with a Mushroom Biome Converter.
<br clear=all><h3>Birch Forest</h3>
<script language=javascript>
<br clear="all"><h3>Birch Forest</h3>
<script language="javascript">
image("Birch Forest", "img/birch_forest.png");
</script>
A very common biome that consists of both flat and steep landscape. Mushroom infested dirt covers the surface of these fields. Mushroom Lands are most often found on the edges of a continent, where invasive dingos will 'greet' you on the shores. In some variants of this biome, many sources of water can be found under the mushroom dirt. The only mobs that spawn here are Dodos, Dingos, and Tarantulas. Mushroom Lands can be turned into luscious grasslands with a Mushroom Biome Converter.
<br clear=all><h3>Crystal Forest</h3>
<script language=javascript>
<br clear="all"><h3>Crystal Forest</h3>
<script language="javascript">
image("Crystal Forest", "img/crystal_forest.png");
</script>
The Crystal Forest is a very rare biome only found on coasts adjacent to Snowy Flats, Permafrost, or Pine Forest. Frost trees grow here along with some rather large palm trees. Crystal Spikes (used for crafting Crystal tools) and Crystal Grass grows here, and the Crystal Grass can turn into Crystal spikes over time. Moa's can arrive in this biome from the nearby Pine Forests - Tarantula's may also be able to live in it.
<br clear=all><h3>Grassland Plains</h3>
<script language=javascript>
<br clear="all"><h3>Grassland Plains</h3>
<script language="javascript">
image("Grassland Plains", "img/grassland_plains.png");
</script>
Grassland Plains are a somewhat common biome that consists of mostly flat landscape. It is what the town Fractal Plains was built on. This biome has many types of trees - the Cherry Tree, Lemon, Clementine, Apple, Aspen, Sequoia, Birch, Rubber, and Weeping Willow have been confirmed. It also houses many animals, namely Calf, Chicken, Duck, Tarantula, Wolf, Sheep, Kitty, Puppy, Pony, Pigeon, Piggy, Ladybug.
<br clear=all><h3>Grassland Swamp</h3>
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<br clear="all"><h3>Grassland Swamp</h3>
<script language="javascript">
image("Grassland Swamp", "img/grassland_swamp.png");
</script>
Similar to the Plains, the Grassland Swamp is mostly flat terrain with puddles of water and many large plants. It is found mostly near coasts and can stretch for huge distances. Vines cover the trees, which are in this biome, Cedar, Weeping Willow, Apple, and Rubber. The mobs that can spawn here are mostly the same as the Grassland Plains, but Ladybugs do not seem to spawn here because of it being too moist.
<br clear=all><h3>Ice Flats</h3>
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<br clear="all"><h3>Ice Flats</h3>
<script language="javascript">
image("Ice Flats", "img/ice_flats.png");
</script>
Ice flats are large icebergs that float in the ocean, usually above Polar Reefs or Barren Ocean. Ice flats are completely desolate plant-wise. They do house Polar Bears, Penguins, Arctic Foxes, and Tarantulas which spawn in the unusual surplus of dungeons that Ice flats have.
<br clear=all><h3>Jungle Swamp</h3>
<script language=javascript>
<br clear="all"><h3>Jungle Swamp</h3>
<script language="javascript">
image("Jungle Swamp", "img/jungle_swamp.png");
</script>
The Jungle Swamp represents large puddles of river water on the jungle's floor. This is a somewhat common thing to see in the jungle, and no interesting things are found in the swamps except a surplus of its only mob, the Piranha, which eats up any stray animals from the Dense Jungle that would dare to travel through the swamps.
<br clear=all><h3>Pine Cliffs</h3>
<script language=javascript>
<br clear="all"><h3>Pine Cliffs</h3>
<script language="javascript">
image("Pine Cliffs", "img/pine_cliffs.png");
</script>
Pine Cliffs are the preceding biome before Stone Cliffs, as you climb a large mountain. Healing trees and Pine Trees can be found on these slopes. It snows often in this biome and thus all the pines are covered in snow, but rumors say the Healing trees don't have snow on them because their leaves contain anti-freeze. Parakeets and Dragons are the only mobs to spawn in this biome.
<br clear=all><h3>Sakura Plains</h3>
<script language=javascript>
<br clear="all"><h3>Sakura Plains</h3>
<script language="javascript">
image("Sakura Plains", "img/sakura_plains.png");
</script>
<br clear=all><h3>Sequoia Grassland</h3>
<script language=javascript>
<br clear="all"><h3>Sequoia Grassland</h3>
<script language="javascript">
image("Sequoia Grassland", "img/sequoia_grassland.png");
</script>
<br clear=all><h3>Taiga Mountains</h3>
<script language=javascript>
<br clear="all"><h3>Taiga Mountains</h3>
<script language="javascript">
image("Taiga Mountains", "img/taiga_mountains.png");
</script>
<h2>WIP: Known Underground Biomes</h2>
<h2>WIP: Known Mini-Server Biomes</h2>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=../common.js></script>
<script language=javascript>
<script language="javascript" src="../common.js"></script>
<script language="javascript">
start_page("../"); //path to root direction
</script>
<h1>Digilines</h1>
A complete to Lua controller can be found at: <a href=http://mesecons.net/luacontroller/>http://mesecons.net/luacontroller</a><br>
A complete to Lua controller can be found at: <a href="http://mesecons.net/luacontroller/">http://mesecons.net/luacontroller</a><br>
Some of the crafting recipes are different.
<h1>Noobs Guide to Digilines</h1>
@ -42,7 +42,7 @@ Apparatus used
<li>digiline LCD display.
</ol>
Crafting digiline:
<script language=javascript>
<script language="javascript">
images = [
{img:"digiline_lcd.png", txt:"Digiline LCD"},
{img:"digiline_digiline.png", txt:"Digiline wire"},
@ -149,7 +149,7 @@ If you set the craft receipe and trun it on and feed in items, It crafts stuffs
<p>To control auto crafter using lua controller:<ol>
<li>Place Lua controller near the Autocrafter/ Connect them with digline wire.
<li>In auto crafter type the channel name (say <span class=alt>c</span>).
<li>In auto crafter type the channel name (say <span class="alt">c</span>).
<li>Now the format to send the craft receipe is <br>
<pre>digiline_send("&lt;channel&gt;",{
@ -158,7 +158,7 @@ If you set the craft receipe and trun it on and feed in items, It crafts stuffs
,{"node7","node8","node9"}})</pre>
</ol>
<p>Note: if there should be no node in the grid type e in place of nodeN
format of nodeN is <span class=alt>modname:nodename</span>
format of nodeN is <span class="alt">modname:nodename</span>
it can be checked in the inventory.
@ -409,7 +409,7 @@ if event.type=="program" or event.type =="on" then
digiline_send("LCD",event.msg.demand)
end
</pre>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=../common.js></script>
<script language=javascript>
<script language="javascript" src="../common.js"></script>
<script language="javascript">
start_page("../"); //path to root direction
</script>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=../common.js></script>
<script language=javascript>
<script language="javascript" src="../common.js"></script>
<script language="javascript">
start_page("../"); //path to root direction
</script>
<h1>Basalt Cobble</h1>
<p>Every time you come to spawn, you will find free basalt cobble on your right. Not useful, huh? Your mind will be completely changed after reading this page.</p>
<p>Lets take a look at what you can do with basalt cobble here!
<script language=javascript>
<script language="javascript">
images = [
{img:"img/basaltcobble.jpg", txt:"Basalt cobble usages"},
];
galery(images, "600px");
</script>
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<script language="javascript">
end_page();
</script>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=../common.js></script>
<script language=javascript>
<script language="javascript" src="../common.js"></script>
<script language="javascript">
start_page("../"); //path to root direction
</script>
@ -13,7 +13,7 @@ This is the Dinosaur Tutorial!
<p>
Good Luck from Firecasa and Hume2!
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=../common.js></script>
<script language=javascript>
<script language="javascript" src="../common.js"></script>
<script language="javascript">
start_page("../"); //path to root direction
</script>
@ -47,7 +47,7 @@ here are the parameters when you are facing the box:
<i>note that the boxes can be stacked from left to right, the charged batteries will be automatically ejected towards the boxes / the tube on its right (when you are facing the box)</i>
</p>
<script language=javascript>
<script language="javascript">
images = [
{img:"img/digtroncharge_hvbatterybox_param.jpg", txt:"hv battery box parameters"},
{img:"img/digtroncharge_system.jpg", txt:"the whole system"},
@ -65,7 +65,7 @@ here are the parameters when you are facing the box:
<br/>Tutorial made on March 3th, 2020 by Guill4um
</p>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<script language=javascript src=common.js></script>
<script language=javascript>
<script language="javascript" src="common.js"></script>
<script language="javascript">
start_page(""); //path to root direction
</script>
<h1>World</h1>
<h2>Maps</h2>
<script language=javascript>
<script language="javascript">
images = [
{img:"maps/map15.png", mini:"maps/map15_mini.png", txt:"Train map"},
{img:"maps/map11.png", mini:"maps/map11_mini.png", txt:"Lines in Grapeyard Superb"},
@ -153,7 +153,7 @@ Closest railway station: Xargs Echo, on the Fractal Plains Line and Abyssal Expr
<h1>Shops</h1>
This list does not contain every single shop in Tunnelers' Abyss; just some of them.
<script language=javascript>
<script language="javascript">
data = [
{city:"Spawn", items:[
{label:"Admin Shop ", owner:"", x:"0", z:"14"},
@ -234,7 +234,7 @@ This list does not contain every single shop in Tunnelers' Abyss; just some of t
<h1>Attractions</h1>
This list does not contain every single place of interest in Tunnelers' Abyss; just a small fraction of them.
<script language=javascript>
<script language="javascript">
data = [
{city:"Spawn", items:[
{label:"Charity Exchange", owner:"", x:"9", z:"-25"},
@ -331,7 +331,7 @@ This list does not contain every single place of interest in Tunnelers' Abyss; j
locations(data);
</script>
<script language=javascript>
<script language="javascript">
end_page();
</script>
</html>