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	<id>https://medievalengineerswiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Yurand</id>
	<title>Medieval Engineers Wiki - User contributions [en]</title>
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	<updated>2026-05-14T23:14:42Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.1</generator>
	<entry>
		<id>https://medievalengineerswiki.com/index.php?title=World_Map_And_Fast_Travel/0.5&amp;diff=6653</id>
		<title>World Map And Fast Travel/0.5</title>
		<link rel="alternate" type="text/html" href="https://medievalengineerswiki.com/index.php?title=World_Map_And_Fast_Travel/0.5&amp;diff=6653"/>
		<updated>2017-09-09T17:12:15Z</updated>

		<summary type="html">&lt;p&gt;Yurand: Added fast travel text and image, redone ownership part.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;World Map&#039;&#039;&#039; is accessed, by default, using the M key. It features a visual representation of the planet&#039;s surface as well as a coordinate system that helps the player identify his position as well as his allies&#039; positions in a reliable manner. The landmarks currently shown are mountains, forests and roads.&lt;br /&gt;
[[File:World_Map.png|640px|thumb|right|The World Map showing the Kingdom of [[Fareon]], selected in the upper left corner, and its regions. Double clicking a tile will show the areas contained into that region in a similar manner.]]&lt;br /&gt;
== Coordinate System ==&lt;br /&gt;
The World Map is divided into 6 kingdoms, 384 regions and 38,400 areas (64 regions, subdivided into 100 areas, per kingdom).&lt;br /&gt;
&lt;br /&gt;
The kingdoms are identified by their names: [[Kingdom of Umbril|Umbril]], [[Kingdom of Rintel|Rintel]], [[Kingdom of Darios|Darios]], [[Kingdom of Levos|Levos]], [[Kingdom of Fareon|Fareon]] and [[Kingdom of Bar Hadur|Bar Hadur]]. &#039;&#039;Trivia: the names are derived from their positions in the planet: Up, Right, Down, Left, Front, Back&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Inside a kingdom, each region is referenced by an X coordinate ranging from A to H and a Y coordinate ranging from 1 to 8.&lt;br /&gt;
&lt;br /&gt;
Inside a region, each area is referenced by an X coordinate ranging from A to J and a Y coordinate ranging from 1 to 10.&lt;br /&gt;
&lt;br /&gt;
The absolute position of the selected tile can be seen right above the World Map.&lt;br /&gt;
== Navigation ==&lt;br /&gt;
[[File:Player_Marker.png|200px|thumb|left|A green dot represents the player position.&amp;lt;br&amp;gt; A blue dot an ally&#039;s position.]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:justify&amp;quot;&amp;gt;&lt;br /&gt;
The Navigation options are a set of shortcuts that help the player keep track of events happening in the world. The first button, a [[File:You.png|25px|frameless]]position marker, automatically sets the selected area as the one the player is currently in. The second button, [[File:War.png|25px|frameless]]two crossed swords, cycles through areas which have combat occurring inside them. This includes both PvP and PvE combats (e.g [[Barbarian]]&#039;s attacks). Finally, the third button, a [[File:Payment.png|25px|frameless]]stack of coins, cycles through areas which have a {{Small_Image_Link|ClaimBlock.png|Claim Block}} with taxes nearing expiration.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ownership ==&lt;br /&gt;
[[File:Player_Region_Marker.png|96px|thumb|right|A region which contains an area controlled by the player.]]&lt;br /&gt;
[[File:Player_Area_Marker.png|96px|thumb|right|An area controlled by the player, showing its personal banner.]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:justify&amp;quot;&amp;gt;&lt;br /&gt;
Ownership of areas that are claimed is shown on the map disregarding if the owner is your Ally, Enemy or is Neutral. In the region view, a coloured shield indicates if there are Own, Enemy or Allied claims. Green stands for own claims, Red for enemy claims and Blue for Allied claims. The shield might be split up in two parts indicating that both the claims shown are available.&lt;br /&gt;
The area view of a region shows each individual claim, where the Green-Red-Blue scheme occurs again. Claims also show the personal banner of the player who owns the claim, and moving the cursor over the claimed area, it will show the area name and the owner of the area itself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fast Travel ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:justify&amp;quot;&amp;gt;&lt;br /&gt;
The Fast Travel is a feature that allows, as the name says, to travel long distances in short periods of time. In order to use it, just press the Fast Travel button and then select the region you want to go to. A confirmation text will ask you if you really wish to fast travel to the selected area. After accepting, the map will close and you&#039;ll get teleported directly to the requested area.&lt;br /&gt;
Fast Travel has different settings that can be defined in the advanced options regarding your world. In these setting you can set a fast travel cooldown, fast travel max distance, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:fast_travel_settings.png|400px|thumb|left|Fast Travel settings in Advanced World Options.]]&lt;br /&gt;
&#039;&#039;&#039;Available Settings:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fast Travel:                &#039;&#039;&#039; Enables or disables the Fast Travel feature.&lt;br /&gt;
* &#039;&#039;&#039;Travel Lmitations:          &#039;&#039;&#039; If checked, it will prevent players from fast travelling into enemy areas plus the areas that are hardly reachable, such as mountains.&lt;br /&gt;
* &#039;&#039;&#039;Access Undeveloped Areas:   &#039;&#039;&#039; Enables or Disables the access to areas not developed by players.&lt;br /&gt;
* &#039;&#039;&#039;Travel Cooldown:            &#039;&#039;&#039; Sets a cooldown to prevent players from fast travelling too much.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Travel Distance:    &#039;&#039;&#039; Sets the maximum distance that a player can travel each time using the Fast Travel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Planet]]&lt;br /&gt;
[[Category:Missing_images]]&lt;/div&gt;</summary>
		<author><name>Yurand</name></author>
	</entry>
	<entry>
		<id>https://medievalengineerswiki.com/index.php?title=File:Fast_travel_settings0.5.png&amp;diff=6652</id>
		<title>File:Fast travel settings0.5.png</title>
		<link rel="alternate" type="text/html" href="https://medievalengineerswiki.com/index.php?title=File:Fast_travel_settings0.5.png&amp;diff=6652"/>
		<updated>2017-09-09T17:09:07Z</updated>

		<summary type="html">&lt;p&gt;Yurand: Fast Travel Settings in the advanced options window of a world.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fast Travel Settings in the advanced options window of a world.&lt;/div&gt;</summary>
		<author><name>Yurand</name></author>
	</entry>
	<entry>
		<id>https://medievalengineerswiki.com/index.php?title=Blockdefinition_(moddinghints)&amp;diff=6337</id>
		<title>Blockdefinition (moddinghints)</title>
		<link rel="alternate" type="text/html" href="https://medievalengineerswiki.com/index.php?title=Blockdefinition_(moddinghints)&amp;diff=6337"/>
		<updated>2017-09-02T14:50:33Z</updated>

		<summary type="html">&lt;p&gt;Yurand: Further Explainations by Yurand2000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Block Definition==&lt;br /&gt;
This is a &amp;quot;MyObjectBuilder_CubeBlockDefinition&amp;quot; with hints and explanations. This is a community collection. Please feel free to add/correct things. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Definition xsi:type=&amp;quot;MyObjectBuilder_CubeBlockDefinition&amp;quot;&amp;gt; &amp;lt;!-- definition type --&amp;gt;&lt;br /&gt;
    &amp;lt;Id Type=&amp;quot;CubeBlock&amp;quot; Subtype=&amp;quot;StoneCube&amp;quot; /&amp;gt; &amp;lt;!-- definition id  --&amp;gt;&lt;br /&gt;
    &amp;lt;DisplayName&amp;gt;DisplayName_Block_StoneBlockCube&amp;lt;/DisplayName&amp;gt; &amp;lt;!-- display name used for the block in-game (mods don&#039;t support localization) --&amp;gt;&lt;br /&gt;
    &amp;lt;BlockPairName&amp;gt;StoneBlockCube&amp;lt;/BlockPairName&amp;gt; &amp;lt;!-- block pair name is used together with block position (a separate definition) to position the block within the G-screen grid --&amp;gt;&lt;br /&gt;
    &amp;lt;Public&amp;gt;true&amp;lt;/Public&amp;gt; &amp;lt;!-- whether or not the definition is accesible to players (Default: true) --&amp;gt;&lt;br /&gt;
    &amp;lt;Icon&amp;gt;Textures\GUI\Icons\cubes\StoneCube.dds&amp;lt;/Icon&amp;gt; &amp;lt;!-- icon(s) used in the gui --&amp;gt;&lt;br /&gt;
    &amp;lt;CubeSize&amp;gt;Large&amp;lt;/CubeSize&amp;gt; &amp;lt;!-- what grid size the block is using (large / small) (Default: Large) --&amp;gt;&lt;br /&gt;
    &amp;lt;BlockTopology&amp;gt;TriangleMesh&amp;lt;/BlockTopology&amp;gt; &amp;lt;!-- this can be Cube or TriangleMesh (but Cube won&#039;t work in ME, it is only useful for SE armor blocks) --&amp;gt;&lt;br /&gt;
    &amp;lt;Size x=&amp;quot;1&amp;quot; y=&amp;quot;1&amp;quot; z=&amp;quot;1&amp;quot; /&amp;gt; &amp;lt;!-- how many blocks in each direction does the block occupy (Default: 0,0,0) (Default value will make game sad :P) --&amp;gt;&lt;br /&gt;
    &amp;lt;ModelOffset x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt; &amp;lt;!-- offset of the model within the block space (Default: 0,0,0) --&amp;gt;&lt;br /&gt;
    &amp;lt;Model&amp;gt;Models\Cubes\Large\StoneCube.mwm&amp;lt;/Model&amp;gt; &amp;lt;!-- model for the fully built block --&amp;gt;&lt;br /&gt;
    &amp;lt;BuildProgressModels&amp;gt; &amp;lt;!-- building progression models --&amp;gt;&lt;br /&gt;
      &amp;lt;Model BuildPercentUpperBound=&amp;quot;0.5&amp;quot; File=&amp;quot;Models\Cubes\large\StoneCube_Construction_1.mwm&amp;quot;&amp;gt; &amp;lt;!-- What block model to use if build integrity is below specified threshold --&amp;gt;&lt;br /&gt;
        &amp;lt;MountPointOverrides&amp;gt; &amp;lt;!-- overrides for mountpoints, if necessary (To prevent players from attaching to the top of an unfinished block for example) --&amp;gt;&lt;br /&gt;
          &amp;lt;MountPoint Side=&amp;quot;Top&amp;quot; Enabled=&amp;quot;false&amp;quot; /&amp;gt; &lt;br /&gt;
        &amp;lt;/MountPointOverrides&amp;gt;&lt;br /&gt;
      &amp;lt;/Model&amp;gt;&lt;br /&gt;
    &amp;lt;/BuildProgressModels&amp;gt;&lt;br /&gt;
    &amp;lt;MountPoints&amp;gt; &amp;lt;!-- mount points for the block, can specify multiple for each side (Default: all sides have some kind of a mount point) --&amp;gt;&lt;br /&gt;
      &amp;lt;MountPoint Side=&amp;quot;Front&amp;quot; StartX=&amp;quot;1.0324&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;-0.032400012&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;MountPoint Side=&amp;quot;Back&amp;quot; StartX=&amp;quot;-0.03239999&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;1.0324&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;MountPoint Side=&amp;quot;Left&amp;quot; StartX=&amp;quot;-0.03239999&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;1.0324&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;MountPoint Side=&amp;quot;Right&amp;quot; StartX=&amp;quot;1.0324&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;-0.032400012&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;MountPoint Side=&amp;quot;Top&amp;quot; StartX=&amp;quot;-0.03239999&amp;quot; StartY=&amp;quot;1.0324&amp;quot; EndX=&amp;quot;1.0324&amp;quot; EndY=&amp;quot;-0.032400012&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;MountPoint Side=&amp;quot;Bottom&amp;quot; StartX=&amp;quot;-0.03239999&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;1.0324&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/MountPoints&amp;gt;&lt;br /&gt;
    &amp;lt;MirroringY&amp;gt;Z&amp;lt;/MirroringY&amp;gt; &amp;lt;!-- for mirrored building, I don&#039;t think is is useful for ME --&amp;gt;&lt;br /&gt;
    &amp;lt;MirroringZ&amp;gt;Y&amp;lt;/MirroringZ&amp;gt; &amp;lt;!-- (Default: None) --&amp;gt;&lt;br /&gt;
    &amp;lt;BuildTimeSeconds&amp;gt;6&amp;lt;/BuildTimeSeconds&amp;gt; &amp;lt;!-- how much time you need to build the block (Default: 10) --&amp;gt;&lt;br /&gt;
    &amp;lt;Direction&amp;gt;Horizontal&amp;lt;/Direction&amp;gt; &amp;lt;!-- I honestly don&#039;t know (Default: Both) --&amp;gt;&lt;br /&gt;
    &amp;lt;Rotation&amp;gt;Vertical&amp;lt;/Rotation&amp;gt; &amp;lt;!-- which way the block can be rotated (Default: Both) --&amp;gt;&lt;br /&gt;
    &amp;lt;BuildType&amp;gt;Cube&amp;lt;/BuildType&amp;gt; &amp;lt;!-- used for additional model generators (irrelevant if you don&#039;t want to use it as generated block or with generated blocks) --&amp;gt;&lt;br /&gt;
    &amp;lt;PhysicalMaterial&amp;gt;Stone&amp;lt;/PhysicalMaterial&amp;gt; &amp;lt;!-- physical material of the block (determines the strength of material, contact sounds, particles and maybe something else) --&amp;gt;&lt;br /&gt;
    &amp;lt;Components&amp;gt; &amp;lt;!-- components used for building one of these blocks (every block needs at least a component - integrity / total component count is used to calculate how much integrity the block can have with currently built components) --&amp;gt;&lt;br /&gt;
      &amp;lt;Component Tag=&amp;quot;ScrapWood&amp;quot; Count=&amp;quot;10&amp;quot; /&amp;gt; &amp;lt;!-- Tag = any item matching the specified tag can be used here --&amp;gt;&lt;br /&gt;
      &amp;lt;Component Type=&amp;quot;InventoryItem&amp;quot; Subtype=&amp;quot;LargeStone&amp;quot; Count =&amp;quot;12&amp;quot; /&amp;gt; &amp;lt;!-- item with the specified defintion id needs to be used --&amp;gt;&lt;br /&gt;
    &amp;lt;/Components&amp;gt;&lt;br /&gt;
    &amp;lt;CriticalComponent Type=&amp;quot;InventoryItem&amp;quot; Subtype=&amp;quot;LargeStone&amp;quot; Index=&amp;quot;0&amp;quot; /&amp;gt; &amp;lt;!-- used to determined at which point in building the block is &#039;working&#039; (also supports tags) --&amp;gt;&lt;br /&gt;
    &amp;lt;RandomRotation&amp;gt;true&amp;lt;/RandomRotation&amp;gt; &amp;lt;!-- can the block be rotated when placed in line or plane? (Default: false) --&amp;gt;&lt;br /&gt;
    &amp;lt;CompoundTemplates&amp;gt; &amp;lt;!-- template for compounding (this only works for Large blocks) - (don&#039;t use if you don&#039;t want to have compound block) --&amp;gt;&lt;br /&gt;
      &amp;lt;Template&amp;gt;Cube&amp;lt;/Template&amp;gt;&lt;br /&gt;
    &amp;lt;/CompoundTemplates&amp;gt;&lt;br /&gt;
    &amp;lt;GeneratedBlocks&amp;gt; &amp;lt;!-- generated blocks when built (for the stone cube and walls it adds the corner stone pillars) (no need to use for block without additional decoration) (no used for small grids) --&amp;gt;&lt;br /&gt;
      &amp;lt;GeneratedBlock&amp;gt;&lt;br /&gt;
        &amp;lt;TypeId&amp;gt;CubeBlock&amp;lt;/TypeId&amp;gt;&lt;br /&gt;
        &amp;lt;SubtypeId&amp;gt;GeneratedStoneSlopeEdgeLeft&amp;lt;/SubtypeId&amp;gt;&lt;br /&gt;
    &amp;lt;/GeneratedBlock&amp;gt;&amp;lt;/GeneratedBlocks&amp;gt;&amp;lt;MaxIntegrity&amp;gt;21000&amp;lt;/MaxIntegrity&amp;gt; &amp;lt;!-- maximum integrity for the block (essentially HP) (Default: 1) --&amp;gt;&lt;br /&gt;
    &amp;lt;NavigationDefinition&amp;gt;Default&amp;lt;/NavigationDefinition&amp;gt; &amp;lt;!-- not used by the game at all (was used in legacy AI pathfinding) --&amp;gt;&lt;br /&gt;
    &amp;lt;BuildProgressToPlaceGeneratedBlocks&amp;gt;0.5&amp;lt;/BuildProgressToPlaceGeneratedBlocks&amp;gt; &amp;lt;!-- how much of the block needs to be built for the generated blocks to be placed on it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Options used for other blocks --&amp;gt;&lt;br /&gt;
  &amp;lt;UseModelIntersection&amp;gt;true&amp;lt;/UseModelIntersection&amp;gt; &amp;lt;!-- (Default: false) --&amp;gt;&lt;br /&gt;
  &amp;lt;Mass&amp;gt;20&amp;lt;/Mass&amp;gt; &amp;lt;!-- weight of the block (Default: 0) --&amp;gt;&lt;br /&gt;
  &amp;lt;AvailableInSurvival&amp;gt;true&amp;lt;/AvailableInSurvival&amp;gt; &amp;lt;!-- is it buildable in survival? (Default: true) --&amp;gt;&lt;br /&gt;
  &amp;lt;VoxelPlacement&amp;gt; &amp;lt;!-- rules for placing the block into voxels --&amp;gt;&lt;br /&gt;
    &amp;lt;StaticMode&amp;gt;           &lt;br /&gt;
      &amp;lt;PlacementMode&amp;gt;Both&amp;lt;/PlacementMode&amp;gt;&lt;br /&gt;
      &amp;lt;!-- None - Cannot be placed at all --&amp;gt;&lt;br /&gt;
      &amp;lt;!-- InVoxel - Can only be placed in voxels --&amp;gt;&lt;br /&gt;
      &amp;lt;!-- OutsideVoxel - Can only be placed outside voxels --&amp;gt;&lt;br /&gt;
      &amp;lt;!-- Both - Can be placed inside or outside voxels --&amp;gt;&lt;br /&gt;
      &amp;lt;!-- Volumetric - Has to be in voxel and must be in voxel sfor a certain percentage --&amp;gt;&lt;br /&gt;
      &amp;lt;MaxAllowed&amp;gt;1&amp;lt;/MaxAllowed&amp;gt; &amp;lt;!-- maximum of block being inside voxel (0 - 1 maps to 0% - 100%) --&amp;gt;&lt;br /&gt;
      &amp;lt;MinAllowed&amp;gt;0&amp;lt;/MinAllowed&amp;gt; &amp;lt;!-- minimum of block being inside voxel (0 - 1 maps to 0% - 100%) --&amp;gt;&lt;br /&gt;
    &amp;lt;/StaticMode&amp;gt;&lt;br /&gt;
    &amp;lt;DynamicMode&amp;gt;&lt;br /&gt;
      &amp;lt;PlacementMode&amp;gt;Both&amp;lt;/PlacementMode&amp;gt;&lt;br /&gt;
      &amp;lt;MaxAllowed&amp;gt;1&amp;lt;/MaxAllowed&amp;gt;&lt;br /&gt;
      &amp;lt;MinAllowed&amp;gt;0&amp;lt;/MinAllowed&amp;gt;&lt;br /&gt;
    &amp;lt;/DynamicMode&amp;gt;&lt;br /&gt;
  &amp;lt;/VoxelPlacement&amp;gt;&amp;lt;!--Dynamic mode is dynamic placement mode (in the air I think) and Static is placing in voxel or on a static grid --&amp;gt;&lt;br /&gt;
 &amp;lt;/Definition&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Explanations==&lt;br /&gt;
&#039;&#039;&#039; Icons &#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
To add an icon to your block/item, simply paste the relative path to your icon. The entry folder is your mod folder.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Icon&amp;gt;Path\To\Your\Icon\File.dds&amp;lt;/Icon&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example (the Stone Block icon):&lt;br /&gt;
&amp;lt;Icon&amp;gt;Textures\GUI\Icons\cubes\StoneCube.dds&amp;lt;/Icon&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can add multiple icons to your objects, they will overlap each others and use transparency as according.&lt;br /&gt;
The last icons will overlap the first ones written in the definition file. You can use them as following:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Icon&amp;gt;First\Icon\Printed.dds&amp;lt;/Icon&amp;gt;&lt;br /&gt;
&amp;lt;Icon&amp;gt;Second\Icon\Printed.dds&amp;lt;/Icon&amp;gt;&lt;br /&gt;
&amp;lt;Icon&amp;gt;Third\Icon\Printed.dds&amp;lt;/Icon&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example (Seed Bags icons):&lt;br /&gt;
&amp;lt;Icon&amp;gt;Textures\GUI\Icons\ToolsAndWeapons\SeedBag.dds&amp;lt;/Icon&amp;gt;&lt;br /&gt;
&amp;lt;Icon&amp;gt;Textures\GUI\Icons\Consumables\Cabbage.dds&amp;lt;/Icon&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Community_Modding_Guides]]&lt;/div&gt;</summary>
		<author><name>Yurand</name></author>
	</entry>
	<entry>
		<id>https://medievalengineerswiki.com/index.php?title=Wooden_Mallet&amp;diff=448</id>
		<title>Wooden Mallet</title>
		<link rel="alternate" type="text/html" href="https://medievalengineerswiki.com/index.php?title=Wooden_Mallet&amp;diff=448"/>
		<updated>2017-02-09T21:19:56Z</updated>

		<summary type="html">&lt;p&gt;Yurand: Created page with &amp;quot;Wooden Mallet The &amp;#039;&amp;#039;&amp;#039;Wooden Mallet&amp;#039;&amp;#039;&amp;#039; is one of the starter tools currently available in Medieval Engineers. This basic tools is used to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WoodenMallet.png|200px|thumb|Wooden Mallet]]&lt;br /&gt;
The &#039;&#039;&#039;Wooden Mallet&#039;&#039;&#039; is one of the starter tools currently available in Medieval Engineers. This basic tools is used to build blocks. An updated version of it, made of iron, is the [[Hammer]]. Combined with the [[Stone Axe]], a player could use the two tools to gather every type of resource and build every block.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Details&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&#039;&#039;Durability&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
;Research Required to Create:&lt;br /&gt;
*None&lt;br /&gt;
;Resources Required to Create:&lt;br /&gt;
*1 [[Timber]]&lt;br /&gt;
*2 [[Wooden Stick]]&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>Yurand</name></author>
	</entry>
	<entry>
		<id>https://medievalengineerswiki.com/index.php?title=File:WoodenMallet0.5.png&amp;diff=447</id>
		<title>File:WoodenMallet0.5.png</title>
		<link rel="alternate" type="text/html" href="https://medievalengineerswiki.com/index.php?title=File:WoodenMallet0.5.png&amp;diff=447"/>
		<updated>2017-02-09T21:19:18Z</updated>

		<summary type="html">&lt;p&gt;Yurand: Wooden Mallet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wooden Mallet&lt;/div&gt;</summary>
		<author><name>Yurand</name></author>
	</entry>
	<entry>
		<id>https://medievalengineerswiki.com/index.php?title=Stone_Axe&amp;diff=440</id>
		<title>Stone Axe</title>
		<link rel="alternate" type="text/html" href="https://medievalengineerswiki.com/index.php?title=Stone_Axe&amp;diff=440"/>
		<updated>2017-02-09T17:19:29Z</updated>

		<summary type="html">&lt;p&gt;Yurand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:StoneAxe.png|200px|thumb|Stone Axe]]&lt;br /&gt;
The &#039;&#039;&#039;Stone Axe&#039;&#039;&#039; is one of the starter tools currently available on Medieval Engineers. It is good for all the purposes, like chopping trees down and mining some stones. Being a basic tool, you may want to upgrade quickly to other tools that are more specific and durable. Combined with the [[Wooden Mallet]], a player could gather every resource and build every block available in survival right now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Details&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&#039;&#039;Durability&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
;Research Required to Create:&lt;br /&gt;
*None&lt;br /&gt;
;Resources Required to Create:&lt;br /&gt;
*3 [[Wooden Stick]]&lt;br /&gt;
*1 [[Small Stone]]&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>Yurand</name></author>
	</entry>
	<entry>
		<id>https://medievalengineerswiki.com/index.php?title=Stone_Axe&amp;diff=439</id>
		<title>Stone Axe</title>
		<link rel="alternate" type="text/html" href="https://medievalengineerswiki.com/index.php?title=Stone_Axe&amp;diff=439"/>
		<updated>2017-02-09T17:18:28Z</updated>

		<summary type="html">&lt;p&gt;Yurand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:StoneAxe.png|200px|thumb|Stone Axe]]&lt;br /&gt;
The &#039;&#039;&#039;Stone Axe&#039;&#039;&#039; is one of the starter tools currently available on Medieval Engineers. It is good for all the purposes, like chopping trees down and mining some stones. Being a basic tool, you may want to upgrade quickly to other tools that are more specific and durable. Combined with the &#039;&#039;&#039;[[Wooden Mallet]]&#039;&#039;&#039;, a player could gather every resource and build every block available in survival right now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Details&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&#039;&#039;Durability:&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
;&#039;&#039;&#039;Research Required to Create:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
;&#039;&#039;&#039;Resources Required to Create:&#039;&#039;&#039;&lt;br /&gt;
*3 &#039;&#039;&#039;[[Wooden Stick]]&#039;&#039;&#039;&lt;br /&gt;
*1 &#039;&#039;&#039;[[Small Stone]]&#039;&#039;&#039;&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>Yurand</name></author>
	</entry>
	<entry>
		<id>https://medievalengineerswiki.com/index.php?title=Stone_Axe&amp;diff=438</id>
		<title>Stone Axe</title>
		<link rel="alternate" type="text/html" href="https://medievalengineerswiki.com/index.php?title=Stone_Axe&amp;diff=438"/>
		<updated>2017-02-09T17:16:36Z</updated>

		<summary type="html">&lt;p&gt;Yurand: Created page with &amp;quot;Stone Axe The &amp;#039;&amp;#039;&amp;#039;Stone Axe&amp;#039;&amp;#039;&amp;#039; is one of the starter tools currently available on Medieval Engineers. It is good for all the purposes, like ch...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:StoneAxe.png|200px|thumb|Stone Axe]]&lt;br /&gt;
The &#039;&#039;&#039;Stone Axe&#039;&#039;&#039; is one of the starter tools currently available on Medieval Engineers. It is good for all the purposes, like chopping trees down and mining some stones. Being a basic tool, you may want to upgrade quickly to other tools that are more specific and durable. Combined with the &#039;&#039;&#039;[[Wooden Mallet]]&#039;&#039;&#039;, a player could gather every resource and build every block available in survival right now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Details&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&#039;&#039;Durability:&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
;&#039;&#039;&#039;Research Required to Create:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
;&#039;&#039;&#039;Resources Required to Create:&#039;&#039;&#039;&lt;br /&gt;
*3 &#039;&#039;&#039;[[Wooden Stick]]&#039;&#039;&#039;&lt;br /&gt;
*1 &#039;&#039;&#039;[[Small Stone]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Yurand</name></author>
	</entry>
	<entry>
		<id>https://medievalengineerswiki.com/index.php?title=File:StoneAxe0.5.png&amp;diff=437</id>
		<title>File:StoneAxe0.5.png</title>
		<link rel="alternate" type="text/html" href="https://medievalengineerswiki.com/index.php?title=File:StoneAxe0.5.png&amp;diff=437"/>
		<updated>2017-02-09T17:05:26Z</updated>

		<summary type="html">&lt;p&gt;Yurand: Stone Axe Icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stone Axe Icon&lt;/div&gt;</summary>
		<author><name>Yurand</name></author>
	</entry>
</feed>