OpenLLM-France/wikimedia huggingface dataset:
# Straw Bale Construction/Resources
## Related Resources

Here you can find technical reports to help you convince your friends and building inspectors, contacts to help you and give you advice and support, and some registries of straw bale buildings so you can see what others have done before you.

### Content

* Technical Studies, Reports and Tests studies of Thermal Properties, Fire safety, Construction Strength, Moisture Issues, links to some Building Codes and a few bits and pieces
* Worldwide organisations and contacts contains a comprehensive list of contact from around the world so you can find someone near you, and you can use one of the email lists to ask for help and advice.
* Straw Bale Building Registries contain many examples of Straw Bale buildings in different climates and regions.
* Resources on the internet are many and varied, this is a collection of links to sites with useful information for straw bale builders.
# Straw Bale Construction/Resources/Software
## Useful Software

Thermal modeling
* ESP-r "ESP-r is an integrated modelling tool for the simulation of the thermal, visual and acoustic performance of buildings and the assessment of the energy use and gaseous emissions associated with the environmental control systems and constructional materials. In undertaking its assessments, the system is equipped to model heat, air, moisture and electrical power flows at user determined resolution. The system is designed for the Unix operating system, with supported implementations for Solaris and Linux, and is made available at no cost under an Open Source licence." ESP-r is OpenSource free software and will run on Linux, OSX and Windows using Cygwin (for advanced nerds).
* TRACE 700 "Trane's TRACE 700 software - the latest version of Trane Air Conditioning Economics - brings the algorithms recommended by the American Society of Heating, Refrigerating, and Air-Conditioning Engineers (ASHRAE) to the familiar Windows operating environment. Use it to assess the energy and economic impacts of building-related selections such as architectural features, comfort-system design, HVAC equipment selections, operating schedules, and financial options." (Building Energy Software Tools Directory)
* Energy 10 "ENERGY-10™ software analyzes—and illustrates—the energy and cost savings that can be achieved by applying up to a dozen sustainable design strategies. Hourly energy simulations quantify, assess, and clearly depict the benefits of: Daylighting, Passive solar heating and cooling, Natural ventilation, Well-insulated building envelopes, High-performance windows, High-performance lighting systems, High-performance mechanical equipment, And more...". ENERGY-10™ is commercial software. The program can be purchased cheaper at an educational rate, taking a coarse on line through the Solar Energy Institute could make it possible to get the educational rate.
* HOT2000 "HOT2000TM is a low-rise residential energy analysis and design software. Up-to-date heat loss or gain and system performance models provide an accurate way of evaluating building designs. This evaluation takes into account the thermal effectiveness of the building and its components, the passive solar heating owing to the location of the building and the operation and performance of the building's ventilation, heating and cooling systems." (Free with registration)
Drawing
* QCad
# Super Mario 63/Star Map

The Star Map tracks your progress in the game collecting shine sprites and star coins. You access it from the pause menu. Click the icons at the left to alternate between the maps of Shine sprites and Star coins.
Each course names appear as ??? until you get a shine sprite in it.

## Shine sprites

| Course 1: | Bob-omb Battlefield | * | * | * | * | * | 331 coins |
| Course 2: | Snowman's Land | * | * | * | * | * | 402 coins |
| Course 3: | Hazy Maze Cave | * | * | * | * | * | 466 coins |
| Course 4: | Boos' Mansion | * | * | * | * | * | 190 coins |
| Course 5: | Lethal Lava Land | * | * | * | * | * | 163 coins |
| Course 6: | Tall Tall Mountain | * | * | * | * | * | 245 coins |
| Course 7: | Rainbow Ride | * | * | * | * | * | 208 coins |
| Mini Course 1: | Shifting Sand Land | * | * | * | | | 115 coins |
| Mini Course 2: | Wet-Dry World | * | * | * | | | 263 coins |
| Mini Course 3: | Tick-Tock Clock | * | * | * | | | 85 coins |
| Storyline | | * | * | * | * | * | |
| Bowser: Red-Coins | | * | * | * | | | |
| Castle Secret Stars: | Group A | * | * | * |
| | Group B | * | * | * |
| | Group C | * | * | * |

## Star coins

| Course 1: | o | o | o | o | o | o |
| Course 2: | o | o | o | o | o | o |
| Course 3: | o | o | o | o | o | o |
| Course 4: | o | o | o | o | o | o |
| Course 5: | o | o | o | o | o | o |
| Course 6: | o | o | o | o | o | o |
| Course 7: | o | o | o | o | o | o |
| Mini Course 1: | o | o | o |
| Mini Course 2: | o | o | o |
| Mini Course 3: | o | o | o |
| Storyline | o | o | o | o | o |
| Castle Secret Star courses: | o | o | o | o | o |
| Castle Star Coins: | o | o | o |
# Super Mario 63/The Cave of Empuzzlement

This level requires the second bowser key from bowser's second trap. It is under a hidden breakable block under the painting to the right with clouds next to the Tall, Tall mountain painting. First, in the lobby, enter the top double doors. Then, head on to the right. Enter the doors with the keyhole. Climb the stairs to the right. Head under the cloud painting and ground-pound.

## The Cave of Empuzzlement

   "Be careful, this labyrinth of Locked Cannons, Metal Blocks, Invisible Walls,Floating Platforms, Rocket Fludd, and Turbo Fludd will twist and mutilate your mind beyond sanity."-Pause Menu
This level is filled with switches that change the water level, along with the of the things said in the quote;Locked Cannons, Rocket Fludd, etc. It is a cave area, playing the Buoy Base Galaxy music. This guide will help you reach the shine sprite hidden in this level.
# Super Mario 63/Secret of the Mushroom

This level requires at least one Shine Sprite to unlock. To enter, jump onto the door that leads to the Upper Hallway in the Main Hall. Press the Up arrow key, and you'll be warped to the Secret of the Mushroom.

## Secret of the Mushroom

   "Gotta catch 'em all! 1-Up Mushroom!"
This level is filled with Blue Coins, that are worth five Coins each, and 1-Up Mushrooms, so this guide will tell you how to get as many lives possible from this level. You'll enter by falling onto a Hover F.L.U.D.D. There's also a sign. Go left onto a wobbly platform for a couple of Blue Coins. Go right, but under the moving box, and you'll find a crate and a 1-Up Mushroom in a pit. Break open the crate for several Coins. Jump down to the 1-Up Mushroom, and then Hover back out to grab it. Keep on heading right on several wobbly platforms for a couple more Blue Coins.
After that, there should be a platform ferris wheel, and in the center is a Blue Coin. Hover out there, grab it, and Hover back to safety. Head right a little bit for another crate, a Blue Coin, and a 1-Up Mushroom. The 1-Up is over a pit, so jump on the small rainbow cube, and ride it to the Mushroom. Once you get it, Hover back onto another platform before you fall. Now, break the crate and grab as many coins as you can get! Travel back left to the Hover F.L.U.D.D at the beginning.
Hover up above the moving box, and then land on the rotating white boxes. Slip in between the boxes when they rotate to get two Blue Coins and a 1-Up Mushroom. Slip back out, and then Hover up to the next Blue Coin and two signs. The signs tell of which path is the easy or hard one. Choose either one.

## Easy Path

Go right, past the wobbly platform to the circling platforms. From these, jump to the platform with a Goomba and a Blue Coin. Jump onto the next set of circling platforms. To get the 1-Up Mushroom, wait on the platform until you get it, and then Hover off to the next platform. Jump up past each platform ahead, up a wobbly platform with a Blue Coin on it. Jump past the next set of wobbly platforms, dodging enemies and making sure not to fall off.

## Hard Path

Go left, onto a wobbly platform. Past it is a bunch of rotating wooden platforms. To get a 1-Up Mushroom, Drop down a side of a rotating platform, and then Hover back up onto another rotating platform. Go left a bit onto the platform with a Blue Coin on it.

### Star Coin

Past a gigantic rotating platform is the Star Coin of this level. Jump back there, and then be sure to Hover back to the safety of a platform to the right of this course.
Jump onto the slowly rotating white cube, and ride it up to the next platform. Then, jump on the lift, and ride it towards the end while dodging the rotating platforms. Jump over the wobbly platform and reach the end of this secret course.
Soon, you'll see the Shine Sprite and two 1-Up Mushrooms. Break the crate blocking both of the 1-Up Mushrooms and jump down to each, and Hover back out. Make sure not to fall, or you'll have to do the level again. Break the crates blocking the Shine Sprite with a Stomp, and grab it.
# Super Mario 63/Snowman's Land

Snowman's Land is the first 'snowy' land and the 2nd main course of the game. It contains 5 Shine Sprites and 6 Star Coins, just like any other main course.

## The Secret of the Igloo

The last of the shine sprites, "The Secret of the Igloo", is located in a sub-stage inside an Igloo, which introduces the player to the metal, invisibility, and invincibility power-ups. The special feature of this stage is that the player needs to pass through the same locations multiple times to get one shine sprite.
Multiple power-ups normally add up, but in this stage, only one power-up can be activated at a time. This is necessary in order to be able to get the shine sprite.
Upon entering the Igloo, one has to jump into a hole barred with metal cap stars, F.L.U.D.D. use is also disabled, as it would bee too easy otherwise. The stage is filled with water and metal cages. First, the player in a metal state needs to jump and run to the right until reaching an invisibility star. Swimming there is not possible despite of water, as the character in a metal state sinks in water.
When reaching the right edge of the stage, a shine sprite is in visible range, but not reachable yet, as the player needs to both swim above the bottom death barrier without sinking down, and jump on metal cages to reach the shine sprite. One needs to collect the invisibility power-up, which deactivates the metal power-up in this stage, and swim the entire way to the left, during which one passes through a metal cage as enabled by this power-up, until reaching a sling star.
The sling star shoots the player to the right again. An invincibility star is collected in the air, allowing the player to both swim and jump on metal cages to reach the shine sprite.
# Super Mario 63/Unused content

This page describes pre-release/unused content left in the code of Super Mario 63.

## Super Mario World tiles

Within the ground tiles of Super Mario 63, there exists 2 folders labeled as 'Grassy Ground' and 'Snowy Ground'. All content in these 2 folders go unused, they have tiles exported from Super Mario World. They have grass assets and snow assets.

## Spray Nozzle

In Mario's animations, he has animations for the unused Spray nozzle. There are also some files.

## Enemies

In the code there are files and animations for Blarg.
There is also an unused, older variant of the bob-omb.

## Objects

There are unused Hat Blocks.
There are also unused Spiked Platforms

## Out of Bounds

Super Mario 63 also contains a lot of unused objects in the areas around the level that are normally unseen.
There is an unused castle lobby seen above the normal castle (all doors in it also work.) (There is a video on youtube that shows it off quite well)
There is an unused Turbo FLUDD barricade in the level 'Cave of Empuzzlement'
There is unused pause text out of bounds.

## Else

Level1 is an unused beta level in the game's files.
There is unused text shown when you get your first shine, but is cancelled by Eddie.
There is an unused 3rd section of Edge of the Mushroom Kingdom
# Trainz/Changing An Asset's Dependencies

Back to the Top
* ↑   Trainz TOC — AM&C TOC ↓
* Trainz Asset Maintenance and Creation Content Manager skills tutorials for Trainz
* TOC | Beginnings | Fun | AM&C | Creation | InBook Refs | ORP Refs:  • Index • Containers • Kinds • Tags | Appendixes  • Vers
Glossary :
HKeys-CM :
HKeys-DVR :
HKeys-SUR :
HKeys-WIN :
Mouse use :
Notations :

## Introduction

While the need/utility of replacing assets with manual edits has diminished with the replace tool in surveyor, the utility of that convenience is limited by two factors: 1st) The asset needs be a route or session, and the techniques of this topic work outside those two limited types of KINDS; 2nd) the need of some fault-free kuid in the asset to substitute for, is rather difficult when the problem is that one is missing in your entire collection of Trainz installs.
Sometimes, for personal preference or technical reasons, an assets dependencies may need to be replaced. Described here is an example of how to change a Locomotive's hornsound relatively easily and quickly by using CCP or editing the config.txt file. Other occasions any new Trainzer might want to employ this CCP technique is to replace the often occurring missing assets in an assets make up config.
CCP edits are superior in many such cases for it often will do what a direct edit in the OpSys won't do—tell you the kind of the asset you are looking to replace.

## TRS2006 And Above

* Open Content Manager Plus (CMP) via the Trainz launch screen.
* Search for the locomotive you are wishing to change.
* Right-click on the item, go to 'Edit in Content Creator Plus'.
* You may be asked if you want to continue due the content item being from a different Trainz version. It is usually safe to continue, but there are warnings that this can cause a faulty asset. Backup or clone the asset if you are unsure.
* In CCP scroll down and you will see the line 'hornsound' amongst other things, e.g. 'enginesound', 'enginespec', 'description' etc.
* Click on the '...' button that allows you to scroll through your entire collection of assets. Narrow it down using the drop down menu filter and locate a new hornsound of your choice.
* Exit CCP, saving as you go.
* Commit the asset before you return to Trainz.
If you wanted to, or if the instability of CMP/CCP forces you to, you could always use the manual method, which is just as easy.

## TRS2004 And Below

* Locate the Custom folder in your TRS2004 installation directory.
* Find your locomotive and open its config.txt file with a text editor, e.g. notepad.
* Scroll through until you see the 'hornsound' tag and replace its kuid with one of your desired hornsound.
* Save the file upon exit and test in Trainz.
# Trainz/Content Creation

Back to the Top
| ← Prev AM&C | ↑ Trainz, Introductory Trainz — Element indexes, Appendices ↓ | References Next → |
Glossary :
HKeys-CM :
HKeys-DVR :
HKeys-SUR :
HKeys-WIN :
Mouse use :
Notations :

# Trainz Advanced Content Creation
## Purpose

This Book Division index page is a master Table of Contents page for Intermediate Skills and Advanced 3D Content Modeling and skills building topics. Just as Introductory Trainz pages linked above is for those just getting their feet onto the first slopes of the various Trainz learning curves, and Content Creation and References are for even more advance topics. If the reader visualizes a large reference work in a three ring binder with TABS sticking out to quickly switch between book sections, you see what we're trying to accomplish in your minds eye.
At the file structure level, some threaded materials will be linked both in-sequence (threaded page to page 1st to next page) and in collections of related material where it was relocated into various places such as Trainz Wikibook Appendix pages, or other divisions of the Trainz Wikibooks. Consequenly, if you've seen such a page, with a slightly different look the chances are you have—the magic of modern type setting technology in a Wiki allows that page to appear both ways! These Division TOC pages will also introduce new and older Trainzers to that of organization of the work, and give a greater sense of where to look for things when needed.

## Advanced Content Creation TOC

* Content Configuration
* Before you start Performance and other issues
* When to use lod
* Software Used for Content Creation
* Content Creators Guide
* API and Scripting Guide
* Setting Up Software For Content Creation
* Sources for textures
* Basic Reskinning for beginners
* Tutorials for Content Creation
* Tutorial for Blender
* Tutorial for adding night mode with Blender
* Tutorial for Normal mapping (TRS2009)
* Tutorial for incorporating normalmaps using Blender (TRS2009)
* Creating Normal Maps with Blender
* Transparent Windows using Blender
* Polished metal using Blender
* Recommended Tutorials for GMAX
* Adding a background image to GMAX
* Tutorial for Modifying the reskin mesh in GMAX
* Tutorial for Creating a Three Plank Wagon From the Reskin Mesh in GMAX
* Tutorial for Reskinnng a Locomotive using Paint.Net
* AM&C/config.txt files
* Overview of Attachment Points
* Adding a Second Mesh
* Shape File Viewers
* Using Content Creator Plus (CCP)
* Uploading Assets
* Importing Across Platforms
* Creating Coaches
* Hints and Tips for 3D Modelling Software
* Useful bogeys
* ACS Coupling information

## See also

* Notations
* Glossary
* Steam locomotive components
* Check out related changes to see what the state of this book is.

## Notes and Footnotes
### Footnotes

Back to the Top
# Trainz/CM

Back to the Top
* Trainz Asset Maintenance and Creation Content Manager skills tutorials for Trainz
* TOC | Beginnings | Fun | AM&C | Creation | InBook Refs | ORP Refs:  • Index • Containers • Kinds • Tags | Appendixes  • Vers
Glossary :
HKeys-CM :
HKeys-DVR :
HKeys-SUR :
HKeys-WIN :
Mouse use :
Notations :
* Soft - REDIRECT Trainz/Content Manager/Content Manager Plus
* The page content here will shortly become a CM topics TOC page,
In the interim, please click the link above to navigate.  
This page is a redirect from a Wikibooks Trainz page which either has been moved, or renamed, or a colloquial term or abbreviation with coverage on the targeted page receiving redirected links.
# Trainz/Changing the default cars on roads

You may need to change the region but you can add specific cars or trucks if you know their kuid number by modifying the layout or route's config.txt.
An example is:
region <kuid:-1:7803>
carrate 20
car0 <kuid:329364:1501>
car1 <kuid:329364:1165>
# Trainz/Changing the default passengers in coaches or at stations

Clone any assets to your own kuid first.
Now look at <kuid2:86627:1731:3> and look at the queues. Note how it can accept three different types of passenger.
Copy this queue bit into anything else you want to passenger enable. You may have to add a few kuid numbers to the table at the end.
Any passenger active station can use different passenger sets. Just change the kuid for the passenger set.
# Super Mario World/Enemies/Fishbone

Fishbone are little fish skeletons that swim around in underwater castles like the Vanilla Fortress. Invulnerable to all attacks.
# Super Mario World/Enemies/Fishin' Lakitu

Fishin' Lakitu tries to tempt Mario with a 1-up. If Mario takes the bait, Fishin' Lakitu will start throwing spinies. Knock Fishin' Lakitu out and take a ride on his cloud.

## Resistance to attacks

* Normal Jump: Effective
* Spin Jump: Effective
* Jump with Yoshi: Effective
* Fireballs: Effective
* Cape Spin: Effective
* Yoshi's Tongue: Inedible
* Yoshi's Fireballs: Effective (leaves cloud for Mario)

## Locations

* Forest of Illusion 4
<<Back to Super Mario World
# Super Mario World/Enemies/Dino-Rhino

These are dinosaurs that resemble rhinoceros. One normal jump turns them into Dino-Torches. A spin jump or Yoshi jump will completely destroy them. The Dino-Rhinos only walk around and jump slightly. They're found all throughout Chocolate Island.
# Super Mario World/Enemies/Dino-Torch

Dino Torch is a monster that occurs after B-Jumping on Dino Rhino. This monster spits fire left, right and up. It is fire-proof, Mario can not touch the flame, and it is edible by Yoshi.
# Super Mario World/Enemies/Dry Bones

Dry Bones are Koopa skeletons found in castles and fortresses. Some can throw bones at you.
If you jump on them, they will only be disabled temporarily. However, cape spins can defeat them permanently. Fireballs have no effect on them.
# Super Mario World/Enemies/Eeries

Eeries are ghosts that dwell the Ghost Houses. They fly in groups or solo, but always in fixed formations, ignoring where Mario is or isn't.
# Super Mario World/Enemies/Fishin' Boo

Fishin' Boo hangs out in the Choco-Ghost house, found in Chocolate Island. He dangles a bluish ghostly fire from his fishing rod, but there's no reason for Mario to take it. Steer clear and try to stay low if possible.

## Resistance to attacks

* Normal Jump: Ineffective; will damage Mario
* Spin Jump: Ineffective; Mario will bounce off, allowing you to ride him.
* Jump with Yoshi: N/A; Yoshi is not allowed in ghosthouses
* Fireballs: ?
* Cape Spin: Ineffective.
* Yoshi's Tongue: N/A; Yoshi is not allowed in ghosthouses
* Yoshi's Fireballs: N/A; Yoshi is not allowed in ghosthouses

## Locations

* Choco-Ghost House
<<Back to Super Mario World
# Super Mario World/Enemies/Goomba

Naturally, these mushroom-like creatures are back to once again make trouble for Mario.
The Super Mario World variety has gained a backbone since the days of the Mushroom Kingdom. Rather than being merely flattened, jumping on a Goomba will merely turn it upside down, helpless. It can then be picked up and thrown about. A spin jump or collision with another object or being stomped/swallowed by Yoshi will permanently dispose of Goombas.
# Super Mario World/Enemies/Buzzy Beetle

Buzzy Beetle is a little bug inside a hard shell. It is invulnerable to fireballs.
A normal jump will put it to sleep, and then Mario can carry it's shell for a few seconds before it wakes up again. A spin jump or Yoshi jump will defeat it for good.