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	<updated>2026-05-12T05:40:19Z</updated>
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		<id>http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=230</id>
		<title>Warfactory 2 design</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=230"/>
		<updated>2025-11-14T08:31:58Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warfactory is a 1.12 Modpack made specifically for large faction server SMPs,&lt;br /&gt;
based around HBM:NTM and Gregtech, using Modular Warfare Shining and possibly&lt;br /&gt;
Mcheli for combat. The Modpack features an in-house fork of the Warforge claim mod,&lt;br /&gt;
adjusted for a more dynamic, fair and exciting faction experience.&lt;br /&gt;
&lt;br /&gt;
== General Principles ==&lt;br /&gt;
The pack must be accommodating to both veterans and new players, offering experience that is well documented and easily inferred from context clues. The progression will be tailored towards a much faster and dynamic style, compared to vanilla GT.&lt;br /&gt;
&lt;br /&gt;
Resources will be given very generously and infrastructure will be easy to set up, and in-game challenges will be tailored towards quick-thinking and high performance instead of endurance (grind). &lt;br /&gt;
Combat balance is very important to us. Every item and system will be designed and improved with more tactical combat experience in mind. We take a hard stance against creative flight, buff stacking, teleportation, insane armor values and other game breaking features that have commonly been seen in other commonly used packs. Guile gives far greater rewards than material advantages.&lt;br /&gt;
&lt;br /&gt;
=== “Shoulders of Giants” Approach ===&lt;br /&gt;
Having certain “milestone” machines maintain their relevance across several tiers, undergoing only incremental upgrades. This will incentivize staying in one place. Moreover, as long as a team has good risk management, they’ll have backups of these machines to get them up and running easily, making progression faster and more rewarding.&lt;br /&gt;
Say a ULV reworked blast furnace has no coils. As we progress, we give it coil upgrades and incrementally approve what it can cook.&lt;br /&gt;
&lt;br /&gt;
To encourage different play styles, we will have 3 different win conditions:&lt;br /&gt;
* Wonder winner – The team which has the nicest buildings and wonders.&lt;br /&gt;
* Domination victory – The team that topples the most bases.&lt;br /&gt;
* Progression victory – The most technologically advanced team.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
This is the section for the combat for WF2.&lt;br /&gt;
&lt;br /&gt;
==== Infantry combat ====&lt;br /&gt;
The most exciting part of the game is perhaps the infantry combat. From our experience, players want a more tactical and grounded combat that still indeed feels like infantry combat. In the past, the traditional packs, which were not made with combat in mind, would give players access to overpowered tools. The combat would be more similar to fights from DragonBall , where the goal is to use the most overpowered and cheaty method of inflicitng damage while causing game to have trouble registering hits on you.  In our modpack, players will need to be aware of their positioning, make strategic pushes, build forward operating bases, manage their inventory to avoid slowdowns, like in other conventional shooters&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
Just like warfactory 1.0, we will have guns in the pack. Our current mod of choice is modular warfare shining, allowing us to have a framework for constantly expanding arsenal. We will also make use of new and improved HBM guns and turrets. We will integrate the guns with &lt;br /&gt;
NTM armor system, that will make for interesting combat, devoid of bullet sponges and cheap one-shot tactics.&lt;br /&gt;
&lt;br /&gt;
==== Weight system ====&lt;br /&gt;
Using likes of Iguana tweaks, we will introduce a simple weight system that prevents players from becoming a walking armory. Those limits will only apply to combat-related things, as to not slow down progression inside of the modpack. Furthermore, we will add inventory limits that will prevent players from stashing too many things such as medicine, to prevent drawn out combat and encourage team play. Vehicles will not be possible for players to pick up either, making them a lot more precious and encourage proper handling of them, instead of it being a pocket weapon of mass destruction. Vehicles will be deployed using special assembling multiblocks, that one will need to deploy on the field.&lt;br /&gt;
&lt;br /&gt;
==== Medical system ====&lt;br /&gt;
To spice up gameplay, a simple medical system will be introduced. There are 2 types of damage: &amp;quot;Light&amp;quot; damage and &amp;quot;Hard&amp;quot; damage. Light damage will damage player normally, allowing players to use simple healing methods such as bandages, pain killers. Hard damage decreases player&#039;s health pool making them unable to recover without use of more sophisticated means. For such cases, more potent drugs will be introduced, such as opiates. Those are very potent, but dangerous drugs, which can heal, but have many drawbacks and should be handled with caution. Reckless use may cause instant death, or strong debuffs. Last class are stimulants, which are the source of buffs. They also can come with drawbacks. The system may grow with time, however this groundwork goes a long way and makes healing a bit more interesting compared to vanilla&lt;br /&gt;
&lt;br /&gt;
=== Base raiding ===&lt;br /&gt;
Raiding should be as difficult as defending yourself. As veterans of the modded landscape, we have noticed the general meta to be:&lt;br /&gt;
&lt;br /&gt;
You make cobble box underground and push progression mindlessly&lt;br /&gt;
Make cheapest throwable explosive to destroy claims (if they exist)&lt;br /&gt;
Use psyops or bruteforce to find other cobble boxes&lt;br /&gt;
Raid the cobble box to get some loot&lt;br /&gt;
Hope you won&#039;t get found, or you need to move the entire base in about an hour&lt;br /&gt;
&lt;br /&gt;
We completely disagree with this meta, it makes attacking too powerful and impossible to defend against due to the nature of minecraft. Base planning makes no sense when, after your base is found, the entire team will be occupied with defending itself against the lowest tier explosives.&lt;br /&gt;
The only real way to defend yourself is to never get found, which is not an engaging and fun game loop. Attacking teams also spend most of their time traveling around the map, trying to find the base via bruteforce, which is not a fun experience either. Which encourages cheating, in the form of BlockESP to make the experience bearable.&lt;br /&gt;
Our mod: Warforge factions will make players rethink the way they play faction servers. Bases will require time demanding strategic sieges that will take strategic effort from the attacker. With extended defensive tooling from mods such as NTM, base design, defenses, and automation will hopefully become an important aspect of the game.&lt;br /&gt;
The land you will settle down on will also be very significant, giving teams advantages for settling down in resource rich areas. Some exclusive rare materials that will make specific subbranches of military and industry more viable. Those will not be required for progression, but offer tactical resource advantage.&lt;br /&gt;
&lt;br /&gt;
=== Early Combat ===&lt;br /&gt;
The first combat will be done using the Large Metal Press multi, which works similar to the burner press from HBM. This will be used to obtain the first guns. The Gear Foundry will be the way you make armor, weapons and advanced tools. It will be upgradable similar to the Chemplant from GTNH.&lt;br /&gt;
&lt;br /&gt;
==== Radar ====&lt;br /&gt;
We will feature tools like the radar to make finding bases viable in the early midgame of the tech progression tree. Allowing for base finding to be much more streamlined, and making hiding strategies much less viable. Radar will require computation, power, and be placed relatively high up with access to the skyline. Quite cumbersome and fragile, yet game changing when it comes to recon. It will find an average point of enemy bases and index them according to how big and populous the base is. Meaning, the teams that are more ahead will have more eyes on them.&lt;br /&gt;
&lt;br /&gt;
==== Factions progression ====&lt;br /&gt;
Factions will be at the heart of your factory, they provide as your source of chunk claiming and chunk loading. However, to expand the area you can control the strength of your defenses. Your factions will have limited possible chunks they can claim, to expand their limit, teams must provide special resources to the faction, in order to increase their claim power.&lt;br /&gt;
&lt;br /&gt;
==== Suppliers ====&lt;br /&gt;
Special multiblocks called suppliers will allow bases to bolster their defenses. Multiblocks will require a steady supply of quality food to increase the defense factor of a certain area, about 3x3 chunk area (will only work on claimed chunks). For a buff to be applied, it must be done while not under siege. The machine will refuse to buff the base if it was turned on after the siege started. Machines will increase their strength depending on the amount of food supplied. Type of food item will be determined by faction tier, lower tier factions will require lower tier foods, while high tier factions will require high quality foodstuffs. The amount of claimed chunks will also increase the amount of food required. &lt;br /&gt;
&lt;br /&gt;
==== MC-heli ====&lt;br /&gt;
We want to make use of a custom fork of MCHELI, developed to integrate into our pack. Vehicles will help players to move around the map and conduct sieges. It may not come with WF2, as it will be a challenge to refactor.&lt;br /&gt;
Vehicle balance issues come from availability, ease of deployment, and effectiveness against infantry. Traditionally, vehicles in Minecraft modpacks tended to allow any player to deploy multiple vehicles from their inventory, allowing for chaotic sprawls of combat vehicles right before the enemy. Furthermore, vehicles can be damaged by infantry far too easily, making players treat them as a nuisance rather than a threat. There is a large gap in less flashy and more tactical vehicle types, such as artillery or mortars. Due to Minecraft&#039;s terrible inventory system, logistic vehicles or IFVs are rarely considered, as due to access to superb (overpowered) forms of transportation or teleportation for both personnel and items, they are not as highly desired as tanks or fighter jets.&lt;br /&gt;
&lt;br /&gt;
Our goal is to make vehicles both expensive and powerful in warfare, especially in the tactical aspect. To address vehicle sprawl and the treatment of vehicles as a get-out-of-jail ace card, **players won&#039;t be able to place or hold vehicles in their inventories**. Instead, they will be required to build specialized assembly machines for the assembly of vehicles. The vehicle assembly will not only require a lot of high-quality materials and energy, just like a real vehicle assembly does, but it will also require a blueprint that will require research. The blueprints are reusable and duplicable for a moderate price. Vehicles assembled will simply be put onto an assembly platform. This means that the only way of transporting a vehicle to the front line must be done with the vehicle in its physical form. Such as driving or chaining/stashing it in a bigger vehicle. This rule will apply to most vehicles, except some smaller emplacements that are meant to be deployed by infantry, such as mounted machine guns. Those emplacements, however, will still pose a challenge to transport due to weight. We may provide some solutions for stashing vehicles in the form of vehicle depots that will allow players to safely stash vehicles in neat multiblocks, saving space (and performance).&lt;br /&gt;
&lt;br /&gt;
Depending on vehicle type, they may require different types of effort in order to take down. Light APCs may be possible to be taken down by a heavy machine gun, while heavy battle tanks may require sustained barrage or expensive high-tech infantry weaponry, assuming that a team can execute a proper anti-tank assult.&lt;br /&gt;
&lt;br /&gt;
Vehicles will have a rudimentary maintenance and parts system in which certain parts of a vehicle can be damaged, which will inflict different amounts of damage, as well as be able to disable certain systems. Those damages will range from field-serviceable to requiring specialized tooling and machines in order to fix. The general rule is that light and most medium damage can be serviced in the field to a limited degree, but still allow for the vehicle to be operational, while heavy damage will require a proper site to repair. This, while a difficult system to execute, will make vehicle combat a lot more tactical, rather than just an endurance run who can shoot the most rockets at the other party.&lt;br /&gt;
Because teleportation is made difficult, if not completely unavailable, and items carry weight, transport and logistic vehicles will play a role in supplying both personnel and resources to the front line. The inventory system of vehicles will be rewritten to remove all of its limitations. &lt;br /&gt;
&lt;br /&gt;
Uavs will also be extremely important in warfare. We plan to featue a wide set of drones, from small civilian grade disposable drones to heavy expensive military drones. Currently drones have limited use due to range restictions, though this will be resoved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
The 2 Main mods carrying progression will be Gregtech and HBM, with focus on Gregtech and HBM filling in with what we theme is the &amp;quot;highlight&amp;quot; content.&lt;br /&gt;
&lt;br /&gt;
=== Asymmetric progression ===&lt;br /&gt;
To make progression and battles more dynamic, we want to introduce specific branches of progression depending on player&#039;s access to resources. For example, player has access to renewable large source of uranium. This allows player to start nuclear research early, giving access things such as early nuclear power, low yield nuclear weapons. Another example would be access to a specific resource that would allow player to produce energy weapons, which while not explicitly better than standard weapons, would be more effective against standard bullet-proof armor. Such design decisions would be sprinkled around the modpack. To enforce uniqueness of those resources, the map would have a limited amount of such resources, regulated by the administrator. This would encourage turf wars, to make players fight over strategic resources across the map. &lt;br /&gt;
&lt;br /&gt;
=== Faster progression ===&lt;br /&gt;
Our goal is to make progression mesh well with the fast landscape that modded faction wars is. Let&#039;s be honest, GregTech&#039;s call to fame came from it&#039;s &amp;quot;immersive&amp;quot; (slow) gameplay. While we do want to retain the complexity and logistical challenge that GregTech provides, we want to remove the tedious, repetitive parts that are present in the mod. This ranges from large sweeping changes, to small optimizations. Here is a list of things that we want to introduce in order to archive this:&lt;br /&gt;
&lt;br /&gt;
* Early, but limited access to AE2&lt;br /&gt;
* Recursive pipe shuttering&lt;br /&gt;
* Multiblock blueprints&lt;br /&gt;
* Complete rework of early game in order to decrease micro-crafting&lt;br /&gt;
* Early centralized power and more streamlined powergrid handling&lt;br /&gt;
&lt;br /&gt;
=== Powergrid handling ===&lt;br /&gt;
From experience in management of large bases, power management in GregTech is poorly designed. In early game, it is a chore. Low voltages make your expansion limited, it is impossible to have a properly designed, centralized power system that players can expand. Lategame however, it becomes overtly reliant on storing massive amounts of EU inside different kinds of EU storages. By the time you are in lategame, many interesting solutions are presented to the player, which in my opinion is a lost opportunity when it comes to game design. This does not even take into account AE2&#039;s EU/RF p2p&#039;s which trivialize power grid planning, to a point that all other tools become almost obsolete. We plan to mend this issue, using few simple machines and design choices.&lt;br /&gt;
&lt;br /&gt;
===== Large transformers =====&lt;br /&gt;
To make power grid managment easier, players will get access to large transformers, which are simple multiblock structures that allow player to place energy hatches and dynamos, that will transform power. They would be tiered, with first tier allowing player to transform power from LV to HV and another one that would be able to tranform power for all of the tiers (up to UV).  Goal is to make power grid managment much more streamlined, less reliant on hacky transformer chains or separate power grids.&lt;br /&gt;
&lt;br /&gt;
===== AC power =====&lt;br /&gt;
To help players transfer power between different points. An &amp;quot;AC&amp;quot; power converter machine would be introduced. &amp;quot;AC&amp;quot; power would be a voltage type that would be unusable with machines, however would not suffer the same per-block loss like the &amp;quot;DC&amp;quot; power. Some kind of loss would still be at play, either passive loss on conversion between voltages or a loss proportional to amount of current drawn through the system. The AC power is there to ease dealing with power transfer in the early game to midgame, having less of an impact as games progresses into lategame. &lt;br /&gt;
&lt;br /&gt;
===== Removal of the power &amp;quot;cheese&amp;quot; =====&lt;br /&gt;
To make power menagment matter in lategame stages. We will curb the amount of EU player can store. We will also restrict ways player can transfer EU, to avoid things such as AE2 completely breaking the game meta.&lt;br /&gt;
&lt;br /&gt;
=== Steam Age Rework ===&lt;br /&gt;
Steam age is the biggest thorn in GT&#039;s design. It suffers from issues that we specifically want to avoid in our modpack. We opt into redesigning the steam age to focus on player to quickly be able to reach LV, while allowing player to make use of extra machines, that will stay relevant well into the midgame.&lt;br /&gt;
[[File:Steam age progression chart.png|thumb|Chart for the steam age progression, showcasing the flow and key resources required to progress. (May change at any time)]]&lt;br /&gt;
&lt;br /&gt;
=== Steam power overhaul ===&lt;br /&gt;
Steam is a rather underutilized power source in later stages of GregTech, due to its unremarkable power density. It is a shame that this power source gets completely outshined by the the time you get to LV. We want to introduce higher density steam types, which paired with high pressure pipes allow for scalable throughput beyond earlygame.  With NTM there are also even more interesting way to boil water, using many different reactors.&lt;br /&gt;
&lt;br /&gt;
Other current ideas for new ways to generate steam are:&lt;br /&gt;
* The Boiler Tower, a multi which gives higher yields exponentially the taller it is.&lt;br /&gt;
* The Heat Exchanger, a multi which turns lava and water into steam.&lt;br /&gt;
* A reworked Large Boiler system to overcome its flaws and to make them relevant again.&lt;br /&gt;
&lt;br /&gt;
In a parallel to the real world’s development, petrochemistry is unlocked very early on. High-pressure steam is used to extract oil and refine it. Of course, these early methods are not nearly as successful as more advanced systems, and we cannot refine advanced petrochemicals like HOG this way. Bunker fuel, kerosene, etc is unlocked around this time.&lt;br /&gt;
&lt;br /&gt;
With this, we can construct power systems that will sustain us far into the electrical tiers.&lt;br /&gt;
&lt;br /&gt;
==== Early Combustion ====&lt;br /&gt;
In alignment with the “shoulders of giants” philosophy, the player will be given crude combustion engines in late ULV. These engines, through incremental upgrade, can sustain them well into the LV-EV tiers. To begin, you will only be able to produce crude kerosene and bunker fuel, and suffer poor efficiency and very crude engines that can only really sustain you for a while.&lt;br /&gt;
&lt;br /&gt;
Early petro fuels won’t produce power, but will power boilers to produce oodles of steam. Direct combustion engines (and steam turbines) are unlocked in LV, but can be made easily by retrofitting your early boiler systems. &lt;br /&gt;
=== Lv-Ev Tenets ===&lt;br /&gt;
&lt;br /&gt;
=== Low Voltage ===&lt;br /&gt;
Low voltage will unlock AE2 as we recognize that this mod is inseparable with GT due to its Gregtech’s complexity ramping up as soon as player gets to later stages. Early AE2 will empower the team to produce larger and more complex factories, as they won’t feel they need to wait until they reach AE2 (common issue with GTNH). This may make people think this will kill complexity, which is why we opt to enable keep channels enabled. &lt;br /&gt;
&lt;br /&gt;
Players will unlock plethora of basic self defence guns and infrastructure, such as barbed wire, concrete.&lt;br /&gt;
&lt;br /&gt;
===== AE2&#039;s common pitfall: oversimplification of bases =====&lt;br /&gt;
AE2 is a powerful tool, which can do many many things. This is what makes it great. However, AE2 can actually oversimplify a lot of systems, via its powerful ondemand crafting system. We want to give players access to the powerful tools, though stray away from introducing AE2s full overpowered suite of tools that make game become AE2 trivia simulator.&lt;br /&gt;
&lt;br /&gt;
=== Medium Voltage ===&lt;br /&gt;
=== High Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== Ev-Luv Tenets ===&lt;br /&gt;
&lt;br /&gt;
=== Extreme Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== Insane Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== Ludicrous Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== ZPM Voltage ===&lt;br /&gt;
I doubt we need to go this far, only one team will most likely even make it to ZPM or beyond it&lt;br /&gt;
&lt;br /&gt;
=== Multi Rework ===&lt;br /&gt;
&lt;br /&gt;
For WF2 we want to move away from GCYM, as it has some intrinsic problems with it, as well as it doesn’t fit into what we want for a pvp pack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will implement new multis, either through an external mod or through WFCore. And the consensus is that the first round of multis will be available in early HV to incentivise the creation of large scale automation early on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Parallels will most likely be akin to how GT++ calculates parallels.&lt;br /&gt;
&lt;br /&gt;
=== NTM Space ===&lt;br /&gt;
Since we are also porting the NTM space content, we are looking into integrating it into Warfactory, and as it&#039;s such a major part of the progression it will get it&#039;s own section.&lt;br /&gt;
&lt;br /&gt;
== Takeaways and lessons from WF1 ==&lt;br /&gt;
* All movement options within Warfactory 2, have to be evaluated and checked for if they are too overpowered, not to have a repeat of the hooks situation from Warfactory 1.&lt;br /&gt;
* Ensure armor and weapons are tested THOROUGHLY (to prevent a repeat of the redstone arsenal incident)&lt;br /&gt;
* Make sure to do small scale tests with testers who are intentionally made to cause as much lag as possible to then make a spark profile to find sources of lag to prevent another visual ores situation.&lt;br /&gt;
* We will also be cutting down on the amount of mods to prevent interactions in-between the mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Dev Test ==&lt;br /&gt;
A Dev Test will be orchestrated as a way of engaging the community before WF2, while still using it as a platform to see if the more experimental features work in a event setting.&lt;br /&gt;
&lt;br /&gt;
The devtest will be done as follows, first the top 2 people of each team&amp;lt;ref&amp;gt;Would likely be the Leader and Co-Leader of each respective team&amp;lt;/ref&amp;gt; would be invited to a discord. This is to discuss the rules and to make any last minute alterations to the pack before the devtest takes place.&lt;br /&gt;
&lt;br /&gt;
After everything is sorted out, all the members of each respective team will be added, and if there are still server slots there will be a google form setup for invitations.&lt;br /&gt;
&lt;br /&gt;
The prevailing idea is that once the pack reaches LuV, the devtest will occur. As it is not a traditional event, the server will have very specific win conditions. Those being finishing LuV and obtaining the Crystal Mainframe. This will be akin to the &amp;quot;Science Victory&amp;quot; in Civ6.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warforge&amp;diff=229</id>
		<title>Warforge</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warforge&amp;diff=229"/>
		<updated>2025-08-31T15:02:47Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warforge is a mod created by jamioflan, creator of FlansMod. The mod was PVP centric claim mod made specifically for now defunct Flan&#039;s modded. 1.12.2 SMP. During development of Warfactory 1, the mod was forked and rewritten by Mr. Norwood and EightXOR8, introducing many additional features.&lt;br /&gt;
&lt;br /&gt;
General overview&lt;br /&gt;
The mod allows players to create factions, which grant them the ability to claim chunks as well as get passive resources from claimed chunks. Factions can raid other factions, allowing them to destroy enemy claims and take over bases.&lt;br /&gt;
&lt;br /&gt;
== Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a faction ===&lt;br /&gt;
&lt;br /&gt;
To create a faction, a player must first obtain a &#039;&#039;&#039;citadel&#039;&#039;&#039;. Citadels can be placed on any &#039;&#039;&#039;unclaimed chunk&#039;&#039;&#039; and can be picked up by &#039;&#039;&#039;sneak-interacting&#039;&#039;&#039; with them, provided the citadel is unclaimed. &lt;br /&gt;
[[File:UnclaimedCitadelGui.png|thumb|UI presented on freshly placed citadel]]&lt;br /&gt;
&lt;br /&gt;
A factionless player can create a faction by placing a citadel, interacting with it, and clicking the &#039;&#039;&#039;“Create”&#039;&#039;&#039; button. They can then &#039;&#039;&#039;name the faction&#039;&#039;&#039; and choose its &#039;&#039;&#039;color&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Faction name&#039;&#039;&#039; is permanent and cannot be changed.&lt;br /&gt;
* &#039;&#039;&#039;Faction color&#039;&#039;&#039; can be changed later via the citadel menu.&lt;br /&gt;
&lt;br /&gt;
Every claimed chunk displays a &#039;&#039;&#039;colored border&#039;&#039;&#039; corresponding to its faction. These borders cannot be disabled globally but can be toggled on or off individually by pressing &#039;&#039;&#039;B&#039;&#039;&#039; (default) or using the &amp;lt;code&amp;gt;/f borders&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
The player who creates the faction is automatically set as the &#039;&#039;&#039;leader&#039;&#039;&#039;.&lt;br /&gt;
=== Inviting players, ranks transferring, ownership, leaving ===&lt;br /&gt;
Every faction has a &#039;&#039;&#039;leader&#039;&#039;&#039;, who is the faction’s owner. Beyond the leader, factions can have &#039;&#039;&#039;officers&#039;&#039;&#039; and &#039;&#039;&#039;regular members&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Officers&#039;&#039;&#039; can perform additional actions, such as inviting or expelling players and placing claims.&lt;br /&gt;
* &#039;&#039;&#039;Members&#039;&#039;&#039; can be promoted to officers or demoted using &amp;lt;code&amp;gt;/f promote&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/f demote&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The &#039;&#039;&#039;leader&#039;&#039;&#039; can transfer leadership to another member with &amp;lt;code&amp;gt;/f setleader&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All faction members have an &#039;&#039;&#039;extra name tag field&#039;&#039;&#039; that displays their faction affiliation.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Chunk veins and passive yields ===&lt;br /&gt;
Chunks can contain valuable resource &#039;&#039;&#039;veins&#039;&#039;&#039;. Players can view veins by &#039;&#039;&#039;sneaking&#039;&#039;&#039;, which displays a UI indicator for the vein in the chunks they are currently in. &lt;br /&gt;
&lt;br /&gt;
[[File:Vein.png|Chunk vein of Rich Gold-Diamond, with 100% chance of 80 gold ores, 80% of extra 10 gold ores, and 100% of 3 diamonds, with 60% possibility for an extra diamond. |center|thumb|500x500px]]&lt;br /&gt;
&lt;br /&gt;
Veins have &#039;&#039;&#039;three quality levels&#039;&#039;&#039; — Poor, Fair, and Rich — which affect the total yield. The display shows:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;item&#039;&#039;&#039;.&lt;br /&gt;
* The &#039;&#039;&#039;number of items&#039;&#039;&#039; you will receive (in square brackets).&lt;br /&gt;
* Up to &#039;&#039;&#039;two percentages&#039;&#039;&#039;:&lt;br /&gt;
*# The first percentage indicates the chance of obtaining the listed items.&lt;br /&gt;
*# The second percentage indicates the chance of getting &#039;&#039;&#039;one extra item&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Note: An item can have multiple independent drop chances within the same vein.&amp;lt;/blockquote&amp;gt;Veins can occur at different rates depending on the &#039;&#039;&#039;dimension&#039;&#039;&#039;, and all vein-specific settings can be adjusted in &amp;lt;code&amp;gt;warforge/veins.cfg&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yield collection:&#039;&#039;&#039; Items from veins are automatically deposited into the chunk’s claim at set intervals, configurable in the main configuration file.&lt;br /&gt;
&lt;br /&gt;
=== Expanding Claim area and citadel upgrading ===&lt;br /&gt;
To expand your faction’s claim area, players with the rank of officer or higher can place claim blocks. Currently, there are two types: basic and reinforced, which differ in strength. Strength determines how many points attackers must gain to win a siege.&lt;br /&gt;
&lt;br /&gt;
If the citadel level system is enabled, it restricts the number of claims a faction can have, preventing players from placing extra claims once the limit is reached.&lt;br /&gt;
&lt;br /&gt;
[[File:UpgradeUI.png|thumb|Citadel Upgrade UI|left]]&lt;br /&gt;
&lt;br /&gt;
To level up a citadel, an officer or higher must interact with it and click the “Upgrade Citadel” button. This opens a GUI showing the required items for the upgrade. If the player has the items and confirms by pressing “Upgrade”, the items are removed from the player’s inventory and the citadel levels up.&lt;br /&gt;
&lt;br /&gt;
The number of levels, their claim limits, and the required items can be configured in the file: &amp;lt;code&amp;gt;warforge/upgrade_levels.cfg&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
Sieges allow factions to attack other factions, unclaiming their chunks, preventing them from being reclaimed, or even taking over their territory. A faction can start a siege by placing a siege structure next to the enemy’s land, opening the siege menu, and selecting the chunk to target. The siege will only begin if the attacking faction is not under a losing penalty.&lt;br /&gt;
[[File:Siege camp UI.png|thumb|Siege camp UI, with attacker&#039;s siege camp in the center, with enemy claim chunk to the north|center]]&lt;br /&gt;
During an active siege, both attackers and defenders see an overhead display showing siege progress. The siege functions as a &#039;&#039;&#039;tug-of-war&#039;&#039;&#039;: killing enemies grants points to the respective side. The siege timer is influenced by the attacker’s &#039;&#039;&#039;momentum&#039;&#039;&#039; – gained from winning previous sieges and lost when a siege is lost.&lt;br /&gt;
[[File:SiegeBar.png|frameless|center|891x891px]]&lt;br /&gt;
&lt;br /&gt;
* When the timer reaches 0, attackers earn a point and the timer resets.&lt;br /&gt;
* Timer values based on momentum can be configured in the main configuration file.&lt;br /&gt;
* Each attacker win grants an extra momentum point, which lasts for a configurable duration. If the momentum expires or the siege is lost, it resets to 0.&lt;br /&gt;
* If attackers start a siege with 0 momentum, a siege penalty is applied.&lt;br /&gt;
A siege is considered &#039;&#039;&#039;abandoned&#039;&#039;&#039; if all members of one side leave the siege area. By default, this area includes a &#039;&#039;&#039;2-chunk radius around the siege chunk&#039;&#039;&#039; (configurable in the main config) and the &#039;&#039;&#039;entire claim area of the defenders&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If defenders were offline when the siege began, they are not considered abandoned until a defender logs in and then leaves the siege area.&lt;br /&gt;
* The deserting side has a limited amount of time to return to the siege area before the siege is marked as failed.&lt;br /&gt;
* Factions are notified via chat whenever a siege is at risk of being abandoned.&lt;br /&gt;
&lt;br /&gt;
The point ranges depend on defender&#039;s claim type, surrounding claims and claim reinforces that may be present on or around their claimed chunks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player commands===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;/f invite &amp;lt;playerName&amp;gt;&amp;lt;/code&amp;gt; – Invite a player to join your faction.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f accept&amp;lt;/code&amp;gt; – Accept a pending faction invitation.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f disband&amp;lt;/code&amp;gt; – Disband your faction permanently (leader only).&lt;br /&gt;
* &amp;lt;code&amp;gt;/f expel &amp;lt;playerName&amp;gt;&amp;lt;/code&amp;gt; – Remove a member from your faction (officer or leader).&lt;br /&gt;
* &amp;lt;code&amp;gt;/f leave&amp;lt;/code&amp;gt; – Leave your current faction.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f time&amp;lt;/code&amp;gt; – Check the amount of time your faction has been active or remaining siege/claim timers.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f info &amp;lt;factionName&amp;gt;&amp;lt;/code&amp;gt; – View information about a specific faction (members, claims, stats).&lt;br /&gt;
* &amp;lt;code&amp;gt;/f top&amp;lt;/code&amp;gt; – Show a leaderboard of top factions (by wealth, kills, or other metrics).&lt;br /&gt;
* &amp;lt;code&amp;gt;/f wealth&amp;lt;/code&amp;gt; – Check your faction’s total wealth.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f legacy&amp;lt;/code&amp;gt; – View your faction’s legacy.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f notoriety&amp;lt;/code&amp;gt; – Check your faction’s notoriety or reputation in the world, affected by amount of kills they get.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f borders&amp;lt;/code&amp;gt; – Toggle the display of faction claim borders.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=File:SiegeBar.png&amp;diff=228</id>
		<title>File:SiegeBar.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=File:SiegeBar.png&amp;diff=228"/>
		<updated>2025-08-31T14:59:37Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;siege bar&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warforge&amp;diff=227</id>
		<title>Warforge</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warforge&amp;diff=227"/>
		<updated>2025-08-31T14:30:25Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: /* Chunk veins and passive yields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warforge is a mod created by jamioflan, creator of FlansMod. Mod was PVP centric claim mod made specifically for now defunct Flan&#039;s modded. 1.12.2 SMP. During development of Warfactory 1, the mod was forked and rewritten by Mr. Norwood and EightXOR8, introducing many additional features.&lt;br /&gt;
&lt;br /&gt;
General overview&lt;br /&gt;
The mod allows players to create factions, which grant them the ability to claim chunks as well as get passive resources from claimed chunks. Factions can raid other factions, allowing them to destroy enemy claims and take over bases.&lt;br /&gt;
&lt;br /&gt;
== Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a faction ===&lt;br /&gt;
&lt;br /&gt;
To create a faction, a player must first obtain a &#039;&#039;&#039;citadel&#039;&#039;&#039;. Citadels can be placed on any &#039;&#039;&#039;unclaimed chunk&#039;&#039;&#039; and can be picked up by &#039;&#039;&#039;sneak-interacting&#039;&#039;&#039; with them, provided the citadel is unclaimed. &lt;br /&gt;
[[File:UnclaimedCitadelGui.png|thumb|UI presented on freshly placed citadel]]&lt;br /&gt;
&lt;br /&gt;
A factionless player can create a faction by placing a citadel, interacting with it, and clicking the &#039;&#039;&#039;“Create”&#039;&#039;&#039; button. They can then &#039;&#039;&#039;name the faction&#039;&#039;&#039; and choose its &#039;&#039;&#039;color&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Faction name&#039;&#039;&#039; is permanent and cannot be changed.&lt;br /&gt;
* &#039;&#039;&#039;Faction color&#039;&#039;&#039; can be changed later via the citadel menu.&lt;br /&gt;
&lt;br /&gt;
Every claimed chunk displays a &#039;&#039;&#039;colored border&#039;&#039;&#039; corresponding to its faction. These borders cannot be disabled globally but can be toggled on or off individually by pressing &#039;&#039;&#039;B&#039;&#039;&#039; (default) or using the &amp;lt;code&amp;gt;/f borders&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
The player who creates the faction is automatically set as the &#039;&#039;&#039;leader&#039;&#039;&#039;.&lt;br /&gt;
=== Inviting players, ranks transferring, ownership, leaving ===&lt;br /&gt;
Every faction has a &#039;&#039;&#039;leader&#039;&#039;&#039;, who is the faction’s owner. Beyond the leader, factions can have &#039;&#039;&#039;officers&#039;&#039;&#039; and &#039;&#039;&#039;regular members&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Officers&#039;&#039;&#039; can perform additional actions, such as inviting or expelling players and placing claims.&lt;br /&gt;
* &#039;&#039;&#039;Members&#039;&#039;&#039; can be promoted to officers or demoted using &amp;lt;code&amp;gt;/f promote&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/f demote&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The &#039;&#039;&#039;leader&#039;&#039;&#039; can transfer leadership to another member with &amp;lt;code&amp;gt;/f setleader&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All faction members have an &#039;&#039;&#039;extra name tag field&#039;&#039;&#039; that displays their faction affiliation.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Chunk veins and passive yields ===&lt;br /&gt;
Chunks can contain valuable resource &#039;&#039;&#039;veins&#039;&#039;&#039;. Players can view veins by &#039;&#039;&#039;sneaking&#039;&#039;&#039;, which displays a UI indicator for the vein in the chunks they are currently in. &lt;br /&gt;
&lt;br /&gt;
[[File:Vein.png|frame|Chunk vein of Rich Gold-Diamond, with 100% chance of 80 gold ores, 80% of extra 10 gold ores, and 100% of 3 diamonds, with 60% possibility for an extra diamond. ]]&lt;br /&gt;
&lt;br /&gt;
Veins have &#039;&#039;&#039;three quality levels&#039;&#039;&#039; — Poor, Fair, and Rich — which affect the total yield. The display shows:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;item&#039;&#039;&#039;.&lt;br /&gt;
* The &#039;&#039;&#039;number of items&#039;&#039;&#039; you will receive (in square brackets).&lt;br /&gt;
* Up to &#039;&#039;&#039;two percentages&#039;&#039;&#039;:&lt;br /&gt;
*# The first percentage indicates the chance of obtaining the listed items.&lt;br /&gt;
*# The second percentage indicates the chance of getting &#039;&#039;&#039;one extra item&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Note: An item can have multiple independent drop chances within the same vein.&amp;lt;/blockquote&amp;gt;Veins can occur at different rates depending on the &#039;&#039;&#039;dimension&#039;&#039;&#039;, and all vein-specific settings can be adjusted in &amp;lt;code&amp;gt;warforge/veins.cfg&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yield collection:&#039;&#039;&#039; Items from veins are automatically deposited into the chunk’s claim at set intervals, configurable in the main configuration file.&lt;br /&gt;
&lt;br /&gt;
=== Expanding Claim area and citadel upgrading ===&lt;br /&gt;
To expand your faction’s claim area, players with the rank of officer or higher can place claim blocks. Currently, there are two types: basic and reinforced, which differ in strength. Strength determines how many points attackers must gain to win a siege.&lt;br /&gt;
&lt;br /&gt;
If the citadel level system is enabled, it restricts the number of claims a faction can have, preventing players from placing extra claims once the limit is reached.&lt;br /&gt;
&lt;br /&gt;
[[File:UpgradeUI.png|thumb|Citadel Upgrade UI]]&lt;br /&gt;
&lt;br /&gt;
To level up a citadel, an officer or higher must interact with it and click the “Upgrade Citadel” button. This opens a GUI showing the required items for the upgrade. If the player has the items and confirms by pressing “Upgrade”, the items are removed from the player’s inventory and the citadel levels up.&lt;br /&gt;
&lt;br /&gt;
The number of levels, their claim limits, and the required items can be configured in the file: &amp;lt;code&amp;gt;warforge/upgrade_levels.cfg&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
Sieges allow factions to attack other factions, unclaiming their chunks, preventing them from being reclaimed, or even taking over their territory. A faction can start a siege by placing a siege structure next to the enemy’s land, opening the siege menu, and selecting the chunk to target. The siege will only begin if the attacking faction is not under a losing penalty.&lt;br /&gt;
[[File:Siege camp UI.png|thumb|Siege camp UI, with attacker&#039;s siege camp in the center, with enemy claim chunk to the north]]&lt;br /&gt;
During an active siege, both attackers and defenders see an overhead display showing siege progress. The siege functions as a &#039;&#039;&#039;tug-of-war&#039;&#039;&#039;: killing enemies grants points to the respective side. The siege timer is influenced by the attacker’s &#039;&#039;&#039;momentum&#039;&#039;&#039; – gained from winning previous sieges and lost when a siege is lost.&lt;br /&gt;
&lt;br /&gt;
* When the timer reaches 0, attackers earn a point and the timer resets.&lt;br /&gt;
* Timer values based on momentum can be configured in the main configuration file.&lt;br /&gt;
* Each attacker win grants an extra momentum point, which lasts for a configurable duration. If the momentum expires or the siege is lost, it resets to 0.&lt;br /&gt;
* If attackers start a siege with 0 momentum, a siege penalty is applied.&lt;br /&gt;
A siege is considered &#039;&#039;&#039;abandoned&#039;&#039;&#039; if all members of one side leave the siege area. By default, this area includes a &#039;&#039;&#039;2-chunk radius around the siege chunk&#039;&#039;&#039; (configurable in the main config) and the &#039;&#039;&#039;entire claim area of the defenders&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If defenders were offline when the siege began, they are not considered abandoned until a defender logs in and then leaves the siege area.&lt;br /&gt;
* The deserting side has a limited amount of time to return to the siege area before the siege is marked as failed.&lt;br /&gt;
* Factions are notified via chat whenever a siege is at risk of being abandoned.&lt;br /&gt;
&lt;br /&gt;
The point ranges depend on defender&#039;s claim type, surrounding claims and claim reinforces that may be present on or around their claimed chunks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player commands===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;/f invite &amp;lt;playerName&amp;gt;&amp;lt;/code&amp;gt; – Invite a player to join your faction.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f accept&amp;lt;/code&amp;gt; – Accept a pending faction invitation.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f disband&amp;lt;/code&amp;gt; – Disband your faction permanently (leader only).&lt;br /&gt;
* &amp;lt;code&amp;gt;/f expel &amp;lt;playerName&amp;gt;&amp;lt;/code&amp;gt; – Remove a member from your faction (officer or leader).&lt;br /&gt;
* &amp;lt;code&amp;gt;/f leave&amp;lt;/code&amp;gt; – Leave your current faction.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f time&amp;lt;/code&amp;gt; – Check the amount of time your faction has been active or remaining siege/claim timers.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f info &amp;lt;factionName&amp;gt;&amp;lt;/code&amp;gt; – View information about a specific faction (members, claims, stats).&lt;br /&gt;
* &amp;lt;code&amp;gt;/f top&amp;lt;/code&amp;gt; – Show a leaderboard of top factions (by wealth, kills, or other metrics).&lt;br /&gt;
* &amp;lt;code&amp;gt;/f wealth&amp;lt;/code&amp;gt; – Check your faction’s total wealth.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f legacy&amp;lt;/code&amp;gt; – View your faction’s legacy.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f notoriety&amp;lt;/code&amp;gt; – Check your faction’s notoriety or reputation in the world, affected by amount of kills they get.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f borders&amp;lt;/code&amp;gt; – Toggle the display of faction claim borders.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warforge&amp;diff=226</id>
		<title>Warforge</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warforge&amp;diff=226"/>
		<updated>2025-08-31T14:29:29Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warforge is a mod created by jamioflan, creator of FlansMod. Mod was PVP centric claim mod made specifically for now defunct Flan&#039;s modded. 1.12.2 SMP. During development of Warfactory 1, the mod was forked and rewritten by Mr. Norwood and EightXOR8, introducing many additional features.&lt;br /&gt;
&lt;br /&gt;
General overview&lt;br /&gt;
The mod allows players to create factions, which grant them the ability to claim chunks as well as get passive resources from claimed chunks. Factions can raid other factions, allowing them to destroy enemy claims and take over bases.&lt;br /&gt;
&lt;br /&gt;
== Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a faction ===&lt;br /&gt;
&lt;br /&gt;
To create a faction, a player must first obtain a &#039;&#039;&#039;citadel&#039;&#039;&#039;. Citadels can be placed on any &#039;&#039;&#039;unclaimed chunk&#039;&#039;&#039; and can be picked up by &#039;&#039;&#039;sneak-interacting&#039;&#039;&#039; with them, provided the citadel is unclaimed. &lt;br /&gt;
[[File:UnclaimedCitadelGui.png|thumb|UI presented on freshly placed citadel]]&lt;br /&gt;
&lt;br /&gt;
A factionless player can create a faction by placing a citadel, interacting with it, and clicking the &#039;&#039;&#039;“Create”&#039;&#039;&#039; button. They can then &#039;&#039;&#039;name the faction&#039;&#039;&#039; and choose its &#039;&#039;&#039;color&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Faction name&#039;&#039;&#039; is permanent and cannot be changed.&lt;br /&gt;
* &#039;&#039;&#039;Faction color&#039;&#039;&#039; can be changed later via the citadel menu.&lt;br /&gt;
&lt;br /&gt;
Every claimed chunk displays a &#039;&#039;&#039;colored border&#039;&#039;&#039; corresponding to its faction. These borders cannot be disabled globally but can be toggled on or off individually by pressing &#039;&#039;&#039;B&#039;&#039;&#039; (default) or using the &amp;lt;code&amp;gt;/f borders&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
The player who creates the faction is automatically set as the &#039;&#039;&#039;leader&#039;&#039;&#039;.&lt;br /&gt;
=== Inviting players, ranks transferring, ownership, leaving ===&lt;br /&gt;
Every faction has a &#039;&#039;&#039;leader&#039;&#039;&#039;, who is the faction’s owner. Beyond the leader, factions can have &#039;&#039;&#039;officers&#039;&#039;&#039; and &#039;&#039;&#039;regular members&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Officers&#039;&#039;&#039; can perform additional actions, such as inviting or expelling players and placing claims.&lt;br /&gt;
* &#039;&#039;&#039;Members&#039;&#039;&#039; can be promoted to officers or demoted using &amp;lt;code&amp;gt;/f promote&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/f demote&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The &#039;&#039;&#039;leader&#039;&#039;&#039; can transfer leadership to another member with &amp;lt;code&amp;gt;/f setleader&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All faction members have an &#039;&#039;&#039;extra name tag field&#039;&#039;&#039; that displays their faction affiliation.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Chunk veins and passive yields ===&lt;br /&gt;
Chunks can contain valuable resource &#039;&#039;&#039;veins&#039;&#039;&#039;. Players can view veins by &#039;&#039;&#039;sneaking&#039;&#039;&#039;, which displays a UI indicator for the vein in the chunks they are currently in. &lt;br /&gt;
&lt;br /&gt;
[[File:Vein.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
Veins have &#039;&#039;&#039;three quality levels&#039;&#039;&#039; — Poor, Fair, and Rich — which affect the total yield. The display shows:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;item&#039;&#039;&#039;.&lt;br /&gt;
* The &#039;&#039;&#039;number of items&#039;&#039;&#039; you will receive (in square brackets).&lt;br /&gt;
* Up to &#039;&#039;&#039;two percentages&#039;&#039;&#039;:&lt;br /&gt;
*# The first percentage indicates the chance of obtaining the listed items.&lt;br /&gt;
*# The second percentage indicates the chance of getting &#039;&#039;&#039;one extra item&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Note: An item can have multiple independent drop chances within the same vein.&amp;lt;/blockquote&amp;gt;Veins can occur at different rates depending on the &#039;&#039;&#039;dimension&#039;&#039;&#039;, and all vein-specific settings can be adjusted in &amp;lt;code&amp;gt;warforge/veins.cfg&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yield collection:&#039;&#039;&#039; Items from veins are automatically deposited into the chunk’s claim at set intervals, configurable in the main configuration file.&lt;br /&gt;
&lt;br /&gt;
=== Expanding Claim area and citadel upgrading ===&lt;br /&gt;
To expand your faction’s claim area, players with the rank of officer or higher can place claim blocks. Currently, there are two types: basic and reinforced, which differ in strength. Strength determines how many points attackers must gain to win a siege.&lt;br /&gt;
&lt;br /&gt;
If the citadel level system is enabled, it restricts the number of claims a faction can have, preventing players from placing extra claims once the limit is reached.&lt;br /&gt;
&lt;br /&gt;
[[File:UpgradeUI.png|thumb|Citadel Upgrade UI]]&lt;br /&gt;
&lt;br /&gt;
To level up a citadel, an officer or higher must interact with it and click the “Upgrade Citadel” button. This opens a GUI showing the required items for the upgrade. If the player has the items and confirms by pressing “Upgrade”, the items are removed from the player’s inventory and the citadel levels up.&lt;br /&gt;
&lt;br /&gt;
The number of levels, their claim limits, and the required items can be configured in the file: &amp;lt;code&amp;gt;warforge/upgrade_levels.cfg&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
Sieges allow factions to attack other factions, unclaiming their chunks, preventing them from being reclaimed, or even taking over their territory. A faction can start a siege by placing a siege structure next to the enemy’s land, opening the siege menu, and selecting the chunk to target. The siege will only begin if the attacking faction is not under a losing penalty.&lt;br /&gt;
[[File:Siege camp UI.png|thumb|Siege camp UI, with attacker&#039;s siege camp in the center, with enemy claim chunk to the north]]&lt;br /&gt;
During an active siege, both attackers and defenders see an overhead display showing siege progress. The siege functions as a &#039;&#039;&#039;tug-of-war&#039;&#039;&#039;: killing enemies grants points to the respective side. The siege timer is influenced by the attacker’s &#039;&#039;&#039;momentum&#039;&#039;&#039; – gained from winning previous sieges and lost when a siege is lost.&lt;br /&gt;
&lt;br /&gt;
* When the timer reaches 0, attackers earn a point and the timer resets.&lt;br /&gt;
* Timer values based on momentum can be configured in the main configuration file.&lt;br /&gt;
* Each attacker win grants an extra momentum point, which lasts for a configurable duration. If the momentum expires or the siege is lost, it resets to 0.&lt;br /&gt;
* If attackers start a siege with 0 momentum, a siege penalty is applied.&lt;br /&gt;
A siege is considered &#039;&#039;&#039;abandoned&#039;&#039;&#039; if all members of one side leave the siege area. By default, this area includes a &#039;&#039;&#039;2-chunk radius around the siege chunk&#039;&#039;&#039; (configurable in the main config) and the &#039;&#039;&#039;entire claim area of the defenders&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* If defenders were offline when the siege began, they are not considered abandoned until a defender logs in and then leaves the siege area.&lt;br /&gt;
* The deserting side has a limited amount of time to return to the siege area before the siege is marked as failed.&lt;br /&gt;
* Factions are notified via chat whenever a siege is at risk of being abandoned.&lt;br /&gt;
&lt;br /&gt;
The point ranges depend on defender&#039;s claim type, surrounding claims and claim reinforces that may be present on or around their claimed chunks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player commands===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;/f invite &amp;lt;playerName&amp;gt;&amp;lt;/code&amp;gt; – Invite a player to join your faction.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f accept&amp;lt;/code&amp;gt; – Accept a pending faction invitation.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f disband&amp;lt;/code&amp;gt; – Disband your faction permanently (leader only).&lt;br /&gt;
* &amp;lt;code&amp;gt;/f expel &amp;lt;playerName&amp;gt;&amp;lt;/code&amp;gt; – Remove a member from your faction (officer or leader).&lt;br /&gt;
* &amp;lt;code&amp;gt;/f leave&amp;lt;/code&amp;gt; – Leave your current faction.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f time&amp;lt;/code&amp;gt; – Check the amount of time your faction has been active or remaining siege/claim timers.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f info &amp;lt;factionName&amp;gt;&amp;lt;/code&amp;gt; – View information about a specific faction (members, claims, stats).&lt;br /&gt;
* &amp;lt;code&amp;gt;/f top&amp;lt;/code&amp;gt; – Show a leaderboard of top factions (by wealth, kills, or other metrics).&lt;br /&gt;
* &amp;lt;code&amp;gt;/f wealth&amp;lt;/code&amp;gt; – Check your faction’s total wealth.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f legacy&amp;lt;/code&amp;gt; – View your faction’s legacy.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f notoriety&amp;lt;/code&amp;gt; – Check your faction’s notoriety or reputation in the world, affected by amount of kills they get.&lt;br /&gt;
* &amp;lt;code&amp;gt;/f borders&amp;lt;/code&amp;gt; – Toggle the display of faction claim borders.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=File:Vein.png&amp;diff=225</id>
		<title>File:Vein.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=File:Vein.png&amp;diff=225"/>
		<updated>2025-08-31T14:29:06Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chunk vein of Rich Gold-Diamond, with 100% chance of 80 gold ores, 80% of extra 10 gold ores, and 100% of 3 diamonds, with 60% possibility for an extra diamond.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=File:UpgradeUI.png&amp;diff=224</id>
		<title>File:UpgradeUI.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=File:UpgradeUI.png&amp;diff=224"/>
		<updated>2025-08-31T14:21:30Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upgrade UI&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=File:Siege_camp_UI.png&amp;diff=223</id>
		<title>File:Siege camp UI.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=File:Siege_camp_UI.png&amp;diff=223"/>
		<updated>2025-08-31T14:16:35Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Siege camp UI, showing the attacker&#039;s siege camp in the center, surrounding chunks around it, with enemy siege camps to the north.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warforge&amp;diff=222</id>
		<title>Warforge</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warforge&amp;diff=222"/>
		<updated>2025-08-31T13:48:17Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: Writing the rest of it + pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warforge is a mod created by jamioflan, creator of FlansMod. Mod was PVP centric claim mod made specifically for now defunct Flan&#039;s modded. 1.12.2 SMP. During development of Warfactory 1, the mod was forked and rewritten by Mr. Norwood and EightXOR8, introducing many additional features.&lt;br /&gt;
&lt;br /&gt;
General overview&lt;br /&gt;
The mod allows players to create factions, which grant them the ability to claim chunks as well as get passive resources from claimed chunks. Factions can raid other factions, allowing them to destroy enemy claims and take over bases.&lt;br /&gt;
&lt;br /&gt;
== Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a faction ===&lt;br /&gt;
&lt;br /&gt;
To create a faction, a player must first obtain a citadel. Citadels can be placed on any unclaimed chunk, and picked up by sneak-interacting with them, if they don&#039;t belong to any faction. To create a faction, a factionless player must place a citadel, interact with it and click “Create” button. From there, the player is allowed to name the faction and choose a color. It&#039;s important to note that the faction&#039;s &#039;&#039;&#039;name is immutable&#039;&#039;&#039;, while color can always be changed from the citadel&#039;s menu. Every claimed chunk has a border drawn around it with the color of the faction and cannot be disabled. Players can toggle borders by pressing B by default or using the &amp;lt;code&amp;gt;/f borders&amp;lt;/code&amp;gt; command. Creators of the faction will always be set as the leaders. &lt;br /&gt;
[[File:UnclaimedCitadelGui.png|thumb|UI presented on freshly placed citadel]]&lt;br /&gt;
&lt;br /&gt;
=== Inviting players, ranks transferring, ownership, leaving ===&lt;br /&gt;
Every faction has to have a leader, who is the owner of the faction. From there, factions have officers and regular members. Officers are able to do additional things within the faction&#039;s context, such as: inviting, expelling or placing claims. Members can be promoted and demoted with &amp;lt;code&amp;gt;/f promote&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/f demote&amp;lt;/code&amp;gt;, respectively. Leader can change the leader of the faction using &amp;lt;code&amp;gt;/f setleader&amp;lt;/code&amp;gt; command. Members of the factions will have an additional name tag field that displays their faction affiliation.&lt;br /&gt;
&lt;br /&gt;
=== Chunk veins and passive yields ===&lt;br /&gt;
Chunks can hold valuable resource yields. Players can view veins by sneaking, which will give them a UI indicator of the vein in the chunks they are currently in. Veins can have 3 different qualities: Poor, Fair and Rich, the quality affects the total yield. The display shows you the item, amount of items that you will get, within square brackets and up 2 percentages. First percentage shows the chance of you getting the items. A second percentage value is responsible for an extra item, which displays a chance for getting a single extra item. It&#039;s important to note that the same item can have multiple chances to drop, as it&#039;s possible for an item to have multiple drop chances, with each chance having their percentage. Certain veins can occur at different rates in different dimensions. All vein-specific settings can be adjusted within the &amp;lt;code&amp;gt;warforge/veins.cfg&amp;lt;/code&amp;gt; config file. &lt;br /&gt;
&lt;br /&gt;
Yield items will be deposited into the chunk&#039;s claim on set intervals, configured within the main configuration file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Claim area and citadel upgrading ===&lt;br /&gt;
To expand your claim area, players with rank officer or higher can place claim blocks. Currently, there are 2 claim blocks: basic and reinforced. They differ in strength, which decides the amount of points that attackers need to gain in order to win a siege. Depending on the configuration, you may have citadel level system enabled. Level system restricts the amount of claims that a faction can have. Preventing players placing extra claims if the limit is reached. To level up your citadel, an officer or higher needs to go into the citadel and press the “Upgrade Citadel” button. This will open a GUI that will ask the player for specific items in order to advance. If the player has the requested items and presses the “Upgrade” button, the items will be deducted from the player&#039;s inventory and the citadel will level up. Amount of levels, their claim limits and required items can be configured in &amp;lt;code&amp;gt;warforge/upgrade_levels.cfg&amp;lt;/code&amp;gt; config file.&lt;br /&gt;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
Sieges allow factions to attack other factions, unclaiming their chunks and preventing them from being claimed, or even taking over the claim. Sieges can be started by a faction by placing a siege next to the enemy faction, opening the menu, and selecting the chunk that you want to siege. If the faction is not having a losing penalty active, the siege will begin.&lt;br /&gt;
&lt;br /&gt;
During active siege, attackers, and defender will have an overhead display about the progress of the siege. The siege is a tug of war between attackers and defenders, where killing the enemy gives points to their respective side. The timer is set based on attacker&#039;s momentum, which is gained via winning sieges, and lost on losing a siege. Whenever timer ticks down to 0, a point is awarded to attackers and the timer restarts. Timer&#039;s values based on momentum is configurable in the main configuration file. On each attacker win, they get extra momentum point that is valid for a certain amount of time, based on the configuration file, if it expires or a siege is lost, the value is set back to 0. If attackers while having 0 momentum, they will be given a siege penalty.&lt;br /&gt;
&lt;br /&gt;
The point ranges depend on defender&#039;s claim type, surrounding claims and claim reinforces that may be present on or around their claimed chunks.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=File:UnclaimedCitadelGui.png&amp;diff=221</id>
		<title>File:UnclaimedCitadelGui.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=File:UnclaimedCitadelGui.png&amp;diff=221"/>
		<updated>2025-08-31T13:46:39Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unclaimed Citadel Gui&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warforge&amp;diff=220</id>
		<title>Warforge</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warforge&amp;diff=220"/>
		<updated>2025-08-31T12:38:02Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warforge is a mod created by jamioflan, creator of FlansMod. Mod was PVP centric claim mod made specifically for now defunct Flan&#039;s modded. 1.12.2 SMP. During development of Warfactory 1, the mod was forked and rewritten by Mr. Norwood and EightXOR8, introducing many additional features.&lt;br /&gt;
&lt;br /&gt;
General overview&lt;br /&gt;
The mod allows players to create factions, which grant them the ability to claim chunks as well as get passive resources from claimed chunks. Factions can raid other factions, allowing them to destroy enemy claims and take over bases.&lt;br /&gt;
&lt;br /&gt;
== Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a faction ===&lt;br /&gt;
&lt;br /&gt;
To create a faction, a player must first obtain a citadel. Citadels can be placed on any unclaimed chunk, and picked up by sneak-interacting with them, if they don&#039;t belong to any faction. To create a faction, a factionless player must place a citadel, interact with it and click “Create” button. From there, the player is allowed to name the faction and choose a color. It&#039;s important to note that the faction&#039;s &#039;&#039;&#039;name is immutable&#039;&#039;&#039;, while color can always be changed from the citadel&#039;s menu. Every claimed chunk has a border drawn around it with the color of the faction and cannot be disabled. Players can toggle borders by pressing B by default or using the &amp;lt;code&amp;gt;/f borders&amp;lt;/code&amp;gt; command. Creators of the faction will always be set as the leaders. &lt;br /&gt;
&lt;br /&gt;
=== Inviting players, ranks transferring, ownership, leaving ===&lt;br /&gt;
Every faction has to have a leader, who is the owner of the faction. From there, factions have officers and regular members. Officers are able to do additional things within the faction&#039;s context, such as: inviting, expelling or placing claims. Members can be promoted and demoted with &amp;lt;code&amp;gt;/f promote&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/f demote&amp;lt;/code&amp;gt;, respectively. Leader can change the leader of the faction using &amp;lt;code&amp;gt;/f setleader&amp;lt;/code&amp;gt; command. Members of the factions will have an additional name tag field that displays their faction affiliation.&lt;br /&gt;
&lt;br /&gt;
=== Chunk veins and passive yields ===&lt;br /&gt;
Chunks can hold valuable resource yields. Players can view veins by sneaking, which will give them a UI indicator of the vein in the chunks they are currently in. Veins can have 3 different qualities: Poor, Fair and Rich, the quality affects the total yield. The display shows you the item, amount of items that you will get, within square brackets and up 2 percentages. First percentage shows the chance of you getting the items. A second percentage value is responsible for an extra item, which displays a chance for getting a single extra item. It&#039;s important to note that the same item can have multiple chances to drop, as it&#039;s possible for an item to have multiple drop chances, with each chance having their percentage. Certain veins can occur at different rates in different dimensions. All vein-specific settings can be adjusted within the &amp;lt;code&amp;gt;warforge/veins.cfg&amp;lt;/code&amp;gt; config file. &lt;br /&gt;
&lt;br /&gt;
Yield items will be deposited into the chunk&#039;s claim on set intervals, configured within the main configuration file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Claim area and citadel upgrading ===&lt;br /&gt;
To expand your claim area, players with rank officer or higher can place claim blocks. Currently, there are 2 claim blocks: basic and reinforced. They differ in strength, which decides the amount of points that attackers need to gain in order to win a siege. Depending on the configuration, you may have citadel level system enabled. Level system restricts the amount of claims that a faction can have. Preventing players placing extra claims if the limit is reached. To level up your citadel, an officer or higher needs to go into the citadel and press the “Upgrade Citadel” button. This will open a GUI that will ask the player for specific items in order to advance. If the player has the requested items and presses the “Upgrade” button, the items will be deducted from the player&#039;s inventory and the citadel will level up. Amount of levels, their claim limits and required items can be configured in &amp;lt;code&amp;gt;warforge/upgrade_levels.cfg&amp;lt;/code&amp;gt; config file.&lt;br /&gt;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
Sieges allow factions to attack other factions, unclaiming their chunks and preventing them from being claimed, or even taking over the claim. Sieges can be started by a faction by placing a siege next to the enemy faction, opening the menu, and selecting the chunk that you want to siege. If the faction is not having a losing penalty active, the siege will begin.&lt;br /&gt;
&lt;br /&gt;
During active siege, attackers, and defender will have an overhead display about the progress of the siege. The siege is a tug of war between attackers and defenders, where killing the enemy gives points to their respective side. The timer ticks down&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warforge&amp;diff=219</id>
		<title>Warforge</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warforge&amp;diff=219"/>
		<updated>2025-08-31T11:52:15Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: Created page with &amp;quot;Warforge is a mod created by jamioflan, creator of FlansMod. Mod was pvp centric claim mod made specifically for now defunct Flan&amp;#039;s modded. 1.12.2 SMP. During development of Warfactory 1, the mod was forked and rewritten by Mr.Norwood and EightXOR8, introducing many additional features.  General overview The mod allows players to create factions, which grant them the ability to claim chunks as well as get passive resources from claimed chunks. Factions can raid other fac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warforge is a mod created by jamioflan, creator of FlansMod. Mod was pvp centric claim mod made specifically for now defunct Flan&#039;s modded. 1.12.2 SMP. During development of Warfactory 1, the mod was forked and rewritten by Mr.Norwood and EightXOR8, introducing many additional features.&lt;br /&gt;
&lt;br /&gt;
General overview&lt;br /&gt;
The mod allows players to create factions, which grant them the ability to claim chunks as well as get passive resources from claimed chunks. Factions can raid other factions, allowing them to destroy enemy claims and take over bases.&lt;br /&gt;
&lt;br /&gt;
== Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a faction ===&lt;br /&gt;
&lt;br /&gt;
To create a faction, a player must first obtain a citadel. Citadels can be placed on any unclaimed chunk, and picked up by sneak-interacting with them, if they don&#039;t belong to any faction. To create a faction, a factionless player must place a citadel, interact with it and click “Create” button. From there, the player is allowed to name the faction and choose a color. It&#039;s important to note that the faction&#039;s &#039;&#039;&#039;name is immutable&#039;&#039;&#039;, while color can always be changed from the citadel&#039;s menu. Every claimed chunk has a border drawn around it with the color of the faction and cannot be disabled. Players can toggle borders by pressing B by default or using the &amp;lt;code&amp;gt;/f borders&amp;lt;/code&amp;gt; command. Creators of the faction will always be set as the leaders. &lt;br /&gt;
&lt;br /&gt;
=== Inviting players, ranks transferring, ownership, leaving ===&lt;br /&gt;
Every faction has to have a leader, who is the owner of the faction. From there, factions have officers and regular members. Officers are able to do additional things within the faction&#039;s context, such as: inviting, expelling or placing claims. Members can be promoted and demoted with &amp;lt;code&amp;gt;/f promote&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/f demote&amp;lt;/code&amp;gt;, respectively. Leader can change the leader of the faction using &amp;lt;code&amp;gt;/f setleader&amp;lt;/code&amp;gt; command. Members of the factions will have an additional name tag field that displays their faction affiliation.&lt;br /&gt;
&lt;br /&gt;
=== Chunk veins and passive yields ===&lt;br /&gt;
Chunks can hold valuable resource yields. Players can view veins by sneaking, which will give them a UI indicator of the vein in the chunks they are currently in. Veins can have 3 different qualities: Poor, Fair and Rich, the quality affects the total yield. The display shows you the item, amount of items that you will get, within square brackets and up 2 percentages. First percentage shows the chance of you getting the items. A second percentage value is responsible for an extra item, which displays a chance for getting a single extra item. It&#039;s important to note that the same item can have multiple chances to drop, as it&#039;s possible for an item to have multiple drop chances, with each chance having their percentage. Certain veins can occur at different rates in different dimensions. All vein-specific settings can be adjusted within the &amp;lt;code&amp;gt;warforge/veins.cfg&amp;lt;/code&amp;gt; config file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Claim area and citadel upgrading ===&lt;br /&gt;
To expand your claim area, players with rank officer or higher can place claim blocks. Currently, there are 2 claim blocks: basic and reinforced. They differ in strength, which decides the amount of points that attackers need to gain in order to win a siege. Depending on the configuration, you may have citadel level system enabled. Level system restricts the amount of claims that a faction can have. Preventing players placing extra claims if the limit is reached. To level up your citadel, an officer or higher needs to go into the citadel and press the “Upgrade Citadel” button. This will open a GUI that will ask the player for specific items in order to advance. If the player has the requested items and presses the “Upgrade” button, the items will be deducted from the player&#039;s inventory and the citadel will level up. Amount of levels, their claim limits and required items can be configured in &amp;lt;code&amp;gt;warforge/upgrade_levels.cfg&amp;lt;/code&amp;gt; config file.&lt;br /&gt;
&lt;br /&gt;
=== Sieges ===&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=218</id>
		<title>Warfactory 2 design</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=218"/>
		<updated>2025-07-30T20:39:34Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: Medical, infantry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warfactory is a 1.12 Modpack made specifically for large faction server SMPs,&lt;br /&gt;
based around HBM:NTM and Gregtech, using Modular Warfare Shining and possibly&lt;br /&gt;
Mcheli for combat. The Modpack features an in-house fork of the Warforge claim mod,&lt;br /&gt;
adjusted for a more dynamic, fair and exciting faction experience.&lt;br /&gt;
&lt;br /&gt;
== General Principles ==&lt;br /&gt;
The pack must be accommodating to both veterans and new players, offering experience that is well documented and easily inferred from context clues. The progression will be tailored towards a much faster and dynamic style, compared to vanilla GT.&lt;br /&gt;
&lt;br /&gt;
Resources will be given very generously and infrastructure will be easy to set up, and in-game challenges will be tailored towards quick-thinking and high performance instead of endurance (grind). &lt;br /&gt;
Combat balance is very important to us. Every item and system will be designed and improved with more tactical combat experience in mind. We take a hard stance against creative flight, buff stacking, teleportation, insane armor values and other game breaking features that have commonly been seen in other commonly used packs. Guile gives far greater rewards than material advantages.&lt;br /&gt;
&lt;br /&gt;
=== “Shoulders of Giants” Approach ===&lt;br /&gt;
Having certain “milestone” machines maintain their relevance across several tiers, undergoing only incremental upgrades. This will incentivize staying in one place. Moreover, as long as a team has good risk management, they’ll have backups of these machines to get them up and running easily, making progression faster and more rewarding.&lt;br /&gt;
Say a ULV reworked blast furnace has no coils. As we progress, we give it coil upgrades and incrementally approve what it can cook.&lt;br /&gt;
&lt;br /&gt;
To encourage different play styles, we will have 3 different win conditions:&lt;br /&gt;
* Wonder winner – The team which has the nicest buildings and wonders.&lt;br /&gt;
* Domination victory – The team that topples the most bases.&lt;br /&gt;
* Progression victory – The most technologically advanced team.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
This is the section for the combat for WF2.&lt;br /&gt;
&lt;br /&gt;
==== Infantry combat ====&lt;br /&gt;
The most exciting part of the game is perhaps the infantry combat. From our experience, players want a more tactical and grounded combat that still indeed feels like infantry combat. In the past, the traditional packs, which were not made with combat in mind, would give players access to overpowered tools. The combat would be more similar to fights from DragonBall , where the goal is to use the most overpowered and cheaty method of inflicitng damage while causing game to have trouble registering hits on you.  In our modpack, players will need to be aware of their positioning, make strategic pushes, build forward operating bases, manage their inventory to avoid slowdowns, like in other conventional shooters&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
Just like warfactory 1.0, we will have guns in the pack. Our current mod of choice is modular warfare shining, allowing us to have a framework for constantly expanding arsenal. We will also make use of new and improved HBM guns and turrets. We will integrate the guns with &lt;br /&gt;
NTM armor system, that will make for interesting combat, devoid of bullet sponges and cheap one-shot tactics.&lt;br /&gt;
&lt;br /&gt;
==== Weight system ====&lt;br /&gt;
Using likes of Iguana tweaks, we will introduce a simple weight system that prevents players from becoming a walking armory. Those limits will only apply to combat-related things, as to not slow down progression inside of the modpack. Furthermore, we will add inventory limits that will prevent players from stashing too many things such as medicine, to prevent drawn out combat and encourage team play. Vehicles will not be possible for players to pick up either, making them a lot more precious and encourage proper handling of them, instead of it being a pocket weapon of mass destruction. Vehicles will be deployed using special assembling multiblocks, that one will need to deploy on the field.&lt;br /&gt;
&lt;br /&gt;
==== Medical system ====&lt;br /&gt;
To spice up gameplay, a simple medical system will be introduced. There are 2 types of damage: &amp;quot;Light&amp;quot; damage and &amp;quot;Hard&amp;quot; damage. Light damage will damage player normally, allowing players to use simple healing methods such as bandages, pain killers. Hard damage decreases player&#039;s health pool making them unable to recover without use of more sophisticated means. For such cases, more potent drugs will be introduced, such as opiates. Those are very potent, but dangerous drugs, which can heal, but have many drawbacks and should be handled with caution. Reckless use may cause instant death, or strong debuffs. Last class are stimulants, which are the source of buffs. They also can come with drawbacks. The system may grow with time, however this groundwork goes a long way and makes healing a bit more interesting compared to vanilla&lt;br /&gt;
&lt;br /&gt;
=== Base raiding ===&lt;br /&gt;
Raiding should be as difficult as defending yourself. As veterans of the modded landscape, we have noticed the general meta to be:&lt;br /&gt;
&lt;br /&gt;
You make cobble box underground and push progression mindlessly&lt;br /&gt;
Make cheapest throwable explosive to destroy claims (if they exist)&lt;br /&gt;
Use psyops or bruteforce to find other cobble boxes&lt;br /&gt;
Raid the cobble box to get some loot&lt;br /&gt;
Hope you won&#039;t get found, or you need to move the entire base in about an hour&lt;br /&gt;
&lt;br /&gt;
We completely disagree with this meta, it makes attacking too powerful and impossible to defend against due to the nature of minecraft. Base planning makes no sense when, after your base is found, the entire team will be occupied with defending itself against the lowest tier explosives.&lt;br /&gt;
The only real way to defend yourself is to never get found, which is not an engaging and fun game loop. Attacking teams also spend most of their time traveling around the map, trying to find the base via bruteforce, which is not a fun experience either. Which encourages cheating, in the form of BlockESP to make the experience bearable.&lt;br /&gt;
Our mod: Warforge factions will make players rethink the way they play faction servers. Bases will require time demanding strategic sieges that will take strategic effort from the attacker. With extended defensive tooling from mods such as NTM, base design, defenses, and automation will hopefully become an important aspect of the game.&lt;br /&gt;
The land you will settle down on will also be very significant, giving teams advantages for settling down in resource rich areas. Some exclusive rare materials that will make specific subbranches of military and industry more viable. Those will not be required for progression, but offer tactical resource advantage.&lt;br /&gt;
&lt;br /&gt;
=== Early Combat ===&lt;br /&gt;
The first combat will be done using the Large Metal Press multi, which works similar to the burner press from HBM. This will be used to obtain the first guns. The Gear Foundry will be the way you make armor, weapons and advanced tools. It will be upgradable similar to the Chemplant from GTNH.&lt;br /&gt;
&lt;br /&gt;
==== Radar ====&lt;br /&gt;
We will feature tools like the radar to make finding bases viable in the early midgame of the tech progression tree. Allowing for base finding to be much more streamlined, and making hiding strategies much less viable. Radar will require computation, power, and be placed relatively high up with access to the skyline. Quite cumbersome and fragile, yet game changing when it comes to recon. It will find an average point of enemy bases and index them according to how big and populous the base is. Meaning, the teams that are more ahead will have more eyes on them.&lt;br /&gt;
&lt;br /&gt;
==== Factions progression ====&lt;br /&gt;
Factions will be at the heart of your factory, they provide as your source of chunk claiming and chunk loading. However, to expand the area you can control the strength of your defenses. Your factions will have limited possible chunks they can claim, to expand their limit, teams must provide special resources to the faction, in order to increase their claim power.&lt;br /&gt;
&lt;br /&gt;
==== Suppliers ====&lt;br /&gt;
Special multiblocks called suppliers will allow bases to bolster their defenses. Multiblocks will require a steady supply of quality food to increase the defense factor of a certain area, about 3x3 chunk area (will only work on claimed chunks). For a buff to be applied, it must be done while not under siege. The machine will refuse to buff the base if it was turned on after the siege started. Machines will increase their strength depending on the amount of food supplied. Type of food item will be determined by faction tier, lower tier factions will require lower tier foods, while high tier factions will require high quality foodstuffs. The amount of claimed chunks will also increase the amount of food required. &lt;br /&gt;
&lt;br /&gt;
==== MC-heli ====&lt;br /&gt;
We want to make use of a custom fork of MCHELI, developed to integrate into our pack. Vehicles will help players to move around the map and conduct sieges. It may not come with WF2, as it will be a challenge to refactor.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
The 2 Main mods carrying progression will be Gregtech and HBM, with focus on Gregtech and HBM filling in with what we theme is the &amp;quot;highlight&amp;quot; content.&lt;br /&gt;
&lt;br /&gt;
=== Asymmetric progression ===&lt;br /&gt;
To make progression and battles more dynamic, we want to introduce specific branches of progression depending on player&#039;s access to resources. For example, player has access to renewable large source of uranium. This allows player to start nuclear research early, giving access things such as early nuclear power, low yield nuclear weapons. Another example would be access to a specific resource that would allow player to produce energy weapons, which while not explicitly better than standard weapons, would be more effective against standard bullet-proof armor. Such design decisions would be sprinkled around the modpack. To enforce uniqueness of those resources, the map would have a limited amount of such resources, regulated by the administrator. This would encourage turf wars, to make players fight over strategic resources across the map. &lt;br /&gt;
&lt;br /&gt;
=== Faster progression ===&lt;br /&gt;
Our goal is to make progression mesh well with the fast landscape that modded faction wars is. Let&#039;s be honest, GregTech&#039;s call to fame came from it&#039;s &amp;quot;immersive&amp;quot; (slow) gameplay. While we do want to retain the complexity and logistical challenge that GregTech provides, we want to remove the tedious, repetitive parts that are present in the mod. This ranges from large sweeping changes, to small optimizations. Here is a list of things that we want to introduce in order to archive this:&lt;br /&gt;
&lt;br /&gt;
* Early, but limited access to AE2&lt;br /&gt;
* Recursive pipe shuttering&lt;br /&gt;
* Multiblock blueprints&lt;br /&gt;
* Complete rework of early game in order to decrease micro-crafting&lt;br /&gt;
* Early centralized power and more streamlined powergrid handling&lt;br /&gt;
&lt;br /&gt;
=== Powergrid handling ===&lt;br /&gt;
From experience in management of large bases, power management in GregTech is poorly designed. In early game, it is a chore. Low voltages make your expansion limited, it is impossible to have a properly designed, centralized power system that players can expand. Lategame however, it becomes overtly reliant on storing massive amounts of EU inside different kinds of EU storages. By the time you are in lategame, many interesting solutions are presented to the player, which in my opinion is a lost opportunity when it comes to game design. This does not even take into account AE2&#039;s EU/RF p2p&#039;s which trivialize power grid planning, to a point that all other tools become almost obsolete. We plan to mend this issue, using few simple machines and design choices.&lt;br /&gt;
&lt;br /&gt;
===== Large transformers =====&lt;br /&gt;
To make power grid managment easier, players will get access to large transformers, which are simple multiblock structures that allow player to place energy hatches and dynamos, that will transform power. They would be tiered, with first tier allowing player to transform power from LV to HV and another one that would be able to tranform power for all of the tiers (up to UV).  Goal is to make power grid managment much more streamlined, less reliant on hacky transformer chains or separate power grids.&lt;br /&gt;
&lt;br /&gt;
===== AC power =====&lt;br /&gt;
To help players transfer power between different points. An &amp;quot;AC&amp;quot; power converter machine would be introduced. &amp;quot;AC&amp;quot; power would be a voltage type that would be unusable with machines, however would not suffer the same per-block loss like the &amp;quot;DC&amp;quot; power. Some kind of loss would still be at play, either passive loss on conversion between voltages or a loss proportional to amount of current drawn through the system. The AC power is there to ease dealing with power transfer in the early game to midgame, having less of an impact as games progresses into lategame. &lt;br /&gt;
&lt;br /&gt;
===== Removal of the power &amp;quot;cheese&amp;quot; =====&lt;br /&gt;
To make power menagment matter in lategame stages. We will curb the amount of EU player can store. We will also restrict ways player can transfer EU, to avoid things such as AE2 completely breaking the game meta.&lt;br /&gt;
&lt;br /&gt;
=== Steam Age Rework ===&lt;br /&gt;
Steam age is the biggest thorn in GT&#039;s design. It suffers from issues that we specifically want to avoid in our modpack. We opt into redesigning the steam age to focus on player to quickly be able to reach LV, while allowing player to make use of extra machines, that will stay relevant well into the midgame.&lt;br /&gt;
[[File:Steam age progression chart.png|thumb|Chart for the steam age progression, showcasing the flow and key resources required to progress. (May change at any time)]]&lt;br /&gt;
&lt;br /&gt;
=== Steam power overhaul ===&lt;br /&gt;
Steam is a rather underutilized power source in later stages of GregTech, due to its unremarkable power density. It is a shame that this power source gets completely outshined by the the time you get to LV. We want to introduce higher density steam types, which paired with high pressure pipes allow for scalable throughput beyond earlygame.  With NTM there are also even more interesting way to boil water, using many different reactors.&lt;br /&gt;
&lt;br /&gt;
Other current ideas for new ways to generate steam are:&lt;br /&gt;
* The Boiler Tower, a multi which gives higher yields exponentially the taller it is.&lt;br /&gt;
* The Heat Exchanger, a multi which turns lava and water into steam.&lt;br /&gt;
* A reworked Large Boiler system to overcome its flaws and to make them relevant again.&lt;br /&gt;
&lt;br /&gt;
In a parallel to the real world’s development, petrochemistry is unlocked very early on. High-pressure steam is used to extract oil and refine it. Of course, these early methods are not nearly as successful as more advanced systems, and we cannot refine advanced petrochemicals like HOG this way. Bunker fuel, kerosene, etc is unlocked around this time.&lt;br /&gt;
&lt;br /&gt;
With this, we can construct power systems that will sustain us far into the electrical tiers.&lt;br /&gt;
&lt;br /&gt;
==== Early Combustion ====&lt;br /&gt;
In alignment with the “shoulders of giants” philosophy, the player will be given crude combustion engines in late ULV. These engines, through incremental upgrade, can sustain them well into the LV-EV tiers. To begin, you will only be able to produce crude kerosene and bunker fuel, and suffer poor efficiency and very crude engines that can only really sustain you for a while.&lt;br /&gt;
&lt;br /&gt;
Early petro fuels won’t produce power, but will power boilers to produce oodles of steam. Direct combustion engines (and steam turbines) are unlocked in LV, but can be made easily by retrofitting your early boiler systems. &lt;br /&gt;
=== Lv-Ev Tenets ===&lt;br /&gt;
&lt;br /&gt;
=== Low Voltage ===&lt;br /&gt;
Low voltage will unlock AE2 as we recognize that this mod is inseparable with GT due to its Gregtech’s complexity ramping up as soon as player gets to later stages. Early AE2 will empower the team to produce larger and more complex factories, as they won’t feel they need to wait until they reach AE2 (common issue with GTNH). This may make people think this will kill complexity, which is why we opt to enable keep channels enabled. &lt;br /&gt;
&lt;br /&gt;
Players will unlock plethora of basic self defence guns and infrastructure, such as barbed wire, concrete.&lt;br /&gt;
&lt;br /&gt;
===== AE2&#039;s common pitfall: oversimplification of bases =====&lt;br /&gt;
AE2 is a powerful tool, which can do many many things. This is what makes it great. However, AE2 can actually oversimplify a lot of systems, via its powerful ondemand crafting system. We want to give players access to the powerful tools, though stray away from introducing AE2s full overpowered suite of tools that make game become AE2 trivia simulator.&lt;br /&gt;
&lt;br /&gt;
=== Medium Voltage ===&lt;br /&gt;
=== High Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== Ev-Luv Tenets ===&lt;br /&gt;
&lt;br /&gt;
=== Extreme Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== Insane Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== Ludicrous Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== ZPM Voltage ===&lt;br /&gt;
I doubt we need to go this far, only one team will most likely even make it to ZPM or beyond it&lt;br /&gt;
&lt;br /&gt;
=== Multi Rework ===&lt;br /&gt;
&lt;br /&gt;
For WF2 we want to move away from GCYM, as it has some intrinsic problems with it, as well as it doesn’t fit into what we want for a pvp pack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will implement new multis, either through an external mod or through WFCore. And the consensus is that the first round of multis will be available in early HV to incentivise the creation of large scale automation early on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Parallels will most likely be akin to how GT++ calculates parallels.&lt;br /&gt;
&lt;br /&gt;
=== NTM Space ===&lt;br /&gt;
Since we are also porting the NTM space content, we are looking into integrating it into Warfactory, and as it&#039;s such a major part of the progression it will get it&#039;s own section.&lt;br /&gt;
&lt;br /&gt;
== Takeaways and lessons from WF1 ==&lt;br /&gt;
* All movement options within Warfactory 2, have to be evaluated and checked for if they are too overpowered, not to have a repeat of the hooks situation from Warfactory 1.&lt;br /&gt;
* Ensure armor and weapons are tested THOROUGHLY (to prevent a repeat of the redstone arsenal incident)&lt;br /&gt;
* Make sure to do small scale tests with testers who are intentionally made to cause as much lag as possible to then make a spark profile to find sources of lag to prevent another visual ores situation.&lt;br /&gt;
* We will also be cutting down on the amount of mods to prevent interactions in-between the mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Dev Test ==&lt;br /&gt;
A Dev Test will be orchestrated as a way of engaging the community before WF2, while still using it as a platform to see if the more experimental features work in a event setting.&lt;br /&gt;
&lt;br /&gt;
The devtest will be done as follows, first the top 2 people of each team&amp;lt;ref&amp;gt;Would likely be the Leader and Co-Leader of each respective team&amp;lt;/ref&amp;gt; would be invited to a discord. This is to discuss the rules and to make any last minute alterations to the pack before the devtest takes place.&lt;br /&gt;
&lt;br /&gt;
After everything is sorted out, all the members of each respective team will be added, and if there are still server slots there will be a google form setup for invitations.&lt;br /&gt;
&lt;br /&gt;
The prevailing idea is that once the pack reaches LuV, the devtest will occur. As it is not a traditional event, the server will have very specific win conditions. Those being finishing LuV and obtaining the Crystal Mainframe. This will be akin to the &amp;quot;Science Victory&amp;quot; in Civ6.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=217</id>
		<title>Warfactory 2 design</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=217"/>
		<updated>2025-07-30T20:01:18Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: The great rewrite of progression part 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warfactory is a 1.12 Modpack made specifically for large faction server SMPs,&lt;br /&gt;
based around HBM:NTM and Gregtech, using Modular Warfare Shining and possibly&lt;br /&gt;
Mcheli for combat. The Modpack features an in-house fork of the Warforge claim mod,&lt;br /&gt;
adjusted for a more dynamic, fair and exciting faction experience.&lt;br /&gt;
&lt;br /&gt;
== General Principles ==&lt;br /&gt;
The pack must be accommodating to both veterans and new players, offering experience that is well documented and easily inferred from context clues. The progression will be tailored towards a much faster and dynamic style, compared to vanilla GT.&lt;br /&gt;
&lt;br /&gt;
Resources will be given very generously and infrastructure will be easy to set up, and in-game challenges will be tailored towards quick-thinking and high performance instead of endurance (grind). &lt;br /&gt;
Combat balance is very important to us. Every item and system will be designed and improved with more tactical combat experience in mind. We take a hard stance against creative flight, buff stacking, teleportation, insane armor values and other game breaking features that have commonly been seen in other commonly used packs. Guile gives far greater rewards than material advantages.&lt;br /&gt;
Another idea in the works is the idea of “Time Gated Progression”. This is a measure to nerf large teams and allow smaller teams to survive. This will be executed with the use of RecipeStages, where each passing day unlocks a new voltage tier that people can progress into, Steam Day 1, Lv Day 2, Mv Day 3 Etc.&lt;br /&gt;
&lt;br /&gt;
=== “Shoulders of Giants” Approach ===&lt;br /&gt;
Having certain “milestone” machines maintain their relevance across several tiers, undergoing only incremental upgrades. This will incentivize staying in one place. Moreover, as long as a team has good risk management, they’ll have backups of these machines to get them up and running easily, making progression faster and more rewarding.&lt;br /&gt;
Say a ULV reworked blast furnace has no coils. As we progress, we give it coil upgrades and incrementally approve what it can cook.&lt;br /&gt;
&lt;br /&gt;
To encourage different play styles, we will have 3 different win conditions:&lt;br /&gt;
* Wonder winner – The team which has the nicest buildings and wonders.&lt;br /&gt;
* Domination victory – The team that topples the most bases.&lt;br /&gt;
* Progression victory – The most technologically advanced team.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
This is the section for the combat for WF2.&lt;br /&gt;
&lt;br /&gt;
=== Base raiding ===&lt;br /&gt;
Raiding should be as difficult as defending yourself. As veterans of the modded landscape, we have noticed the general meta to be:&lt;br /&gt;
&lt;br /&gt;
You make cobble box underground and push progression mindlessly&lt;br /&gt;
Make cheapest throwable explosive to destroy claims (if they exist)&lt;br /&gt;
Use psyops or bruteforce to find other cobble boxes&lt;br /&gt;
Raid the cobble box to get some loot&lt;br /&gt;
Hope you won&#039;t get found, or you need to move the entire base in about an hour&lt;br /&gt;
&lt;br /&gt;
We completely disagree with this meta, it makes attacking too powerful and impossible to defend against due to the nature of minecraft. Base planning makes no sense when, after your base is found, the entire team will be occupied with defending itself against the lowest tier explosives.&lt;br /&gt;
The only real way to defend yourself is to never get found, which is not an engaging and fun game loop. Attacking teams also spend most of their time traveling around the map, trying to find the base via bruteforce, which is not a fun experience either. Which encourages cheating, in the form of BlockESP to make the experience bearable.&lt;br /&gt;
Our mod: Warforge factions will make players rethink the way they play faction servers. Bases will require time demanding strategic sieges that will take strategic effort from the attacker. With extended defensive tooling from mods such as NTM, base design, defenses, and automation will hopefully become an important aspect of the game.&lt;br /&gt;
The land you will settle down on will also be very significant, giving teams advantages for settling down in resource rich areas. Some exclusive rare materials that will make specific subbranches of military and industry more viable. Those will not be required for progression, but offer tactical resource advantage.&lt;br /&gt;
&lt;br /&gt;
=== Early Combat ===&lt;br /&gt;
The first combat will be done using the Large Metal Press multi, which works similar to the burner press from HBM. This will be used to obtain the first guns. The Gear Foundry will be the way you make armor, weapons and advanced tools. It will be upgradable similar to the Chemplant from GTNH.&lt;br /&gt;
&lt;br /&gt;
==== Radar ====&lt;br /&gt;
We will feature tools like the radar to make finding bases viable in the early midgame of the tech progression tree. Allowing for base finding to be much more streamlined, and making hiding strategies much less viable. Radar will require computation, power, and be placed relatively high up with access to the skyline. Quite cumbersome and fragile, yet game changing when it comes to recon. It will find an average point of enemy bases and index them according to how big and populous the base is. Meaning, the teams that are more ahead will have more eyes on them.&lt;br /&gt;
&lt;br /&gt;
==== Factions progression ====&lt;br /&gt;
Factions will be at the heart of your factory, they provide as your source of chunk claiming and chunk loading. However, to expand the area you can control the strength of your defenses. Your factions will have limited possible chunks they can claim, to expand their limit, teams must provide special resources to the faction, in order to increase their claim power.&lt;br /&gt;
&lt;br /&gt;
==== Suppliers ====&lt;br /&gt;
Special multiblocks called suppliers will allow bases to bolster their defenses. Multiblocks will require a steady supply of quality food to increase the defense factor of a certain area, about 3x3 chunk area (will only work on claimed chunks). For a buff to be applied, it must be done while not under siege. The machine will refuse to buff the base if it was turned on after the siege started. Machines will increase their strength depending on the amount of food supplied. Type of food item will be determined by faction tier, lower tier factions will require lower tier foods, while high tier factions will require high quality foodstuffs. The amount of claimed chunks will also increase the amount of food required. &lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
Just like warfactory 1.0, we will have guns in the pack. Our current mod of choice is modular warfare shining, allowing us to have a framework for constantly expanding arsenal. We will also make use of new and improved HBM guns and turrets. We will integrate the guns with &lt;br /&gt;
NTM armor system, that will make for interesting combat, devoid of bullet sponges and cheap one-shot tactics.&lt;br /&gt;
&lt;br /&gt;
==== MC-heli ====&lt;br /&gt;
We want to make use of a custom fork of MCHELI, developed to integrate into our pack. Vehicles will help players to move around the map and conduct sieges. It may not come with WF2, as it will be a challenge to refactor.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
The 2 Main mods carrying progression will be Gregtech and HBM, with focus on Gregtech and HBM filling in with what we theme is the &amp;quot;highlight&amp;quot; content.&lt;br /&gt;
&lt;br /&gt;
=== Asymmetric progression ===&lt;br /&gt;
To make progression and battles more dynamic, we want to introduce specific branches of progression depending on player&#039;s access to resources. For example, player has access to renewable large source of uranium. This allows player to start nuclear research early, giving access things such as early nuclear power, low yield nuclear weapons. Another example would be access to a specific resource that would allow player to produce energy weapons, which while not explicitly better than standard weapons, would be more effective against standard bullet-proof armor. Such design decisions would be sprinkled around the modpack. To enforce uniqueness of those resources, the map would have a limited amount of such resources, regulated by the administrator. This would encourage turf wars, to make players fight over strategic resources across the map. &lt;br /&gt;
&lt;br /&gt;
=== Faster progression ===&lt;br /&gt;
Our goal is to make progression mesh well with the fast landscape that modded faction wars is. Let&#039;s be honest, GregTech&#039;s call to fame came from it&#039;s &amp;quot;immersive&amp;quot; (slow) gameplay. While we do want to retain the complexity and logistical challenge that GregTech provides, we want to remove the tedious, repetitive parts that are present in the mod. This ranges from large sweeping changes, to small optimizations. Here is a list of things that we want to introduce in order to archive this:&lt;br /&gt;
&lt;br /&gt;
* Early, but limited access to AE2&lt;br /&gt;
* Recursive pipe shuttering&lt;br /&gt;
* Multiblock blueprints&lt;br /&gt;
* Complete rework of early game in order to decrease micro-crafting&lt;br /&gt;
* Early centralized power and more streamlined powergrid handling&lt;br /&gt;
&lt;br /&gt;
=== Powergrid handling ===&lt;br /&gt;
From experience in management of large bases, power management in GregTech is poorly designed. In early game, it is a chore. Low voltages make your expansion limited, it is impossible to have a properly designed, centralized power system that players can expand. Lategame however, it becomes overtly reliant on storing massive amounts of EU inside different kinds of EU storages. By the time you are in lategame, many interesting solutions are presented to the player, which in my opinion is a lost opportunity when it comes to game design. This does not even take into account AE2&#039;s EU/RF p2p&#039;s which trivialize power grid planning, to a point that all other tools become almost obsolete. We plan to mend this issue, using few simple machines and design choices.&lt;br /&gt;
&lt;br /&gt;
===== Large transformers =====&lt;br /&gt;
To make power grid managment easier, players will get access to large transformers, which are simple multiblock structures that allow player to place energy hatches and dynamos, that will transform power. They would be tiered, with first tier allowing player to transform power from LV to HV and another one that would be able to tranform power for all of the tiers (up to UV).  Goal is to make power grid managment much more streamlined, less reliant on hacky transformer chains or separate power grids.&lt;br /&gt;
&lt;br /&gt;
===== AC power =====&lt;br /&gt;
To help players transfer power between different points. An &amp;quot;AC&amp;quot; power converter machine would be introduced. &amp;quot;AC&amp;quot; power would be a voltage type that would be unusable with machines, however would not suffer the same per-block loss like the &amp;quot;DC&amp;quot; power. Some kind of loss would still be at play, either passive loss on conversion between voltages or a loss proportional to amount of current drawn through the system. The AC power is there to ease dealing with power transfer in the early game to midgame, having less of an impact as games progresses into lategame. &lt;br /&gt;
&lt;br /&gt;
===== Removal of the power &amp;quot;cheese&amp;quot; =====&lt;br /&gt;
To make power menagment matter in lategame stages. We will curb the amount of EU player can store. We will also restrict ways player can transfer EU, to avoid things such as AE2 completely breaking the game meta.&lt;br /&gt;
&lt;br /&gt;
=== Steam Age Rework ===&lt;br /&gt;
Steam age is the biggest thorn in GT&#039;s design. It suffers from issues that we specifically want to avoid in our modpack. We opt into redesigning the steam age to focus on player to quickly be able to reach LV, while allowing player to make use of extra machines, that will stay relevant well into the midgame.&lt;br /&gt;
[[File:Steam age progression chart.png|thumb|Chart for the steam age progression, showcasing the flow and key resources required to progress. (May change at any time)]]&lt;br /&gt;
&lt;br /&gt;
=== Steam power overhaul ===&lt;br /&gt;
Steam is a rather underutilized power source in later stages of GregTech, due to its unremarkable power density. It is a shame that this power source gets completely outshined by the the time you get to LV. We want to introduce higher density steam types, which paired with high pressure pipes allow for scalable throughput beyond earlygame.  With NTM there are also even more interesting way to boil water, using many different reactors.&lt;br /&gt;
&lt;br /&gt;
Other current ideas for new ways to generate steam are:&lt;br /&gt;
* The Boiler Tower, a multi which gives higher yields exponentially the taller it is.&lt;br /&gt;
* The Heat Exchanger, a multi which turns lava and water into steam.&lt;br /&gt;
* A reworked Large Boiler system to overcome its flaws and to make them relevant again.&lt;br /&gt;
&lt;br /&gt;
In a parallel to the real world’s development, petrochemistry is unlocked very early on. High-pressure steam is used to extract oil and refine it. Of course, these early methods are not nearly as successful as more advanced systems, and we cannot refine advanced petrochemicals like HOG this way. Bunker fuel, kerosene, etc is unlocked around this time.&lt;br /&gt;
&lt;br /&gt;
With this, we can construct power systems that will sustain us far into the electrical tiers.&lt;br /&gt;
&lt;br /&gt;
==== Early Combustion ====&lt;br /&gt;
In alignment with the “shoulders of giants” philosophy, the player will be given crude combustion engines in late ULV. These engines, through incremental upgrade, can sustain them well into the LV-EV tiers. To begin, you will only be able to produce crude kerosene and bunker fuel, and suffer poor efficiency and very crude engines that can only really sustain you for a while.&lt;br /&gt;
&lt;br /&gt;
Early petro fuels won’t produce power, but will power boilers to produce oodles of steam. Direct combustion engines (and steam turbines) are unlocked in LV, but can be made easily by retrofitting your early boiler systems. &lt;br /&gt;
=== Lv-Ev Tenets ===&lt;br /&gt;
&lt;br /&gt;
=== Low Voltage ===&lt;br /&gt;
Low voltage will unlock AE2 as we recognize that this mod is inseparable with GT due to its Gregtech’s complexity ramping up as soon as player gets to later stages. Early AE2 will empower the team to produce larger and more complex factories, as they won’t feel they need to wait until they reach AE2 (common issue with GTNH). This may make people think this will kill complexity, which is why we opt to enable keep channels enabled. &lt;br /&gt;
&lt;br /&gt;
Players will unlock plethora of basic self defence guns and infrastructure, such as barbed wire, concrete.&lt;br /&gt;
&lt;br /&gt;
===== AE2&#039;s common pitfall: oversimplification of bases =====&lt;br /&gt;
AE2 is a powerful tool, which can do many many things. This is what makes it great. However, AE2 can actually oversimplify a lot of systems, via its powerful ondemand crafting system. We want to give players access to the powerful tools, though stray away from introducing AE2s full overpowered suite of tools that make game become AE2 trivia simulator.&lt;br /&gt;
&lt;br /&gt;
=== Medium Voltage ===&lt;br /&gt;
=== High Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== Ev-Luv Tenets ===&lt;br /&gt;
&lt;br /&gt;
=== Extreme Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== Insane Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== Ludicrous Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== ZPM Voltage ===&lt;br /&gt;
I doubt we need to go this far, only one team will most likely even make it to ZPM or beyond it&lt;br /&gt;
&lt;br /&gt;
=== Multi Rework ===&lt;br /&gt;
&lt;br /&gt;
For WF2 we want to move away from GCYM, as it has some intrinsic problems with it, as well as it doesn’t fit into what we want for a pvp pack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will implement new multis, either through an external mod or through WFCore. And the consensus is that the first round of multis will be available in early HV to incentivise the creation of large scale automation early on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Parallels will most likely be akin to how GT++ calculates parallels.&lt;br /&gt;
&lt;br /&gt;
=== NTM Space ===&lt;br /&gt;
Since we are also porting the NTM space content, we are looking into integrating it into Warfactory, and as it&#039;s such a major part of the progression it will get it&#039;s own section.&lt;br /&gt;
&lt;br /&gt;
== Takeaways and lessons from WF1 ==&lt;br /&gt;
* All movement options within Warfactory 2, have to be evaluated and checked for if they are too overpowered, not to have a repeat of the hooks situation from Warfactory 1.&lt;br /&gt;
* Ensure armor and weapons are tested THOROUGHLY (to prevent a repeat of the redstone arsenal incident)&lt;br /&gt;
* Make sure to do small scale tests with testers who are intentionally made to cause as much lag as possible to then make a spark profile to find sources of lag to prevent another visual ores situation.&lt;br /&gt;
* We will also be cutting down on the amount of mods to prevent interactions in-between the mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Dev Test ==&lt;br /&gt;
A Dev Test will be orchestrated as a way of engaging the community before WF2, while still using it as a platform to see if the more experimental features work in a event setting.&lt;br /&gt;
&lt;br /&gt;
The devtest will be done as follows, first the top 2 people of each team&amp;lt;ref&amp;gt;Would likely be the Leader and Co-Leader of each respective team&amp;lt;/ref&amp;gt; would be invited to a discord. This is to discuss the rules and to make any last minute alterations to the pack before the devtest takes place.&lt;br /&gt;
&lt;br /&gt;
After everything is sorted out, all the members of each respective team will be added, and if there are still server slots there will be a google form setup for invitations.&lt;br /&gt;
&lt;br /&gt;
The prevailing idea is that once the pack reaches LuV, the devtest will occur. As it is not a traditional event, the server will have very specific win conditions. Those being finishing LuV and obtaining the Crystal Mainframe. This will be akin to the &amp;quot;Science Victory&amp;quot; in Civ6.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=File:Steam_age_progression_chart.png&amp;diff=216</id>
		<title>File:Steam age progression chart.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=File:Steam_age_progression_chart.png&amp;diff=216"/>
		<updated>2025-07-30T19:51:14Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;field for steam age progression&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=215</id>
		<title>Warfactory 2 design</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=215"/>
		<updated>2025-07-30T19:43:21Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: Removing MTNS crap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warfactory is a 1.12 Modpack made specifically for large faction server SMPs,&lt;br /&gt;
based around HBM:NTM and Gregtech, using Modular Warfare Shining and possibly&lt;br /&gt;
Mcheli for combat. The Modpack features an in-house fork of the Warforge claim mod,&lt;br /&gt;
adjusted for a more dynamic, fair and exciting faction experience.&lt;br /&gt;
&lt;br /&gt;
== General Principles ==&lt;br /&gt;
The pack must be accommodating to both veterans and new players, offering experience that is well documented and easily inferred from context clues. The progression will be tailored towards a much faster and dynamic style, compared to vanilla GT.&lt;br /&gt;
&lt;br /&gt;
Resources will be given very generously and infrastructure will be easy to set up, and in-game challenges will be tailored towards quick-thinking and high performance instead of endurance (grind). &lt;br /&gt;
Combat balance is very important to us. Every item and system will be designed and improved with more tactical combat experience in mind. We take a hard stance against creative flight, buff stacking, teleportation, insane armor values and other game breaking features that have commonly been seen in other commonly used packs. Guile gives far greater rewards than material advantages.&lt;br /&gt;
Another idea in the works is the idea of “Time Gated Progression”. This is a measure to nerf large teams and allow smaller teams to survive. This will be executed with the use of RecipeStages, where each passing day unlocks a new voltage tier that people can progress into, Steam Day 1, Lv Day 2, Mv Day 3 Etc.&lt;br /&gt;
&lt;br /&gt;
=== “Shoulders of Giants” Approach ===&lt;br /&gt;
Having certain “milestone” machines maintain their relevance across several tiers, undergoing only incremental upgrades. This will incentivize staying in one place. Moreover, as long as a team has good risk management, they’ll have backups of these machines to get them up and running easily, making progression faster and more rewarding.&lt;br /&gt;
Say a ULV reworked blast furnace has no coils. As we progress, we give it coil upgrades and incrementally approve what it can cook.&lt;br /&gt;
&lt;br /&gt;
To encourage different play styles, we will have 3 different win conditions:&lt;br /&gt;
* Wonder winner – The team which has the nicest buildings and wonders.&lt;br /&gt;
* Domination victory – The team that topples the most bases.&lt;br /&gt;
* Progression victory – The most technologically advanced team.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
This is the section for the combat for WF2.&lt;br /&gt;
&lt;br /&gt;
=== Base raiding ===&lt;br /&gt;
Raiding should be as difficult as defending yourself. As veterans of the modded landscape, we have noticed the general meta to be:&lt;br /&gt;
&lt;br /&gt;
You make cobble box underground and push progression mindlessly&lt;br /&gt;
Make cheapest throwable explosive to destroy claims (if they exist)&lt;br /&gt;
Use psyops or bruteforce to find other cobble boxes&lt;br /&gt;
Raid the cobble box to get some loot&lt;br /&gt;
Hope you won&#039;t get found, or you need to move the entire base in about an hour&lt;br /&gt;
&lt;br /&gt;
We completely disagree with this meta, it makes attacking too powerful and impossible to defend against due to the nature of minecraft. Base planning makes no sense when, after your base is found, the entire team will be occupied with defending itself against the lowest tier explosives.&lt;br /&gt;
The only real way to defend yourself is to never get found, which is not an engaging and fun game loop. Attacking teams also spend most of their time traveling around the map, trying to find the base via bruteforce, which is not a fun experience either. Which encourages cheating, in the form of BlockESP to make the experience bearable.&lt;br /&gt;
Our mod: Warforge factions will make players rethink the way they play faction servers. Bases will require time demanding strategic sieges that will take strategic effort from the attacker. With extended defensive tooling from mods such as NTM, base design, defenses, and automation will hopefully become an important aspect of the game.&lt;br /&gt;
The land you will settle down on will also be very significant, giving teams advantages for settling down in resource rich areas. Some exclusive rare materials that will make specific subbranches of military and industry more viable. Those will not be required for progression, but offer tactical resource advantage.&lt;br /&gt;
&lt;br /&gt;
=== Early Combat ===&lt;br /&gt;
The first combat will be done using the Large Metal Press multi, which works similar to the burner press from HBM. This will be used to obtain the first guns. The Gear Foundry will be the way you make armor, weapons and advanced tools. It will be upgradable similar to the Chemplant from GTNH.&lt;br /&gt;
&lt;br /&gt;
==== Radar ====&lt;br /&gt;
We will feature tools like the radar to make finding bases viable in the early midgame of the tech progression tree. Allowing for base finding to be much more streamlined, and making hiding strategies much less viable. Radar will require computation, power, and be placed relatively high up with access to the skyline. Quite cumbersome and fragile, yet game changing when it comes to recon. It will find an average point of enemy bases and index them according to how big and populous the base is. Meaning, the teams that are more ahead will have more eyes on them.&lt;br /&gt;
&lt;br /&gt;
==== Factions progression ====&lt;br /&gt;
Factions will be at the heart of your factory, they provide as your source of chunk claiming and chunk loading. However, to expand the area you can control the strength of your defenses. Your factions will have limited possible chunks they can claim, to expand their limit, teams must provide special resources to the faction, in order to increase their claim power.&lt;br /&gt;
&lt;br /&gt;
==== Suppliers ====&lt;br /&gt;
Special multiblocks called suppliers will allow bases to bolster their defenses. Multiblocks will require a steady supply of quality food to increase the defense factor of a certain area, about 3x3 chunk area (will only work on claimed chunks). For a buff to be applied, it must be done while not under siege. The machine will refuse to buff the base if it was turned on after the siege started. Machines will increase their strength depending on the amount of food supplied. Type of food item will be determined by faction tier, lower tier factions will require lower tier foods, while high tier factions will require high quality foodstuffs. The amount of claimed chunks will also increase the amount of food required. &lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
Just like warfactory 1.0, we will have guns in the pack. Our current mod of choice is modular warfare shining, allowing us to have a framework for constantly expanding arsenal. We will also make use of new and improved HBM guns and turrets. We will integrate the guns with &lt;br /&gt;
NTM armor system, that will make for interesting combat, devoid of bullet sponges and cheap one-shot tactics.&lt;br /&gt;
&lt;br /&gt;
==== MC-heli ====&lt;br /&gt;
We want to make use of a custom fork of MCHELI, developed to integrate into our pack. Vehicles will help players to move around the map and conduct sieges. It may not come with WF2, as it will be a challenge to refactor.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
The 2 Main mods carrying progression will be Gregtech and HBM, with focus on Gregtech and HBM filling in with what we theme is the &amp;quot;highlight&amp;quot; content.&lt;br /&gt;
&lt;br /&gt;
=== Asymmetric progression ===&lt;br /&gt;
To make progression and battles more dynamic, we want to introduce specific branches of progression depending on player&#039;s access to resources. For example, player has access to renewable large source of uranium. This allows player to start nuclear research early, giving access things such as early nuclear power, low yield nuclear weapons. Another example would be access to a specific resource that would allow player to produce energy weapons, which while not explicitly better than standard weapons, would be more effective against standard bullet-proof armor. Such design decisions would be sprinkled around the modpack. To enforce uniqueness of those resources, the map would have a limited amount of such resources, regulated by the administrator. This would encourage turf wars, to make players fight over strategic resources across the map. &lt;br /&gt;
&lt;br /&gt;
=== Faster progression ===&lt;br /&gt;
Our goal is to make progression mesh well with the fast landscape that modded faction wars is. Let&#039;s be honest, gregtech&#039;s call to fame came from it&#039;s &amp;quot;immersive&amp;quot; (slow) gameplay. While we do want to retain the complexity and logistical challenge that gregtech provides, we want to remove the tedious, repetitive parts that are present in the mod. This ranges from large sweeping changes, to small optimizations. Here is a list of things that we want to introduce in order to archive this:&lt;br /&gt;
&lt;br /&gt;
* Early, but limited access to AE2&lt;br /&gt;
* Recursive pipe shuttering&lt;br /&gt;
* Multiblock blueprints&lt;br /&gt;
* Complete rework of early game in order to decrease micro-crafting&lt;br /&gt;
* Early centralized power and more streamlined powergrid handling&lt;br /&gt;
&lt;br /&gt;
=== Powergrid handling ===&lt;br /&gt;
From experience in management of large bases, power management in GregTech is poorly designed. In early game, it is a chore. Low voltages make your expansion limited, it is impossible to have a properly designed, centralized power system that players can expand. Lategame however, it becomes overtly reliant on storing massive amounts of EU inside different kinds of EU storages. By the time you are in lategame, many interesting solutions are presented to the player, which in my opinion is a lost opportunity when it comes to game design. This does not even take into account AE2&#039;s EU/RF p2p&#039;s which trivialize power grid planning, to a point that all other tools become almost obsolete. We plan to mend this issue, using few simple machines and design choices.&lt;br /&gt;
&lt;br /&gt;
===== Large transformers =====&lt;br /&gt;
To make power grid managment easier, players will get access to large transformers, which are simple multiblock structures that allow player to place energy hatches and dynamos, that will transform power. They would be tiered, with first tier allowing player to transform power from LV to HV and another one that would be able to tranform power for all of the tiers (up to UV).  Goal is to make power grid managment much more streamlined, less reliant on hacky transformer chains or separate power grids.&lt;br /&gt;
&lt;br /&gt;
===== AC power =====&lt;br /&gt;
To help players transfer power between different points. An &amp;quot;AC&amp;quot; power converter machine would be introduced. &amp;quot;AC&amp;quot; power would be a voltage type that would be unusable with machines, however would not suffer the same per-block loss like the &amp;quot;DC&amp;quot; power. Some kind of loss would still be at play, either passive loss on conversion between voltages or a loss proportional to amount of current drawn through the system. The AC power is there to ease dealing with power transfer in the early game to midgame, having less of an impact as games progresses into lategame. &lt;br /&gt;
&lt;br /&gt;
===== Removal of the power &amp;quot;cheese&amp;quot; =====&lt;br /&gt;
To make power menagment matter in lategame stages. We will curb the amount of EU player can store. We will also restrict ways player can transfer EU, to avoid things such as AE2 completely breaking the game meta.&lt;br /&gt;
&lt;br /&gt;
=== Steam Age Rework ===&lt;br /&gt;
Steam age is the biggest thorn in GT&#039;s design. It suffers from issues that we specifically want to avoid in our modpack&lt;br /&gt;
&lt;br /&gt;
=== Low pressure ===&lt;br /&gt;
The first Subtier will be “Low Pressure” which are the standard bronze steam machines, and the main goal will be to obtain Steel, which is the material for the next tier.&lt;br /&gt;
&lt;br /&gt;
==== New Steel line ====&lt;br /&gt;
This features the reworked Blast Furnace, which instead of outputting steel in solid form, outputs it in liquid form. This idea was ripped straight from GT:Mega, as it works quite well there as an early way to incentivize automation.&lt;br /&gt;
&lt;br /&gt;
Strandcaster&amp;lt;ref&amp;gt;&lt;br /&gt;
The Strandcaster becomes obsolete fast, being replaced with the fluid solidifier&lt;br /&gt;
&lt;br /&gt;
Fixes: Remove the Fluid Solidifier recipe and make a new multi for this purpose, Bite the bullet and give into power creep, nerf the Fluid Solidifier recipe&lt;br /&gt;
&amp;lt;/ref&amp;gt;, which inputs water to cool the ingots and outputs steam, and the way players will transport liquid steel is using the new Brick pipes. The result is a beefy array of large multis that will last the player for a long time. Perhaps it could accept simple incremental upgrades as the tier advances? (Recall, IRL blast furnaces have not changed considerably in the last century.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Note: having large multiblocks disincentives moving &lt;br /&gt;
==== New Rubber line ====&lt;br /&gt;
The idea behind this is to make rubber a chain that is done early on in the game, and also works forever with zero inputs other than sulphur.&lt;br /&gt;
This is needed, as the blast furnace does not have a Gui and needs the hatches to function.&lt;br /&gt;
&amp;lt;small&amp;gt;[More theory crafting needed]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Automated Rubber Plantation?&lt;br /&gt;
* What tree-interaction systems are added by GT? HBM?&lt;br /&gt;
*  Is a custom multi needed?&lt;br /&gt;
* Perhaps this multi should require a view of the sky.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== High pressure ===&lt;br /&gt;
&lt;br /&gt;
The main goal of this tier is to obtain the Crucible from HBM, which is used to make the mat for the next subtier, “Advanced Alloy”, and it also brings forth the idea of “Hot gas reclaim” for Blast furnaces.&lt;br /&gt;
&lt;br /&gt;
==== Crucible ====&lt;br /&gt;
&lt;br /&gt;
It will be based on the HBM Crucible and will be extremely steel heavy, to incentivise people to use the gas preheating system. The crucible will be used to obtain Advanced alloy, which is a staple material through the Steam age and up until late Mv.&lt;br /&gt;
&lt;br /&gt;
==== Gas Preheating ====&lt;br /&gt;
This system will use Hot Blast Stoves, that will turn air into Preheated Air, that can then be inputted into a Colossal Blast Furnace, to get extra parallels and speed that will remain unrivalled until far later in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another thing is that the EBF Steel recipe will be removed, as it brings unwanted power creep into the game, and will be replaced with a more involved and interesting way to create steel, other than just inputting oxygen and wrought iron in an EBF.&lt;br /&gt;
&lt;br /&gt;
==== Pressure Pipes ====&lt;br /&gt;
One of the many power rebalances to steam brought by Warfactory 2, these are pipes that have immense throughput, while only being able to transfer steam. Allowing for the throughput problems that make steam unviable to be rectified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first tier ones will be made with steel and advanced alloy.&lt;br /&gt;
&lt;br /&gt;
==== Mining Explosives ====&lt;br /&gt;
&lt;br /&gt;
Mining is a tedious process in default GT. Doubly so in vanilla. While big mining vehicles are clearly out of the question, the next best thing is planting explosives and gnawing away at big veins that way. &lt;br /&gt;
&lt;br /&gt;
=== Ultra High Pressure?? Unsure on the name ===&lt;br /&gt;
The goal of this tier is to obtain electronic circuits, which will be used to progress to Lv. This tier will be very steel heavy in the new multis for creating the circuits. The main concept is that the amount of steps will be increased but the cost of a circuit will go down dramatically to incentivize automation.&lt;br /&gt;
&lt;br /&gt;
==== New PCB line ====&lt;br /&gt;
Early petrochem equals early plastics. Simple Bakelite and whatnot can be used as an effective base for circuits. Sure, you can make wooden circuits with GT’s base prices. But an ENIAC-style crude plastic circuit is far cheaper if you have the time to automate it.&lt;br /&gt;
&lt;br /&gt;
=== Steam power overhaul ===&lt;br /&gt;
Steam is a rather underutilized power source in later stages of gregtech, due to its unremarkable power density.&lt;br /&gt;
It is a shame that this power source gets completely outshined by the the time you get to LV. We want to introduce&lt;br /&gt;
higher density steam types, which paired with high pressure pipes allow for scalable throughput beyond earlygame. &lt;br /&gt;
With NTM there are also even more interesting way to boil water, using many different reactors.&lt;br /&gt;
&lt;br /&gt;
Other current ideas for new ways to generate steam are:&lt;br /&gt;
* The Boiler Tower, a multi which gives higher yields exponentially the taller it is.&lt;br /&gt;
* The Heat Exchanger, a multi which turns lava and water into steam.&lt;br /&gt;
* A reworked Large Boiler system to overcome its flaws and to make them relevant again.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t confirmed as we haven&#039;t thought of a concrete system for it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main reason for it&#039;s inclusion is that It can give players in the time gates more stuff to do, for an easier allocation of tasks while still implementing a genuinely cool system&lt;br /&gt;
&lt;br /&gt;
In a parallel to the real world’s development, petrochemistry is unlocked very early on. High-pressure steam is used to extract oil and refine it. Of course, these early methods are not nearly as successful as more advanced systems, and we cannot refine advanced petrochemicals like HOG this way. Bunker fuel, kerosene, etc is unlocked around this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this, we can construct power systems that will sustain us far into the electrical tiers.&lt;br /&gt;
&lt;br /&gt;
==== Early Combustion ====&lt;br /&gt;
In alignment with the “shoulders of giants” philosophy, the player will be given crude combustion engines in late ULV. These engines, through incremental upgrade, can sustain them well into the LV-EV tiers. To begin, you will only be able to produce crude kerosene and bunker fuel, and suffer poor efficiency and very crude engines that can only really sustain you for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Early petro fuels won’t produce power, but will power boilers to produce oodles of steam. Direct combustion engines (and steam turbines) are unlocked in LV, but can be made easily by retrofitting your early boiler systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The question is: how meta do we make steam turbines? Will they sustain us far into higher tiers?&lt;br /&gt;
=== Lv-Ev Tenets ===&lt;br /&gt;
&lt;br /&gt;
=== Low Voltage ===&lt;br /&gt;
Low voltage will unlock AE2 as we recognize that this mod is inseparable with GT due to its Gregtech’s complexity ramping up as soon as player gets to later stages. Early AE2 will empower the team to produce larger and more complex factories, as they won’t feel they need to wait until they reach AE2 (common issue with GTNH). This may make people think this will kill complexity, which is why we opt to enable keep channels enabled.&lt;br /&gt;
&lt;br /&gt;
Players will unlock plethora of basic self defence guns and infrastructure, such as barbed wire, concrete.&lt;br /&gt;
&lt;br /&gt;
=== Medium Voltage ===&lt;br /&gt;
Not much needs to be changed in MV, I do believe it&#039;s probably one of the most fun tiers in GT. Adding on, GCYL doesn&#039;t make many changes to it main ones being the circuit manufacturing and the gold line. There will also not be any HBM content in this tier, aside from potentially a very low yield SEMTEX recipe.&lt;br /&gt;
&lt;br /&gt;
=== High Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== Ev-Luv Tenets ===&lt;br /&gt;
&lt;br /&gt;
=== Extreme Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== Insane Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== Ludicrous Voltage ===&lt;br /&gt;
&lt;br /&gt;
=== Luv-Uhv Tenets ===&lt;br /&gt;
I doubt we need to go this far, only one team will most likely even make it to ZPM or beyond it&lt;br /&gt;
&lt;br /&gt;
=== Uhv+ Progression ===&lt;br /&gt;
&lt;br /&gt;
=== Multi Rework ===&lt;br /&gt;
&lt;br /&gt;
For WF2 we want to move away from GCYM, as it has some intrinsic problems with it, as well as it doesn’t fit into what we want for a pvp pack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will implement new multis, either through an external mod or through WFCore. And the consensus is that the first round of multis will be available in early HV to incentivise the creation of large scale automation early on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Parallels will most likely be akin to how GT++ calculates parallels.&lt;br /&gt;
&lt;br /&gt;
=== GCYL Balancing ===&lt;br /&gt;
While GCYL does have it&#039;s short comings, I&amp;lt;ref&amp;gt;Lrdmtns&amp;lt;/ref&amp;gt; do believe that it suites a pvp pack. This is due to the fact that, due to the abundance of lines that are made, it makes it easier for teams to allocate simple tasks.&lt;br /&gt;
&lt;br /&gt;
As in each tier, there are maybe 2-3 large lines and 5-7 smaller lines, that can be allocated quite easily to a large group of people.&lt;br /&gt;
&lt;br /&gt;
Not much has to be changed as, a large chunk of the more insufferable parts of GCYL are in the late game. Most prominent examples of which are things such as Bromine and Indium. Which only become a major concern around the time of Luv+.&lt;br /&gt;
&lt;br /&gt;
A concern when it comes to GCYL is that, due to the large amount of tile-entities present. This will hopefully be addressed in the devtest, which will give further insight on what to do when it comes to conserving tick time.&lt;br /&gt;
&lt;br /&gt;
An idea to solves this would be, after someone makes a line, said line can be done on a single multi akin to what GTNH does with it&#039;s Quantum Force Transformer or what GCYL does lategame with it&#039;s chemplant.&lt;br /&gt;
&lt;br /&gt;
== NTM Space ==&lt;br /&gt;
Since we are also porting the NTM space content, we are looking into integrating it into Warfactory, and as it&#039;s such a major part of the progression it will get it&#039;s own section.&lt;br /&gt;
&lt;br /&gt;
== Takeaways and lessons from WF1 ==&lt;br /&gt;
* All movement options within Warfactory 2, have to be evaluated and checked for if they are too overpowered, not to have a repeat of the hooks situation from Warfactory 1.&lt;br /&gt;
* Ensure armor and weapons are tested THOROUGHLY (to prevent a repeat of the redstone arsenal incident)&lt;br /&gt;
* Make sure to do small scale tests with testers who are intentionally made to cause as much lag as possible to then make a spark profile to find sources of lag to prevent another visual ores situation.&lt;br /&gt;
* We will also be cutting down on the amount of mods to prevent interactions in-between the mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Dev Test ==&lt;br /&gt;
A Dev Test will be orchestrated as a way of engaging the community before WF2, while still using it as a platform to see if the more experimental features work in a event setting.&lt;br /&gt;
&lt;br /&gt;
The devtest will be done as follows, first the top 2 people of each team&amp;lt;ref&amp;gt;Would likely be the Leader and Co-Leader of each respective team&amp;lt;/ref&amp;gt; would be invited to a discord. This is to discuss the rules and to make any last minute alterations to the pack before the devtest takes place.&lt;br /&gt;
&lt;br /&gt;
After everything is sorted out, all the members of each respective team will be added, and if there are still server slots there will be a google form setup for invitations.&lt;br /&gt;
&lt;br /&gt;
The prevailing idea is that once the pack reaches LuV, the devtest will occur. As it is not a traditional event, the server will have very specific win conditions. Those being finishing LuV and obtaining the Crystal Mainframe. This will be akin to the &amp;quot;Science Victory&amp;quot; in Civ6.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Citizen.css&amp;diff=195</id>
		<title>MediaWiki:Citizen.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Citizen.css&amp;diff=195"/>
		<updated>2025-07-17T22:07:21Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: Created page with &amp;quot;/* All CSS here will be loaded for users of the Citizen skin */ :root {   --citizen-color-accent: #d40000; /* orange example */ }&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* All CSS here will be loaded for users of the Citizen skin */&lt;br /&gt;
:root {&lt;br /&gt;
  --citizen-color-accent: #d40000; /* orange example */&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Template:InfoboxWar/styles.css&amp;diff=137</id>
		<title>Template:InfoboxWar/styles.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Template:InfoboxWar/styles.css&amp;diff=137"/>
		<updated>2025-04-09T13:05:51Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
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		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Template:InfoboxWar/styles.css&amp;diff=136</id>
		<title>Template:InfoboxWar/styles.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Template:InfoboxWar/styles.css&amp;diff=136"/>
		<updated>2025-04-09T13:05:23Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: Created page with &amp;quot;/* probably for other infoboxes */ .infobox { 	width: 300px; 	border-radius: 6px; 	border: 2px solid white; 	padding: 12px; 	margin: 15px 20px 20px 25px; 	float: right; 	clear: right; 	font-size: 90%; 	line-height: 1.3; } .ib-data-title { 	font-weight: bold; 	width: 85px; 	padding-left: 5px; 	vertical-align: top; } .ib-data { 	max-width: 170px; 	vertical-align: top; } .ib-image img { 	border: 1px solid !important; 	margin: 5px auto !important; } .ib-credits { 	text-align...&amp;quot;&lt;/p&gt;
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/* infoboxwar specifics */&lt;br /&gt;
/* source from soft cell wiki (cc.by-sa 4.0) */&lt;br /&gt;
/* creds to allaze_eroler for subtitle alignment help */&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=127</id>
		<title>Warfactory 2 design</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=127"/>
		<updated>2025-04-07T15:23:32Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warfactory 2 ==&lt;br /&gt;
&lt;br /&gt;
Warfactory is a 1.12 Modpack made specifically for large faction server SMPs,&lt;br /&gt;
based around HBM:NTM and Gregtech, using Modular Warfare Shining and possibly&lt;br /&gt;
Mcheli for combat. The Modpack features an in-house fork of the Warforge claim mod,&lt;br /&gt;
adjusted for a more dynamic, fair and exciting faction experience.&lt;br /&gt;
&lt;br /&gt;
=== General Principles ===&lt;br /&gt;
The pack must be accommodating to both veterans and new players, offering experience that is well documented and easily inferred from context clues. The progression will be tailored towards a much faster and dynamic style, compared to vanilla GT.&lt;br /&gt;
&lt;br /&gt;
Resources will be given very generously and infrastructure will be easy to set up, and in-game challenges will be tailored towards quick-thinking and high performance instead of endurance (grind). &lt;br /&gt;
Combat balance is very important to us. Every item and system will be designed and improved with more tactical combat experience in mind. We take a hard stance against creative flight, buff stacking, teleportation, insane armor values and other game breaking features that have commonly been seen in other commonly used packs. Guile gives far greater rewards than material advantages.&lt;br /&gt;
Another idea in the works is the idea of “Time Gated Progression”. This is a measure to nerf large teams and allow smaller teams to survive. This will be executed with the use of RecipeStages, where each passing day unlocks a new voltage tier that people can progress into, Steam Day 1, Lv Day 2, Mv Day 3 Etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== “Shoulders of Giants” Approach ====&lt;br /&gt;
&lt;br /&gt;
Having certain “milestone” machines maintain their relevance across several tiers, undergoing only incremental upgrades. This will incentivize staying in one place. Moreover, as long as a team has good risk management, they’ll have backups of these machines to get them up and running easily, making progression faster and more rewarding.&lt;br /&gt;
Say a ULV reworked blast furnace has no coils. As we progress, we give it coil upgrades and incrementally approve what it can cook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To encourage different play styles, we will have 3 different win conditions:&lt;br /&gt;
* Wonder winner – The team which has the nicest buildings and wonders.&lt;br /&gt;
* Domination victory – The team that topples the most bases.&lt;br /&gt;
* Progression victory – The most technologically advanced team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Base raiding ===&lt;br /&gt;
Raiding should be as difficult as defending yourself. As veterans of the modded landscape, we have noticed the general meta to be:&lt;br /&gt;
&lt;br /&gt;
You make cobble box underground and push progression mindlessly&lt;br /&gt;
Make cheapest throwable explosive to destroy claims (if they exist)&lt;br /&gt;
Use psyops or bruteforce to find other cobble boxes&lt;br /&gt;
Raid the cobble box to get some loot&lt;br /&gt;
Hope you won&#039;t get found, or you need to move the entire base in about an hour&lt;br /&gt;
&lt;br /&gt;
We completely disagree with this meta, it makes attacking too powerful and impossible to defend against due to the nature of minecraft. Base planning makes no sense when, after your base is found, the entire team will be occupied with defending itself against the lowest tier explosives.&lt;br /&gt;
The only real way to defend yourself is to never get found, which is not an engaging and fun game loop. Attacking teams also spend most of their time traveling around the map, trying to find the base via bruteforce, which is not a fun experience either. Which encourages cheating, in the form of BlockESP to make the experience bearable.&lt;br /&gt;
Our mod: Warforge factions will make players rethink the way they play faction servers. Bases will require time demanding strategic sieges that will take strategic effort from the attacker. With extended defensive tooling from mods such as NTM, base design, defenses, and automation will hopefully become an important aspect of the game.&lt;br /&gt;
The land you will settle down on will also be very significant, giving teams advantages for settling down in resource rich areas. Some exclusive rare materials that will make specific subbranches of military and industry more viable. Those will not be required for progression, but offer tactical resource advantage.&lt;br /&gt;
&lt;br /&gt;
=== Early Combat ===&lt;br /&gt;
&lt;br /&gt;
The first combat will be done using the Large Metal Press multi, which works similar to the burner press from HBM. This will be used to obtain the first guns. The Gear Foundry will be the way you make armor, weapons and advanced tools. It will be upgradable similar to the Chemplant from GTNH.&lt;br /&gt;
&lt;br /&gt;
==== Radar ====&lt;br /&gt;
&lt;br /&gt;
We will feature tools like the radar to make finding bases viable in the early midgame of the tech progression tree. Allowing for base finding to be much more streamlined, and making hiding strategies much less viable. Radar will require computation, power, and be placed relatively high up with access to the skyline. Quite cumbersome and fragile, yet game changing when it comes to recon. It will find an average point of enemy bases and index them according to how big and populous the base is. Meaning, the teams that are more ahead will have more eyes on them.&lt;br /&gt;
&lt;br /&gt;
==== Factions progression ====&lt;br /&gt;
&lt;br /&gt;
Factions will be at the heart of your factory, they provide as your source of chunk claiming and chunk loading. However, to expand the area you can control the strength of your defenses. Your factions will have limited possible chunks they can claim, to expand their limit, teams must provide special resources to the faction, in order to increase their claim power.&lt;br /&gt;
&lt;br /&gt;
==== Suppliers ====&lt;br /&gt;
&lt;br /&gt;
Special multiblocks called suppliers will allow bases to bolster their defenses. Multiblocks will require a steady supply of quality food to increase the defense factor of a certain area, about 3x3 chunk area (will only work on claimed chunks). For a buff to be applied, it must be done while not under siege. The machine will refuse to buff the base if it was turned on after the siege started. Machines will increase their strength depending on the amount of food supplied. Type of food item will be determined by faction tier, lower tier factions will require lower tier foods, while high tier factions will require high quality foodstuffs. The amount of claimed chunks will also increase the amount of food required. &lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
Just like warfactory 1.0, we will have guns in the pack. Our current mod of choice is modular warfare shining, allowing us to have a framework for constantly expanding arsenal. We will also make use of new and improved HBM guns and turrets. We will integrate the guns with &lt;br /&gt;
NTM armor system, that will make for interesting combat, devoid of bullet sponges and cheap one-shot tactics.&lt;br /&gt;
&lt;br /&gt;
==== MC-heli ====&lt;br /&gt;
&lt;br /&gt;
We want to make use of a custom fork of MCHELI, developed to integrate into our pack. Vehicles will help players to move around the map and conduct sieges. It may not come with WF2, as it will be a challenge to refactor.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
The 2 Main mods carrying progression will be gregtech CEU with the GCYL:CEU add-on The original mod progression will be modified to fit our pack’s principles. This is needed as, GCYL is not beginner-friendly nor multiplayer friendly. A restructure of the progression is needed to overcome its shortcomings, and allow for an experience that can be approached by anyone regardless of their skill level.&lt;br /&gt;
&lt;br /&gt;
==== Steam Age Rework ====&lt;br /&gt;
&lt;br /&gt;
The main idea behind the Steam Age is the idea of “Subtiers”. Within the age which are used to bring new mechanics and ideas to the table to differentiate it from other packs. As the Steam age is notoriously boring and in Warfactory 1 we completely avoided it, opting for a removal of the steam age.&lt;br /&gt;
&lt;br /&gt;
==== Low pressure ====&lt;br /&gt;
&lt;br /&gt;
The first Subtier will be “Low Pressure” which are the standard bronze steam machines, and the main goal will be to obtain Steel, which is the material for the next tier.&lt;br /&gt;
&lt;br /&gt;
==== New Steel line ====&lt;br /&gt;
&lt;br /&gt;
This features the reworked Blast Furnace, which instead of outputting steel in solid form, outputs it in liquid form. This idea was ripped straight from GT:Mega, as it works quite well there as an early way to incentivize automation.&lt;br /&gt;
&lt;br /&gt;
Strandcaster&amp;lt;ref&amp;gt;,&lt;br /&gt;
The Strandcaster becomes obsolete fast, being replaced with the fluid solidifier&lt;br /&gt;
&lt;br /&gt;
Fixes: Remove the Fluid Solidifier recipe and make a new multi for this purpose, Bite the bullet and give into power creep, nerf the Fluid Solidifier recipe&lt;br /&gt;
&amp;lt;/ref&amp;gt;which inputs water to cool the ingots and outputs steam, and the way players will transport liquid steel is using the new Brick pipes. The result is a beefy array of large multis that will last the player for a long time. Perhaps it could accept simple incremental upgrades as the tier advances? (Recall, IRL blast furnaces have not changed considerably in the last century.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Note: having large multiblocks disincentivizes moving &lt;br /&gt;
==== New Rubber line ====&lt;br /&gt;
The idea behind this is to make rubber a chain that is done early on in the game, and also works forever with zero inputs other than sulfur.&lt;br /&gt;
This is needed, as the blast furnace does not have a Gui and needs the hatches to function.&lt;br /&gt;
&amp;lt;small&amp;gt;[More theory crafting needed]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Automated Rubber Plantation?&lt;br /&gt;
* What tree-interaction systems are added by GT? HBM?&lt;br /&gt;
*  Is a custom multi needed?&lt;br /&gt;
* Perhaps this multi should require a view of the sky.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== High pressure ====&lt;br /&gt;
&lt;br /&gt;
The main goal of this tier is to obtain the Crucible from HBM, which is used to make the mat for the next subtier, “Advanced Alloy”, and it also brings forth the idea of “Hot gas reclaim” for Blast furnaces.&lt;br /&gt;
&lt;br /&gt;
==== Crucible ====&lt;br /&gt;
&lt;br /&gt;
It will be based on the HBM Crucible and will be extremely steel heavy, to incentivise people to use the gas preheating system. The crucible will be used to obtain Advanced alloy, which is a staple material through the Steam age and up until late Mv.&lt;br /&gt;
&lt;br /&gt;
==== Gas Preheating ====&lt;br /&gt;
This system will use Hot Blast Stoves, that will turn air into Preheated Air, that can then be inputted into a Colossal Blast Furnace, to get extra parallels and speed that will remain unrivaled until far later in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another thing is that the EBF Steel recipe will be removed, as it brings unwanted power creep into the game, and will be replaced with a more involved and interesting way to create steel, other than just inputting oxygen and wrought iron in an EBF.&lt;br /&gt;
&lt;br /&gt;
==== Pressure Pipes ====&lt;br /&gt;
One of the many power rebalances to steam brought by Warfactory 2, these are pipes that have immense throughput, while only being able to transfer steam. Allowing for the throughput problems that make steam unviable to be rectified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first tier ones will be made with steel and advanced alloy.&lt;br /&gt;
&lt;br /&gt;
==== Mining Explosives ====&lt;br /&gt;
&lt;br /&gt;
Mining is a tedious process in default GT. Doubly so in vanilla. While big mining vehicles are clearly out of the question, the next best thing is planting explosives and gnawing away at big veins that way. &lt;br /&gt;
&lt;br /&gt;
==== Ultra High Pressure?? Unsure on the name ====&lt;br /&gt;
&lt;br /&gt;
The goal of this tier is to obtain electronic circuits, which will be used to progress to Lv. This tier will be very steel heavy in the new multis for creating the circuits. The main concept is that the amount of steps will be increased but the cost of a circuit will go down dramatically to incentivize automation.&lt;br /&gt;
&lt;br /&gt;
==== New PCB line ====&lt;br /&gt;
&lt;br /&gt;
Early petrochem equals early plastics. Simple bakelite and whatnot can be used as an effective base for circuits. Sure, you can make wooden circuits with GT’s base prices. But an ENIAC-style crude plastic circuit is far cheaper if you have the time to automate it.&lt;br /&gt;
&lt;br /&gt;
=== Steam power overhaul ===&lt;br /&gt;
Steam is a rather underutilized power source in later stages of gregtech, due to its unremarkable power density.&lt;br /&gt;
It is a shame that this power source gets completely outshined by the the time you get to LV. We want to introduce&lt;br /&gt;
higher density steam types, which paired with high pressure pipes allow for scalable throughput beyond earlygame. &lt;br /&gt;
With NTM there are also even more interesting way to boil water, using many different reactors.&lt;br /&gt;
&lt;br /&gt;
Other current ideas for new ways to generate steam are:&lt;br /&gt;
* The Boiler Tower, a multi which gives higher yields exponentially the taller it is.&lt;br /&gt;
* The Heat Exchanger, a multi which turns lava and water into steam.&lt;br /&gt;
* A reworked Large Boiler system to overcome its flaws and to make them relevant again.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t confirmed as we haven&#039;t thought of a concrete system for it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:transparent;color:#000000;&amp;quot;&amp;gt;Main reason for it&#039;s inclusion is that It can give players in the time gates more stuff to do, for an easier allocation of tasks while still implementing a genuinely&amp;amp;nbsp;cool system&amp;lt;/span&amp;gt;Black Gold&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a parallel to the real world’s development, petrochemistry is unlocked very early on. High-pressure steam is used to extract oil and refine it. Of course, these early methods are not nearly as successful as more advanced systems, and we cannot refine advanced petrochemicals like HOG this way. Bunker fuel, kerosene, etc is unlocked around this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this, we can construct power systems that will sustain us far into the electrical tiers.&lt;br /&gt;
&lt;br /&gt;
==== Early Combustion ====&lt;br /&gt;
&lt;br /&gt;
In alignment with the “shoulders of giants” philosophy, the player will be given crude combustion engines in late ULV. These engines, through incremental upgrade, can sustain them well into the LV-EV tiers. To begin, you will only be able to produce crude kerosene and bunker fuel, and suffer poor efficiency and very crude engines that can only really sustain you for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Early petro fuels won’t produce power, but will power boilers to produce oodles of steam. Direct combustion engines (and steam turbines) are unlocked in LV, but can be made easily by retrofitting your early boiler systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The question is: how meta do we make steam turbines? Will they sustain us far into higher tiers?&lt;br /&gt;
&lt;br /&gt;
==== Lv-Ev Progression ====&lt;br /&gt;
&lt;br /&gt;
[More Theorycrafting needed]&lt;br /&gt;
&lt;br /&gt;
=== Low Voltage ===&lt;br /&gt;
&lt;br /&gt;
Low voltage will unlock AE2 as we recognize that this mod is inseparable with gt due to its gregtech’s complexity ramping up as soon as player gets to later stages. Early AE2 will empower the team to produce larger and more complex factories, as they won’t feel they need to wait until they reach AE2 (common issue with GTHN). This may make people think this will kill complexity, which is why we opt to enable keep channels enabled.&lt;br /&gt;
&lt;br /&gt;
Players will unlock plethera of basic self defense guns and infrastructure, such as barbed wire, concrete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#434343;&amp;quot;&amp;gt;Medium Voltage&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#434343;&amp;quot;&amp;gt;High Voltage&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ev-Luv Progression&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#434343;&amp;quot;&amp;gt;Extreme Voltage&amp;lt;/div&amp;gt;* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luv-Uhv Progression&lt;br /&gt;
&lt;br /&gt;
I doubt we need to go this far, only one team will most likely even make it to ZPM or beyond it&lt;br /&gt;
&lt;br /&gt;
== NTM Space ==&lt;br /&gt;
Since we are also porting the NTM space content, we are looking into integrating it into warfactory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uhv+ Progression&lt;br /&gt;
&lt;br /&gt;
Multi Rework&lt;br /&gt;
&lt;br /&gt;
For WF2 we want to move away from GCYL, as it has some intrinsic problems with it, as well as it doesn’t fit into what we want for a pvp pack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will implement new multis, either through an external mod or through WFCore. And the consensus is that the first round of multis will be available in early HV to incentivise the creation of large scale automation early on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Parallels will most likely be akin to how GT++ calculates parallels.&lt;br /&gt;
&lt;br /&gt;
Takeaways and lessons from WF1* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;All movement options within Warfactory 2, have to be evaluated and checked for if they are too overpowered, not to have a repeat of the hooks situation from Warfactory 1.&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;Ensure armor and weapons are tested THOROUGHLY (to prevent a repeat of the redstone arsenal incident)&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;Make sure to do small scale tests with testers who are intentionally made to cause as much lag as possible to then make a spark profile to find sources of lag to prevent another visual ores situation.&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;We will also be cutting down on the amount of mods to prevent interactions in-between the mods.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dev Test ====&lt;br /&gt;
&lt;br /&gt;
A Dev Test will be orchestrated as a way of engaging the community before WF2, while still using it as a platform to see if the more experimental features work in a mock event setting.&lt;br /&gt;
&lt;br /&gt;
We will shorten the progression to only really test the stuff we care about, as well as raiding other teams would need permission from an admin to go ahead.&lt;br /&gt;
&lt;br /&gt;
As of now there is no consensus on how the dev test will be performed, it will either be done where we invite the most active people in the discord or open a google form.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=126</id>
		<title>Warfactory 2 design</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=126"/>
		<updated>2025-04-07T14:14:36Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: fixing the formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warfactory 2 ==&lt;br /&gt;
&lt;br /&gt;
Warfactory is a 1.12 Modpack made specifically for large faction server SMPs,&lt;br /&gt;
based around HBM:NTM and Gregtech, using Modular Warfare Shining and possibly&lt;br /&gt;
Mcheli for combat. The Modpack features an in-house fork of the Warforge claim mod,&lt;br /&gt;
adjusted for a more dynamic, fair and exciting faction experience.&lt;br /&gt;
&lt;br /&gt;
=== General Principles ===&lt;br /&gt;
The pack must be accommodating to both veterans and new players, offering experience that is well documented and easily inferred from context clues. The progression will be tailored towards a much faster and dynamic style, compared to vanilla GT.&lt;br /&gt;
&lt;br /&gt;
Resources will be given very generously and infrastructure will be easy to set up, and in-game challenges will be tailored towards quick-thinking and high performance instead of endurance (grind). &lt;br /&gt;
Combat balance is very important to us. Every item and system will be designed and improved with more tactical combat experience in mind. We take a hard stance against creative flight, buff stacking, teleportation, insane armor values and other game breaking features that have commonly been seen in other commonly used packs. Guile gives far greater rewards than material advantages.&lt;br /&gt;
Another idea in the works is the idea of “Time Gated Progression”. This is a measure to nerf large teams and allow smaller teams to survive. This will be executed with the use of RecipeStages, where each passing day unlocks a new voltage tier that people can progress into, Steam Day 1, Lv Day 2, Mv Day 3 Etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== “Shoulders of Giants” Approach ====&lt;br /&gt;
&lt;br /&gt;
Having certain “milestone” machines maintain their relevance across several tiers, undergoing only incremental upgrades. This will incentivize staying in one place. Moreover, as long as a team has good risk management, they’ll have backups of these machines to get them up and running easily, making progression faster and more rewarding.&lt;br /&gt;
Say a ULV reworked blast furnace has no coils. As we progress, we give it coil upgrades and incrementally approve what it can cook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To encourage different play styles, we will have 3 different win conditions:&lt;br /&gt;
* Wonder winner – The team which has the nicest buildings and wonders.&lt;br /&gt;
* Domination victory – The team that topples the most bases.&lt;br /&gt;
* Progression victory – The most technologically advanced team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Base raiding ===&lt;br /&gt;
Raiding should be as difficult as defending yourself. As veterans of the modded landscape, we have noticed the general meta to be:&lt;br /&gt;
&lt;br /&gt;
You make cobble box underground and push progression mindlessly&lt;br /&gt;
Make cheapest throwable explosive to destroy claims (if they exist)&lt;br /&gt;
Use psyops or bruteforce to find other cobble boxes&lt;br /&gt;
Raid the cobble box to get some loot&lt;br /&gt;
Hope you won&#039;t get found, or you need to move the entire base in about an hour&lt;br /&gt;
&lt;br /&gt;
We completely disagree with this meta, it makes attacking too powerful and impossible to defend against due to the nature of minecraft. Base planning makes no sense when, after your base is found, the entire team will be occupied with defending itself against the lowest tier explosives.&lt;br /&gt;
The only real way to defend yourself is to never get found, which is not an engaging and fun game loop. Attacking teams also spend most of their time traveling around the map, trying to find the base via bruteforce, which is not a fun experience either. Which encourages cheating, in the form of BlockESP to make the experience bearable.&lt;br /&gt;
Our mod: Warforge factions will make players rethink the way they play faction servers. Bases will require time demanding strategic sieges that will take strategic effort from the attacker. With extended defensive tooling from mods such as NTM, base design, defenses, and automation will hopefully become an important aspect of the game.&lt;br /&gt;
The land you will settle down on will also be very significant, giving teams advantages for settling down in resource rich areas. Some exclusive rare materials that will make specific subbranches of military and industry more viable. Those will not be required for progression, but offer tactical resource advantage.&lt;br /&gt;
&lt;br /&gt;
=== Early Combat ===&lt;br /&gt;
&lt;br /&gt;
The first combat will be done using the Large Metal Press multi, which works similar to the burner press from HBM. This will be used to obtain the first guns. The Gear Foundry will be the way you make armor, weapons and advanced tools. It will be upgradable similar to the Chemplant from GTNH.&lt;br /&gt;
&lt;br /&gt;
==== Radar ====&lt;br /&gt;
&lt;br /&gt;
We will feature tools like the radar to make finding bases viable in the early midgame of the tech progression tree. Allowing for base finding to be much more streamlined, and making hiding strategies much less viable. Radar will require computation, power, and be placed relatively high up with access to the skyline. Quite cumbersome and fragile, yet game changing when it comes to recon. It will find an average point of enemy bases and index them according to how big and populous the base is. Meaning, the teams that are more ahead will have more eyes on them.&lt;br /&gt;
&lt;br /&gt;
==== Factions progression ====&lt;br /&gt;
&lt;br /&gt;
Factions will be at the heart of your factory, they provide as your source of chunk claiming and chunk loading. However, to expand the area you can control the strength of your defenses. Your factions will have limited possible chunks they can claim, to expand their limit, teams must provide special resources to the faction, in order to increase their claim power.&lt;br /&gt;
&lt;br /&gt;
==== Suppliers ====&lt;br /&gt;
&lt;br /&gt;
Special multiblocks called suppliers will allow bases to bolster their defenses. Multiblocks will require a steady supply of quality food to increase the defense factor of a certain area, about 3x3 chunk area (will only work on claimed chunks). For a buff to be applied, it must be done while not under siege. The machine will refuse to buff the base if it was turned on after the siege started. Machines will increase their strength depending on the amount of food supplied. Type of food item will be determined by faction tier, lower tier factions will require lower tier foods, while high tier factions will require high quality foodstuffs. The amount of claimed chunks will also increase the amount of food required. &lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
Just like warfactory 1.0, we will have guns in the pack. Our current mod of choice is modular warfare shining, allowing us to have a framework for constantly expanding arsenal. We will also make use of new and improved HBM guns and turrets. We will integrate the guns with &lt;br /&gt;
NTM armor system, that will make for interesting combat, devoid of bullet sponges and cheap one-shot tactics.&lt;br /&gt;
&lt;br /&gt;
==== MC-heli ====&lt;br /&gt;
&lt;br /&gt;
We want to make use of a custom fork of MCHELI, developed to integrate into our pack. Vehicles will help players to move around the map and conduct sieges. It may not come with WF2, as it will be a challenge to refactor.&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
&lt;br /&gt;
The 2 Main mods carrying progression will be gregtech CEU with the GCYL:CEU add-on The original mod progression will be modified to fit our pack’s principles. This is needed as, GCYL is not beginner-friendly nor multiplayer friendly. A restructure of the progression is needed to overcome its shortcomings, and allow for an experience that can be approached by anyone regardless of their skill level.&lt;br /&gt;
&lt;br /&gt;
==== Steam Age Rework ====&lt;br /&gt;
&lt;br /&gt;
The main idea behind the Steam Age is the idea of “Subtiers”. Within the age which are used to bring new mechanics and ideas to the table to differentiate it from other packs. As the Steam age is notoriously boring and in Warfactory 1 we completely avoided it, opting for a removal of the steam age.&lt;br /&gt;
&lt;br /&gt;
==== Low pressure ====&lt;br /&gt;
&lt;br /&gt;
The first Subtier will be “Low Pressure” which are the standard bronze steam machines, and the main goal will be to obtain Steel, which is the material for the next tier.&lt;br /&gt;
&lt;br /&gt;
==== New Steel line ====&lt;br /&gt;
&lt;br /&gt;
This features the reworked Blast Furnace, which instead of outputting steel in solid form, outputs it in liquid form. This idea was ripped straight from GT:Mega, as it works quite well there as an early way to incentivize automation.&lt;br /&gt;
&lt;br /&gt;
Strandcaster, which inputs water to cool the ingots and outputs steam, and the way players will transport liquid steel is using the new Brick pipes. The result is a beefy array of large multis that will last the player for a long time. Perhaps it could accept simple incremental upgrades as the tier advances? (Recall, IRL blast furnaces have not changed considerably in the last century.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Note: having large multiblocks disincentivizes moving &lt;br /&gt;
==== New Rubber line ====&lt;br /&gt;
The idea behind this is to make rubber a chain that is done early on in the game, and also works forever with zero inputs other than sulfur.&lt;br /&gt;
This is needed, as the blast furnace does not have a Gui and needs the hatches to function.&lt;br /&gt;
&amp;lt;small&amp;gt;[More theory crafting needed]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Automated Rubber Plantation?&lt;br /&gt;
* What tree-interaction systems are added by GT? HBM?&lt;br /&gt;
*  Is a custom multi needed?&lt;br /&gt;
* Perhaps this multi should require a view of the sky.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== High pressure ====&lt;br /&gt;
&lt;br /&gt;
The main goal of this tier is to obtain the Crucible from HBM, which is used to make the mat for the next subtier, “Advanced Alloy”, and it also brings forth the idea of “Hot gas reclaim” for Blast furnaces.&lt;br /&gt;
&lt;br /&gt;
==== Crucible ====&lt;br /&gt;
&lt;br /&gt;
It will be based on the HBM Crucible and will be extremely steel heavy, to incentivise people to use the gas preheating system. The crucible will be used to obtain Advanced alloy, which is a staple material through the Steam age and up until late Mv.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#666666;&amp;quot;&amp;gt;Gas Preheating&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system will use Hot Blast Stoves, that will turn air into Preheated Air, that can then be inputted into a Colossal Blast Furnace, to get extra parallels and speed that will remain unrivaled until far later in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another thing is that the EBF Steel recipe will be removed, as it brings unwanted power creep into the game, and will be replaced with a more involved and interesting way to create steel, other than just inputting oxygen and wrought iron in an EBF.&lt;br /&gt;
&lt;br /&gt;
==== Pressure Pipes ====&lt;br /&gt;
One of the many power rebalances to steam brought by Warfactory 2, these are pipes that have immense throughput, while only being able to transfer steam. Allowing for the throughput problems that make steam unviable to be rectified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first tier ones will be made with steel and advanced alloy.&lt;br /&gt;
&lt;br /&gt;
==== Mining Explosives ====&lt;br /&gt;
&lt;br /&gt;
Mining is a tedious process in default GT. Doubly so in vanilla. While big mining vehicles are clearly out of the question, the next best thing is planting explosives and gnawing away at big veins that way. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#434343;&amp;quot;&amp;gt;Ultra High Pressure?? Unsure on the name&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The goal of this tier is to obtain electronic circuits, which will be used to progress to Lv. This tier will be very steel heavy in the new multis for creating the circuits. The main concept is that the amount of steps will be increased but the cost of a circuit will go down dramatically to incentivize automation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#666666;&amp;quot;&amp;gt;New PCB line&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Early petrochem equals early plastics. Simple bakelite and whatnot can be used as an effective base for circuits. Sure, you can make wooden circuits with GT’s base prices. But an ENIAC-style crude plastic circuit is far cheaper if you have the time to automate it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#666666;&amp;quot;&amp;gt;New Steam Powergen Ideas&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This comes in the form of giving the player access to multiblock generators, early on in the game. As well as trying to either improve, or phase out the &amp;lt;span style=&amp;quot;background-color:transparent;color:#000000;&amp;quot;&amp;gt;We can do a myriad of different ideas:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:transparent;color:#000000;&amp;quot;&amp;gt;Make a tier of Rotor Holder available in each tier&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:transparent;color:#000000;&amp;quot;&amp;gt;Remove the system overall and replace it with a more tailored version for the pack&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:transparent;color:#000000;&amp;quot;&amp;gt;Redo the way the bonuses are given, likely based on the fuel inputted&amp;lt;/span&amp;gt;rotor system as it is riddled with flaws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another idea is to double the Eu/t of steam making it easier to make power calculations and making steam more viable throughout the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current ideas for new ways to generate steam are:* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;The Boiler Tower, a multi which gives higher yields exponentially the taller it is.&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;The Heat Exchanger, a multi which turns lava and water into steam.&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;A reworked Large Boiler system to overcome its flaws and to make them relevant again.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#666666;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;background-color:transparent;color:#000000;&amp;quot;&amp;gt;This isn&#039;t confirmed as we haven&#039;t thought of a concrete system for it&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:transparent;color:#000000;&amp;quot;&amp;gt;Main reason for it&#039;s inclusion is that It can give players in the time gates more stuff to do, for an easier allocation of tasks while still implementing a genuinely&amp;amp;nbsp;cool system&amp;lt;/span&amp;gt;Black Gold&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a parallel to the real world’s development, petrochemistry is unlocked very early on. High-pressure steam is used to extract oil and refine it. Of course, these early methods are not nearly as successful as more advanced systems, and we cannot refine advanced petrochemicals like HOG this way. Bunker fuel, kerosene, etc is unlocked around this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this, we can construct power systems that will sustain us far into the electrical tiers.&lt;br /&gt;
&lt;br /&gt;
==== Early Combustion ====&lt;br /&gt;
&lt;br /&gt;
In alignment with the “shoulders of giants” philosophy, the player will be given crude combustion engines in late ULV. These engines, through incremental upgrade, can sustain them well into the LV-EV tiers. To begin, you will only be able to produce crude kerosene and bunker fuel, and suffer poor efficiency and very crude engines that can only really sustain you for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Early petro fuels won’t produce power, but will power boilers to produce oodles of steam. Direct combustion engines (and steam turbines) are unlocked in LV, but can be made easily by retrofitting your early boiler systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The question is: how meta do we make steam turbines? Will they sustain us far into higher tiers?&lt;br /&gt;
&lt;br /&gt;
==== Lv-Ev Progression ====&lt;br /&gt;
&lt;br /&gt;
[More Theorycrafting needed]&lt;br /&gt;
&lt;br /&gt;
Low Voltage&lt;br /&gt;
&lt;br /&gt;
Low voltage will unlock AE2 as we recognize that this mod is inseparable with gt due to its gregtech’s complexity ramping up as soon as player gets to later stages. Early AE2 will empower the team to produce larger and more complex factories, as they won’t feel they need to wait until they reach AE2 (common issue with GTHN). This may make people think this will kill complexity, which is why we opt to enable keep channels enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#434343;&amp;quot;&amp;gt;Medium Voltage&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#434343;&amp;quot;&amp;gt;High Voltage&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ev-Luv Progression&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#434343;&amp;quot;&amp;gt;Extreme Voltage&amp;lt;/div&amp;gt;* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luv-Uhv Progression&lt;br /&gt;
&lt;br /&gt;
I doubt we need to go this far, only one team will most likely even make it to ZPM or beyond it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#434343;&amp;quot;&amp;gt;On Space &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Space throws much of our design decisions out of the window. Also, massive amount of work to port it (true, imo we scrap it (if it wasn&#039;t so cool 😭))* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;How do we handle space stations in a PVP environment?&amp;lt;/div&amp;gt;&lt;br /&gt;
** &amp;lt;div style=&amp;quot;margin-left:1in;&amp;quot;&amp;gt;Space piracy? &amp;lt;/div&amp;gt;&lt;br /&gt;
** &amp;lt;div style=&amp;quot;margin-left:1in;&amp;quot;&amp;gt;Perhaps a new function for docks&amp;lt;/div&amp;gt;&lt;br /&gt;
*** &amp;lt;div style=&amp;quot;margin-left:1.5in;&amp;quot;&amp;gt;If your station has equal (or greater) thrust as another, you can conduct a boarding action with the dock. &amp;lt;/div&amp;gt;&lt;br /&gt;
*** &amp;lt;div style=&amp;quot;margin-left:1.5in;&amp;quot;&amp;gt;Basically, you get their station’s Station Drive if you are both orbiting the same body, allowing a hostile rendezvous&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uhv+ Progression&lt;br /&gt;
&lt;br /&gt;
Multi Rework&lt;br /&gt;
&lt;br /&gt;
For WF2 we want to move away from GCYL, as it has some intrinsic problems with it, as well as it doesn’t fit into what we want for a pvp pack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will implement new multis, either through an external mod or through WFCore. And the consensus is that the first round of multis will be available in early HV to incentivise the creation of large scale automation early on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Parallels will most likely be akin to how GT++ calculates parallels.&lt;br /&gt;
&lt;br /&gt;
Takeaways and lessons from WF1* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;All movement options within Warfactory 2, have to be evaluated and checked for if they are too overpowered, not to have a repeat of the hooks situation from Warfactory 1.&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;Ensure armor and weapons are tested THOROUGHLY (to prevent a repeat of the redstone arsenal incident)&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;Make sure to do small scale tests with testers who are intentionally made to cause as much lag as possible to then make a spark profile to find sources of lag to prevent another visual ores situation.&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;We will also be cutting down on the amount of mods to prevent interactions in-between the mods.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dev Test ====&lt;br /&gt;
&lt;br /&gt;
A Dev Test will be orchestrated as a way of engaging the community before WF2, while still using it as a platform to see if the more experimental features work in a mock event setting.&lt;br /&gt;
&lt;br /&gt;
We will shorten the progression to only really test the stuff we care about, as well as raiding other teams would need permission from an admin to go ahead.&lt;br /&gt;
&lt;br /&gt;
As of now there is no consensus on how the dev test will be performed, it will either be done where we invite the most active people in the discord or open a google form.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=125</id>
		<title>Warfactory 2 design</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warfactory_2_design&amp;diff=125"/>
		<updated>2025-04-07T14:12:25Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: Created page with &amp;quot;== Warfactory 2 ==  Warfactory is a 1.12 Modpack made specifically for large faction server SMPs, based around HBM:NTM and Gregtech, using Modular Warfare Shining and possibly Mcheli for combat. The Modpack features an in-house fork of the Warforge claim mod, adjusted for a more dynamic, fair and exciting faction experience.  === General Principles === The pack must be accommodating to both veterans and new players, offering experience that is well documented and easily...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warfactory 2 ==&lt;br /&gt;
&lt;br /&gt;
Warfactory is a 1.12 Modpack made specifically for large faction server SMPs,&lt;br /&gt;
based around HBM:NTM and Gregtech, using Modular Warfare Shining and possibly&lt;br /&gt;
Mcheli for combat. The Modpack features an in-house fork of the Warforge claim mod,&lt;br /&gt;
adjusted for a more dynamic, fair and exciting faction experience.&lt;br /&gt;
&lt;br /&gt;
=== General Principles ===&lt;br /&gt;
The pack must be accommodating to both veterans and new players, offering experience that is well documented and easily inferred from context clues. The progression will be tailored towards a much faster and dynamic style, compared to vanilla GT.&lt;br /&gt;
&lt;br /&gt;
Resources will be given very generously and infrastructure will be easy to set up, and in-game challenges will be tailored towards quick-thinking and high performance instead of endurance (grind). &lt;br /&gt;
Combat balance is very important to us. Every item and system will be designed and improved with more tactical combat experience in mind. We take a hard stance against creative flight, buff stacking, teleportation, insane armor values and other game breaking features that have commonly been seen in other commonly used packs. Guile gives far greater rewards than material advantages.&lt;br /&gt;
Another idea in the works is the idea of “Time Gated Progression”. This is a measure to nerf large teams and allow smaller teams to survive. This will be executed with the use of RecipeStages, where each passing day unlocks a new voltage tier that people can progress into, Steam Day 1, Lv Day 2, Mv Day 3 Etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== “Shoulders of Giants” Approach ====&lt;br /&gt;
&lt;br /&gt;
Having certain “milestone” machines maintain their relevance across several tiers, undergoing only incremental upgrades. This will incentivize staying in one place. Moreover, as long as a team has good risk management, they’ll have backups of these machines to get them up and running easily, making progression faster and more rewarding.&lt;br /&gt;
Say a ULV reworked blast furnace has no coils. As we progress, we give it coil upgrades and incrementally approve what it can cook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To encourage different play styles, we will have 3 different win conditions:&lt;br /&gt;
* Wonder winner – The team which has the nicest buildings and wonders.&lt;br /&gt;
* Domination victory – The team that topples the most bases.&lt;br /&gt;
* Progression victory – The most technologically advanced team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
==== Base raiding ====&lt;br /&gt;
&lt;br /&gt;
Raiding should be as difficult as defending yourself. As veterans of the modded landscape, we have noticed the general meta to be:&lt;br /&gt;
&lt;br /&gt;
You make cobble box underground and push progression mindlessly&lt;br /&gt;
Make cheapest throwable explosive to destroy claims (if they exist)&lt;br /&gt;
Use psyops or bruteforce to find other cobble boxes&lt;br /&gt;
Raid the cobble box to get some loot&lt;br /&gt;
Hope you won&#039;t get found, or you need to move the entire base in about an hour&lt;br /&gt;
&lt;br /&gt;
We completely disagree with this meta, it makes attacking too powerful and impossible to defend against due to the nature of minecraft. Base planning makes no sense when, after your base is found, the entire team will be occupied with defending itself against the lowest tier explosives.&lt;br /&gt;
The only real way to defend yourself is to never get found, which is not an engaging and fun game loop. Attacking teams also spend most of their time traveling around the map, trying to find the base via bruteforce, which is not a fun experience either. Which encourages cheating, in the form of BlockESP to make the experience bearable.&lt;br /&gt;
Our mod: Warforge factions will make players rethink the way they play faction servers. Bases will require time demanding strategic sieges that will take strategic effort from the attacker. With extended defensive tooling from mods such as NTM, base design, defenses, and automation will hopefully become an important aspect of the game.&lt;br /&gt;
The land you will settle down on will also be very significant, giving teams advantages for settling down in resource rich areas. Some exclusive rare materials that will make specific subbranches of military and industry more viable. Those will not be required for progression, but offer tactical resource advantage.&lt;br /&gt;
&lt;br /&gt;
=== Early Combat ===&lt;br /&gt;
&lt;br /&gt;
The first combat will be done using the Large Metal Press multi, which works similar to the burner press from HBM. This will be used to obtain the first guns. The Gear Foundry will be the way you make armor, weapons and advanced tools. It will be upgradable similar to the Chemplant from GTNH.&lt;br /&gt;
&lt;br /&gt;
==== Radar ====&lt;br /&gt;
&lt;br /&gt;
We will feature tools like the radar to make finding bases viable in the early midgame of the tech progression tree. Allowing for base finding to be much more streamlined, and making hiding strategies much less viable. Radar will require computation, power, and be placed relatively high up with access to the skyline. Quite cumbersome and fragile, yet game changing when it comes to recon. It will find an average point of enemy bases and index them according to how big and populous the base is. Meaning, the teams that are more ahead will have more eyes on them.&lt;br /&gt;
&lt;br /&gt;
==== Factions progression ====&lt;br /&gt;
&lt;br /&gt;
Factions will be at the heart of your factory, they provide as your source of chunk claiming and chunk loading. However, to expand the area you can control the strength of your defenses. Your factions will have limited possible chunks they can claim, to expand their limit, teams must provide special resources to the faction, in order to increase their claim power.&lt;br /&gt;
&lt;br /&gt;
==== Suppliers ====&lt;br /&gt;
&lt;br /&gt;
Special multiblocks called suppliers will allow bases to bolster their defenses. Multiblocks will require a steady supply of quality food to increase the defense factor of a certain area, about 3x3 chunk area (will only work on claimed chunks). For a buff to be applied, it must be done while not under siege. The machine will refuse to buff the base if it was turned on after the siege started. Machines will increase their strength depending on the amount of food supplied. Type of food item will be determined by faction tier, lower tier factions will require lower tier foods, while high tier factions will require high quality foodstuffs. The amount of claimed chunks will also increase the amount of food required. &lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
Just like warfactory 1.0, we will have guns in the pack. Our current mod of choice is modular warfare shining, allowing us to have a framework for constantly expanding arsenal. We will also make use of new and improved HBM guns and turrets. We will integrate the guns with &lt;br /&gt;
NTM armor system, that will make for interesting combat, devoid of bullet sponges and cheap one-shot tactics.&lt;br /&gt;
&lt;br /&gt;
==== MC-heli ====&lt;br /&gt;
&lt;br /&gt;
We want to make use of a custom fork of MCHELI, developed to integrate into our pack. Vehicles will help players to move around the map and conduct sieges. It may not come with WF2, as it will be a challenge to refactor.&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
&lt;br /&gt;
The 2 Main mods carrying progression will be gregtech CEU with the GCYL:CEU add-on The original mod progression will be modified to fit our pack’s principles. This is needed as, GCYL is not beginner-friendly nor multiplayer friendly. A restructure of the progression is needed to overcome its shortcomings, and allow for an experience that can be approached by anyone regardless of their skill level.&lt;br /&gt;
&lt;br /&gt;
==== Steam Age Rework ====&lt;br /&gt;
&lt;br /&gt;
The main idea behind the Steam Age is the idea of “Subtiers”. Within the age which are used to bring new mechanics and ideas to the table to differentiate it from other packs. As the Steam age is notoriously boring and in Warfactory 1 we completely avoided it, opting for a removal of the steam age.&lt;br /&gt;
&lt;br /&gt;
==== Low pressure ====&lt;br /&gt;
&lt;br /&gt;
The first Subtier will be “Low Pressure” which are the standard bronze steam machines, and the main goal will be to obtain Steel, which is the material for the next tier.&lt;br /&gt;
&lt;br /&gt;
==== New Steel line ====&lt;br /&gt;
&lt;br /&gt;
This features the reworked Blast Furnace, which instead of outputting steel in solid form, outputs it in liquid form. This idea was ripped straight from GT:Mega, as it works quite well there as an early way to incentivize automation.&lt;br /&gt;
&lt;br /&gt;
Strandcaster, which inputs water to cool the ingots and outputs steam, and the way players will transport liquid steel is using the new Brick pipes. The result is a beefy array of large multis that will last the player for a long time. Perhaps it could accept simple incremental upgrades as the tier advances? (Recall, IRL blast furnaces have not changed considerably in the last century.)* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;Note: having large multiblocks disincentivizes moving&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Rubber line ====&lt;br /&gt;
The idea behind this is to make rubber a chain that is done early on in the game, and also works forever with zero inputs other than sulfur.&lt;br /&gt;
This is needed, as the blast furnace does not have a Gui and needs the hatches to function.&lt;br /&gt;
&amp;lt;small&amp;gt;[More theory crafting needed]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Automated Rubber Plantation?&lt;br /&gt;
* What tree-interaction systems are added by GT? HBM?&lt;br /&gt;
*  Is a custom multi needed?&lt;br /&gt;
* Perhaps this multi should require a view of the sky.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== High pressure ====&lt;br /&gt;
&lt;br /&gt;
The main goal of this tier is to obtain the Crucible from HBM, which is used to make the mat for the next subtier, “Advanced Alloy”, and it also brings forth the idea of “Hot gas reclaim” for Blast furnaces.&lt;br /&gt;
&lt;br /&gt;
==== Crucible ====&lt;br /&gt;
&lt;br /&gt;
It will be based on the HBM Crucible and will be extremely steel heavy, to incentivise people to use the gas preheating system. The crucible will be used to obtain Advanced alloy, which is a staple material through the Steam age and up until late Mv.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#666666;&amp;quot;&amp;gt;Gas Preheating&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system will use Hot Blast Stoves, that will turn air into Preheated Air, that can then be inputted into a Colossal Blast Furnace, to get extra parallels and speed that will remain unrivaled until far later in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another thing is that the EBF Steel recipe will be removed, as it brings unwanted power creep into the game, and will be replaced with a more involved and interesting way to create steel, other than just inputting oxygen and wrought iron in an EBF.&lt;br /&gt;
&lt;br /&gt;
==== Pressure Pipes ====&lt;br /&gt;
One of the many power rebalances to steam brought by Warfactory 2, these are pipes that have immense throughput, while only being able to transfer steam. Allowing for the throughput problems that make steam unviable to be rectified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first tier ones will be made with steel and advanced alloy.&lt;br /&gt;
&lt;br /&gt;
==== Mining Explosives ====&lt;br /&gt;
&lt;br /&gt;
Mining is a tedious process in default GT. Doubly so in vanilla. While big mining vehicles are clearly out of the question, the next best thing is planting explosives and gnawing away at big veins that way. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#434343;&amp;quot;&amp;gt;Ultra High Pressure?? Unsure on the name&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The goal of this tier is to obtain electronic circuits, which will be used to progress to Lv. This tier will be very steel heavy in the new multis for creating the circuits. The main concept is that the amount of steps will be increased but the cost of a circuit will go down dramatically to incentivize automation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#666666;&amp;quot;&amp;gt;New PCB line&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Early petrochem equals early plastics. Simple bakelite and whatnot can be used as an effective base for circuits. Sure, you can make wooden circuits with GT’s base prices. But an ENIAC-style crude plastic circuit is far cheaper if you have the time to automate it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#666666;&amp;quot;&amp;gt;New Steam Powergen Ideas&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This comes in the form of giving the player access to multiblock generators, early on in the game. As well as trying to either improve, or phase out the &amp;lt;span style=&amp;quot;background-color:transparent;color:#000000;&amp;quot;&amp;gt;We can do a myriad of different ideas:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:transparent;color:#000000;&amp;quot;&amp;gt;Make a tier of Rotor Holder available in each tier&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:transparent;color:#000000;&amp;quot;&amp;gt;Remove the system overall and replace it with a more tailored version for the pack&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:transparent;color:#000000;&amp;quot;&amp;gt;Redo the way the bonuses are given, likely based on the fuel inputted&amp;lt;/span&amp;gt;rotor system as it is riddled with flaws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another idea is to double the Eu/t of steam making it easier to make power calculations and making steam more viable throughout the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current ideas for new ways to generate steam are:* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;The Boiler Tower, a multi which gives higher yields exponentially the taller it is.&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;The Heat Exchanger, a multi which turns lava and water into steam.&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;A reworked Large Boiler system to overcome its flaws and to make them relevant again.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#666666;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;background-color:transparent;color:#000000;&amp;quot;&amp;gt;This isn&#039;t confirmed as we haven&#039;t thought of a concrete system for it&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:transparent;color:#000000;&amp;quot;&amp;gt;Main reason for it&#039;s inclusion is that It can give players in the time gates more stuff to do, for an easier allocation of tasks while still implementing a genuinely&amp;amp;nbsp;cool system&amp;lt;/span&amp;gt;Black Gold&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a parallel to the real world’s development, petrochemistry is unlocked very early on. High-pressure steam is used to extract oil and refine it. Of course, these early methods are not nearly as successful as more advanced systems, and we cannot refine advanced petrochemicals like HOG this way. Bunker fuel, kerosene, etc is unlocked around this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this, we can construct power systems that will sustain us far into the electrical tiers.&lt;br /&gt;
&lt;br /&gt;
==== Early Combustion ====&lt;br /&gt;
&lt;br /&gt;
In alignment with the “shoulders of giants” philosophy, the player will be given crude combustion engines in late ULV. These engines, through incremental upgrade, can sustain them well into the LV-EV tiers. To begin, you will only be able to produce crude kerosene and bunker fuel, and suffer poor efficiency and very crude engines that can only really sustain you for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Early petro fuels won’t produce power, but will power boilers to produce oodles of steam. Direct combustion engines (and steam turbines) are unlocked in LV, but can be made easily by retrofitting your early boiler systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The question is: how meta do we make steam turbines? Will they sustain us far into higher tiers?&lt;br /&gt;
&lt;br /&gt;
==== Lv-Ev Progression ====&lt;br /&gt;
&lt;br /&gt;
[More Theorycrafting needed]&lt;br /&gt;
&lt;br /&gt;
Low Voltage&lt;br /&gt;
&lt;br /&gt;
Low voltage will unlock AE2 as we recognize that this mod is inseparable with gt due to its gregtech’s complexity ramping up as soon as player gets to later stages. Early AE2 will empower the team to produce larger and more complex factories, as they won’t feel they need to wait until they reach AE2 (common issue with GTHN). This may make people think this will kill complexity, which is why we opt to enable keep channels enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#434343;&amp;quot;&amp;gt;Medium Voltage&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#434343;&amp;quot;&amp;gt;High Voltage&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ev-Luv Progression&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#434343;&amp;quot;&amp;gt;Extreme Voltage&amp;lt;/div&amp;gt;* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luv-Uhv Progression&lt;br /&gt;
&lt;br /&gt;
I doubt we need to go this far, only one team will most likely even make it to ZPM or beyond it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#434343;&amp;quot;&amp;gt;On Space &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Space throws much of our design decisions out of the window. Also, massive amount of work to port it (true, imo we scrap it (if it wasn&#039;t so cool 😭))* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;How do we handle space stations in a PVP environment?&amp;lt;/div&amp;gt;&lt;br /&gt;
** &amp;lt;div style=&amp;quot;margin-left:1in;&amp;quot;&amp;gt;Space piracy? &amp;lt;/div&amp;gt;&lt;br /&gt;
** &amp;lt;div style=&amp;quot;margin-left:1in;&amp;quot;&amp;gt;Perhaps a new function for docks&amp;lt;/div&amp;gt;&lt;br /&gt;
*** &amp;lt;div style=&amp;quot;margin-left:1.5in;&amp;quot;&amp;gt;If your station has equal (or greater) thrust as another, you can conduct a boarding action with the dock. &amp;lt;/div&amp;gt;&lt;br /&gt;
*** &amp;lt;div style=&amp;quot;margin-left:1.5in;&amp;quot;&amp;gt;Basically, you get their station’s Station Drive if you are both orbiting the same body, allowing a hostile rendezvous&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uhv+ Progression&lt;br /&gt;
&lt;br /&gt;
Multi Rework&lt;br /&gt;
&lt;br /&gt;
For WF2 we want to move away from GCYL, as it has some intrinsic problems with it, as well as it doesn’t fit into what we want for a pvp pack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will implement new multis, either through an external mod or through WFCore. And the consensus is that the first round of multis will be available in early HV to incentivise the creation of large scale automation early on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Parallels will most likely be akin to how GT++ calculates parallels.&lt;br /&gt;
&lt;br /&gt;
Takeaways and lessons from WF1* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;All movement options within Warfactory 2, have to be evaluated and checked for if they are too overpowered, not to have a repeat of the hooks situation from Warfactory 1.&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;Ensure armor and weapons are tested THOROUGHLY (to prevent a repeat of the redstone arsenal incident)&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;Make sure to do small scale tests with testers who are intentionally made to cause as much lag as possible to then make a spark profile to find sources of lag to prevent another visual ores situation.&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div style=&amp;quot;margin-left:0.5in;&amp;quot;&amp;gt;We will also be cutting down on the amount of mods to prevent interactions in-between the mods.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dev Test ====&lt;br /&gt;
&lt;br /&gt;
A Dev Test will be orchestrated as a way of engaging the community before WF2, while still using it as a platform to see if the more experimental features work in a mock event setting.&lt;br /&gt;
&lt;br /&gt;
We will shorten the progression to only really test the stuff we care about, as well as raiding other teams would need permission from an admin to go ahead.&lt;br /&gt;
&lt;br /&gt;
As of now there is no consensus on how the dev test will be performed, it will either be done where we invite the most active people in the discord or open a google form.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warfactory_One&amp;diff=124</id>
		<title>Warfactory One</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warfactory_One&amp;diff=124"/>
		<updated>2025-02-24T14:32:50Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Modpack&lt;br /&gt;
 |name        = Warfactory Legacy&lt;br /&gt;
 |image       = [[File:Warfactory 1 Logo.png|thumb]]&lt;br /&gt;
 |release-date = 31 July 2024&lt;br /&gt;
 |devs = &lt;br /&gt;
* [[Mr.Norwood]]&lt;br /&gt;
* GrayGloo&lt;br /&gt;
* Trainvoi&lt;br /&gt;
* XorEight&lt;br /&gt;
* Corydora&lt;br /&gt;
* WanderingHero (QA)&lt;br /&gt;
 | servers =&lt;br /&gt;
# Warfactory offical server &amp;lt;br&amp;gt; (31st July 2024 – August 8th 2024)&lt;br /&gt;
# Minecraft Centralized Civilizations (MMC)&lt;br /&gt;
| status = discontinued in favor of Warfactory 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Warfactory Legacy&#039;&#039;&#039; (Also know as WF or warfactory 1 or just warfactory) is a 1.12.2 pack created in summer 2024 by [[Mr.Norwood]]. Pack was accompanied by a factions&#039; server that was active for a week in August 2024. Pack was a fork of nomifactory 1.7, which added a lot of balance adjustment and combat mods like Modern Warfare Cubed and MCheli 1.12.2. Reception was rather positive, however due to rushed development and bloated base, it had many exploits and stability issues. Due to those problems, it was abandoned soon after its release in favor of [[Warfactory 2]], which as of 24th of February 2025 is still in development.&lt;br /&gt;
== Origin ==&lt;br /&gt;
Pack was created due to dissatisfaction with the dire state of the modded faction servers. After IGoByLotsOfNames&#039; departure from the event community due to the Supersymmetry event server burnout, a lot of new developers and hosts have attempted to replicate the success of the SuSy faction server. One of the major attempts were done by [[Hecuba]] with his [[ChaosTech]] event that occurred on May 18th 2024 and lasted until 22th of same month. [[Mr.Norwood]] excited with the development of a new faction server with a custom modpack (which was quite rare at that time), attempting at helping [[Hecuba]] with the modpack development and hosting of the event. However, [[Hecuba]] refused to listen to [[Mr.Norwood]], which has caused many common beginner mistakes, crashes, performance issues, duplication exploits. Hecuba also clearly has been biased towards the Albania team, in which [[IGoByLotsOfNames]] has played. Frustrated with lack of cooperation with [[Hecuba]] and clearly biased moderation, [[Norwood]] decided to gather a few known veterans from older events and set out to create his own modpack and host his own event. He notably partnered with [https://hexium.host/ Hexium Hosting], a startup hosting company which offered to help with hosting of Warfactory. &lt;br /&gt;
==== Notable features ====&lt;br /&gt;
Pack notably featured fork of Warforge by Flans Mod&#039;s, A mod which adds a pvp-friendly claim system, which allows for pvp balanced PVP battles. For combat, modpack featured Modern Warfare cubed, MCheli and its coremod: WFcore, adjusting armor values. Nomifactory 1.7 was used as a base for the pack, ensuring fleshed out, yet casual progression.&lt;br /&gt;
===== Status =====&lt;br /&gt;
The pack has been discontinued shortly after it&#039;s release, due to overbearing bloat, causing duplication glitches, instability, and general balance issues. It is still available for download [https://github.com/MisterNorwood/Warfactory-Legacy/releases here].&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warfactory_One&amp;diff=123</id>
		<title>Warfactory One</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warfactory_One&amp;diff=123"/>
		<updated>2025-02-24T02:40:15Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Modpack&lt;br /&gt;
 |name        = Warfactory Legacy&lt;br /&gt;
 |image       = [[File:Warfactory 1 Logo.png|thumb]]&lt;br /&gt;
 |release-date = 31 July 2024&lt;br /&gt;
 |devs = &lt;br /&gt;
* [[Mr.Norwood]]&lt;br /&gt;
* GrayGloo&lt;br /&gt;
* Trainvoi&lt;br /&gt;
* XorEight&lt;br /&gt;
* Corydora&lt;br /&gt;
* WanderingHero (QA)&lt;br /&gt;
 | servers =&lt;br /&gt;
# Warfactory offical server &amp;lt;br&amp;gt; (31st July 2024 – August 8th 2024)&lt;br /&gt;
# Minecraft Centralized Civilizations (MMC)&lt;br /&gt;
| status = discontinued in favor of Warfactory 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Warfactory Legacy&#039;&#039;&#039; (Also know as WF or warfactory 1 or just warfactory) is a 1.12.2 pack created in summer 2024 by [[Mr.Norwood]]. Pack was accompanied by a factions&#039; server that was active for a week in August 2024. Pack was a fork of nomifactory 1.7, which added a lot of balance adjustment and combat mods like Modern Warfare Cubed and MCheli 1.12.2. Reception was rather positive, however due to rushed development and bloated base, it had many exploits and stability issues. Due to those problems, it was abandoned soon after its release in favor of [[Warfactory 2]], which as of 24th of February 2025 is still in development.&lt;br /&gt;
== Origin ==&lt;br /&gt;
Pack was created due to dissatisfaction with the dire state of the modded faction servers. After IGoByLotsOfNames&#039; departure from the event community due to the Supersymmetry event server burnout, a lot of new developers and hosts have attempted to replicate the success of the SuSy faction server. One of the major attempts were done by [[Hecuba]] with his [[ChaosTech]] event that occurred on May 18th 2024 and lasted until 22th of same month. [[Mr.Norwood]] excited with the development of a new faction server with a custom modpack (which was quite rare at that time), attempting at helping [[Hecuba]] with the modpack development and hosting of the event. However, [[Hecuba]] refused to listen to [[Mr.Norwood]], which has caused many common beginner mistakes, crashes, performance issues, duplication exploits. Hecuba also clearly has been biased towards the Albania team, in which [[IGoByLotsOfNames]] has played. Frustrated with lack of cooperation with [[Hecuba]] and clearly biased moderation, [[Norwood]] decided to gather a few known veterans from older events and set out to create his own modpack and host his own event. He notably partnered with [Hexium Hosting https://hexium.host/], a startup hosting company which offered to help with hosting of Warfactory. &lt;br /&gt;
==== Notable features ====&lt;br /&gt;
Pack notably featured fork of Warforge by Flans Mod&#039;s, A mod which adds a pvp-friendly claim system, which allows for pvp balanced PVP battles. For combat, modpack featured Modern Warfare cubed, MCheli and its coremod: WFcore, adjusting armor values. Nomifactory 1.7 was used as a base for the pack, ensuring fleshed out, yet casual progression.&lt;br /&gt;
===== Status =====&lt;br /&gt;
The pack has been discontinued shortly after it&#039;s release, due to overbearing bloat, causing duplication glitches, instability and general balance issues. It is still available for download [https://github.com/MisterNorwood/Warfactory-Legacy/releases here].&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warfactory_One&amp;diff=122</id>
		<title>Warfactory One</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warfactory_One&amp;diff=122"/>
		<updated>2025-02-24T02:39:45Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: /* Origin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Modpack&lt;br /&gt;
 |name        = Warfactory Legacy&lt;br /&gt;
 |image       = [[File:Warfactory 1 Logo.png|thumb]]&lt;br /&gt;
 |release-date = &amp;quot;31 July 2024&amp;quot;&lt;br /&gt;
 |devs = &lt;br /&gt;
* [[Mr.Norwood]]&lt;br /&gt;
* GrayGloo&lt;br /&gt;
* Trainvoi&lt;br /&gt;
* XorEight&lt;br /&gt;
* Corydora&lt;br /&gt;
* WanderingHero (QA)&lt;br /&gt;
 | servers =&lt;br /&gt;
# Warfactory offical server &amp;lt;br&amp;gt; (31st July 2024 – August 8th 2024)&lt;br /&gt;
# Minecraft Centralized Civilizations (MMC)&lt;br /&gt;
| status = discontinued in favor of Warfactory 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Warfactory Legacy&#039;&#039;&#039; (Also know as WF or warfactory 1 or just warfactory) is a 1.12.2 pack created in summer 2024 by [[Mr.Norwood]]. Pack was accompanied by a factions&#039; server that was active for a week in August 2024. Pack was a fork of nomifactory 1.7, which added a lot of balance adjustment and combat mods like Modern Warfare Cubed and MCheli 1.12.2. Reception was rather positive, however due to rushed development and bloated base, it had many exploits and stability issues. Due to those problems, it was abandoned soon after its release in favor of [[Warfactory 2]], which as of 24th of February 2025 is still in development.&lt;br /&gt;
== Origin ==&lt;br /&gt;
Pack was created due to dissatisfaction with the dire state of the modded faction servers. After IGoByLotsOfNames&#039; departure from the event community due to the Supersymmetry event server burnout, a lot of new developers and hosts have attempted to replicate the success of the SuSy faction server. One of the major attempts were done by [[Hecuba]] with his [[ChaosTech]] event that occurred on May 18th 2024 and lasted until 22th of same month. [[Mr.Norwood]] excited with the development of a new faction server with a custom modpack (which was quite rare at that time), attempting at helping [[Hecuba]] with the modpack development and hosting of the event. However, [[Hecuba]] refused to listen to [[Mr.Norwood]], which has caused many common beginner mistakes, crashes, performance issues, duplication exploits. Hecuba also clearly has been biased towards the Albania team, in which [[IGoByLotsOfNames]] has played. Frustrated with lack of cooperation with [[Hecuba]] and clearly biased moderation, [[Norwood]] decided to gather a few known veterans from older events and set out to create his own modpack and host his own event. He notably partnered with [Hexium Hosting https://hexium.host/], a startup hosting company which offered to help with hosting of Warfactory. &lt;br /&gt;
==== Notable features ====&lt;br /&gt;
Pack notably featured fork of Warforge by Flans Mod&#039;s, A mod which adds a pvp-friendly claim system, which allows for pvp balanced PVP battles. For combat, modpack featured Modern Warfare cubed, MCheli and its coremod: WFcore, adjusting armor values. Nomifactory 1.7 was used as a base for the pack, ensuring fleshed out, yet casual progression.&lt;br /&gt;
===== Status =====&lt;br /&gt;
The pack has been discontinued shortly after it&#039;s release, due to overbearing bloat, causing duplication glitches, instability and general balance issues. It is still available for download [https://github.com/MisterNorwood/Warfactory-Legacy/releases here].&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warfactory_One&amp;diff=121</id>
		<title>Warfactory One</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warfactory_One&amp;diff=121"/>
		<updated>2025-02-24T02:36:37Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Modpack&lt;br /&gt;
 |name        = Warfactory Legacy&lt;br /&gt;
 |image       = [[File:Warfactory 1 Logo.png|thumb]]&lt;br /&gt;
 |release-date = &amp;quot;31 July 2024&amp;quot;&lt;br /&gt;
 |devs = &lt;br /&gt;
* [[MrNorwood]]&lt;br /&gt;
* GrayGloo&lt;br /&gt;
* Trainvoi&lt;br /&gt;
* XorEight&lt;br /&gt;
* Corydora&lt;br /&gt;
* WanderingHero (QA)&lt;br /&gt;
 | servers =&lt;br /&gt;
# Warfactory offical server &amp;lt;br&amp;gt; (31st July 2024 – August 8th 2024)&lt;br /&gt;
# Minecraft Centralized Civilizations (MMC)&lt;br /&gt;
| status = discontinued in favor of Warfactory 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Warfactory Legacy&#039;&#039;&#039; (Also know as WF or warfactory 1 or just warfactory) is a 1.12.2 pack created in summer 2024 by [[Mr.Norwood]]. Pack was accompanied by a factions&#039; server that was active for a week in August 2024. Pack was a fork of nomifactory 1.7, which added a lot of balance adjustment and combat mods like Modern Warfare Cubed and MCheli 1.12.2. Reception was rather positive, however due to rushed development and bloated base, it had many exploits and stability issues. Due to those problems, it was abandoned soon after its release in favor of [[Warfactory 2]], which as of 24th of February 2025 is still in development.&lt;br /&gt;
== Origin ==&lt;br /&gt;
Pack was created due to dissatisfaction with the dire state of the modded faction servers. After IGoByLotsOfNames&#039; departure from the event community due to the Supersymmetry event server burnout, a lot of new developers and hosts have attempted to replicate the success of the SuSy faction server. One of the major attempts were done by [[Hecuba]] with his [[ChaosTech]] event that occurred on May 18th 2024 and lasted until 22th of same month. [[Mr.Norwood]] excited with the development of a new faction server with a custom modpack (which was quite rare at that time), attempting at helping [[Hecuba]] with the modpack development and hosting of the event. However, [[Hecuba]] refused to listen to [[MrNorwood]], which has caused many common beginner mistakes, crashes, performance issues, duplication exploits. Hecuba also clearly has been biased towards the Albania team, in which [[IGoByLotsOfNames]] has played. Frustrated with lack of cooperation with [[Hecuba]] and clearly biased moderation, [[Norwood]] decided to gather a few known veterans from older events and decided to create his own modpack and host his own event. He notably partnered with [Hexium Hosting https://hexium.host/], a startup hosting company which offered to help with hosting of warfactory. &lt;br /&gt;
==== Notable features ====&lt;br /&gt;
Pack notably featured fork of Warforge by Flans Mod&#039;s, A mod which adds a pvp-friendly claim system, which allows for pvp balanced PVP battles. For combat, modpack featured Modern Warfare cubed, MCheli and its coremod: WFcore, adjusting armor values. Nomifactory 1.7 was used as a base for the pack, ensuring fleshed out, yet casual progression.&lt;br /&gt;
===== Status =====&lt;br /&gt;
The pack has been discontinued shortly after it&#039;s release, due to overbearing bloat, causing duplication glitches, instability and general balance issues. It is still available for download [https://github.com/MisterNorwood/Warfactory-Legacy/releases here].&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warfactory_One&amp;diff=120</id>
		<title>Warfactory One</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warfactory_One&amp;diff=120"/>
		<updated>2025-02-24T02:30:04Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Modpack&lt;br /&gt;
 |name        = Warfactory Legacy&lt;br /&gt;
 |image       = [[File:Warfactory 1 Logo.png|thumb]]&lt;br /&gt;
 |release-date = &amp;quot;31 July 2024&amp;quot;&lt;br /&gt;
 |devs = &lt;br /&gt;
* MrNorwood&lt;br /&gt;
* GrayGloo&lt;br /&gt;
* Trainvoi&lt;br /&gt;
* XorEight&lt;br /&gt;
* Corydora&lt;br /&gt;
* WanderingHero (QA)&lt;br /&gt;
 | servers =&lt;br /&gt;
# Warfactory offical server &amp;lt;br&amp;gt; (31st July 2024 – August 8th 2024)&lt;br /&gt;
# Minecraft Centralized Civilizations (MMC)&lt;br /&gt;
| status = discontinued in favor of Warfactory 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Warfactory Legacy&#039;&#039;&#039; (Also know as WF or warfactory 1 or just warfactory) is a 1.12.2 pack created in summer 2024 by Mr.Norwood. Pack was accompanied by a factions&#039; server that was active for a week in August 2024. Pack was a fork of nomifactory 1.7, which added a lot of banalce adjustment and combat mods like Modern Warfare Cubed and MCheli 1.12.2. Reception was rather positive, however due to rushed development and bloated base, it had many exploits and stability issues. Due to those problems, it was abandoned soon after its release in favor of Warfactory 2, which as of 24th of February 2025 is still in development.&lt;br /&gt;
== Origin ==&lt;br /&gt;
Pack was created due to dissatisfaction with the dire state of the modded faction servers. After IGoByLotsOfNames&#039; departure from the event community due to the Supersymmetry event server burnout, a lot of new developers and hosts have attempted to replicate the success of the SuSy faction server. One of the major attempts were done by [[Hecuba]] with his [[ChaosTech]] event that occurred on May 18th 2024 and lasted until 22th of same month. Mr.Norwood excited with the development of a new faction server with a custom modpack (which was quite rare at that time), attempting at helping hecuba with the modpack development and hosting of the event. However, Hecuba refused to listen to MrNorwood, which has caused many common beginner mistakes, crashes, performance issues, duplication exploits. Hecuba also clearly has been biased towards the Albania team, in which IGoByLotsOfNames has played. Frustrated with lack of cooperation with Hecuba, Norwood decided to gather a few known veterans from older events and decided to create his own modpack and host his own event. He notably partnered with Hexium Hosting, a startup hosting company which offered to help with hosting of warfactory. &lt;br /&gt;
==== Notable features ====&lt;br /&gt;
Pack notably featured fork of Warforge by Flans Mod&#039;s, A mod which adds a pvp-friendly claim system, which allows for pvp balanced PVP battles. For combat, modpack featured Modern Warfare cubed, MCheli and its coremod: WFcore, adjusting armor values. Nomifactory 1.7 was used as a base for the pack, ensuring fleshed out, yet casual progression.&lt;br /&gt;
===== Status =====&lt;br /&gt;
The pack has been discontinued shortly after it&#039;s release, due to overbearing bloat, causing duplication glitches, instability and general balance issues. It is still available for download [[https://github.com/MisterNorwood/Warfactory-Legacy/releases | here]].&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=File:Warfactory_1_Logo.png&amp;diff=119</id>
		<title>File:Warfactory 1 Logo.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=File:Warfactory_1_Logo.png&amp;diff=119"/>
		<updated>2025-02-24T01:55:23Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warfactory 1 logo&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Warfactory_One&amp;diff=118</id>
		<title>Warfactory One</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Warfactory_One&amp;diff=118"/>
		<updated>2025-02-24T01:51:48Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Warfactory 1&amp;#039;&amp;#039;&amp;#039; (Also know as WF or warfactory 1) is a 1.12.2 pack created in summer 2024 by Mr.Norwood. Pack was accompanied by a factions&amp;#039; server that was active for a week in August 2024. Pack was a fork of nomifactory 1.7, which added a lot of banalce adjustment and combat mods like Modern Warfare Cubed and MCheli 1.12.2. Reception was rather positive, however due to rushed development and bloated base, it had many exploits and stability issues. Due to those probl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Warfactory 1&#039;&#039;&#039; (Also know as WF or warfactory 1) is a 1.12.2 pack created in summer 2024 by Mr.Norwood. Pack was accompanied by a factions&#039; server that was active for a week in August 2024. Pack was a fork of nomifactory 1.7, which added a lot of banalce adjustment and combat mods like Modern Warfare Cubed and MCheli 1.12.2. Reception was rather positive, however due to rushed development and bloated base, it had many exploits and stability issues. Due to those problems, it was abandoned soon after its release in favor of Warfactory 2, which as of 24th of February 2025 is still in development.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Template:Modpack&amp;diff=117</id>
		<title>Template:Modpack</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Template:Modpack&amp;diff=117"/>
		<updated>2025-02-24T01:48:57Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: Infobox created with infobox builder.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;infobox&amp;gt;&amp;lt;title source=&amp;quot;title&amp;quot;&amp;gt;&amp;lt;default&amp;gt;{{PAGENAME}}&amp;lt;/default&amp;gt;&amp;lt;/title&amp;gt;&amp;lt;image source=&amp;quot;image&amp;quot;/&amp;gt;&amp;lt;header&amp;gt;General information&amp;lt;/header&amp;gt;&amp;lt;data source=&amp;quot;release-date&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Release date&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&amp;lt;data source=&amp;quot;version&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Minecraft version&amp;lt;/label&amp;gt;&amp;lt;default&amp;gt;1.12.2&amp;lt;/default&amp;gt;&amp;lt;/data&amp;gt;&amp;lt;data source=&amp;quot;devs&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Developer(s)&amp;lt;/label&amp;gt;&amp;lt;/data&amp;gt;&amp;lt;data source=&amp;quot;servers&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Associated servers&amp;lt;/label&amp;gt;&amp;lt;default&amp;gt;None&amp;lt;/default&amp;gt;&amp;lt;/data&amp;gt;&amp;lt;data source=&amp;quot;status&amp;quot;&amp;gt;&amp;lt;label&amp;gt;Status&amp;lt;/label&amp;gt;&amp;lt;default&amp;gt;Active&amp;lt;/default&amp;gt;&amp;lt;/data&amp;gt;&amp;lt;/infobox&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Main_Page&amp;diff=62</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Main_Page&amp;diff=62"/>
		<updated>2025-02-22T20:30:44Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:Warfactory Logo.png|800px|center]]&lt;br /&gt;
&lt;br /&gt;
== Welcome to WarFactory Wiki! ==&lt;br /&gt;
This independent wiki site serves as a place to document anything that has to do with the WarFactory modded faction server, modpack and any team lore that surrounds that space. It is a soft reboot of the infamous [https://greglore.miraheze.org/wiki/Main_Page Greglore wiki], which has become unmaintained and bloated with shitposts. Here is what you may find here:&lt;br /&gt;
* Information about the WarFactory pack, as well as strategies, progression tips and anything that may come in handy to the player&lt;br /&gt;
* Detailed write-ups of the faction events history&lt;br /&gt;
* Biographies about key figures and teams (within the context of the modded faction space)&lt;br /&gt;
* Any other information that can be considered important to the players in the modded faction space&lt;br /&gt;
As of now, the site is only editable by a hand-picked selection of writers, but this may change as the page grows.&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
# &amp;lt;strong&amp;gt;No personal information / Doxxing&amp;lt;/strong&amp;gt; – While generic information such as nationalities is fine, editors who spread personal information without consent of the person the page concerns will be banned.&lt;br /&gt;
# &amp;lt;strong&amp;gt;Keep it on topic&amp;lt;/strong&amp;gt; – We already have Greglore for lighthearted ironic posts, keep this on topic. While editors of those pages won&#039;t be banned in most cases, pages may be hidden, tagged as off-topic, or outright removed.&lt;br /&gt;
&lt;br /&gt;
=== Contact ===&lt;br /&gt;
Our community is active on [https://discord.gg/eKFrH7P5ZR Discord]. If you need to contact the owner directly, please message user &#039;&#039;&#039;mr.norwood&#039;&#039;&#039; on discord.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=61</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=61"/>
		<updated>2025-02-22T20:24:31Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=45</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=45"/>
		<updated>2025-02-20T23:17:58Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--background-color-darker: #2b2b2f;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
	--border-color-base: #b92727;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6, li {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
	color: var(--font-color);&lt;br /&gt;
	background-color: var(--background-color-darker);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
#searchInput {&lt;br /&gt;
    background-color: var(--background-color-darker);&lt;br /&gt;
    color: #fff;&lt;br /&gt;
    border: none !important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#searchInput:focus {&lt;br /&gt;
    outline: none; &lt;br /&gt;
    box-shadow: 0 0 5px rgba(0, 0, 0, 0.2); &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-button, button, input[type=&amp;quot;submit&amp;quot;], input[type=&amp;quot;button&amp;quot;] {&lt;br /&gt;
    background-color: var(--background-color-darker);&lt;br /&gt;
    color: #fff;&lt;br /&gt;
    border: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-button:hover, button:hover, input[type=&amp;quot;submit&amp;quot;]:hover, input[type=&amp;quot;button&amp;quot;]:hover {&lt;br /&gt;
    background-color: var(--background-color);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=44</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=44"/>
		<updated>2025-02-20T22:47:42Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--background-color-darker: #2b2b2f;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
	--border-color-base: #b92727;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6, li {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
#searchInput {&lt;br /&gt;
    background-color: var(--background-color-darker);&lt;br /&gt;
    color: #fff;&lt;br /&gt;
    border: none !important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#searchInput:focus {&lt;br /&gt;
    outline: none; &lt;br /&gt;
    box-shadow: 0 0 5px rgba(0, 0, 0, 0.2); &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-button, button, input[type=&amp;quot;submit&amp;quot;], input[type=&amp;quot;button&amp;quot;] {&lt;br /&gt;
    background-color: var(--background-color-darker);&lt;br /&gt;
    color: #fff;&lt;br /&gt;
    border: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-button:hover, button:hover, input[type=&amp;quot;submit&amp;quot;]:hover, input[type=&amp;quot;button&amp;quot;]:hover {&lt;br /&gt;
    background-color: var(--background-color);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=43</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=43"/>
		<updated>2025-02-20T22:12:39Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--background-color-darker: #2b2b2f;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
	--border-color-base: #b92727;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
#searchInput {&lt;br /&gt;
    background-color: var(--background-color-darker);&lt;br /&gt;
    color: #fff;&lt;br /&gt;
    border: none !important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#searchInput:focus {&lt;br /&gt;
    outline: none; &lt;br /&gt;
    box-shadow: 0 0 5px rgba(0, 0, 0, 0.2); &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-button, button, input[type=&amp;quot;submit&amp;quot;], input[type=&amp;quot;button&amp;quot;] {&lt;br /&gt;
    background-color: var(--background-color-darker);&lt;br /&gt;
    color: #fff;&lt;br /&gt;
    border: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-button:hover, button:hover, input[type=&amp;quot;submit&amp;quot;]:hover, input[type=&amp;quot;button&amp;quot;]:hover {&lt;br /&gt;
    background-color: var(--background-color);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=42</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=42"/>
		<updated>2025-02-20T22:11:01Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--background-color-darker: #2b2b2f;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
	--border-color-base: #b92727;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
#searchInput {&lt;br /&gt;
    background-color: var(--background-color-darker);&lt;br /&gt;
    color: #fff;&lt;br /&gt;
    border: none !important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#searchInput:focus {&lt;br /&gt;
    outline: none; &lt;br /&gt;
    box-shadow: 0 0 5px rgba(0, 0, 0, 0.2); &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-button {&lt;br /&gt;
    background-color: var(--background-color-darker);&lt;br /&gt;
    color: #fff;&lt;br /&gt;
    border: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vector-button:hover {&lt;br /&gt;
    background-color: var(--background-color);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=41</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=41"/>
		<updated>2025-02-20T22:08:44Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--background-color-darker: #2b2b2f;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
	--border-color-base: #b92727;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
#searchInput {&lt;br /&gt;
    background-color: var(--background-color-darker);&lt;br /&gt;
    color: #fff;&lt;br /&gt;
    border: none !important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#searchInput:focus {&lt;br /&gt;
    outline: none; /* Remove the blue focus outline */&lt;br /&gt;
    box-shadow: 0 0 5px rgba(0, 0, 0, 0.2); /* Optional: subtle shadow */&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=40</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=40"/>
		<updated>2025-02-20T22:07:30Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--background-color-darker: #2b2b2f;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
	--border-color-base: #b92727;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
#searchInput {&lt;br /&gt;
    background-color: #f8f9fa; /* Change the background color */&lt;br /&gt;
    color: #333; /* Change the text color */&lt;br /&gt;
    border: none !important; /* Remove the border */&lt;br /&gt;
    padding: 6px; /* Adjust padding */&lt;br /&gt;
    border-radius: 5px; /* Optional: round the corners */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#searchInput:focus {&lt;br /&gt;
    outline: none; /* Remove the blue focus outline */&lt;br /&gt;
    box-shadow: 0 0 5px rgba(0, 0, 0, 0.2); /* Optional: subtle shadow */&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=39</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=39"/>
		<updated>2025-02-20T22:06:36Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--background-color-darker: #2b2b2f;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
	--border-color-base: #b92727;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
#vector-typeahead-search-container {&lt;br /&gt;
	border: none;&lt;br /&gt;
	background-color: var(--background-color-darker);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=38</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=38"/>
		<updated>2025-02-20T22:04:45Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--background-color-darker: #2b2b2f;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
	--border-color-base: #b92727;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#vector-appearance {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
searchform {&lt;br /&gt;
	border: none;&lt;br /&gt;
	background-color: var(--background-color-darker);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=37</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=37"/>
		<updated>2025-02-20T22:04:32Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--background-color-darker: #2b2b2f;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
	--border-color-base: #b92727;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#vector-appearance {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
searchform {&lt;br /&gt;
	border: none;&lt;br /&gt;
	color: var(--background-color-darker);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=36</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=36"/>
		<updated>2025-02-20T21:26:03Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--background-color-darker: #2b2b2f;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
	--border-color-base: #b92727;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#vector-appearance {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
vector-typeahead-search-container {&lt;br /&gt;
	border: none;&lt;br /&gt;
	color: var(--background-color-darker);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=35</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=35"/>
		<updated>2025-02-20T21:21:34Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--background-color-darker: #2b2b2f;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
	--border-color-base: #b92727;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#vector-appearance {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
cdx-text-input__input {&lt;br /&gt;
	border: none;&lt;br /&gt;
	color: var(--background-color-darker);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=34</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=34"/>
		<updated>2025-02-20T21:21:08Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--background-color-darker: #2b2b2f;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
	--border-color-base: #b92727;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#vector-appearance {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
cdx-text-input__input {&lt;br /&gt;
	border: none;&lt;br /&gt;
	background-color: var(--background-color-darker);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=33</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=33"/>
		<updated>2025-02-20T21:16:56Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
	--border-color-base: #b92727;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#vector-appearance {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide some stuff on main page */&lt;br /&gt;
.page-Main_page .toc {&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Main_Page&amp;diff=32</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Main_Page&amp;diff=32"/>
		<updated>2025-02-20T21:03:33Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:Warfactory Logo.png|800px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
== Welcome to WarFactory Wiki! ==&lt;br /&gt;
This independent wiki site serves as a place to document anything that has to do with the WarFactory modded faction server, modpack and any team lore that surrounds that space. It is a soft reboot of the infamous [https://greglore.miraheze.org/wiki/Main_Page Greglore wiki], which has become unmaintained and bloated with shitposts. Here is what you may find here:&lt;br /&gt;
* Information about the WarFactory pack, as well as strategies, progression tips and anything that may come in handy to the player&lt;br /&gt;
* Detailed write-ups of the faction events history&lt;br /&gt;
* Biographies about key figures and teams (within the context of the modded faction space)&lt;br /&gt;
* Any other information that can be considered important to the players in the modded faction space&lt;br /&gt;
As of now, the site is only editable by a hand-picked selection of writers, but this may change as the page grows.&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
# &amp;lt;strong&amp;gt;No personal information / Doxxing&amp;lt;/strong&amp;gt; – While generic information such as nationalities is fine, editors who spread personal information without consent of the person the page concerns will be banned.&lt;br /&gt;
# &amp;lt;strong&amp;gt;Keep it on topic&amp;lt;/strong&amp;gt; – We already have Greglore for lighthearted ironic posts, keep this on topic. While editors of those pages won&#039;t be banned in most cases, pages may be hidden, tagged as off-topic, or outright removed.&lt;br /&gt;
&lt;br /&gt;
=== Contact ===&lt;br /&gt;
Our community is active on [https://discord.gg/eKFrH7P5ZR Discord]. If you need to contact the owner directly, please message user &#039;&#039;&#039;mr.norwood&#039;&#039;&#039; on discord.&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=31</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=31"/>
		<updated>2025-02-20T20:11:55Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: Undo revision 30 by Mr.Norwood (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#vector-appearance {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide some stuff on main page */&lt;br /&gt;
.page-Main_page .toc {&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=30</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=30"/>
		<updated>2025-02-20T20:11:11Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/*&lt;br /&gt;
 * This is the CSS common to all desktop skins on en.Wikipedia.&lt;br /&gt;
 * Styling inside .mw-parser-output should generally use TemplateStyles.&lt;br /&gt;
 */&lt;br /&gt;
 &lt;br /&gt;
/* Minecraft font&lt;br /&gt;
 * [[File:Minecraft.woff2]] [[File:Minecraft.woff]]&lt;br /&gt;
 */&lt;br /&gt;
@font-face {&lt;br /&gt;
	font-family: Minecraft;&lt;br /&gt;
	src: url(&#039;/w/images/2/21/Minecraft.woff2&#039;) format(&#039;woff2&#039;),&lt;br /&gt;
	     url(&#039;/w/images/1/1a/Minecraft.woff&#039;) format(&#039;woff&#039;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Reset italic styling set by user agent */&lt;br /&gt;
cite,&lt;br /&gt;
dfn {&lt;br /&gt;
	font-style: inherit;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Straight quote marks for &amp;lt;q&amp;gt; */&lt;br /&gt;
q {&lt;br /&gt;
	quotes: &#039;&amp;quot;&#039; &#039;&amp;quot;&#039; &amp;quot;&#039;&amp;quot; &amp;quot;&#039;&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Avoid collision of blockquote with floating elements by swapping margin and padding */&lt;br /&gt;
blockquote {&lt;br /&gt;
	overflow: hidden;&lt;br /&gt;
	margin: 1em 0;&lt;br /&gt;
	padding: 0 40px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Consistent size for &amp;lt;small&amp;gt;, &amp;lt;sub&amp;gt; and &amp;lt;sup&amp;gt; */&lt;br /&gt;
small {&lt;br /&gt;
	font-size: 85%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body-content sub,&lt;br /&gt;
.mw-body-content sup {&lt;br /&gt;
	font-size: 80%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Same spacing for indented and unindented paragraphs on talk pages */&lt;br /&gt;
.ns-talk .mw-body-content dd {&lt;br /&gt;
	margin-top: 0.4em;&lt;br /&gt;
	margin-bottom: 0.4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Reduce page jumps by hiding collapsed/dismissed content */&lt;br /&gt;
.client-js .collapsible:not( .mw-made-collapsible).collapsed &amp;gt; tbody &amp;gt; tr:not(:first-child),&lt;br /&gt;
&lt;br /&gt;
/* Avoid FOUC/reflows on collapsed elements. */&lt;br /&gt;
/* This copies MediaWiki&#039;s solution for T42812 to apply to innercollapse/outercollapse (T325115). */&lt;br /&gt;
/* TODO: Use :is() selector at some reasonable future when support is good for Most Clients */&lt;br /&gt;
/* Reference: https://gerrit.wikimedia.org/g/mediawiki/core/+/ecda06cb2aef55b77c4b4d7ecda492d634419ead/resources/src/jquery/jquery.makeCollapsible.styles.less#75 */&lt;br /&gt;
.client-js .outercollapse .innercollapse.mw-collapsible:not( .mw-made-collapsible ) &amp;gt; p,&lt;br /&gt;
.client-js .outercollapse .innercollapse.mw-collapsible:not( .mw-made-collapsible ) &amp;gt; table,&lt;br /&gt;
.client-js .outercollapse .innercollapse.mw-collapsible:not( .mw-made-collapsible ) &amp;gt; thead + tbody,&lt;br /&gt;
.client-js .outercollapse .innercollapse.mw-collapsible:not( .mw-made-collapsible ) tr:not( :first-child ),&lt;br /&gt;
.client-js .outercollapse .innercollapse.mw-collapsible:not( .mw-made-collapsible ) .mw-collapsible-content,&lt;br /&gt;
&lt;br /&gt;
/* Hide charinsert base for those not using the gadget */&lt;br /&gt;
#editpage-specialchars {&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Make the list of references smaller&lt;br /&gt;
 * Keep in sync with Template:Refbegin/styles.css&lt;br /&gt;
 * And Template:Reflist/styles.css&lt;br /&gt;
 */&lt;br /&gt;
ol.references {&lt;br /&gt;
	font-size: 90%;&lt;br /&gt;
	margin-bottom: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Cite customizations for Parsoid&lt;br /&gt;
 * Once everything uses the one true parser these are just customizations&lt;br /&gt;
 */&lt;br /&gt;
span[ rel=&amp;quot;mw:referencedBy&amp;quot; ] {&lt;br /&gt;
	counter-reset: mw-ref-linkback 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
span[ rel=&#039;mw:referencedBy&#039; ] &amp;gt; a::before {&lt;br /&gt;
	content: counter( mw-ref-linkback, lower-alpha );&lt;br /&gt;
	font-size: 80%;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a[ rel=&amp;quot;mw:referencedBy&amp;quot; ]::before {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	content: &amp;quot;^&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
span[ rel=&amp;quot;mw:referencedBy&amp;quot; ]::before {&lt;br /&gt;
	content: &amp;quot;^ &amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-ref &amp;gt; a[data-mw-group=lower-alpha]::after {&lt;br /&gt;
	content: &#039;[&#039; counter( mw-Ref, lower-alpha ) &#039;]&#039;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-ref &amp;gt; a[data-mw-group=upper-alpha]::after {&lt;br /&gt;
	content: &#039;[&#039; counter( mw-Ref, upper-alpha ) &#039;]&#039;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-ref &amp;gt; a[data-mw-group=decimal]::after {&lt;br /&gt;
	content: &#039;[&#039; counter( mw-Ref, decimal ) &#039;]&#039;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-ref &amp;gt; a[data-mw-group=lower-roman]::after {&lt;br /&gt;
	content: &#039;[&#039; counter( mw-Ref, lower-roman ) &#039;]&#039;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-ref &amp;gt; a[data-mw-group=upper-roman]::after {&lt;br /&gt;
	content: &#039;[&#039; counter( mw-Ref, upper-roman ) &#039;]&#039;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-ref &amp;gt; a[data-mw-group=lower-greek]::after {&lt;br /&gt;
	content: &#039;[&#039; counter( mw-Ref, lower-greek ) &#039;]&#039;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Styling for jQuery makeCollapsible, matching that of collapseButton */&lt;br /&gt;
.mw-parser-output .mw-collapsible-toggle:not(.mw-ui-button) {&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
	padding-right: 0.2em;&lt;br /&gt;
	padding-left: 0.2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-collapsible-leftside-toggle .mw-collapsible-toggle {&lt;br /&gt;
	/* @noflip */&lt;br /&gt;
	float: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Lists in wikitable data cells are always left-aligned */&lt;br /&gt;
.wikitable td ul,&lt;br /&gt;
.wikitable td ol,&lt;br /&gt;
.wikitable td dl {&lt;br /&gt;
	/* @noflip */&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change the external link icon to a PDF icon for all PDF files */&lt;br /&gt;
.mw-parser-output a[href$=&amp;quot;.pdf&amp;quot;].external,&lt;br /&gt;
.mw-parser-output a[href*=&amp;quot;.pdf?&amp;quot;].external,&lt;br /&gt;
.mw-parser-output a[href*=&amp;quot;.pdf#&amp;quot;].external,&lt;br /&gt;
.mw-parser-output a[href$=&amp;quot;.PDF&amp;quot;].external,&lt;br /&gt;
.mw-parser-output a[href*=&amp;quot;.PDF?&amp;quot;].external,&lt;br /&gt;
.mw-parser-output a[href*=&amp;quot;.PDF#&amp;quot;].external {&lt;br /&gt;
	background: url(&amp;quot;//upload.wikimedia.org/wikipedia/commons/4/4d/Icon_pdf_file.png&amp;quot;) no-repeat right;&lt;br /&gt;
	/* @noflip */&lt;br /&gt;
	padding: 8px 18px 8px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* System messages styled similarly to fmbox */&lt;br /&gt;
/* for .mw-warning-with-logexcerpt, behavior of this line differs between&lt;br /&gt;
 * the edit-protected notice and the special:Contribs for blocked users&lt;br /&gt;
 * The latter has specificity of 3 classes so we have to triple up here.&lt;br /&gt;
 */&lt;br /&gt;
.mw-warning-with-logexcerpt.mw-warning-with-logexcerpt.mw-warning-with-logexcerpt,&lt;br /&gt;
div.mw-lag-warn-high,&lt;br /&gt;
div.mw-cascadeprotectedwarning,&lt;br /&gt;
div#mw-protect-cascadeon {&lt;br /&gt;
	clear: both;&lt;br /&gt;
	margin: 0.2em 0;&lt;br /&gt;
	border: 1px solid #bb7070;&lt;br /&gt;
	background-color: #ffdbdb;&lt;br /&gt;
	padding: 0.25em 0.9em;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* default colors for partial block message */&lt;br /&gt;
/* gotta get over the hump introduced by the triple class above */&lt;br /&gt;
.mw-contributions-blocked-notice-partial .mw-warning-with-logexcerpt.mw-warning-with-logexcerpt {&lt;br /&gt;
	border-color: #fc3;&lt;br /&gt;
	background-color: #fef6e7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Minimum thumb width */&lt;br /&gt;
figure[typeof~=&#039;mw:File/Thumb&#039;],&lt;br /&gt;
figure[typeof~=&#039;mw:File/Frame&#039;],&lt;br /&gt;
.thumbinner {&lt;br /&gt;
	min-width: 100px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Prevent floating boxes from overlapping any category listings,&lt;br /&gt;
   file histories, edit previews, and edit [Show changes] views. */&lt;br /&gt;
#mw-subcategories,&lt;br /&gt;
#mw-pages,&lt;br /&gt;
#mw-category-media,&lt;br /&gt;
#filehistory,&lt;br /&gt;
#wikiPreview,&lt;br /&gt;
#wikiDiff {&lt;br /&gt;
	clear: both;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Styling for tags in changes pages */&lt;br /&gt;
.mw-tag-markers {&lt;br /&gt;
	font-style: italic;&lt;br /&gt;
	font-size: 90%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide stuff meant for accounts with special permissions. Made visible again in&lt;br /&gt;
   [[MediaWiki:Group-checkuser.css]], [[MediaWiki:Group-sysop.css]], [[MediaWiki:Group-abusefilter.css]],&lt;br /&gt;
   [[MediaWiki:Group-abusefilter-helper.css]], [[MediaWiki:Group-patroller.css]],&lt;br /&gt;
   [[MediaWiki:Group-templateeditor.css]], [[MediaWiki:Group-extendedmover.css]],&lt;br /&gt;
   [[MediaWiki:Group-extendedconfirmed.css]], and [[Mediawiki:Group-autoconfirmed.css]]. */&lt;br /&gt;
.checkuser-show,&lt;br /&gt;
.sysop-show,&lt;br /&gt;
.abusefilter-show,&lt;br /&gt;
.abusefilter-helper-show,&lt;br /&gt;
.patroller-show,&lt;br /&gt;
.templateeditor-show,&lt;br /&gt;
.extendedmover-show,&lt;br /&gt;
.extendedconfirmed-show,&lt;br /&gt;
.autoconfirmed-show,&lt;br /&gt;
.user-show {&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide the redlink generated by {{Editnotice}},&lt;br /&gt;
   this overrides the &amp;quot;.sysop-show { display: none; }&amp;quot; above that applies&lt;br /&gt;
   to the same link as well. See [[phab:T45013]]&lt;br /&gt;
&lt;br /&gt;
   Hide the images in editnotices to keep them readable in VE view.&lt;br /&gt;
   Long term, editnotices should become a core feature so that they can be designed responsive. */&lt;br /&gt;
.ve-ui-mwNoticesPopupTool-item .editnotice-redlink,&lt;br /&gt;
.ve-ui-mwNoticesPopupTool-item .mbox-image,&lt;br /&gt;
.ve-ui-mwNoticesPopupTool-item .mbox-imageright {&lt;br /&gt;
	display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Remove bullets when there are multiple edit page warnings */&lt;br /&gt;
ul.permissions-errors {&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
ul.permissions-errors &amp;gt; li {&lt;br /&gt;
	list-style: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* larger inline math */&lt;br /&gt;
span.mwe-math-mathml-inline {&lt;br /&gt;
	font-size: 118%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Make &amp;lt;math display=&amp;quot;block&amp;quot;&amp;gt; be left aligned with one space indent for &lt;br /&gt;
 * compatibility with style conventions&lt;br /&gt;
 */&lt;br /&gt;
.mwe-math-fallback-image-display,&lt;br /&gt;
.mwe-math-mathml-display {&lt;br /&gt;
	margin-left: 1.6em !important;&lt;br /&gt;
	margin-top: 0.6em;&lt;br /&gt;
	margin-bottom: 0.6em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mwe-math-mathml-display math {&lt;br /&gt;
	display: inline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media screen {&lt;br /&gt;
	/* Put a chequered background behind images, only visible if they have transparency,&lt;br /&gt;
	 * except on main, user, and portal namespaces&lt;br /&gt;
	 */&lt;br /&gt;
	body:not(.ns-0):not(.ns-2):not(.ns-100) .gallerybox .thumb img {&lt;br /&gt;
		background: #fff url(//upload.wikimedia.org/wikipedia/commons/5/5d/Checker-16x16.png) repeat;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	/* Display &amp;quot;From Wikipedia, the free encyclopedia&amp;quot; in skins that support it,&lt;br /&gt;
	   do not apply to print mode */&lt;br /&gt;
	#siteSub {&lt;br /&gt;
		display: block;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide FlaggedRevs notice UI when there are no pending changes */&lt;br /&gt;
.flaggedrevs_draft_synced,&lt;br /&gt;
.flaggedrevs_stable_synced,&lt;br /&gt;
/* &amp;quot;Temporary&amp;quot; to remove links in sidebar T255381 */&lt;br /&gt;
/*#t-upload,*/&lt;br /&gt;
/* Hide broken download box on Special:Book pending T285400 */&lt;br /&gt;
.mw-special-Book #coll-downloadbox {&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.img-pixelated,&lt;br /&gt;
.img-pixelated img,&lt;br /&gt;
.cdx-thumbnail__image,&lt;br /&gt;
.mw-datatable img {&lt;br /&gt;
	image-rendering: pixelated;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.img-512 img {&lt;br /&gt;
	width: 512px;&lt;br /&gt;
	height: unset;&lt;br /&gt;
}&lt;br /&gt;
.img-256 img {&lt;br /&gt;
	width: 256px;&lt;br /&gt;
	height: unset;&lt;br /&gt;
}&lt;br /&gt;
.img-128 img {&lt;br /&gt;
	width: 128px;&lt;br /&gt;
	height: unset;&lt;br /&gt;
}&lt;br /&gt;
.img-64 img {&lt;br /&gt;
	width: 64px;&lt;br /&gt;
	height: unset;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
 * BELOW HERE THERE BE SOONTOBE TEMPLATESTYLES THINGS;&lt;br /&gt;
 * SEE [[MediaWiki talk:Common.css/to do]]&lt;br /&gt;
 */&lt;br /&gt;
&lt;br /&gt;
/* Infobox template style */&lt;br /&gt;
.infobox {&lt;br /&gt;
	border: 1px solid #a2a9b1;&lt;br /&gt;
	border-spacing: 3px;&lt;br /&gt;
	background-color: #f8f9fa;&lt;br /&gt;
	color: black;&lt;br /&gt;
	/* @noflip */&lt;br /&gt;
	margin: 0.5em 0 0.5em 1em;&lt;br /&gt;
	padding: 0.25em;&lt;br /&gt;
	/* @noflip */&lt;br /&gt;
	float: right;&lt;br /&gt;
	/* @noflip */&lt;br /&gt;
	clear: right;&lt;br /&gt;
	font-size: 88%;&lt;br /&gt;
	line-height: 1.5em;&lt;br /&gt;
	width: 22em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox-header,&lt;br /&gt;
.infobox-label,&lt;br /&gt;
.infobox-above,&lt;br /&gt;
.infobox-full-data,&lt;br /&gt;
.infobox-data,&lt;br /&gt;
.infobox-below,&lt;br /&gt;
.infobox-subheader,&lt;br /&gt;
.infobox-image,&lt;br /&gt;
.infobox-navbar,&lt;br /&gt;
/* Remove element selector when every .infobox thing is using the standard module/templates  */&lt;br /&gt;
.infobox th,&lt;br /&gt;
.infobox td {&lt;br /&gt;
	vertical-align: top;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox-label,&lt;br /&gt;
.infobox-data,&lt;br /&gt;
/* Remove element selector when every .infobox thing is using the standard module/templates  */&lt;br /&gt;
.infobox th,&lt;br /&gt;
.infobox td {&lt;br /&gt;
	/* @noflip */&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Remove .infobox when element selectors above are removed */&lt;br /&gt;
.infobox .infobox-above,&lt;br /&gt;
.infobox .infobox-title,&lt;br /&gt;
/* Remove element selector when every .infobox thing is using the standard module/templates  */&lt;br /&gt;
.infobox caption {&lt;br /&gt;
	font-size: 125%;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox-title,&lt;br /&gt;
/* Remove element selector when every .infobox thing is using the standard module/templates  */&lt;br /&gt;
.infobox caption {&lt;br /&gt;
	padding: 0.2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Remove .infobox when element selectors above are removed */&lt;br /&gt;
.infobox .infobox-header,&lt;br /&gt;
.infobox .infobox-subheader,&lt;br /&gt;
.infobox .infobox-image,&lt;br /&gt;
.infobox .infobox-full-data,&lt;br /&gt;
.infobox .infobox-below {&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Remove .infobox when element selectors above are removed */&lt;br /&gt;
.infobox .infobox-navbar {&lt;br /&gt;
	/* @noflip */&lt;br /&gt;
	text-align: right;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Normal font styling for wikitable row headers with scope=&amp;quot;row&amp;quot; tag */&lt;br /&gt;
.wikitable.plainrowheaders th[scope=row],&lt;br /&gt;
.wikitable.plainrowheaders th[scope=rowgroup] {&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
	/* @noflip */&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Remove underlines from certain links */&lt;br /&gt;
.nounderlines a,&lt;br /&gt;
.IPA a:link,&lt;br /&gt;
.IPA a:visited {&lt;br /&gt;
	text-decoration: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Prevent line breaks in silly places where desired (nowrap)&lt;br /&gt;
   and links when we don&#039;t want them to (nowraplinks a) */&lt;br /&gt;
.nowrap,&lt;br /&gt;
.nowraplinks a {&lt;br /&gt;
	white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* But allow wrapping where desired: */&lt;br /&gt;
.wrap,&lt;br /&gt;
.wraplinks a {&lt;br /&gt;
	white-space: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* texhtml class for inline math (based on generic times-serif class) */&lt;br /&gt;
span.texhtml {&lt;br /&gt;
	font-family: &amp;quot;Nimbus Roman No9 L&amp;quot;, &amp;quot;Times New Roman&amp;quot;, Times, serif;&lt;br /&gt;
	font-size: 118%;&lt;br /&gt;
	line-height: 1;&lt;br /&gt;
	white-space: nowrap;&lt;br /&gt;
	/* Force tabular and lining display for texhtml */&lt;br /&gt;
	font-variant-numeric: lining-nums tabular-nums;&lt;br /&gt;
	font-kerning: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
span.texhtml span.texhtml {&lt;br /&gt;
	font-size: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media screen {&lt;br /&gt;
	.nochecker .gallerybox .thumb img {&lt;br /&gt;
		background-image: none;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Generic Minecraft interface styling */&lt;br /&gt;
.mcui {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	background-color: #C6C6C6;&lt;br /&gt;
	color: black;&lt;br /&gt;
	border: 2px solid;&lt;br /&gt;
	border-color: #DBDBDB #5B5B5B #5B5B5B #DBDBDB;&lt;br /&gt;
	padding: 6px;&lt;br /&gt;
	text-align: left;&lt;br /&gt;
	white-space: nowrap;&lt;br /&gt;
	vertical-align: bottom;&lt;br /&gt;
	image-rendering: pixelated;&lt;br /&gt;
}&lt;br /&gt;
.wikitable .mcui {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	box-sizing: border-box;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mcui-input, .mcui-output {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	vertical-align: middle;&lt;br /&gt;
}&lt;br /&gt;
.mcui-input {&lt;br /&gt;
	text-align: right;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mcui-arrow {&lt;br /&gt;
	margin:0 16px;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	vertical-align: middle;&lt;br /&gt;
}&lt;br /&gt;
.mcui-arrow-overlay {&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	left: 0;&lt;br /&gt;
	overflow: hidden;&lt;br /&gt;
	width: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mcui-action {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	vertical-align: middle;&lt;br /&gt;
}&lt;br /&gt;
.mcui-action-overlay {&lt;br /&gt;
	animation: 3.6s steps(18) infinite mcui-height;&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	left: 0;&lt;br /&gt;
	overflow: hidden;&lt;br /&gt;
	height: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mcui-info {&lt;br /&gt;
	display: block;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	font-family: Minecraft, sans-serif !important;&lt;br /&gt;
	height: 0; /* Info shouldn&#039;t cause reflow */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mcui-arrow-slot .invslot {&lt;br /&gt;
	margin: auto;&lt;br /&gt;
	display: block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mcui-arrow-slot:first-child {&lt;br /&gt;
	margin-bottom: 4px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mcui-arrow-slot:last-child {&lt;br /&gt;
	margin-top: 4px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mcui-inter {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	vertical-align: middle;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mcui-anvil .mcui-inter {&lt;br /&gt;
	vertical-align: top;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mcui-animated &amp;gt; :not(.mcui-animated-active) {&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mcui-icon {&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	top: 0;&lt;br /&gt;
	right: 6px;&lt;br /&gt;
	cursor: help;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@keyframes mcui-width {&lt;br /&gt;
	0% {&lt;br /&gt;
		width: 0%;&lt;br /&gt;
	}&lt;br /&gt;
	80% {&lt;br /&gt;
		width: 100%;&lt;br /&gt;
	}&lt;br /&gt;
	100% {&lt;br /&gt;
		width: 100%;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@keyframes mcui-height {&lt;br /&gt;
	0% {&lt;br /&gt;
		height: 0%;&lt;br /&gt;
	}&lt;br /&gt;
	80% {&lt;br /&gt;
		height: 100%;&lt;br /&gt;
	}&lt;br /&gt;
	100% {&lt;br /&gt;
		height: 100%;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* [[Template:Inventory slot]] */&lt;br /&gt;
.invslot,&lt;br /&gt;
.fluidslot-id,&lt;br /&gt;
.fluidslot-tank,&lt;br /&gt;
.crucibleslot {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	background: #8B8B8B no-repeat center center / 32px 32px;&lt;br /&gt;
	border: 2px solid;&lt;br /&gt;
	border-color: #373737 #FFF #FFF #373737;&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	font-size: 16px;&lt;br /&gt;
	line-height: 1;&lt;br /&gt;
	text-align: left;&lt;br /&gt;
	vertical-align: bottom;&lt;br /&gt;
}&lt;br /&gt;
.invslot::before,&lt;br /&gt;
.invslot::after {&lt;br /&gt;
	content: &amp;quot;&amp;quot;;&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	background-color: #8B8B8B;&lt;br /&gt;
	height: 2px;&lt;br /&gt;
	width: 2px;&lt;br /&gt;
	/*pointer-events: none;*/&lt;br /&gt;
}&lt;br /&gt;
.invslot::before {&lt;br /&gt;
	bottom: -2px;&lt;br /&gt;
	left: -2px;&lt;br /&gt;
}&lt;br /&gt;
.invslot::after {&lt;br /&gt;
	top: -2px;&lt;br /&gt;
	right: -2px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.invslot-item {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	display: block;&lt;br /&gt;
	margin: -2px;&lt;br /&gt;
	padding: 2px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.invslot-large {&lt;br /&gt;
	padding: 8px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.invslot-stacksize {&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	right: 0;&lt;br /&gt;
	bottom: 0;&lt;br /&gt;
	font-family: Minecraft, sans-serif !important;&lt;br /&gt;
	font-weight: normal !important;&lt;br /&gt;
	color: #FFF !important;&lt;br /&gt;
	text-shadow: 2px 2px 0 #3F3F3F;&lt;br /&gt;
	filter: dropshadow(color=#3F3F3F, offx=2, offy=2);&lt;br /&gt;
	z-index: 2;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.invslot-highlight {&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	left: 0;&lt;br /&gt;
	right: 0;&lt;br /&gt;
	top: 0;&lt;br /&gt;
	bottom: 0;&lt;br /&gt;
	background-color: rgba(255, 255, 255, 0.5);&lt;br /&gt;
	pointer-events: none;&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.invslot:not(.invslot-disable-highlight):hover .invslot-highlight,&lt;br /&gt;
.fluidslot-id:not(.invslot-disable-highlight):hover .invslot-highlight {&lt;br /&gt;
	display: block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Fluid slots, like inventory slots, but wet */&lt;br /&gt;
.fluidslot-id {&lt;br /&gt;
	background: none;&lt;br /&gt;
	border-color: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fluidslot-tank,&lt;br /&gt;
.crucibleslot {&lt;br /&gt;
	width: 104px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fluidslot-fluid,&lt;br /&gt;
.crucibleslot-fluid {&lt;br /&gt;
	display: block;&lt;br /&gt;
	height: 100%;&lt;br /&gt;
	cursor: default;&lt;br /&gt;
	background-blend-mode: multiply;&lt;br /&gt;
	background-size: 50%;&lt;br /&gt;
	animation: fluid-translate 4s linear infinite;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fluidslot-fluid {&lt;br /&gt;
	background-image: url(&amp;quot;https://nucleartech.wiki/w/images/e/ec/Tank_Fluid.png&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.crucibleslot-fluid {&lt;br /&gt;
	background-image: url(&amp;quot;https://nucleartech.wiki/w/images/d/d3/Crucible_Fluid.png&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@keyframes fluid-translate {&lt;br /&gt;
	0% {&lt;br /&gt;
		background-position-x: 0%;&lt;br /&gt;
	}&lt;br /&gt;
	100% {&lt;br /&gt;
		background-position-x: 100%;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fluidslot-fluid::after {&lt;br /&gt;
	content: &#039;&#039;;&lt;br /&gt;
	display: block;&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	height: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fluidslot-tank::after {&lt;br /&gt;
	content: &#039;&#039;;&lt;br /&gt;
	background-image: url(/w/images/a/a4/Tank_Marks.png);&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	top: 0;&lt;br /&gt;
	bottom: 0;&lt;br /&gt;
	left: 0;&lt;br /&gt;
	right: 0;&lt;br /&gt;
	pointer-events: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fluidslot-vertical {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	width: 36px;&lt;br /&gt;
	height: 144px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fluidslot-vertical .fluidslot-id {&lt;br /&gt;
	display: block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fluidslot-vertical .invslot-stacksize {&lt;br /&gt;
	right: unset;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fluidslot-vertical .fluidslot-tank {&lt;br /&gt;
	transform: translate(-36px, 36px) rotate(-90deg);&lt;br /&gt;
	border-color: #373737 #373737 #FFF #FFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Styling for minecraft style tooltip */&lt;br /&gt;
#minetip-tooltip {&lt;br /&gt;
	position: fixed;&lt;br /&gt;
	top: 0;&lt;br /&gt;
	left: 0;&lt;br /&gt;
	background-color: #100010;&lt;br /&gt;
	background-color: rgba(16, 0, 16, 0.94);&lt;br /&gt;
	padding: 0.375em;&lt;br /&gt;
	font-family: Minecraft, sans-serif;&lt;br /&gt;
	font-size: 16px;&lt;br /&gt;
	word-spacing: 4px;&lt;br /&gt;
	white-space: nowrap;&lt;br /&gt;
	line-height: 1.25em;&lt;br /&gt;
	margin: 0.125em 0.25em;&lt;br /&gt;
	pointer-events: none;&lt;br /&gt;
	z-index: 9999;&lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#minetip-tooltip::before {&lt;br /&gt;
	content: &amp;quot;&amp;quot;;&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	top: 0.125em;&lt;br /&gt;
	right: -0.125em;&lt;br /&gt;
	bottom: 0.125em;&lt;br /&gt;
	left: -0.125em;&lt;br /&gt;
	border: 0.15em solid #100010;&lt;br /&gt;
	border-style: none solid;&lt;br /&gt;
	border-color: rgba(16, 0, 16, 0.94);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#minetip-tooltip::after {&lt;br /&gt;
	content: &amp;quot;&amp;quot;;&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	top: 0.125em;&lt;br /&gt;
	right: 0;&lt;br /&gt;
	bottom: 0.125em;&lt;br /&gt;
	left: 0;&lt;br /&gt;
	border: 0.125em solid #2D0A63;&lt;br /&gt;
	border-image: -webkit-linear-gradient(rgba(80, 0, 255, 0.31), rgba(40, 0, 127, 0.31)) 1;&lt;br /&gt;
	border-image: linear-gradient(rgba(80, 0, 255, 0.31), rgba(40, 0, 127, 0.31)) 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#minetip-tooltip &amp;gt; .description,&lt;br /&gt;
#minetip-tooltip &amp;gt; .minetip-description {&lt;br /&gt;
	display: block;&lt;br /&gt;
	margin-top: 0.25em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
 * Calculation container&lt;br /&gt;
 */&lt;br /&gt;
.calculator {&lt;br /&gt;
	border: 1px solid #3d3e40;&lt;br /&gt;
	display: flex;&lt;br /&gt;
}&lt;br /&gt;
@media only screen and (max-width: 767px) {&lt;br /&gt;
	.calculator {&lt;br /&gt;
		flex-direction: column;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.calculator-input, .calculator-output {&lt;br /&gt;
	padding: 1em;&lt;br /&gt;
	flex: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.calculator-output {&lt;br /&gt;
	display: flex;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.calculator-output code {&lt;br /&gt;
	font-size: 2em;&lt;br /&gt;
	margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.calculator-input-field + .calculator-input-field {&lt;br /&gt;
	margin-top: 1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Put anything you mean to be a sitewide addition above the TemplateStyles&lt;br /&gt;
 * comment above.&lt;br /&gt;
 */&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=29</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=29"/>
		<updated>2025-02-20T20:04:13Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#vector-appearance {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide some stuff on main page */&lt;br /&gt;
.page-Main_page .toc {&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=28</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=MediaWiki:Common.css&amp;diff=28"/>
		<updated>2025-02-20T20:02:25Z</updated>

		<summary type="html">&lt;p&gt;Mr.Norwood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
:root {&lt;br /&gt;
	--lt-color-background-default: #37383e;&lt;br /&gt;
	--background-color-base: #37383e;&lt;br /&gt;
	--font-color: #fff;&lt;br /&gt;
	--color-progressive: #a4b9d6;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-cactions {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change background color */&lt;br /&gt;
body {&lt;br /&gt;
    background-color: #730c0c !important;&lt;br /&gt;
    color: var(--font-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
    color: var(--font-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set background image */&lt;br /&gt;
body {&lt;br /&gt;
    /*background-image: url(&#039;/images/custom-background.png&#039;);*/&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
    background-attachment: fixed;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide some stuff on main page */&lt;br /&gt;
.page-Main_page .toc {&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr.Norwood</name></author>
	</entry>
</feed>