recursal/Fanatic-Fandom huggingface dataset:
Server Settings

Settings under the "Server" tab (in the Drafting Table GUI) allow you to toggle certain RPGx features, modify values related to those features, manage script schedules & ticks, and set up default item values. Only super administrators can access / use this GUI; when recipes are added / removed, or when changes are made to server / item settings, the Drafting GUIs for all super admins will be instantly modified and synchronized.

## GUI Commands

The **Reload** button in the GUI will reload all settings from the server to your GUI, ensuring the GUI is in sync with the server.

The **Save** button will save all of your server settings to file, and apply them to the server.

**Note:** Previous settings (or default settings if previous ones are not found) are automatically loaded into your GUI when first accessed on the server.
Hybrid Items

Have you ever picked up at item in Blockland and thought to yourself: "it would be awesome if I could plant this as a brick!" Welp, now you can! Both backpacks and small containers include the option of being planted as bricks, or picked up as items (this is why they are referred to as "hybrid items").

To plant an item as a brick, just open the inventory GUI (either by "using" the item in your hand or by using a keybind), and then select the "plant" button at the top of the relative inventory window. Picking up a planted item is exactly the same, except you have to access the brick's inventory and select the "pickup" button.

Items planted as bricks have added benefits. First off, planted items can be accessed by multiple players at the same time (which isn't possible if you are carrying it as an item). Planting a hybrid item also opens up a free slot in your player tools menu, and the item itself won't degrade over time (if item timed-degradation is enabled).

Some of the hybrid items include:

* Backpacks
* Small Containers & Receptacles
* Thirst-Based Items (Clay Bowl, Clay Jug, Flask and Silver Cup)
Advisors

An **advisor** is a person with deep knowledge in a specific area that offers advice to a country's leader. Tasks such as conducting warfare, promoting scientific advancement and managing an economy are three examples of areas an advisor can offer aid.

Advisors can be managed in the Court panel of the Country interface. There are several advisors for each of the three kinds of monarch power. Each advisor provides a bonus based on his type.

Advisors are further divided by their inherent skill level. Skill ranges from **+1** to **+3**, each providing additional monarch points relative to their level (i.e. a level 2 diplomat provides **+2** per month). The cost of hiring and maintaining an advisor increases quadratically with the advisor's skill level. The advisor's skill level affects only the cost and the monarch power generated. The skill level does not affect the advisor type bonus

## Changes in Meiou & Taxes

Changes to the Advisors are as follows:

* Each Advisor has 2 modifiers (1 Advisor has 3 modifiers and some modifiers are negative).
* Specific buildings and ideas increases the chances of certain advisors to appear in the advisor pool.
* Some events provide advisors with lower maintenance and recruiting costs.
* Some decisions require a specific type of advisor to enact.

## Notes

* Mod Advisor data is located at `meiouandtaxes\common\advisortypes`
* See also EU4 wiki Advisor entry.
Weirdoofdoom

"GET OFF MY LAWN, SONNY" *—weirdoofdoom in Grandpa form*
**Weirdoofdoom** (aka Weirdo, Grandpa, or occasionally WOD) is a member of the Lego Message Boards Coffee Table.

## History

Weirdoofdoom joined the Coffee Table in late 2015, later stating that he did so only because he really liked coffee. Not long afterwards, the "Grandpa Weirdo" running joke took off, with the help of RangerofGondor, baxter3456, and a few other users.

### Trivia

Weirdoofdoom constantly calls everyone 'sonny', regardless of their actual gender. He also gets angry when people are on his lawn.
Loot

Imagine exploring a cave or dungeon, and finding a treasure chest full of random items for the taking - that's what RPGx's loot system is designed for. Loot is set up using text files (similar to the shop system), which allows you to group loot items together in categories (i.e. common loot, uncommon, rare, special, etc.). One of the text files can be referenced via the **RPGx\_SetLoot** event, which will then add the items to a brick's / vehicle's inventory.

## Loot File Setup

To add a loot file, navigate over to the **config/serve**

**r/RPGx\_Beta/Loot/** folder (which is where they are stored), and create a new text file. Name the file whatever you want your loot category to be called (which will be referenced by the output event). Then, add the UI name (they way it appears in the wrench menu, when adding an item to a brick) of an you want to add in the file. Hit "Tab" on your keyboard and enter a "stack limit" for that item (any value between **1** and **999**). Hit "Tab" again and enter a frequency for how often that item will be used - this is a percentage (%) value between **1** and **100**. Enter new items below the previous ones on a new line, using the same format. Each line should appear like this:

**Item UIname** [TAB] **Stack Limit** [TAB] **Frequency**

## Event Setup

Once you're finished with the loot file, start up Blockland an

d host a server. Once in the server, plant an RPGx storage brick and open the wrench events GUI. Add the following event to the brick:

**onActivate** -> **Self** -> **RPGx\_SetLoot** -> **Add** "**FileName"**

Replace "FileName" with the name of the file you set up in **config/server/RPGx\_Beta/Loot/** (make sure you don't include quotes in the name; the file path and extension are not necessary). Once the event is applied, a randomized inventory will appear for the brick - the stack amounts for each stack will also be randomized, relative to the stack limit you set for each item in the reference file. Some items may also appear more often then others (based on their frequency values).

**Note:** Once you use the "RPGx\_SetLoot" event on a storage brick, it will then be labeled as a "loot brick", which will randomize it's inventory during each loot "tick" (which you can customize under Server Settings in the Drafting Table GUI). However, you can prevent the brick from receiving future updates by selecting **Remove** instead of **Add** in the event's output parameters, and then by activating the event.
National Ideas

## Introduction

National ideas are representative of a nation's historical skills,specialties, culture, or other traits. They are mostly based on historical events or specialties and are a major source of flavor for countries.

## Implementation

National ideas work similarily to vanilla but with distinct differences, most of which were added in version 2.01. For starters every one idea (from an idea group) unlocks a national idea, and most countries start out with four ideas. There are also less ideas and Traditions and Ambitions have been removed. National ideas are now based on events that happened shortly before or shortly after the start date, geographical features of the country or things that have been present in the country for most of the game's duration for more historical accuracy.

## Types of ideas

Unlike vanilla, where a nation has two traditions, seven ideas and an ambition, all nations in Meiou & Taxes have one familial system, one bonus idea and five normal ideas.

### Familial systems

Familial systems are based on culture and represent the way society works in the country. They have both advantages and penalties that are typically associated with such societies.

### Bonus ideas

Bonus ideas are also based on culture rather than the country and represent what the citizens of the country are typically good at.

### Ideas

Besides Familial systems and Bonus ideas there are normal ideas that work like vanilla.
Timeline

## 2015

### September

Coffee Table founded.

Skulduggery773 joins.

Baxter3456 joins.

Varnika913 joins.

tennisdude10 joins.

Nasa105 joins.

Robin\_Go joins.

### November

Coffee Table reaches 500 pages on the LMBs.

## 2016

### January

Coffee Table reaches 1000 pages on the LMBs.

### March

Coffee Table reaches 2000 pages on the LMBs.

### May

Coffee Table reaches 3000 pages on the LMBs.

### June

Coffee Table reaches 4000 pages on the LMBs.

### August

Minecraft Server created.

Gollymolly goes inactive. (Early August)

Gollymolly returns. (Late August)
Left 4 Dead 2

**Left 4 Dead 2** es un videojuego de *disparos en primera persona* de tipo acción creado por la compañía Valve Sotware. Corresponde a la secuela de *Left 4 Dead* y se lanzó al mercado el 17 de noviembre de 2009 en *Estados Unidos* y *Latinoamérica*. En *Europa* llegó tres días después, el 20 de noviembre. Esta secuela, al igual que su predecesor, está disponible para *PC* y para la consola *Xbox 360*.

El 14 de diciembre de 2009 fue anunciado el primer contenido descargable para esta secuela: una nueva campaña llamada *The Passing*, que se desarrolla entre las dos primeras campañas del juego. Aquí se reúnen los protagonistas del primer Left 4 Dead (*Francis, Louis y Zoey*) con los supervivientes de esta secuela. *Bill* no aparece con vida, ya que se sacrificó para que los demás siguieran a salvo. Salió a la luz el 22 de abril de 2010.
Superviviente

Los supervivientes son personas comunes que son inmunes a la infeccion ya que poseen el gen portador por parte paterna (estan infectados pero no se convierten en zombies), sin encambio el gen tambien hace que puedan infectar a otras personas. Cada superviviente posee la misma velocidad, los mismos puntos de salúd y las mismas armas de inicio.

Y a Veces hay otros supervivientes que no son Inmunes por ejemplo personas que no rescatan o simplemente personas normales

## Supervivientes Canon

Hay Varios conocidos supervivientes

* Midnight Riders
* Bill
* Francis
* Zoey
* Louis
* Nick
* Ellis
* Rochelle
* Coach
* Angeles de la Muerte
* Whitaker
* Hombre de la Iglesia
* Virgil

## Supervivientes Fanon

Atención esta parte se pueden poner su superviviente creado no poner en Canon Por favor

* Will
* Jose  y Miguel
* Alberto

## Supervivientes Muertos

En el Juego vemos que Bill se sacrifica lo cual a muerto igual Will en Fanon
Quinn-Davis Family

Jo Frost helps households in crisis in this reality series, which begins with a blended family with teenagers acting out in destructive ways and parents who are on the verge of divorce.

The Quinn-Davis family is a blended family where teens Amber and Emily are disrespectful to their mother and have no respect for authority.

## In the news

‘Family S.O.S.,’ largely ‘asseptable’ - Media Life magazine, 5/22/2013

Family S.O.S. with Jo Frost: TV Review - The Hollywood Reporter, 5/28/2013
Hunter

El **Hunter** ("*Cazador*" en español) es un Infectado Especial capaz de saltar grandes distancias y soportar grandes caídas aparentemente sin ningún problema. Se cree que antes de la infección practicaba *parkour* y que se dedicaba a asaltar, y que a ello se debe su gran agilidad, velocidad, el soportar caídas considerables y su vestimenta, pudiendo además llegar a lugares muy difíciles o incluso inaccesibles para otros zombies o para los supervivientes; además es muy probable de que al infectarse, el propio virus le dio más agilidad y velocidad, mutando su cuerpo (sobre todo los músculos de las piernas y brazos), dándole esa increíble capacidad de realizar saltos a gran distancia. Es el segundo Infectado Especial más rápido de Left 4 Dead Fanon,
Alysse Campos

**Alysse Campos** is the youngest adoptive daughter of Debbie Campos and Larry Campos. She is the younger adoptive sister of Addison Campos and the twin sister of Abrielle Campos.

She was the worse of the two girls and was very disrespectful. She had the tendency to smart mouth her adoptive parents, fight with her siblings and even says to Debbie "You're not my mother" when she sends her to her room for being disrespectful.

She was 11 when Jo came and is now 15 in 2016.
Justin Quinn

**Justin Quinn** is the youngest son of Don, brother to Derek and stepson of Julie. He is also stepbrother to Ashley, Chad, Amber and Emily.

Like his stepsister Ashley, Justin was in the background most of the episode. However, he was seen engaged in a debate when his father asked him to make his bed a few times.

He was 15 when Jo came and is now 19 in 2016.
New Mammy

Maria and Dermot's new triplets named John, George and Ringo

## Plot

Agnes is upset about all the unrest at home but realises that she has an equally frosty relationship with Hillary. With Maria about to give birth, Cathy convinces Agnes to build bridges and invite Hilary out for dinner. Agnes and Winnie take Hilary for dinner in a rather unusual setting and relations between them gradually begin to thaw - particularly as Hilary gets increasingly drunk. Meanwhile, back at home, Maria suddenly goes into labour. The ambulance then arrives to take Maria to hospital with Dermot coming along for the journey while the rest of the family waits at the house for Dermot's phone call. They all learn Maria gave birth to John, George and Ringo. Meanwhile, Rory troubled relationship with Dino improves after Agnes helps the two to reconcile.

## Cast

### Regular cast

* Agnes Brown - Brendan O'Carroll
* Grandad - Dermot O'Neil
* Maria Brown - Fiona O'Carroll
* Rory Brown - Rory Cowan
* Dino Doyle - Gary Hollywood
* Bono Brown - Jamie O'Carroll
* Betty Brown - Amanda Woods
* Mark Brown - Pat "Pepsi" Shields
* Cathy Brown - Jennifer Gibney
* Buster Brady - Danny O'Carroll
* Hillary Nicholson - Susie Blake
* Dermot Brown - Paddy Houlihan
* Sharon McGoogan - Fiona Gibney

### Guest cast

* Barbara - Emily Regan
* Mr. Foley (credited as Mr Foley) - Smug Roberts
* Paramedics - Conor Gibney
* Paramedics - Mark Sheridan

## Locations

* 92 James Larkin Court - *Downstairs rooms*
* Foley's - *Public bar*
* Dublin National Maternity Hospital - *Delivery room (photo only)*

## Notes

* This episode contains strong language and adult humor.
Don Quinn

**Don Quinn** is the husband of Julie, father to Derek (18) and Justin (15) and stepfather to Ashley (20), Chad (17), Amber (16) and Emily (13).

He had the tendency to argue with his wife and harass her such as sending 27 calls to her and undermining her authority when she was dealing with Amber. His relationship with his oldest son was strained as they don't talk to each over about their problems much.

He was 55 when Jo came and is now 59 in 2016.

## Links

Star Real Estate profile - Shows last name Quinn (not Quinn-Davis)
Charger

El **Charger** ( Traducido al Español como Cargador) es un Infectado Especial del Left 4 Dead Fanon

## Charger

### Ataques Principales

Embestir Garra con su brazo a un Superviviente

## Apariencia

El **Charger** tiene un brazo mas fuerte que el otro, usa un traje de campesino tiene un pie grande y en el otro usa una zapatilla, tiene una cabezita parecida a la de un tortuga. Tiene el brazo cubierto de sangre por peleas anteriores o por golpes. Su cuerpo es muy parecido a al tank solo que es directamente proporcional comparado con el tank, aunque a diferencia de este ultimo, muere bastante facil, basta con darle dos golpes de melee, o bien darles disparos a la cabeza.

## Ataques

El **Charger** tiene el ataque llamado la carga se ejecuta este ataque se compone de 2 fases, la primera es en la que el **Charger** correra durante 2 segundos y medio arrastrado todo lo que alla por delante y la fase de impacto o al terminar la carrera el primer golpe quita la vida lento o a veces rápido .

Daño:

El ataque de "puñetazo" causa 10 de daño, util para matar a un superviviente

El golpe embestida causa 10-15 de daño lo suficienta para matar a un superviviente o dejarlo incapacitado.

Hablidad:

En una embestida si se choca contra algo su barra de cargo tardara 12 segundos en cargar completamente.

En cambio si mata a un superviviente o si se libera por una explosion su barra estara completamente cargada.

## Curiosidades

* Este Infectado Especial si es Canon o sea que si Existe en el Juego
* No puede cambiar de direccion al embestir.
Mining

Mining allows you to gather certain resources for crafting and other features by digging for rocks, ore and gems. You can use the **Pickaxe** tool to dig into stone bricks (as well as dirt).

## Mine Start Room

To set up a mine, just plant the **Mine Start Room** brick - located under the Special brick category. Then, add a way to get inside (i.e. by using a teledoor, setTransform event, or by connecting the top of the room with terrain above.

## Rocks, Gems & Ore

When mining, various rock, gem and ore bricks will generate randomly throughout the mine. You can set the percentage of how frequently rock / ore bricks and gem bricks generate under Server Settings in the Drafting Table GUI. Once mined, bricks will drop certain items, relative to the mine brick itself:

* **Stone** (3 variants) - drops a stone.
* **Flint** - drops a flint shard.
* **Iron** - drops iron ore.
* **Gold** - drops a gold nugget.
* **Silver** - drops a silver nugget.
* **Salt** - drops salt.
* **Coal** - drops coal.
* **Dirt** - drops arrowheads.
* Gems - drop various gem items.
	+ **Amethyst**
	+ **Diamond**
	+ **Emerald**
	+ **Onyx**
	+ **Ruby**
	+ **Sapphire**
	+ **Topaz**

**Note:** You can increase the rate at which you mine (as well as increase the frequency of drops) by raising your pickaxe's efficiency value - see Item-Modding for more information.
Amber Davis

Amber is the daughter of Julie and stepdaughter of Don. She was the older step sister of Justin and younger step sister to Derek, she is the younger sister of Ashley and Chad and older sister to Emily.

Amber was very disrespectful to her mother and used foul language. She was also caught drinking at a friend's house so her mother automatically dragged her home after arriving there. The next morning she went to the doctor's office to do a drug test and it was proven to be positive.  She was later grounded until further notice.

She was 16 when Jo came and is now 20 in 2016.
Abrielle Campos

**Abrielle Campos** is the adoptive daughter of Larry Campos and Debbie Campos. She is the younger adoptive sister of Addison Campos and the twin sister of Alysse. She didn't act out as much as her twin sister but still smart mouthed her adoptive parents, she also had the tendency to clash with her twin sister and get away with murder.

She was 11 years old when Jo came and is now 15 in 2016.
Chad Davis

**Chad Davis** is the son of Julie, stepson of Don, older stepbrother to Justin, younger stepbrother to Derek, younger brother to Ashley and older brother to Amber and Emily.

He was recovering from 2 years of drug addiction. He was seen clashing with Jo Frost claiming that she came here to tell him a Mickey Mouse story and that this isn't real.

He was 17 when Jo came and is now 21 in 2016.
Emily Davis

Emily is the youngest child of mum Julie and stepfather Don. She was the younger stepsister to Derek and Justin and younger sister to Ashley, Chad and Amber.

Like Amber, Emily was also very disrespectful to her mother and even tried to run away from home but Jo didn't let her off the hook, she even gave Jo cheeky smirks to which she replied "Dont test me Emily, don't because I will go there with you, trust me I've got all day". Later on when Emily was asked by her mother to lay the table, she didn't do it right and Jo tells her that she's making herself look like a spoilt brat so she does it properly. The next day when Julie tells Emily that she's getting a consequence, she talked back to her mother and got told that she's not going to the soccer game to which Julie remained consistent and followed through.

She was 13 when Jo came and is now 17 in 2016.
Item Durability & Degradation

If the parent option "Enable Durability and Degradation" is enabled, items will loose durability / "health" in two ways, based on the child options that are selected. If "Degrade Items On Use" is also enabled, items will degrade when used in certain GUIs (such as modifying items using the various hammers in the anvil), or when used as a physical item by the player. If "Degrade Items Over Time" is also enabled, items will loose durability gradually over time (when stored in any inventory).

You can view each item's current durability value by selecting the item in any inventory GUI (the value is marked with a "heart" icon). You can also set up how much max durability an item looses on use / over time (exact degradation is randomized each time) via Item Settings in the Drafting Table GUI. You can toggle the parent / child durability options, and set how often the time-degradation tick updates durability, under Server Settings in the Drafting Table GUI.

**Note:** Perishable items (such as food) can be set up to degrade faster than other items. Also, any items stored in clay jars, clay vessels, or within the cupboard brick will degrade 8 times slower than other items.

**Note:** Durability works for all items, even content made by other developers.
Display Cases

Items stored in display case bricks will spawn physical items within the brick itself, making it appear like the item is actually on display - great for showing off loot and other valuables. Items within displays drop as items you can pickup once the brick is destroyed, and items will be automatically spawned when display bricks are loaded from saves.

Items within displays can also be rotated using the rotate buttons in the GUI, which allows you to adjust their orientation. The rotation of items are automatically saved and loaded when RPGx inventories are saved / loaded.

**Note:** There is an issue with certain items in which they are offset / spawn outside the brick's bounds when added to displays. There is not much that can be done about this due to how the item models are set up.
Family SOS with Jo Frost Wikia

## Welcome to the Family SOS with Jo Frost Wikia

This is the wiki for the short-lived TLC series *Family SOS with Jo Frost*. Share details about the episodes and families from this series here!

For other Jo Frost series, visit the Supernanny and Nanny on Tour wikis.

## Help build this wiki!

Episodes

Family members

## Some rules

1. No fictional or judgmental content/categories.
2. No edit warring, vandalism or swearing.
3. Keep content specific to what occurred during the episode.
Estuaries and Natural Harbours

The Great Ones gives :

* +25% Trade Power
* +2.5 Naval Force Limit

The Normal Ones and Delta Estuary gives :

* +15% Trade Power
* +1.5 Naval Force Limit

Some Estuaries provinces can also indirectly have a natural harbour, and therefore some bonuses like Ship Repair, Defensiveness, Sailors and also the ability to build better Harbour Infrastructures (see below).

The Delta Estuaries are usually bad natural harbours, and therefore have the maluses of "Lack of Natural Harbour"

### **Natural Harbour Modifiers**

There are 3 types of Natural Harbour Modifiers

 Naval Forcelimit
 Local Ship Repair
 Local Sailors Modifier
 Local Shipbuilding Time

Great Natural Harbours allow you to build all ranks of Military Harbours and Trade Harbours (1 to 5).

Basic Natural Harbour allow you to build Military Harbours (Rank 1 to 3) and Trade Harbour (Rank 4).

Provinces with the Lack of Natural Harbour modifier can only build the Fishing Port (Rank 0) building.

Therefore, in a province without any natural harbour modifier, you can build Trade Harbour (Rank 1 to 3) and the 1st rank of Military Harbour.

### **Confluence**

A Confluence can give anywhere from +10% to +25% Local Trade Power.

### **Special Provinces :**

Venetian Lagoon (Great Natural Harbour) :

 Venetian Lagoon is a special place with many port cities and villages, a huge natural harbour and one of the best defensive place in the world.

* +30% Trade Power
* +4 Naval Forcelimit
* -10% Local Shipbuilding Time
* -20% Local Ship Repair
* +30% Sailors
* +50% Defensiveness
* +3 Hostile Attrition

Ligurian Coast (Great Natural Harbour) with Genoa and La Spezia :

The Ligurian Coast is perfectly located on the West of Italy, with the natural harbour of Genoa and many port cities and villages along the coast, and with for later in the game, one of the best italian deep natural harbour in "La Spezia".

* +30% Trade Power
* +4 Naval Forcelimit
* -10% Local Shipbuilding Time
* -20% Local Ship Repair
* +30% Sailors
* +25% Defensiveness

Strait (Gibraltar, Calais, Kerch, Dardanelles, Great Lakes Straits and many others :

* +1/1.5 Trade Power and +10% Trade Power.
Religious leagues

dharper's article about his system of Religious Leagues in HRE from there: https://forum.paradoxplaza.com/forum/index.php?threads/m-t-1-22-dev-diary-8-religious-leagues.899088/

Although it's not tested as well as I'd like, I've finished a revised
League War system for the Holy Roman Empire after the Reformation
begins. It's a bit different from the system in place now, so here's a
quick walkthrough.

The event chain begins with the Diet of Speyer - or the equivalent,
anyway. This will fire as early as five years into the Reformation,
when at least a fifth of the Empire belongs to a heretic religion. The
Emperor then has the choice of which religion to make dominant in the
Empire, or whether to tolerate them all, with obvious effects on the
princes of the empire. A few years later, the Diet will be recalled and
 the Emperor can confirm his earlier decision or reverse it (as can
other, later Emperors). This can be a way for the Emperor to avoid a
League War - but usually, a League forms in protest of the Emperor.

When the League forms, you get the possibility of a League War, with
either the Emperor or the League leader beginning it. Unlike vanilla,
this war doesn't have the peace option of enforcing your religion on the
 empire. Instead, whenever the war ends every member state of the
empire gets to cast one or more votes to decide what the empire's state
religion will be, with a simple majority needed. In other words, to win
 you need to force-convert, annex or vassalize member states, especially
 the electors with their extra votes.

However, this kind of victory may be short-lived: if at least a fifth of
 the empire remains heretic, then they may form another League later on.
 After the first League War, any country can join the leagues, and
countries may be asked to send support to one side or the other -
especially when the side they support is losing. That's an effort to
prolong the wars, although it's only been moderately successful - I
still haven't seen anything close to the Thirty Years War in test games.

One improvement that players may appreciate is that now the Emperor can
force the League War to start by declaring war - or, if neither side
begins a League War, an event may fire after 20 years which can force a
war, or result in a peaceful conclusion by holding another Diet. With
each Diet (and each new war), member states become increasingly willing
to accept compromise. Once the Empire accepts religious tolerance, no
more leagues will emerge (with the exception of the early years of the
Reformation) - but that doesn't mean it's impossible to enforce
religious unity, just hard.

There are almost certainly still bugs to catch and iron out, but I think
 it will be less frustrating and more transparent to players this way.
Inventory Saving, Loading & Management

## Saving

All inventories (except personal crafting) can be saved in two ways: either by using the **/RPGxSave** server command (super admins only), or periodically using **Auto-Saving**. Inventories are also saved automatically when the server is shutdown (might not work on dedicated servers, so make sure to use the "/RPGxSave" command before shutting down).

Auto-Saving can be toggled under Server Settings in the Drafting Table GUI. You can also adjust the "Automated Inventory Saving" tick schedule under Server Settings.

**Note:** Brick inventories are saved relative to their position, and item inventories are saved relative to the time they were created.

**Note:** You can set quotas for the max amount of inventories for players / the server in the Drafting Table under Server Settings; there is a hard-limit for both of 999 inventories. All save files (i.e. storage inventories, recipes, shops & loot files, server settings, item settings, etc.) also have a hard-limit of 1000 lines per file.

## Loading & Management

All previously saved inventories are automatically loaded the first time a player joins the server (such as the host), as well as server settings, store & loot inventories, recipes & third party support scripts. Various scheduled routines (such as furnaces, hunger & thirst ticks, shop & loot ticks, etc.) also automatically begin running the first time someone joins the server.

Inventory saves are stored in the **config/server/RPGx\_Beta/Storage/** folder. Eventually, you may need to make room for new saves (especially if you reach the server inventory quota). Deleting old saves in this folder will make room for new inventory saves (make sure to restart the game for the changes to take affect - if it's running at the time).
Crafting

## Item & General Crafting

Crafting is included in RPGx, which allows you to combine items together to form something new. Crafting comes in two forms, Item Crafting and General Crafting. Both types are almost exactly the same; they are just divided into two different categories to better organize recipes and to reduce the amount of recipes the server has to look through during each crafting check. The only difference between the two is that Item Crafting has 4 crafting slots, while General Crafting has 9. Item Crafting also has a slot marked with an "X", which is usually used for binding items (such as rope or twine).

If your item layout in the GUI matches an existing recipe, a "ghost item" will appear in the GUI's output slot - notifying you of a craftable item. Select **Craft** when you want to use up the items in the recipe to create the new item.

**Note:** Tools are the only items not used up in recipes when crafting a new item.

## Item-Forming

Another type of crafting is known as "Item-Forming" or "Grid-Forming", which is similar to Item and General Crafting, except you don't combine items, necessarily. Instead, you add a material item, and cut away parts of it to form something else. You can also combine the material item with a binding item, depending on the recipe (similar to using binding items with Item Crafting).

Once you place a material item in the input slot (one above the black and white arrow icon), the 5x5 grid on the left will be occupied with icons relative to that material. You can then click on cells in the 5x5 grid to enable or disable them, which is similar to adding or removing parts of a material (i.e. sawing away parts of a plank of wood). Based on the material / binding items you input, and based on the image you make in the grid, a new item will be created in the GUI's output slow (based on a matching recipe).

Before you can click on cells in the grid however, you will need to insert a specific tool in the GUI's tool slot (marked with a hammer), which will allow you to modify the grid / material. Each material item requires a unique tool; you will be notified of the tool required if you attempt to modify the grid without it.

Grid Forming can be used to create clay molds, armor, crafting materials, etc.
Hunger & Thirst

## Hunger

The hunger system - when enabled - will cause your hunger level to slowly / randomly decrease over time, based on the "Reduce Hunger Amount" and the "Hunger Update Schedule" you set up in the Drafting Table GUI under Server Settings; player movement and activity has no effect on the amount it's reduced. Your current hunger level will be displayed in chat every time it's reduced. However, you can also view your hunger level at any time by accessing an inventory or by using a hotkey to view the Personal Inventory GUI.

To raise your hunger level, just use any of the various food items in your inventory (such as the tomato, potato or steak). Some food items need to be cooked in order to be safe to eat, namely steak and ham. Other items (such as fish and the potato) don't need to be cooked and are safe to eat raw, but cooking them will increase the amount your hunger level is raised once consumed. If you eat raw steam or ham however, there is a risk of getting food borne illness and having your health reduced by a random amount.

**Note:** Food items are some of the only items that can be used in your player inventory when stacked.

## Thirst

Much like the hunger system, the thirst system will cause your "thirst level" to decrease over time, based on the "Reduce Thirst Amount" and the "Thirst Update Schedule" values in the Drafting Table GUI under Server Settings. Your thirst level is displayed in chat during each update, and can also be viewed by accessing an inventory or viewing the Personal Inventory GUI.

To reduce your thirst and increase your thirst level, you need to use any of the water container items (such as cup, flask, clay jug or clay bowl). You have to first fill these items by going inside a water brick and "using them", then use the items again outside the water brick to fill your thirst. Each thirst-related item has a certain amount of uses before it becomes empty and needs to be refilled; you can view the container's water level by accessing an inventory or viewing your personal inventory. In addition, when inventories are saved, the water level in water containers (when planted as bricks) are also saved.

**Note:** the clay jug and clay bowl need to be baked in a furnace before they can be used to carry water.
Encumbrance

Encumbrance gives all items weight, which affects how many items players can carry. If a player has too many items, they might move much slower or be completely unable to move. This feature can be toggled under Server Settings in the Drafting Table GUI, as well as encumbrance start and end values (described in detail below).

A player's total weight can be viewed in the Personal Inventory GUI, accessed via a keybind you set up in your Options window, or by viewing an item's / brick's / vehicle's inventory. The weight of each item can also be viewed in any inventory window by selecting the item stack (weight is marked with a blue "weight" icon); the amount of items in the stack isn't taken into account.

## Start Weight

You can set up encumbrance to gradually slow down players after passing a certain weight limit ("Start Weight"), and as they take on additional weight. Once the start weight limit is passed, players will begin to slow down more and more as they carry more items (relative to the "Max Weight" limit). If players are under the Start Weight limit, they won't be slowed down at all, no matter how many items they have.

## Max Weight

You can also set up a "Max Weight" limit, which will prevent players from being able to move completely once surpassed.

The Start and Max weight limits can then be used in unison to have players gradually slow down after a certain limit, and then be unable to move after having their weight maxed out. You can also set up encumbrance to simply prevent players from being able to move after a certain limit (without gradually slowing down), by setting the Start and Max limits to the same value.
AutoSorting

A feature has been included in RPGx which makes picking up stacks of items much easier. This feature (known as "auto-sorting") can be enabled by selecting the checkbox at the bottom of your player inventory window in the Personal Inventory GUI (which is automatically opened when accessing a brick, vehicle or item's inventory, or via keybind).

Normally, you can only pick up and carry one type of item at a time in your player tools menu. However, once enabled, this feature will allow you to carry multiple stacks of items at the same time in your tools menu. This feature will also automatically add stacks you pickup to a backpack or to any containers you may be carrying. Stacks that are auto-sorted will (as the name suggests) be automatically sorted either into existing stacks with the same item, or into empty cells (any remaining items that can't be added to existing stacks will be stacked into an empty cell, or dropped if there's no more room for them).

Auto-sorting is meant for gathering resources (such as wooden logs, ores, etc.) so that they are automatically picked-up and grouped in a backpack / container for you. However, this feature works great as an alternative to Blockland's default item-pickup system.
Event Examples

## Store

Even though a store system is already featured in RPGx, various events are included so you can manually create your own store system. An example is shown below - it will check for a certain amount of gold coins (5) a player is carrying, and if that player has enough coins to purchase a certain item (such as a bow), it will remove that specific stack of coins and give the player that item.

**onActivate** -> **RPGx\_ifHasStack** -> [**Player**] [**Gold Coin**] [**5**]

**onRPGxHasStackPass** -> **RPGx\_RmvStack** -> [**Player**] [**Gold Coin**] [**5**]

**onRPGxHasStackPass** -> **RPGx\_AddStack** -> [**Playe**r] [**BowItem**] [**1**]

**onRPGxHasStackFail** -> **MessageClient** -> "**You need 5 coins to purchase this item.**"
RPGx Wikia

## Welcome to the RPGx Wikia

Official tutorial for the RPGx mod.

RPGs Extended (or RPGx) is a mod that adds various features to Blockland. It started out as a simple storage system, but more and more functionality was added to it over time, and it expanded into a full-fledged RPG system. In addition to item storage, RPGx features backpacks, crafting, smelting, encumbrance, item durability, hunger & thirst, locks & lock-picking, shops and much more!

Most features can be toggled under Server Settings in the Drafting Table GUI.

## Tutorial Pages

**Add-On Objects**

* Items & Bricks

**Main Features**

* Backpacks & Small Containers
* Item Storage
* Hybrid Item Planting / Pick Up
* GUIs & GUI Functions (Item Stacking, Swapping, etc.)
* Auto-Sorting (automatically stack items on pickup)
* Crafting & Item Forming
* Furnace: Smelting, Baking & Cooking
* Crucible **[COMING SOON]**
* Mining
* Wood Harvesting **[COMING SOON]**
* Hunger & Thirst
* Encumbrance
* Item Durability & Degradation
* Locks, Keys and Lock-Picking
* Anvil: Item-Modding
* Vehicle Storage
* Display Cases
* Shops
* Loot
* Events
* Door-Locking Support

**Drafting Table GUI (Settings Management)**

* Recipe Management
* Server Settings
* Item Settings

**Miscellaneous**

* Third Party Support (i.e. Ammo System)
* Event Examples
* Troubleshooting (i.e. shop / loot files not loading) **[COMING SOON]**
* Configuration File Setup (disabling unwanted items / bricks)
* Inventory Saving, Loading & Management

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Items & Bricks

**Note:** Config files are included, which allow the server host to disable unwanted RPGx bricks and items, dramatically reducing the amount of datablocks for the server.

## Items

RPGx currently features over **160 items** and **66 bricks**, and many other objects are planned to be added in the near future. The items include:

* Backpacks, Small Containers & Receptacles
* Hunger & Thirst-Related Items
* Tools, Weapons, Locks & Keys
* Tool & Weapon Parts
* Crafting-related objects
* Clay Molds & Blueprints

## Bricks

The bricks include:

* Basic furnishings that allow for storing various amounts of items (such as a nightstand, large dresser etc.)
* Crates (which require a crowbar to access)
* Display cases
* Utilities (such as crafting tables, a furnace, the anvil, etc.).
* Bricks related to resource-gathering (such as stairs and supports for mine shafts)

Not all RPGx bricks can be accessed via the brick selection menu; some bricks - such as hybrid items - can only be planted by using a command via the inventory GUI. Others can't be planted at all, and are only created by the server itself (such as ore bricks that spawn when mining).
Thea Gilbert

**Thea Gilbert** é a irmã de Neil Gilbert. Ela é interpretada por Arna Maria Wincherster.

## Biografia

Ela veio para a festa de aniversário de seu irmão, que foi organizada por sua filha, Nanda, com a mãe. Logo após Nanda ser enfeitiçada com o luar, Nanda faz uma piada sobre seu vestido parecendo um toalha de piquenique, a piada fez todo mundo rir. Thea também viu Nanda fora quando ela olhou para ela, mas as outras meninas com medo de volta para dentro com histórias de morcegos. Vendo o partido caindo aos pedaços, Thea pensou que Nanda era um ser humano em vez sem sentido. Thea interrompeu Nanda e Bruno de beijar logo antes do jantar. Então ela sugeriu que os pais de Nanda que ela precisava de uma dose de educação de moda antiga.

## Curiosidades

* A atriz que interpretou Thea Gilbert morreu em 7 de Dezembro de 2008.
Item Settings

Settings under the "Items" tab (in the Drafting Table GUI) allow you to modify values related to certain RPGx features for all items on the server. Only super administrators can access / use this GUI; when new item settings are saved / uploaded, the Drafting GUIs for all super admins will be instantly modified and synchronized.

## GUI Commands

The **Modify Selected** button in the GUI will open a sub-window, which allows you to modify values for the selected item in the list.

**Reload** will load all item values from the server to your GUI, ensuring the GUI is in sync with the server. If no items appear in the list, this command will populate the list; previously saved settings are automatically loaded into the list.

The **Save** button will save all of your item settings to file, and apply them to the server.

## GUI Values

Values you can modify include:

* **Item Stack Limit** - How many items can be combined into a single stack.
* **Weight** - How much this item weighs - for the encumbrance feature.
* **Durability / Health** - The max "health" an item has - for item durability / degradation.
* **Max Degrade On Use** - Maximum amount of durability an item looses when used in your player inventory or in a GUI.
* **Degrade Amount Over Time** - The amount an item degrades over time per degrade tick.
* **Efficiency** - A percentage value (%) of how efficient an item is at a task; higher values reduce time required for the task and increase productivity. Currently only used for the pickaxe when mining and eventually the axe (which default to 30%).
* **Is Fuel Object** - If the item can be used to fuel a furnace.
* **Burn Rate (per second)** - How much an item heats up per tick / second in the furnace. Once the amount an item heats up surpasses it's durability, the item is converted into something else, based on the item's "Furnace Result" (below).
* **Furnace Result** - What an item becomes after being heated in the furnace.
* **Crucible Result** - What an item becomes after being heated in the crucible.
* **is Static** - Whether or not an item can be moved via events or the Personal Inventory GUI; some third party mods can break if items are moved around using RPGx features, so this option is meant to prevent that.
Door-Locking Support

Example of how to set up events for locking doors.

RPGx automatically gives default door bricks an inventory (with only one item slot, which is meant for adding a lock item). Normally, with storage bricks that support locking, you can add a lock item to their corresponding lock slot, and that inventory will be classified as being "locked". Players then won't be able to access that inventory unless they have the right key. Doors don't have that functionality by default, so you have to add events to check whether or not a player can open the door.

With the event setup below, the inventory GUI for the door will be opened once the door itself is clicked (for adding or removing a lock). When a player clicks on a door with one of the key items, it will check to see if that player has the appropriate key to open it. With this setup, a door will also automatically open itself if a player successfully picks the door's lock, or has the right key to unlock it.

**onActivate** -> **Self** -> **RPGx\_OpenBrInv**

**onRPGxKeyHit** -> **Self** -> **RPGx\_ifCanAccess**

**onRPGxCanAccessPass** -> **Self** -> **door** -> [**Toggle**]

**onRPGxCanAccessFail** -> **Client** -> **CenterPrint** -> "**This door is locked.**" [**2**]

**onRPGxInvUnlocked** -> **Self** -> **door** -> [**OpenCW**]
James Bond

**James Bond**, codenaam **007**, is een fictief personage gecreëerd in 1953 door de Britse schrijver Ian Fleming, die hem opvoerde in twaalf romans en twee verhalenbundels. James Bond is een Brits geheimagent die werkt voor de MI6.

## Concept

Het concept van het personage werd gecreëerd door de Britse schrijver Ian Fleming gedurende of vlak na de tweede wereldoorlog. Ian Fleming schreef het eerste boek over James Bond in 1952.

Behalve Ian Fleming, die stierf in 1964, zijn er nog zeven andere auteurs die geautoriseerde Bond-boeken schreven na zijn dood: Kingsley Amis,Christopher Wood, John Gardner, Raymond Benson, Sebastian Faulks, Jeffery Deaver en Anthony Horowitz. Het recentst is het boek *Trigger Mortis*, geschreven door Horowitz en gepubliceerd op 8 september 2015. Bovendien schreef Charlie Higson een serie boeken *Young Bond* en Kate Westbrook drie romans gebaseerd op de dagboeken van het terugkerend personage Miss Moneypenny.

De fictieve Britse geheim agent is ook aangepast voor televisie, radio, strips en videospellen. Verder kent men James Bond vooral uit een van de succesvolste filmreeksen aller tijden, die begon met *Dr. No* in 1962 met Sean Connery als Bond. Op dit moment bestaat de filmreeks uit vierentwintig films van EON Productions en is Daniel Craig het gezicht van James Bond. Hij is de zesde acteur die Bond speelt in de EON-serie. Er zijn twee films uitgebracht door andere productiemaatschappijen.

De nieuwste James Bond film genaamd *Spectre* kwam uit op 6 november 2015, met als regisseur Sam Mendes, Daniel Craig als James Bond en Ralp Fiennes als M.

Een belangrijk element in de meeste films zijn de auto's, wapens en gadgets die Bond krijgt van Q Branch. De bekendste Bond-auto is de zilvergrijze Aston Martin DB5, die zijn debuut maakte in *Goldfinger*.

## Acteurs

Sean Connery speelde de eerste 5 films van 1962-1967. Hij speelde ook nog één film in 1971.

George Lazenby speelde één film in 1969

In 1973-1985 speelde Roger Moore de rol als James Bond.

In 1987-1989 speelde Timothy Dalton de rol als James Bond.

In 1995-2002 speelde Pierce Brosnan de rol van James Bond.

En als laatste speelde/speelt Daniel Craig de rol als James Bond van 2006-2015.