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		<updated>2026-09-01T10:19:28Z</updated>
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	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Save_File_Editing&amp;diff=1824</id>
		<title>Save File Editing</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Save_File_Editing&amp;diff=1824"/>
				<updated>2018-02-03T14:32:14Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: Described filepaths better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When saving a match or map in Castle Story, it creates or overwrites a &amp;quot;savefile&amp;quot;, which is actually a folder containing various kinds of data. Editing this data outside of the game allows for interesting results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{warning|Changing save data can cause unexpected issues and possibly corrupt/delete your save file. You modify the data at your own risk.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
&lt;br /&gt;
In order to find your savefile, go to your Castle Story installation directory. On Steam, you can use Castle Story -&amp;gt; Properties -&amp;gt; Browse Local Files. When you're there, go to &amp;quot;Castle Story / Info / Saves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before editing a savefile, it is a good idea to make a back-up of it. Just copy the entire folder to a different location, from where you can copy it back into the game if necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When accessing a savefile while using it in-game, it is important to close the savefile entirely before trying to save over it. If the game tries to overwrite a savefile, but the folder is opened in any way (including Windows File Explorer), then it will fail and instead delete the entire file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most data is saved as JavaScript Object Notation (json). Editing json requires any text editor. Some data is saved as PNG images. Editing png requires any image editor, preferably one that understands transparency.&lt;br /&gt;
&lt;br /&gt;
==meta.json==&lt;br /&gt;
&lt;br /&gt;
This json file contains information regarding the savefile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;__PLAYABLECONTEXT&amp;quot;: A byte value of, as of yet, unknown purpose&lt;br /&gt;
*&amp;quot;__SAVETYPE&amp;quot;: A string value saying what kind of savefile this is (e.g. Map, Manual Save, Autosave)&lt;br /&gt;
*&amp;quot;__CODENAME&amp;quot;: A string with seemingly no purpose&lt;br /&gt;
*&amp;quot;__WORKSHOPID&amp;quot;: The ID of the map on the Steam Workshop, if available&lt;br /&gt;
*&amp;quot;__LASTPLAYED_GAMEMODE&amp;quot;: A string name of the gamemode (e.g. invasion)&lt;br /&gt;
*&amp;quot;__DISPLAYNAME&amp;quot;: A string used as the map (not safefile) name in-game&lt;br /&gt;
*&amp;quot;__RESTRICT_GAMEMODES&amp;quot;: boolean that's only true on Credit Island, normally false&lt;br /&gt;
*&amp;quot;__MAPSIZE&amp;quot;: A string giving the player an idea of the size (e.g. Medium)&lt;br /&gt;
*&amp;quot;__ASSETVERSION&amp;quot;: A number showing the asset version of the map (e.g. 23 at time of writing, game might update the savefile to a new version if possible)&lt;br /&gt;
*&amp;quot;__CUSTOMNAME&amp;quot;: A string used as the safefile (not map) name in-game&lt;br /&gt;
*&amp;quot;__CREATIONTIME&amp;quot;: A number showing the exact time the save was created,&lt;br /&gt;
*&amp;quot;__RATING&amp;quot;: A number between 0 and 1,&lt;br /&gt;
*&amp;quot;__DESCRIPTION&amp;quot;: A string to inform players of the map in greater detail,&lt;br /&gt;
*&amp;quot;__SUPPORTED_GAMEMODES&amp;quot;: A table containing cryptic gamemode data&lt;br /&gt;
*&amp;quot;__MAPTYPE&amp;quot;: A string showing what type of savefile this is (e.g. Map, Save), unlike &amp;quot;savetype&amp;quot;, &amp;quot;maptype&amp;quot; does not distinct between auto- and manual save.&lt;br /&gt;
*&amp;quot;__WORKSHOPTAGS&amp;quot;: A number representing the tags the map has on the workshop, if available&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heightmap.png==&lt;br /&gt;
&lt;br /&gt;
The heightmap is used not only as a preview of the terrain, it ''actually is'' the terrain data. As such, it is possible to change the terrain by changing the heightmap (e.g. copy an island).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Terrain data is encoded using the four PNG channels: '''R'''ed, '''G'''reen, '''B'''lue and '''A'''lpha (Transparency).&lt;br /&gt;
*'''A'''lpha determines if a pixel contains terrain or not. Transparent pixels are empty, Opaque pixels have terrain.&lt;br /&gt;
*'''G'''reen determines the height of the upside of the terrain (i.e. the walkable ground). The ground may be anywhere between 1 and 255 blocks high, but the difference is only noticable next to other terrain.&lt;br /&gt;
*'''R'''ed determines the height of the underside of the terrain. It may be anywhere between 0 and 254, similiar to Green.&lt;br /&gt;
*'''B'''lue determines the kind of grass. For example, 4 means dirt without grass.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Considering the above, higher terrain appears brighter, lower terrain appear darker. The edge of an island appears almost brown, but the inner area of an island has less &amp;quot;red&amp;quot; and more green. The blue is practically not noticable when looking at a heightmap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to edit the individual channels, an advanced image editor is needed. Additive and subtractive layer blend modes might help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==World Content==&lt;br /&gt;
&lt;br /&gt;
Resources have separate files with similiar formats. Locations (X,Z) are usually measured in pixels from the bottom-left of the heightmap, except for heights (Y), which are measured in 0-255 like the R and G of the heightmap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===trees.json===&lt;br /&gt;
&lt;br /&gt;
Every tree is a separate table with four values: X,Y and Z for location and S for size. The size is a whole number between 1 and 15.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===plants.json===&lt;br /&gt;
&lt;br /&gt;
Every plant/grass/herb is a separate table with (up to) five values: X,Y and Z for location, S for size and T for type. The size is a percent value between 0 and 1. The type is assumed to be normal plants. If T is given, the type will instead respond to the whole number of T.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===iron.json and pyrite.json===&lt;br /&gt;
&lt;br /&gt;
Every voxel/block of ore is a separate table with a &amp;quot;position&amp;quot; sub-table and a &amp;quot;growth&amp;quot; value. The position table contains X, Y and Z. The growth is a percent value between 0 and 1, with 1.0 being a fully-grown chunk of ore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===boulders.json===&lt;br /&gt;
&lt;br /&gt;
Every boulder is a separate table with a &amp;quot;positions&amp;quot; array, a &amp;quot;displayPosition&amp;quot; table, a &amp;quot;offset&amp;quot; table and &amp;quot;growth&amp;quot; and &amp;quot;variation&amp;quot; values. &amp;quot;positions&amp;quot; contains empty tables, four if it's a small (2x2) boulder or nine if it's a big (3x3) boulder. &amp;quot;displayPos&amp;quot; contains X,Y and Z of the center-point (float value, because 2x2 boulders have their center inbetween voxels). &amp;quot;offset&amp;quot; contains small X and Z modifiers (float values) between -0.5 and 0.5 voxels. The growth is a percent value between 0 and 1, with 1.0 being a full-sized boulder (not related to whether it's 2x2 or 3x3). &amp;quot;variaton&amp;quot; determines the visual variation of the boulder (which model to use).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==placedBlocks.json==&lt;br /&gt;
&lt;br /&gt;
Every brick, plank, brace, etc. is a separate table with a &amp;quot;p&amp;quot; table, a &amp;quot;R&amp;quot; table and a &amp;quot;type&amp;quot; value. &amp;quot;p&amp;quot; is the position in X,Y and Z. &amp;quot;R&amp;quot; is the rotation in Quaternion (used by Unity). &amp;quot;type&amp;quot; is the ID number of the block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can build in your custom maps using save file editing: First, save the map, then start a sandbox game with it. Now enable debug mode and build. When you are done, save and copy the placedBlocks.json from the sandbox, then place it in the UGC map.[http://forums.castlestory.net/discussion/comment/971/#Comment_971 &amp;lt;nowiki&amp;gt;[1]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RemovedVoxels.json==&lt;br /&gt;
&lt;br /&gt;
Every block of terrain that has been destroyed is saved in RemovedVoxels.json as a table containing just the X,Y and Z coordinates of the removed block. The voxel may later be populated with placedBlocks or gameobjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can remove voxels in custom maps using save file editing: First, save the map, then start a sandbox game with it. Now enable debug mode and destroy the voxels you don't want. When you are done, save and copy the RemovedVoxels.json from the sandbox, then place it in the UGC map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==This page is incomplete==&lt;br /&gt;
&lt;br /&gt;
There's more data not explained here, but the most important things are mentioned.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Save_File_Editing&amp;diff=1822</id>
		<title>Save File Editing</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Save_File_Editing&amp;diff=1822"/>
				<updated>2018-01-20T13:31:57Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: better paragraph spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When saving a match or map in Castle Story, it creates or overwrites a &amp;quot;savefile&amp;quot;, which is actually a folder containing various kinds of data. Editing this data outside of the game allows for interesting results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{warning|Changing save data can cause unexpected issues and possibly corrupt/delete your save file. You modify the data at your own risk.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
&lt;br /&gt;
Before editing a savefile, it is a good idea to make a back-up of it. Just copy the entire folder to a different location, from where you can copy it back into the game if necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When accessing a savefile while using it in-game, it is important to close the savefile entirely before trying to save over it. If the game tries to overwrite a savefile, but the folder is opened in any way (including Windows File Explorer), then it will fail and instead delete the entire file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most data is saved as JavaScript Object Notation (json). Editing json requires any text editor. Some data is saved as PNG images. Editing png requires any image editor, preferably one that understands transparency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==meta.json==&lt;br /&gt;
&lt;br /&gt;
This json file contains information regarding the savefile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;__PLAYABLECONTEXT&amp;quot;: A byte value of, as of yet, unknown purpose&lt;br /&gt;
*&amp;quot;__SAVETYPE&amp;quot;: A string value saying what kind of savefile this is (e.g. Map, Manual Save, Autosave)&lt;br /&gt;
*&amp;quot;__CODENAME&amp;quot;: A string with seemingly no purpose&lt;br /&gt;
*&amp;quot;__WORKSHOPID&amp;quot;: The ID of the map on the Steam Workshop, if available&lt;br /&gt;
*&amp;quot;__LASTPLAYED_GAMEMODE&amp;quot;: A string name of the gamemode (e.g. invasion)&lt;br /&gt;
*&amp;quot;__DISPLAYNAME&amp;quot;: A string used as the map (not safefile) name in-game&lt;br /&gt;
*&amp;quot;__RESTRICT_GAMEMODES&amp;quot;: boolean that's only true on Credit Island, normally false&lt;br /&gt;
*&amp;quot;__MAPSIZE&amp;quot;: A string giving the player an idea of the size (e.g. Medium)&lt;br /&gt;
*&amp;quot;__ASSETVERSION&amp;quot;: A number showing the asset version of the map (e.g. 23 at time of writing, game might update the savefile to a new version if possible)&lt;br /&gt;
*&amp;quot;__CUSTOMNAME&amp;quot;: A string used as the safefile (not map) name in-game&lt;br /&gt;
*&amp;quot;__CREATIONTIME&amp;quot;: A number showing the exact time the save was created,&lt;br /&gt;
*&amp;quot;__RATING&amp;quot;: A number between 0 and 1,&lt;br /&gt;
*&amp;quot;__DESCRIPTION&amp;quot;: A string to inform players of the map in greater detail,&lt;br /&gt;
*&amp;quot;__SUPPORTED_GAMEMODES&amp;quot;: A table containing cryptic gamemode data&lt;br /&gt;
*&amp;quot;__MAPTYPE&amp;quot;: A string showing what type of savefile this is (e.g. Map, Save), unlike &amp;quot;savetype&amp;quot;, &amp;quot;maptype&amp;quot; does not distinct between auto- and manual save.&lt;br /&gt;
*&amp;quot;__WORKSHOPTAGS&amp;quot;: A number representing the tags the map has on the workshop, if available&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heightmap.png==&lt;br /&gt;
&lt;br /&gt;
The heightmap is used not only as a preview of the terrain, it ''actually is'' the terrain data. As such, it is possible to change the terrain by changing the heightmap (e.g. copy an island).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Terrain data is encoded using the four PNG channels: '''R'''ed, '''G'''reen, '''B'''lue and '''A'''lpha (Transparency).&lt;br /&gt;
*'''A'''lpha determines if a pixel contains terrain or not. Transparent pixels are empty, Opaque pixels have terrain.&lt;br /&gt;
*'''G'''reen determines the height of the upside of the terrain (i.e. the walkable ground). The ground may be anywhere between 1 and 255 blocks high, but the difference is only noticable next to other terrain.&lt;br /&gt;
*'''R'''ed determines the height of the underside of the terrain. It may be anywhere between 0 and 254, similiar to Green.&lt;br /&gt;
*'''B'''lue determines the kind of grass. For example, 4 means dirt without grass.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Considering the above, higher terrain appears brighter, lower terrain appear darker. The edge of an island appears almost brown, but the inner area of an island has less &amp;quot;red&amp;quot; and more green. The blue is practically not noticable when looking at a heightmap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to edit the individual channels, an advanced image editor is needed. Additive and subtractive layer blend modes might help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==World Content==&lt;br /&gt;
&lt;br /&gt;
Resources have separate files with similiar formats. Locations (X,Z) are usually measured in pixels from the bottom-left of the heightmap, except for heights (Y), which are measured in 0-255 like the R and G of the heightmap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===trees.json===&lt;br /&gt;
&lt;br /&gt;
Every tree is a separate table with four values: X,Y and Z for location and S for size. The size is a whole number between 1 and 15.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===plants.json===&lt;br /&gt;
&lt;br /&gt;
Every plant/grass/herb is a separate table with (up to) five values: X,Y and Z for location, S for size and T for type. The size is a percent value between 0 and 1. The type is assumed to be normal plants. If T is given, the type will instead respond to the whole number of T.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===iron.json and pyrite.json===&lt;br /&gt;
&lt;br /&gt;
Every voxel/block of ore is a separate table with a &amp;quot;position&amp;quot; sub-table and a &amp;quot;growth&amp;quot; value. The position table contains X, Y and Z. The growth is a percent value between 0 and 1, with 1.0 being a fully-grown chunk of ore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===boulders.json===&lt;br /&gt;
&lt;br /&gt;
Every boulder is a separate table with a &amp;quot;positions&amp;quot; array, a &amp;quot;displayPosition&amp;quot; table, a &amp;quot;offset&amp;quot; table and &amp;quot;growth&amp;quot; and &amp;quot;variation&amp;quot; values. &amp;quot;positions&amp;quot; contains empty tables, four if it's a small (2x2) boulder or nine if it's a big (3x3) boulder. &amp;quot;displayPos&amp;quot; contains X,Y and Z of the center-point (float value, because 2x2 boulders have their center inbetween voxels). &amp;quot;offset&amp;quot; contains small X and Z modifiers (float values) between -0.5 and 0.5 voxels. The growth is a percent value between 0 and 1, with 1.0 being a full-sized boulder (not related to whether it's 2x2 or 3x3). &amp;quot;variaton&amp;quot; determines the visual variation of the boulder (which model to use).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==placedBlocks.json==&lt;br /&gt;
&lt;br /&gt;
Every brick, plank, brace, etc. is a separate table with a &amp;quot;p&amp;quot; table, a &amp;quot;R&amp;quot; table and a &amp;quot;type&amp;quot; value. &amp;quot;p&amp;quot; is the position in X,Y and Z. &amp;quot;R&amp;quot; is the rotation in Quaternion (used by Unity). &amp;quot;type&amp;quot; is the ID number of the block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can build in your custom maps using save file editing: First, save the map, then start a sandbox game with it. Now enable debug mode and build. When you are done, save and copy the placedBlocks.json from the sandbox, then place it in the UGC map.[http://forums.castlestory.net/discussion/comment/971/#Comment_971 &amp;lt;nowiki&amp;gt;[1]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RemovedVoxels.json==&lt;br /&gt;
&lt;br /&gt;
Every block of terrain that has been destroyed is saved in RemovedVoxels.json as a table containing just the X,Y and Z coordinates of the removed block. The voxel may later be populated with placedBlocks or gameobjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can remove voxels in custom maps using save file editing: First, save the map, then start a sandbox game with it. Now enable debug mode and destroy the voxels you don't want. When you are done, save and copy the RemovedVoxels.json from the sandbox, then place it in the UGC map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==This page is incomplete==&lt;br /&gt;
&lt;br /&gt;
There's more data not explained here, but the most important things are mentioned.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Save_File_Editing&amp;diff=1821</id>
		<title>Save File Editing</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Save_File_Editing&amp;diff=1821"/>
				<updated>2018-01-20T13:28:34Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: added placedBlocks and RemovedVoxels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When saving a match or map in Castle Story, it creates or overwrites a &amp;quot;savefile&amp;quot;, which is actually a folder containing various kinds of data. Editing this data outside of the game allows for interesting results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{warning|Changing save data can cause unexpected issues and possibly corrupt/delete your save file. You modify the data at your own risk.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
&lt;br /&gt;
Before editing a savefile, it is a good idea to make a back-up of it. Just copy the entire folder to a different location, from where you can copy it back into the game if necessary.&lt;br /&gt;
&lt;br /&gt;
When accessing a savefile while using it in-game, it is important to close the savefile entirely before trying to save over it. If the game tries to overwrite a savefile, but the folder is opened in any way (including Windows File Explorer), then it will fail and instead delete the entire file.&lt;br /&gt;
&lt;br /&gt;
Most data is saved as JavaScript Object Notation (json). Editing json requires any text editor. Some data is saved as PNG images. Editing png requires any image editor, preferably one that understands transparency.&lt;br /&gt;
&lt;br /&gt;
==meta.json==&lt;br /&gt;
&lt;br /&gt;
This json file contains information regarding the savefile&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;__PLAYABLECONTEXT&amp;quot;: A byte value of, as of yet, unknown purpose&lt;br /&gt;
*&amp;quot;__SAVETYPE&amp;quot;: A string value saying what kind of savefile this is (e.g. Map, Manual Save, Autosave)&lt;br /&gt;
*&amp;quot;__CODENAME&amp;quot;: A string with seemingly no purpose&lt;br /&gt;
*&amp;quot;__WORKSHOPID&amp;quot;: The ID of the map on the Steam Workshop, if available&lt;br /&gt;
*&amp;quot;__LASTPLAYED_GAMEMODE&amp;quot;: A string name of the gamemode (e.g. invasion)&lt;br /&gt;
*&amp;quot;__DISPLAYNAME&amp;quot;: A string used as the map (not safefile) name in-game&lt;br /&gt;
*&amp;quot;__RESTRICT_GAMEMODES&amp;quot;: boolean that's only true on Credit Island, normally false&lt;br /&gt;
*&amp;quot;__MAPSIZE&amp;quot;: A string giving the player an idea of the size (e.g. Medium)&lt;br /&gt;
*&amp;quot;__ASSETVERSION&amp;quot;: A number showing the asset version of the map (e.g. 23 at time of writing, game might update the savefile to a new version if possible)&lt;br /&gt;
*&amp;quot;__CUSTOMNAME&amp;quot;: A string used as the safefile (not map) name in-game&lt;br /&gt;
*&amp;quot;__CREATIONTIME&amp;quot;: A number showing the exact time the save was created,&lt;br /&gt;
*&amp;quot;__RATING&amp;quot;: A number between 0 and 1,&lt;br /&gt;
*&amp;quot;__DESCRIPTION&amp;quot;: A string to inform players of the map in greater detail,&lt;br /&gt;
*&amp;quot;__SUPPORTED_GAMEMODES&amp;quot;: A table containing cryptic gamemode data&lt;br /&gt;
*&amp;quot;__MAPTYPE&amp;quot;: A string showing what type of savefile this is (e.g. Map, Save), unlike &amp;quot;savetype&amp;quot;, &amp;quot;maptype&amp;quot; does not distinct between auto- and manual save.&lt;br /&gt;
*&amp;quot;__WORKSHOPTAGS&amp;quot;: A number representing the tags the map has on the workshop, if available&lt;br /&gt;
&lt;br /&gt;
==Heightmap.png==&lt;br /&gt;
&lt;br /&gt;
The heightmap is used not only as a preview of the terrain, it ''actually is'' the terrain data. As such, it is possible to change the terrain by changing the heightmap (e.g. copy an island).&lt;br /&gt;
&lt;br /&gt;
Terrain data is encoded using the four PNG channels: '''R'''ed, '''G'''reen, '''B'''lue and '''A'''lpha (Transparency).&lt;br /&gt;
*'''A'''lpha determines if a pixel contains terrain or not. Transparent pixels are empty, Opaque pixels have terrain.&lt;br /&gt;
*'''G'''reen determines the height of the upside of the terrain (i.e. the walkable ground). The ground may be anywhere between 1 and 255 blocks high, but the difference is only noticable next to other terrain.&lt;br /&gt;
*'''R'''ed determines the height of the underside of the terrain. It may be anywhere between 0 and 254, similiar to Green.&lt;br /&gt;
*'''B'''lue determines the kind of grass. For example, 4 means dirt without grass.&lt;br /&gt;
&lt;br /&gt;
Considering the above, higher terrain appears brighter, lower terrain appear darker. The edge of an island appears almost brown, but the inner area of an island has less &amp;quot;red&amp;quot; and more green. The blue is practically not noticable when looking at a heightmap.&lt;br /&gt;
&lt;br /&gt;
In order to edit the individual channels, an advanced image editor is needed. Additive and subtractive layer blend modes might help.&lt;br /&gt;
&lt;br /&gt;
==World Content==&lt;br /&gt;
&lt;br /&gt;
Resources have separate files with similiar formats. Locations (X,Z) are usually measured in pixels from the bottom-left of the heightmap, except for heights (Y), which are measured in 0-255 like the R and G of the heightmap.&lt;br /&gt;
&lt;br /&gt;
===trees.json===&lt;br /&gt;
&lt;br /&gt;
Every tree is a separate table with four values: X,Y and Z for location and S for size. The size is a whole number between 1 and 15.&lt;br /&gt;
&lt;br /&gt;
===plants.json===&lt;br /&gt;
&lt;br /&gt;
Every plant/grass/herb is a separate table with (up to) five values: X,Y and Z for location, S for size and T for type. The size is a percent value between 0 and 1. The type is assumed to be normal plants. If T is given, the type will instead respond to the whole number of T.&lt;br /&gt;
&lt;br /&gt;
===iron.json and pyrite.json===&lt;br /&gt;
&lt;br /&gt;
Every voxel/block of ore is a separate table with a &amp;quot;position&amp;quot; sub-table and a &amp;quot;growth&amp;quot; value. The position table contains X, Y and Z. The growth is a percent value between 0 and 1, with 1.0 being a fully-grown chunk of ore.&lt;br /&gt;
&lt;br /&gt;
===boulders.json===&lt;br /&gt;
&lt;br /&gt;
Every boulder is a separate table with a &amp;quot;positions&amp;quot; array, a &amp;quot;displayPosition&amp;quot; table, a &amp;quot;offset&amp;quot; table and &amp;quot;growth&amp;quot; and &amp;quot;variation&amp;quot; values. &amp;quot;positions&amp;quot; contains empty tables, four if it's a small (2x2) boulder or nine if it's a big (3x3) boulder. &amp;quot;displayPos&amp;quot; contains X,Y and Z of the center-point (float value, because 2x2 boulders have their center inbetween voxels). &amp;quot;offset&amp;quot; contains small X and Z modifiers (float values) between -0.5 and 0.5 voxels. The growth is a percent value between 0 and 1, with 1.0 being a full-sized boulder (not related to whether it's 2x2 or 3x3). &amp;quot;variaton&amp;quot; determines the visual variation of the boulder (which model to use).&lt;br /&gt;
&lt;br /&gt;
==placedBlocks.json==&lt;br /&gt;
&lt;br /&gt;
Every brick, plank, brace, etc. is a separate table with a &amp;quot;p&amp;quot; table, a &amp;quot;R&amp;quot; table and a &amp;quot;type&amp;quot; value. &amp;quot;p&amp;quot; is the position in X,Y and Z. &amp;quot;R&amp;quot; is the rotation in Quaternion (used by Unity). &amp;quot;type&amp;quot; is the ID number of the block.&lt;br /&gt;
&lt;br /&gt;
You can build in your custom maps using save file editing: First, save the map, then start a sandbox game with it. Now enable debug mode and build. When you are done, save and copy the placedBlocks.json from the sandbox, then place it in the UGC map.[http://forums.castlestory.net/discussion/comment/971/#Comment_971 &amp;lt;nowiki&amp;gt;[1]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==RemovedVoxels.json==&lt;br /&gt;
&lt;br /&gt;
Every block of terrain that has been destroyed is saved in RemovedVoxels.json as a table containing just the X,Y and Z coordinates of the removed block. The voxel may later be populated with placedBlocks or gameobjects.&lt;br /&gt;
&lt;br /&gt;
You can remove voxels in custom maps using save file editing: First, save the map, then start a sandbox game with it. Now enable debug mode and destroy the voxels you don't want. When you are done, save and copy the RemovedVoxels.json from the sandbox, then place it in the UGC map.&lt;br /&gt;
&lt;br /&gt;
==This page is incomplete==&lt;br /&gt;
&lt;br /&gt;
There's more data not explained here, but the most important things are mentioned.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=World_Editor&amp;diff=1820</id>
		<title>World Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=World_Editor&amp;diff=1820"/>
				<updated>2018-01-20T11:16:45Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: link to save file editing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The World Editor is a powerful tool for creating your own custom map or editing existing ones! It is found in the main menu. To enter it, select &amp;quot;New Map&amp;quot; or a map you want to edit, then hit the &amp;quot;Edit&amp;quot; button (where normally would be a &amp;quot;Play&amp;quot; button).&lt;br /&gt;
&lt;br /&gt;
Not everything is possible in the World Editor. For specific tasks, [[Save File Editing]] is necessary.&lt;br /&gt;
&lt;br /&gt;
=Controls=&lt;br /&gt;
&lt;br /&gt;
Most controls are the same as in normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=Main Tabs=&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-terrain.png|right]]&lt;br /&gt;
==Terrain==&lt;br /&gt;
&lt;br /&gt;
This section is not finished.&lt;br /&gt;
[[File:Worldeditor-terrain-sub.png]]&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-markers.png|right]]&lt;br /&gt;
==Markers==&lt;br /&gt;
&lt;br /&gt;
Markers tell the game where to put more special things. As of 1.0.5, there are &amp;quot;Player&amp;quot;, &amp;quot;Crystal&amp;quot; and &amp;quot;Enemy&amp;quot; markers. Player markers are where the [[Home Crystal]] can appear. Crystal markers are where Shards or Gems will appear. Enemy markers are where [[Corruptron]] spawn in [[Invasion]] mode.&lt;br /&gt;
&lt;br /&gt;
Markers can be placed by selecting the marker type and the clicking on the desired location. Markers have unique names and are shown in a list, from which they can be deleted again.&lt;br /&gt;
&lt;br /&gt;
=Utility Tabs=&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-time.png|right]]&lt;br /&gt;
==Time==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Time&amp;quot; tab allows the day-night-cycle to be paused/resumed. It also has a &amp;quot;now&amp;quot; slider to set the current phase.&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-map.png|right]]&lt;br /&gt;
==Map==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Map&amp;quot; tab shows a live-map of the island, ignoring height but showing grass types. It automatically scales to fit the entire terrain.&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-grid.png|right]]&lt;br /&gt;
==Grid==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Grid&amp;quot; tab allows toggling a voxel grid on or off (always shown when creating terrain). The opacity can be changed (50% means half-transparent, 100% means very visible). Additionally, the grid height can be locked to the camera or a fixed height.&lt;br /&gt;
&lt;br /&gt;
The grid can be hidden while creating terrain by setting the opacity to 0% and toggling it on.&lt;br /&gt;
&lt;br /&gt;
=File Tabs=&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-modes.png|right]]&lt;br /&gt;
==Modes==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Modes&amp;quot; tab shows a checklist of what gamemodes can be played on this map and which criteria are met. As of v1.0.5, all criteria are &amp;quot;at least X markers of Y type&amp;quot;. The amount of markers currently in use and the amount needed are shown.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Credit Island&amp;quot; is shown as a gamemode, but its only criteria is &amp;quot;No&amp;quot; and never met.&lt;br /&gt;
&lt;br /&gt;
The checklist is sorted alphabetically descending (Z-A).&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-save.png|right]]&lt;br /&gt;
==Save==&lt;br /&gt;
&lt;br /&gt;
The ability to save changes is unarguably the most important function of the entire World Editor. The map can be saved at any time.&lt;br /&gt;
&lt;br /&gt;
The world can be given a name, a description and an icon (based on current camera view).&lt;br /&gt;
&lt;br /&gt;
If a game- or workshop world has been edited, the new world will be saved as a new file. If a user-generated world has been edited, the old file will be overwritten.&lt;br /&gt;
&lt;br /&gt;
Caution: If you are editing the save files externally (e.g. using textpad), close the file explorer before saving! Else, the save will fail and the game will delete the entire folder, forcing you to lose the world permamently.&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-workshop.png|right]]&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
Worlds can be published directly to Steam Workshop (if the game is running via Steam). Before doing so, it is advisable, but not necessary, to give the map an unique name and icon. When publishing, the map will first be saved, then uploaded. After uploading, the publisher can open the world's Workshop page and add more screenshots, etc.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Save_File_Editing&amp;diff=1819</id>
		<title>Save File Editing</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Save_File_Editing&amp;diff=1819"/>
				<updated>2018-01-20T11:13:57Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: Created page with &amp;quot;When saving a match or map in Castle Story, it creates or overwrites a &amp;quot;savefile&amp;quot;, which is actually a folder containing various kinds of data. Editing this data outside of th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When saving a match or map in Castle Story, it creates or overwrites a &amp;quot;savefile&amp;quot;, which is actually a folder containing various kinds of data. Editing this data outside of the game allows for interesting results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{warning|Changing save data can cause unexpected issues and possibly corrupt/delete your save file. You modify the data at your own risk.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
&lt;br /&gt;
Before editing a savefile, it is a good idea to make a back-up of it. Just copy the entire folder to a different location, from where you can copy it back into the game if necessary.&lt;br /&gt;
&lt;br /&gt;
When accessing a savefile while using it in-game, it is important to close the savefile entirely before trying to save over it. If the game tries to overwrite a savefile, but the folder is opened in any way (including Windows File Explorer), then it will fail and instead delete the entire file.&lt;br /&gt;
&lt;br /&gt;
Most data is saved as JavaScript Object Notation (json). Editing json requires any text editor. Some data is saved as PNG images. Editing png requires any image editor, preferably one that understands transparency.&lt;br /&gt;
&lt;br /&gt;
==meta.json==&lt;br /&gt;
&lt;br /&gt;
This json file contains information regarding the savefile&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;__PLAYABLECONTEXT&amp;quot;: A byte value of, as of yet, unknown purpose&lt;br /&gt;
*&amp;quot;__SAVETYPE&amp;quot;: A string value saying what kind of savefile this is (e.g. Map, Manual Save, Autosave)&lt;br /&gt;
*&amp;quot;__CODENAME&amp;quot;: A string with seemingly no purpose&lt;br /&gt;
*&amp;quot;__WORKSHOPID&amp;quot;: The ID of the map on the Steam Workshop, if available&lt;br /&gt;
*&amp;quot;__LASTPLAYED_GAMEMODE&amp;quot;: A string name of the gamemode (e.g. invasion)&lt;br /&gt;
*&amp;quot;__DISPLAYNAME&amp;quot;: A string used as the map (not safefile) name in-game&lt;br /&gt;
*&amp;quot;__RESTRICT_GAMEMODES&amp;quot;: boolean that's only true on Credit Island, normally false&lt;br /&gt;
*&amp;quot;__MAPSIZE&amp;quot;: A string giving the player an idea of the size (e.g. Medium)&lt;br /&gt;
*&amp;quot;__ASSETVERSION&amp;quot;: A number showing the asset version of the map (e.g. 23 at time of writing, game might update the savefile to a new version if possible)&lt;br /&gt;
*&amp;quot;__CUSTOMNAME&amp;quot;: A string used as the safefile (not map) name in-game&lt;br /&gt;
*&amp;quot;__CREATIONTIME&amp;quot;: A number showing the exact time the save was created,&lt;br /&gt;
*&amp;quot;__RATING&amp;quot;: A number between 0 and 1,&lt;br /&gt;
*&amp;quot;__DESCRIPTION&amp;quot;: A string to inform players of the map in greater detail,&lt;br /&gt;
*&amp;quot;__SUPPORTED_GAMEMODES&amp;quot;: A table containing cryptic gamemode data&lt;br /&gt;
*&amp;quot;__MAPTYPE&amp;quot;: A string showing what type of savefile this is (e.g. Map, Save), unlike &amp;quot;savetype&amp;quot;, &amp;quot;maptype&amp;quot; does not distinct between auto- and manual save.&lt;br /&gt;
*&amp;quot;__WORKSHOPTAGS&amp;quot;: A number representing the tags the map has on the workshop, if available&lt;br /&gt;
&lt;br /&gt;
==Heightmap.png==&lt;br /&gt;
&lt;br /&gt;
The heightmap is used not only as a preview of the terrain, it ''actually is'' the terrain data. As such, it is possible to change the terrain by changing the heightmap (e.g. copy an island).&lt;br /&gt;
&lt;br /&gt;
Terrain data is encoded using the four PNG channels: '''R'''ed, '''G'''reen, '''B'''lue and '''A'''lpha (Transparency).&lt;br /&gt;
*'''A'''lpha determines if a pixel contains terrain or not. Transparent pixels are empty, Opaque pixels have terrain.&lt;br /&gt;
*'''G'''reen determines the height of the upside of the terrain (i.e. the walkable ground). The ground may be anywhere between 1 and 255 blocks high, but the difference is only noticable next to other terrain.&lt;br /&gt;
*'''R'''ed determines the height of the underside of the terrain. It may be anywhere between 0 and 254, similiar to Green.&lt;br /&gt;
*'''B'''lue determines the kind of grass. For example, 4 means dirt without grass.&lt;br /&gt;
&lt;br /&gt;
Considering the above, higher terrain appears brighter, lower terrain appear darker. The edge of an island appears almost brown, but the inner area of an island has less &amp;quot;red&amp;quot; and more green. The blue is practically not noticable when looking at a heightmap.&lt;br /&gt;
&lt;br /&gt;
In order to edit the individual channels, an advanced image editor is needed. Additive and subtractive layer blend modes might help.&lt;br /&gt;
&lt;br /&gt;
==World Content==&lt;br /&gt;
&lt;br /&gt;
Resources have separate files with similiar formats. Locations (X,Z) are usually measured in pixels from the bottom-left of the heightmap, except for heights (Y), which are measured in 0-255 like the R and G of the heightmap.&lt;br /&gt;
&lt;br /&gt;
===trees.json===&lt;br /&gt;
&lt;br /&gt;
Every tree is a separate table with four values: X,Y and Z for location and S for size. The size is a whole number between 1 and 15.&lt;br /&gt;
&lt;br /&gt;
===plants.json===&lt;br /&gt;
&lt;br /&gt;
Every plant/grass/herb is a separate table with (up to) five values: X,Y and Z for location, S for size and T for type. The size is a percent value between 0 and 1. The type is assumed to be normal plants. If T is given, the type will instead respond to the whole number of T.&lt;br /&gt;
&lt;br /&gt;
===iron.json and pyrite.json===&lt;br /&gt;
&lt;br /&gt;
Every voxel/block of ore is a separate table with a &amp;quot;position&amp;quot; sub-table and a &amp;quot;growth&amp;quot; value. The position table contains X, Y and Z. The growth is a percent value between 0 and 1, with 1.0 being a fully-grown chunk of ore.&lt;br /&gt;
&lt;br /&gt;
===boulders.json===&lt;br /&gt;
&lt;br /&gt;
Every boulder is a separate table with a &amp;quot;positions&amp;quot; array, a &amp;quot;displayPosition&amp;quot; table, a &amp;quot;offset&amp;quot; table and &amp;quot;growth&amp;quot; and &amp;quot;variation&amp;quot; values. &amp;quot;positions&amp;quot; contains empty tables, four if it's a small (2x2) boulder or nine if it's a big (3x3) boulder. &amp;quot;displayPos&amp;quot; contains X,Y and Z of the center-point (float value, because 2x2 boulders have their center inbetween voxels). &amp;quot;offset&amp;quot; contains small X and Z modifiers (float values) between -0.5 and 0.5 voxels. The growth is a percent value between 0 and 1, with 1.0 being a full-sized boulder (not related to whether it's 2x2 or 3x3). &amp;quot;variaton&amp;quot; determines the visual variation of the boulder (which model to use).&lt;br /&gt;
&lt;br /&gt;
==This page is incomplete==&lt;br /&gt;
&lt;br /&gt;
There's more data not explained here, but the most important things are mentioned.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Pylon_Ward&amp;diff=1806</id>
		<title>Pylon Ward</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Pylon_Ward&amp;diff=1806"/>
				<updated>2017-12-18T17:44:48Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: note about FoW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|label1 = Required:&lt;br /&gt;
|data1 = 1 Iron Ingot&amp;lt;br/ &amp;gt;10 Brimstones&lt;br /&gt;
|image = [[file:PylonWard.jpg|259px]]}}&lt;br /&gt;
&lt;br /&gt;
All wards except for the [[Capture Ward]] require to be near a player-owned [[Crystal]] or [[Shard]] in order to be activated. If they are too far from a Crystal, they can be activated by linking them to one with a Pylon Ward.&lt;br /&gt;
&lt;br /&gt;
Essentially, Pylon Wards serve as a sort of extension cord to link far-away wards to one of the player's [[Crystal]] or [[Shard]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
Pylon Wards can be built both on the ground or on the side of a vertical surface such as a wall or a cliffside. Pylons must be within 19 voxels of the crystal, shard or other ward in order to be linked to them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
In multiplayer PvP, destroying a player's Pylon could break a chain that is powering up his [[Sentinel Wards]] and poke a hole through their defense!&lt;br /&gt;
&lt;br /&gt;
Pylons can be used to remove [[Fog of War]] in an area.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=World_Editor&amp;diff=1793</id>
		<title>World Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=World_Editor&amp;diff=1793"/>
				<updated>2017-12-16T14:12:47Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: image position improved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The World Editor is a powerful tool for creating your own custom map or editing existing ones! It is found in the main menu. To enter it, select &amp;quot;New Map&amp;quot; or a map you want to edit, then hit the &amp;quot;Edit&amp;quot; button (where normally would be a &amp;quot;Play&amp;quot; button).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Controls=&lt;br /&gt;
&lt;br /&gt;
Most controls are the same as in normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=Main Tabs=&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-terrain.png|right]]&lt;br /&gt;
==Terrain==&lt;br /&gt;
&lt;br /&gt;
This section is not finished.&lt;br /&gt;
[[File:Worldeditor-terrain-sub.png]]&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-markers.png|right]]&lt;br /&gt;
==Markers==&lt;br /&gt;
&lt;br /&gt;
Markers tell the game where to put more special things. As of 1.0.5, there are &amp;quot;Player&amp;quot;, &amp;quot;Crystal&amp;quot; and &amp;quot;Enemy&amp;quot; markers. Player markers are where the [[Home Crystal]] can appear. Crystal markers are where Shards or Gems will appear. Enemy markers are where [[Corruptron]] spawn in [[Invasion]] mode.&lt;br /&gt;
&lt;br /&gt;
Markers can be placed by selecting the marker type and the clicking on the desired location. Markers have unique names and are shown in a list, from which they can be deleted again.&lt;br /&gt;
&lt;br /&gt;
=Utility Tabs=&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-time.png|right]]&lt;br /&gt;
==Time==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Time&amp;quot; tab allows the day-night-cycle to be paused/resumed. It also has a &amp;quot;now&amp;quot; slider to set the current phase.&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-map.png|right]]&lt;br /&gt;
==Map==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Map&amp;quot; tab shows a live-map of the island, ignoring height but showing grass types. It automatically scales to fit the entire terrain.&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-grid.png|right]]&lt;br /&gt;
==Grid==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Grid&amp;quot; tab allows toggling a voxel grid on or off (always shown when creating terrain). The opacity can be changed (50% means half-transparent, 100% means very visible). Additionally, the grid height can be locked to the camera or a fixed height.&lt;br /&gt;
&lt;br /&gt;
The grid can be hidden while creating terrain by setting the opacity to 0% and toggling it on.&lt;br /&gt;
&lt;br /&gt;
=File Tabs=&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-modes.png|right]]&lt;br /&gt;
==Modes==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Modes&amp;quot; tab shows a checklist of what gamemodes can be played on this map and which criteria are met. As of v1.0.5, all criteria are &amp;quot;at least X markers of Y type&amp;quot;. The amount of markers currently in use and the amount needed are shown.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Credit Island&amp;quot; is shown as a gamemode, but its only criteria is &amp;quot;No&amp;quot; and never met.&lt;br /&gt;
&lt;br /&gt;
The checklist is sorted alphabetically descending (Z-A).&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-save.png|right]]&lt;br /&gt;
==Save==&lt;br /&gt;
&lt;br /&gt;
The ability to save changes is unarguably the most important function of the entire World Editor. The map can be saved at any time.&lt;br /&gt;
&lt;br /&gt;
The world can be given a name, a description and an icon (based on current camera view).&lt;br /&gt;
&lt;br /&gt;
If a game- or workshop world has been edited, the new world will be saved as a new file. If a user-generated world has been edited, the old file will be overwritten.&lt;br /&gt;
&lt;br /&gt;
Caution: If you are editing the save files externally (e.g. using textpad), close the file explorer before saving! Else, the save will fail and the game will delete the entire folder, forcing you to lose the world permamently.&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-workshop.png|right]]&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
Worlds can be published directly to Steam Workshop (if the game is running via Steam). Before doing so, it is advisable, but not necessary, to give the map an unique name and icon. When publishing, the map will first be saved, then uploaded. After uploading, the publisher can open the world's Workshop page and add more screenshots, etc.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Brick&amp;diff=1792</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Brick&amp;diff=1792"/>
				<updated>2017-12-16T14:02:33Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: linked image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|label1 = Required:&lt;br /&gt;
|data1 = 1 Stone Brick&lt;br /&gt;
|image = [[file:Brick.jpg|259px]]}}&lt;br /&gt;
&lt;br /&gt;
The basic building block of any castle or fortress. Bricks are made when 80 [[stone]] is placed into a [[stockpile]]. They then can be used by Bricktrons for construction of your mighty castle or fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
The stone brick will automatically flatten the terrain it's being placed on, and around the brick. Bricks are best used in construction by staggering them. This prevents the loss of one brick from the immediate creation of a massive hole in one's wall.&lt;br /&gt;
&lt;br /&gt;
[[File:StaggeringBricks.jpg|400px]]&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Brick&amp;diff=1791</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Brick&amp;diff=1791"/>
				<updated>2017-12-16T14:02:25Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: linked image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|label1 = Required:&lt;br /&gt;
|data1 = 1 Stone Brick&lt;br /&gt;
|image = [[file:Brick.jpg|259px]]}}&lt;br /&gt;
&lt;br /&gt;
The basic building block of any castle or fortress. Bricks are made when 80 [[stone]] is placed into a [[stockpile]]. They then can be used by Bricktrons for construction of your mighty castle or fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
The stone brick will automatically flatten the terrain it's being placed on, and around the brick. Bricks are best used in construction by staggering them. This prevents the loss of one brick from the immediate creation of a massive hole in one's wall.&lt;br /&gt;
&lt;br /&gt;
[[StaggeringBricks.jpg|400px]]&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Brick&amp;diff=1790</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Brick&amp;diff=1790"/>
				<updated>2017-12-16T14:02:16Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: linked image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|label1 = Required:&lt;br /&gt;
|data1 = 1 Stone Brick&lt;br /&gt;
|image = [[file:Brick.jpg|259px]]}}&lt;br /&gt;
&lt;br /&gt;
The basic building block of any castle or fortress. Bricks are made when 80 [[stone]] is placed into a [[stockpile]]. They then can be used by Bricktrons for construction of your mighty castle or fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
The stone brick will automatically flatten the terrain it's being placed on, and around the brick. Bricks are best used in construction by staggering them. This prevents the loss of one brick from the immediate creation of a massive hole in one's wall.&lt;br /&gt;
&lt;br /&gt;
[[StaggeringBricks|400px]]&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=File:StaggeringBricks.jpg&amp;diff=1789</id>
		<title>File:StaggeringBricks.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=File:StaggeringBricks.jpg&amp;diff=1789"/>
				<updated>2017-12-16T14:01:02Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: Shows the difference between staggered and non-staggered (uniform) walls.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shows the difference between staggered and non-staggered (uniform) walls.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Weapon_Rack&amp;diff=1788</id>
		<title>Weapon Rack</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Weapon_Rack&amp;diff=1788"/>
				<updated>2017-12-16T13:28:37Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: added links and use help&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|label1 = Required:&lt;br /&gt;
|data1 = 6 Planks&lt;br /&gt;
|image = [[file:WeaponStand.jpg|259px]]}}&lt;br /&gt;
&lt;br /&gt;
The weapon rack is essential once you start crafting fighting unit kits. Once an item of your kit is done, your [[Bricktron]] will store that item on a weapon rack.&lt;br /&gt;
&lt;br /&gt;
Kits can't be mix up. If there is an item of one kit on the rack, no other kits can be put on it. For example, if there is one [[archer]] kit on a rack, a [[knight]] kit cannot be put on it and requires a second rack.&lt;br /&gt;
&lt;br /&gt;
You can store up to four kits in one weapon rack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
The weapon rack must be built on flat surfaces. It can be built on the ground, on [[bricks]] or on [[planks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Kits are put onto racks without player input required. A [[worker]] can be told to equip a kit by selecting him, then right-clicking on the rack. A military unit can stash its kit on a valid rack the same way.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Call to Arms&amp;quot; and &amp;quot;Return to Work&amp;quot; buttons tell [[Bricktrons]] to take/stash kits automatically.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Stockpile&amp;diff=1787</id>
		<title>Stockpile</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Stockpile&amp;diff=1787"/>
				<updated>2017-12-16T13:22:43Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: removed false info, added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|label1 = Required:&lt;br /&gt;
|data1 = 1 Log&amp;lt;br /&amp;gt;or&amp;lt;br /&amp;gt;2 Planks&lt;br /&gt;
|image = [[file:Stockpile155.jpg|259px]]}}&lt;br /&gt;
&lt;br /&gt;
Stockpiles are storage objects that allow [[Bricktrons]] to stash [[resources]] on.&lt;br /&gt;
&lt;br /&gt;
Stockpiles are necessary to turn stone into [[bricks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Stockpiles must be built on flat surfaces and occupy 2x2 voxels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Converting to Bricks ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile reaches 80 stones, they will turn into 4 bricks.&lt;br /&gt;
&lt;br /&gt;
It is possible to stop stones from automatically converting by opening the [[radial menu]] on a stockpile and releasing on the &amp;quot;Convert To&amp;quot; at the top of the radial menu. It is also possible to select several stockpiles and toggling the conversion to apply the change to them all at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stockpile Management ==&lt;br /&gt;
&lt;br /&gt;
Opening the [[radial menu]] on one or several stockpiles will allow you to specify which type of resource is allowed on it.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Resources&amp;diff=1786</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Resources&amp;diff=1786"/>
				<updated>2017-12-16T13:19:44Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: Redirected page to Bricks, Structures &amp;amp; Resources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bricks, Structures &amp;amp; Resources]]&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Bricks,_Structures_%26_Resources&amp;diff=1785</id>
		<title>Bricks, Structures &amp; Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Bricks,_Structures_%26_Resources&amp;diff=1785"/>
				<updated>2017-12-16T13:18:28Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Resources ==&lt;br /&gt;
&lt;br /&gt;
Resources are obtained by either harvesting or crafting and can be placed in stockpiles.&lt;br /&gt;
&lt;br /&gt;
Resources will not be collected if there is no place to use or store it, and will be dropped by the main crystal if the destination becomes full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Harvested Resources ===&lt;br /&gt;
&lt;br /&gt;
These resources can be collected with a [[Tasks#Harvest|harvest task]] placed over the area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Wood]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: WoodLogsOnGround.jpg|155px|link=Wood]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Stone]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: StoneBoulders.jpg|155px|link=Stone]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Iron]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: IronGround2.jpg|155px|link=Iron]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Brimstone]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: OrangeCrystalGround.jpg|155px|link=Brimstone]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Plant Fiber]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: PlantFiber.jpg|155px|link=Plant Fiber]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crafted Resources ===&lt;br /&gt;
&lt;br /&gt;
These resources can be made at different crafting and production structures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Plank]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: PlankItem.jpg|155px|link=Plank]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Fabric Roll]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: fabricroll.jpg|155px|link=Fabric Roll]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Rope]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: rope1.jpg|155px|link=Rope]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Iron Ingot]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: IronIngot.jpg|155px|link=Iron Ingot]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Glass Ingot]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: glass1.jpg|155px|link=Glass Ingot]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Bomb]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: bomb.jpg|155px|link=Bomb]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Cog]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Cog.jpg|155px|link=Cog]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
Allows you to collect things for future use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Stockpile]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Stockpile155.jpg|155px|link=Stockpile]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Weapon Rack]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: WeaponStand.jpg|155px|link=WeaponStand]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
&lt;br /&gt;
Used to turn raw materials into useful supplies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Chopping Block]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: choppingblock.jpg|155px|link=Chopping Block]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Furnace]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Furnace.jpg|155px|link=Furnace]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Loom]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: csloom.jpg|155px|link=Loom]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These crafting stations let you craft items such as weapon kits and wards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Workbench]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Workbench.jpg|155px|link=Workbench]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Forge]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: csforge.jpg|155px|link=Forge]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Machine Shop]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: csmachineshop.jpg|155px|link=Machine Shop]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Laboratory]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: cslaboratory.jpg|155px|link=Laboratory]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Altar]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: csaltar.jpg|155px|link=Altar]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
&lt;br /&gt;
These structures can be used to help build, protect, attack and expand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Rope Bridge]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: RopeBridge.jpg|155px|link=Rope Bridge]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Door]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Door155.jpg|155px|link=Door]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Catapult]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Catapult155.jpg|155px|link=Catapult]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Explosive Barrel]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Explosivebarrel155.jpg|155px|link=Explosive barrel]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Bear Trap]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Beartrap155.jpeg|155px|link=Bear Trap]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wards ===&lt;br /&gt;
&lt;br /&gt;
Wards are magical crystals that do various things when placed in the world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Pylon]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: PylonWard.jpg|155px|link=Pylon Ward]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Lantern]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: LanternWard.jpg|155px|link=Lantern Ward]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Sentinel]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: SentinelWard.jpg|155px|link=Sentinel Ward]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Healing Ward]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: HealingWard.jpg|155px|link=Healing Ward]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Capture Ward]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: CaptureWard.jpg|155px|link=Capture Ward]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wood ==&lt;br /&gt;
&lt;br /&gt;
Wood can be used to make elevated floors, walkways and ramps in your structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scaffolding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Log]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Logs.jpg|155px|link=Log]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Beam]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Beams.jpg|155px|link=Beam]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Wooden Column]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: WoodenColumn.jpg|155px|link=Wooden Column]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Brace]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Braces.jpg|155px|link=Brace]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wood Blocks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Plank]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Plank.jpg|155px|link=Plank]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Ramp]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Ramps.jpg|155px|link=Ramp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Ramp Junction]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: RampJunction.jpg|155px|link=Ramp Junction]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stone ==&lt;br /&gt;
&lt;br /&gt;
Stone is a strong building material that comes in various shapes and sizes.  All types cost the same amount of material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stone Blocks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Brick]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Brick.jpg|155px|link=Brick]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Half Brick]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Halfbrick.jpg|155px|link=Half Brick]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Stairs]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Stairs.jpg|155px|link=Stairs]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Arch]]&amp;lt;/b&amp;gt; &amp;lt;br / &amp;gt;&lt;br /&gt;
[[File: Arch.jpg|155px|link=Arch]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Stone Pillar]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Stonepillar.jpg|155px|link=Stone Pillar]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plugs ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Brick Plug]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Brickplug.jpg|155px|link=Brick Plug]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Round Bricks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Curved Right Brick]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Curvedrightbrick.jpg|155px|link=Curved Right Brick]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Curved Left Brick]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Curvedleftbrick.jpg|155px|link=Curved Left Brick]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Round Brick]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Roundbrick.jpg|155px|link=Round Brick]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Curved Brick]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Curvedbrick.jpg|155px|link=Curved Brick]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crenelations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Corbels]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: corbels.jpg|155px|link=Corbels]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Merlons]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: merlons.jpg|155px|link=Merlons]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Parapets]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: parapets.jpg|155px|link=Parapets]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: none;&amp;quot;&amp;gt;orange crystal metal brimstone ward wards sentinel capture pylon craft crafting bridge rope resource metal furnace oven smelt smelting&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Bricks,_Structures_%26_Resources&amp;diff=1784</id>
		<title>Bricks, Structures &amp; Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Bricks,_Structures_%26_Resources&amp;diff=1784"/>
				<updated>2017-12-16T13:16:21Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Resources ==&lt;br /&gt;
&lt;br /&gt;
Resources are obtained by either harvesting or crafting and can be placed in stockpiles.&lt;br /&gt;
&lt;br /&gt;
Resources will not be collected if there is no place to use or store it, and will be dropped by the main crystal if the destination becomes full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Harvested Resources ===&lt;br /&gt;
&lt;br /&gt;
These resources can be collected with a [[Tasks#Harvest|harvest task]] placed over the area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Wood]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: WoodLogsOnGround.jpg|155px|link=Wood]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Stone]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: StoneBoulders.jpg|155px|link=Stone]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Iron]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: IronGround2.jpg|155px|link=Iron]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Brimstone]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: OrangeCrystalGround.jpg|155px|link=Brimstone]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Plant Fiber]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: PlantFiber.jpg|155px|link=Plant Fiber]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crafted Resources ===&lt;br /&gt;
&lt;br /&gt;
These resources can be made at different crafting and production structures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Plank]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: PlankItem.jpg|155px|link=Plank]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Fabric Roll]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: fabricroll.jpg|155px|link=Fabric Roll]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Rope]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: rope1.jpg|155px|link=Rope]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Iron Ingot]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: IronIngot.jpg|155px|link=Iron Ingot]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Glass Ingot]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: glass1.jpg|155px|link=Glass Ingot]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Bomb]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: bomb.jpg|155px|link=Bomb]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center; margin-left: 4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Cog]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Cog.jpg|155px|link=Cog]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Click an image to read more about the structure.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
Allows you to collect things for future use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Stockpile&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Stockpile155.jpg|155px|link=Stockpile]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Weapon Rack&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: WeaponStand.jpg|155px|link=WeaponStand]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
&lt;br /&gt;
Used to turn raw materials into useful supplies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Chopping Block&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: choppingblock.jpg|155px|link=Chopping Block]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Furnace&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Furnace.jpg|155px|link=Furnace]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Loom&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: csloom.jpg|155px|link=Loom]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These crafting stations let you craft items such as weapon kits and wards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Workbench&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Workbench.jpg|155px|link=Workbench]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Forge&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: csforge.jpg|155px|link=Forge]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Machine Shop&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: csmachineshop.jpg|155px|link=Machine Shop]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Laboratory&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: cslaboratory.jpg|155px|link=Laboratory]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Altar&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: csaltar.jpg|155px|link=Altar]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
&lt;br /&gt;
These structures can be used to help build, protect, attack and expand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Rope Bridge&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: RopeBridge.jpg|155px|link=Rope Bridge]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Door&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Door155.jpg|155px|link=Door]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Catapult&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Catapult155.jpg|155px|link=Catapult]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Explosive Barrel&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Explosivebarrel155.jpg|155px|link=Explosive barrel]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bear Trap&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Beartrap155.jpeg|155px|link=Bear Trap]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wards ===&lt;br /&gt;
&lt;br /&gt;
Wards are magical crystals that do various things when placed in the world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Pylon]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: PylonWard.jpg|155px|link=Pylon Ward]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Lantern]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: LanternWard.jpg|155px|link=Lantern Ward]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Sentinel]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: SentinelWard.jpg|155px|link=Sentinel Ward]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Healing Ward]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: HealingWard.jpg|155px|link=Healing Ward]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Capture Ward]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: CaptureWard.jpg|155px|link=Capture Ward]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wood ==&lt;br /&gt;
&lt;br /&gt;
Wood can be used to make elevated floors, walkways and ramps in your structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scaffolding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Log]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Logs.jpg|155px|link=Log]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Beam]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Beams.jpg|155px|link=Beam]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Wooden Column]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: WoodenColumn.jpg|155px|link=Wooden Column]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Brace]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Braces.jpg|155px|link=Brace]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wood Blocks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Plank]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Plank.jpg|155px|link=Plank]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Ramp]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Ramps.jpg|155px|link=Ramp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Ramp Junction]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: RampJunction.jpg|155px|link=Ramp Junction]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stone ==&lt;br /&gt;
&lt;br /&gt;
Stone is a strong building material that comes in various shapes and sizes.  All types cost the same amount of material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stone Blocks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Brick]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Brick.jpg|155px|link=Brick]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Half Brick]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Halfbrick.jpg|155px|link=Half Brick]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Stairs]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Stairs.jpg|155px|link=Stairs]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Arch]]&amp;lt;/b&amp;gt; &amp;lt;br / &amp;gt;&lt;br /&gt;
[[File: Arch.jpg|155px|link=Arch]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Stone Pillar]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Stonepillar.jpg|155px|link=Stone Pillar]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Plugs ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Brick Plug]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Brickplug.jpg|155px|link=Brick Plug]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Round Bricks ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Curved Right Brick]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Curvedrightbrick.jpg|155px|link=Curved Right Brick]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Curved Left Brick]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Curvedleftbrick.jpg|155px|link=Curved Left Brick]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Round Brick]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Roundbrick.jpg|155px|link=Round Brick]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Curved Brick]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: Curvedbrick.jpg|155px|link=Curved Brick]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crenelations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Corbels]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: corbels.jpg|155px|link=Corbels]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Merlons]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: merlons.jpg|155px|link=Merlons]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 4px; width: 155px; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Parapets]]&amp;lt;/b&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File: parapets.jpg|155px|link=Parapets]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: none;&amp;quot;&amp;gt;orange crystal metal brimstone ward wards sentinel capture pylon craft crafting bridge rope resource metal furnace oven smelt smelting&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Worker&amp;diff=1783</id>
		<title>Worker</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Worker&amp;diff=1783"/>
				<updated>2017-12-16T13:14:55Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: Redirected page to Bricktrons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bricktrons]]&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Gamemodes&amp;diff=1782</id>
		<title>Gamemodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Gamemodes&amp;diff=1782"/>
				<updated>2017-12-16T13:14:36Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sandbox ==&lt;br /&gt;
Sandbox is a gamemode without any enemies, allowing you to take your time and build anything you'd like, without any restrictions or fear of being attacked. In multiplayer, however, it is possible to attack other players with certain dynamic objects such as catapults and [[explosive barrels]].&lt;br /&gt;
&lt;br /&gt;
== Invasion ==&lt;br /&gt;
In Invasion, formerly known as Survival, your objective is to survive as many waves of [[Corruptrons]] as possible. Every few minutes, a wave will begin and a horde of Corruptrons will attempt to destroy your [[Home Crystal]], which you must defend at all costs by building walls and preparing military units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The corruptrons can appear in several defined areas (&amp;quot;corruptron&amp;quot; markers in the map editor). Each wave, a random area is chosen and the corruptrons climb out of the ground without leaving behind any traces such as holes. Then, they run towards the Home Crystal until they find a different target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is no upper limit of waves. Eventually, you will be overrun, it's inevitable.&lt;br /&gt;
&lt;br /&gt;
== Conquest ==&lt;br /&gt;
In Conquest, you must slowly expand your territory by capturing [[shard]]s and defending them against enemies, who are also trying to expand. In order to win, you must capture or destroy your enemies' Home Crystals. If your [[Home Crystal]] is captured or destroyed, you will be defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Grab the Gems ==&lt;br /&gt;
Grab the Gems is a multiplayer gamemode which was remodelled after the Halloween exclusive 'Capture the Pumpkin' gamemode. Your aim is to be the first faction to collect 10 gems and place them in your [[Home Crystal]]. Gems are found in gem patches which are scattered throughout the map. When a game is started, the players will have to wait 12 minutes for gems to grow in 5 random spots. Each subsequent set of 5 randomly located gems will take only 8 minutes to grow until the game is over. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to Play'''&lt;br /&gt;
&lt;br /&gt;
When a game is first started, there will be no gems available for collection. The players will have to wait 12 minutes for the first 5 gems to spawn in random gem patches. In this time it is advised that the players work towards creating bases and kits to equip bricktrons with. You can see the time until the next gems spawn in the timer below the minimap. Only workers can carry gems and they are vulnerable to enemy attacks while doing so. To make a [[worker]] pick up a gem, select the worker and right-click the gem. You can then right-click your [[Home Crystal]] with the worker selected to command them to drop the gem into your home crystal. Every 8 minutes after gems spawn, 5 more gems will appear until one team collects 10 gems and wins the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tips'''&lt;br /&gt;
*Set your [[worker]] to &amp;quot;hold position&amp;quot; by pressing H or with the [[pie menu]] to stop the worker from dropping the gem and going back to work automatically.&lt;br /&gt;
&lt;br /&gt;
*Don't forget to remove the hold position after making them drop the gem so they can continue working.&lt;br /&gt;
&lt;br /&gt;
*Keep an eye on the timer below the minimap to prepare when the next gems will appear.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Door&amp;diff=1781</id>
		<title>Door</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Door&amp;diff=1781"/>
				<updated>2017-12-16T13:10:55Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|label1 = Required:&lt;br /&gt;
|data1 = 3 Planks&amp;lt;br /&amp;gt;1 Iron Ingot&lt;br /&gt;
|image = [[file:Door.jpg|259px]]}}&lt;br /&gt;
&lt;br /&gt;
The door is a dynamic object which will only open for friendly units. It can also be locked via the [[pie menu]] to stop friendly units from opening it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
The door must be built on flat terrain. It can be built on the ground, on [[bricks]] or on logs.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Iron_Ore&amp;diff=1780</id>
		<title>Iron Ore</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Iron_Ore&amp;diff=1780"/>
				<updated>2017-12-16T13:08:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: Redirected page to Iron&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Iron]]&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Crystal&amp;diff=1779</id>
		<title>Crystal</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Crystal&amp;diff=1779"/>
				<updated>2017-12-16T13:05:38Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: Redirected page to Home Crystal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Home Crystal]]&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Capture_Ward&amp;diff=1778</id>
		<title>Capture Ward</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Capture_Ward&amp;diff=1778"/>
				<updated>2017-12-16T13:04:47Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|label1 = Required:&lt;br /&gt;
|data1 = 1 Iron Ingot&amp;lt;br/ &amp;gt;40 Brimstones&lt;br /&gt;
|image = [[file:CaptureWard.jpg|259px]]}}&lt;br /&gt;
&lt;br /&gt;
The capture ward is a ward that will capture a neutral [[Home Crystal]] or [[Shard]] when placed nearby.  This is the only way to capture crystals, however military units are sometimes needed to make a crystal neutral first.&lt;br /&gt;
&lt;br /&gt;
The capture ward is the only ward that doesn't need to be linked to a crystal or a [[Pylon Ward]] in order to be activated.  In previous versions of the game, fighting units were used to capture crystals, however this is no longer possible.&lt;br /&gt;
&lt;br /&gt;
Like other wards, they can be dropped instead of built, and can be picked up again after being placed.  This is not recommended because moving a capture ward will revert the capture unless you have a unit nearby.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Capture Wards must be built on flat surfaces. It can be built on the ground, on [[bricks]] or on [[planks]].&lt;br /&gt;
&lt;br /&gt;
It needs to be relatively close to a [[Shard]] or a [[Crystal]] to be able to conquer them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Building defenses or having fighting units around a Capture ward will help protecting them while doing something else around the map.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=World_Editor&amp;diff=1767</id>
		<title>World Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=World_Editor&amp;diff=1767"/>
				<updated>2017-12-11T19:32:28Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: fixed formatting error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The World Editor is a powerful tool for creating your own custom map or editing existing ones! It is found in the main menu. To enter it, select &amp;quot;New Map&amp;quot; or a map you want to edit, then hit the &amp;quot;Edit&amp;quot; button (where normally would be a &amp;quot;Play&amp;quot; button).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Controls=&lt;br /&gt;
&lt;br /&gt;
Most controls are the same as in normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=Main Tabs=&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-terrain.png]]&lt;br /&gt;
This section is not finished.&lt;br /&gt;
[[File:Worldeditor-terrain-sub.png]]&lt;br /&gt;
&lt;br /&gt;
==Markers==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-markers.png]]&lt;br /&gt;
Markers tell the game where to put more special things. As of 1.0.5, there are &amp;quot;Player&amp;quot;, &amp;quot;Crystal&amp;quot; and &amp;quot;Enemy&amp;quot; markers. Player markers are where the [[Home Crystal]] can appear. Crystal markers are where Shards or Gems will appear. Enemy markers are where [[Corruptron]] spawn in [[Invasion]] mode.&lt;br /&gt;
&lt;br /&gt;
Markers can be placed by selecting the marker type and the clicking on the desired location. Markers have unique names and are shown in a list, from which they can be deleted again.&lt;br /&gt;
&lt;br /&gt;
=Utility Tabs=&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-time.png]]&lt;br /&gt;
The &amp;quot;Time&amp;quot; tab allows the day-night-cycle to be paused/resumed. It also has a &amp;quot;now&amp;quot; slider to set the current phase.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-map.png]]&lt;br /&gt;
The &amp;quot;Map&amp;quot; tab shows a live-map of the island, ignoring height but showing grass types. It automatically scales to fit the entire terrain.&lt;br /&gt;
&lt;br /&gt;
==Grid==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-grid.png]]&lt;br /&gt;
The &amp;quot;Grid&amp;quot; tab allows toggling a voxel grid on or off (always shown when creating terrain). The opacity can be changed (50% means half-transparent, 100% means very visible). Additionally, the grid height can be locked to the camera or a fixed height.&lt;br /&gt;
&lt;br /&gt;
The grid can be hidden while creating terrain by setting the opacity to 0% and toggling it on.&lt;br /&gt;
&lt;br /&gt;
=File Tabs=&lt;br /&gt;
&lt;br /&gt;
==Modes==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-modes.png]]&lt;br /&gt;
The &amp;quot;Modes&amp;quot; tab shows a checklist of what gamemodes can be played on this map and which criteria are met. As of v1.0.5, all criteria are &amp;quot;at least X markers of Y type&amp;quot;. The amount of markers currently in use and the amount needed are shown.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Credit Island&amp;quot; is shown as a gamemode, but its only criteria is &amp;quot;No&amp;quot; and never met.&lt;br /&gt;
&lt;br /&gt;
The checklist is sorted alphabetically descending (Z-A).&lt;br /&gt;
&lt;br /&gt;
==Save==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-save.png]]&lt;br /&gt;
The ability to save changes is unarguably the most important function of the entire World Editor. The map can be saved at any time.&lt;br /&gt;
&lt;br /&gt;
The world can be given a name, a description and an icon (based on current camera view).&lt;br /&gt;
&lt;br /&gt;
If a game- or workshop world has been edited, the new world will be saved as a new file. If a user-generated world has been edited, the old file will be overwritten.&lt;br /&gt;
&lt;br /&gt;
Caution: If you are editing the save files externally (e.g. using textpad), close the file explorer before saving! Else, the save will fail and the game will delete the entire folder, forcing you to lose the world permamently.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-workshop.png]]&lt;br /&gt;
Worlds can be published directly to Steam Workshop (if the game is running via Steam). Before doing so, it is advisable, but not necessary, to give the map an unique name and icon. When publishing, the map will first be saved, then uploaded. After uploading, the publisher can open the world's Workshop page and add more screenshots, etc.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=World_Editor&amp;diff=1766</id>
		<title>World Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=World_Editor&amp;diff=1766"/>
				<updated>2017-12-11T19:31:31Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: added icon images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The World Editor is a powerful tool for creating your own custom map or editing existing ones! It is found in the main menu. To enter it, select &amp;quot;New Map&amp;quot; or a map you want to edit, then hit the &amp;quot;Edit&amp;quot; button (where normally would be a &amp;quot;Play&amp;quot; button).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Controls=&lt;br /&gt;
&lt;br /&gt;
Most controls are the same as in normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=Main Tabs=&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-terrain.png]] This section is not finished. [[File:Worldeditor-terrain-sub.png]]&lt;br /&gt;
&lt;br /&gt;
==Markers==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-markers.png]] Markers tell the game where to put more special things. As of 1.0.5, there are &amp;quot;Player&amp;quot;, &amp;quot;Crystal&amp;quot; and &amp;quot;Enemy&amp;quot; markers. Player markers are where the [[Home Crystal]] can appear. Crystal markers are where Shards or Gems will appear. Enemy markers are where [[Corruptron]] spawn in [[Invasion]] mode.&lt;br /&gt;
&lt;br /&gt;
Markers can be placed by selecting the marker type and the clicking on the desired location. Markers have unique names and are shown in a list, from which they can be deleted again.&lt;br /&gt;
&lt;br /&gt;
=Utility Tabs=&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-time.png]] The &amp;quot;Time&amp;quot; tab allows the day-night-cycle to be paused/resumed. It also has a &amp;quot;now&amp;quot; slider to set the current phase.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-map.png]] The &amp;quot;Map&amp;quot; tab shows a live-map of the island, ignoring height but showing grass types. It automatically scales to fit the entire terrain.&lt;br /&gt;
&lt;br /&gt;
==Grid==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-grid.png]] The &amp;quot;Grid&amp;quot; tab allows toggling a voxel grid on or off (always shown when creating terrain). The opacity can be changed (50% means half-transparent, 100% means very visible). Additionally, the grid height can be locked to the camera or a fixed height.&lt;br /&gt;
&lt;br /&gt;
The grid can be hidden while creating terrain by setting the opacity to 0% and toggling it on.&lt;br /&gt;
&lt;br /&gt;
=File Tabs=&lt;br /&gt;
&lt;br /&gt;
==Modes==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-modes.png]] The &amp;quot;Modes&amp;quot; tab shows a checklist of what gamemodes can be played on this map and which criteria are met. As of v1.0.5, all criteria are &amp;quot;at least X markers of Y type&amp;quot;. The amount of markers currently in use and the amount needed are shown.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Credit Island&amp;quot; is shown as a gamemode, but its only criteria is &amp;quot;No&amp;quot; and never met.&lt;br /&gt;
&lt;br /&gt;
The checklist is sorted alphabetically descending (Z-A).&lt;br /&gt;
&lt;br /&gt;
==Save==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-save.png]] The ability to save changes is unarguably the most important function of the entire World Editor. The map can be saved at any time.&lt;br /&gt;
&lt;br /&gt;
The world can be given a name, a description and an icon (based on current camera view).&lt;br /&gt;
&lt;br /&gt;
If a game- or workshop world has been edited, the new world will be saved as a new file. If a user-generated world has been edited, the old file will be overwritten.&lt;br /&gt;
&lt;br /&gt;
Caution: If you are editing the save files externally (e.g. using textpad), close the file explorer before saving! Else, the save will fail and the game will delete the entire folder, forcing you to lose the world permamently.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
 [[File:Worldeditor-workshop.png]] Worlds can be published directly to Steam Workshop (if the game is running via Steam). Before doing so, it is advisable, but not necessary, to give the map an unique name and icon. When publishing, the map will first be saved, then uploaded. After uploading, the publisher can open the world's Workshop page and add more screenshots, etc.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=File:Worldeditor-workshop.png&amp;diff=1765</id>
		<title>File:Worldeditor-workshop.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=File:Worldeditor-workshop.png&amp;diff=1765"/>
				<updated>2017-12-11T19:29:50Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: v1.0.5
disabled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v1.0.5&lt;br /&gt;
disabled&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=File:Worldeditor-save.png&amp;diff=1764</id>
		<title>File:Worldeditor-save.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=File:Worldeditor-save.png&amp;diff=1764"/>
				<updated>2017-12-11T19:29:33Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: v1.0.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v1.0.5&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=File:Worldeditor-modes.png&amp;diff=1763</id>
		<title>File:Worldeditor-modes.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=File:Worldeditor-modes.png&amp;diff=1763"/>
				<updated>2017-12-11T19:29:27Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: v1.0.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v1.0.5&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=File:Worldeditor-grid.png&amp;diff=1762</id>
		<title>File:Worldeditor-grid.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=File:Worldeditor-grid.png&amp;diff=1762"/>
				<updated>2017-12-11T19:29:15Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: v1.0.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v1.0.5&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=File:Worldeditor-map.png&amp;diff=1761</id>
		<title>File:Worldeditor-map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=File:Worldeditor-map.png&amp;diff=1761"/>
				<updated>2017-12-11T19:29:08Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: v1.0.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v1.0.5&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=File:Worldeditor-time.png&amp;diff=1760</id>
		<title>File:Worldeditor-time.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=File:Worldeditor-time.png&amp;diff=1760"/>
				<updated>2017-12-11T19:29:00Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: v1.0.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v1.0.5&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=File:Worldeditor-markers.png&amp;diff=1759</id>
		<title>File:Worldeditor-markers.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=File:Worldeditor-markers.png&amp;diff=1759"/>
				<updated>2017-12-11T19:28:51Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: v1.0.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v1.0.5&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=File:Worldeditor-terrain-sub.png&amp;diff=1758</id>
		<title>File:Worldeditor-terrain-sub.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=File:Worldeditor-terrain-sub.png&amp;diff=1758"/>
				<updated>2017-12-11T19:28:32Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: v1.0.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v1.0.5&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=File:Worldeditor-terrain.png&amp;diff=1757</id>
		<title>File:Worldeditor-terrain.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=File:Worldeditor-terrain.png&amp;diff=1757"/>
				<updated>2017-12-11T19:28:04Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=World_Editor&amp;diff=1756</id>
		<title>World Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=World_Editor&amp;diff=1756"/>
				<updated>2017-12-11T19:15:05Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: the workshop is STEAM workshop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The World Editor is a powerful tool for creating your own custom map or editing existing ones! It is found in the main menu. To enter it, select &amp;quot;New Map&amp;quot; or a map you want to edit, then hit the &amp;quot;Edit&amp;quot; button (where normally would be a &amp;quot;Play&amp;quot; button).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Controls=&lt;br /&gt;
&lt;br /&gt;
Most controls are the same as in normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=Main Tabs=&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
&lt;br /&gt;
This section is not finished.&lt;br /&gt;
&lt;br /&gt;
==Markers==&lt;br /&gt;
&lt;br /&gt;
Markers tell the game where to put more special things. As of 1.0.5, there are &amp;quot;Player&amp;quot;, &amp;quot;Crystal&amp;quot; and &amp;quot;Enemy&amp;quot; markers. Player markers are where the [[Home Crystal]] can appear. Crystal markers are where Shards or Gems will appear. Enemy markers are where [[Corruptron]] spawn in [[Invasion]] mode.&lt;br /&gt;
&lt;br /&gt;
Markers can be placed by selecting the marker type and the clicking on the desired location. Markers have unique names and are shown in a list, from which they can be deleted again.&lt;br /&gt;
&lt;br /&gt;
=Utility Tabs=&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Time&amp;quot; tab allows the day-night-cycle to be paused/resumed. It also has a &amp;quot;now&amp;quot; slider to set the current phase.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Map&amp;quot; tab shows a live-map of the island, ignoring height but showing grass types. It automatically scales to fit the entire terrain.&lt;br /&gt;
&lt;br /&gt;
==Grid==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Grid&amp;quot; tab allows toggling a voxel grid on or off (always shown when creating terrain). The opacity can be changed (50% means half-transparent, 100% means very visible). Additionally, the grid height can be locked to the camera or a fixed height.&lt;br /&gt;
&lt;br /&gt;
The grid can be hidden while creating terrain by setting the opacity to 0% and toggling it on.&lt;br /&gt;
&lt;br /&gt;
=File Tabs=&lt;br /&gt;
&lt;br /&gt;
==Modes==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Modes&amp;quot; tab shows a checklist of what gamemodes can be played on this map and which criteria are met. As of v1.0.5, all criteria are &amp;quot;at least X markers of Y type&amp;quot;. The amount of markers currently in use and the amount needed are shown.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Credit Island&amp;quot; is shown as a gamemode, but its only criteria is &amp;quot;No&amp;quot; and never met.&lt;br /&gt;
&lt;br /&gt;
The checklist is sorted alphabetically descending (Z-A).&lt;br /&gt;
&lt;br /&gt;
==Save==&lt;br /&gt;
&lt;br /&gt;
The ability to save changes is unarguably the most important function of the entire World Editor. The map can be saved at any time.&lt;br /&gt;
&lt;br /&gt;
The world can be given a name, a description and an icon (based on current camera view).&lt;br /&gt;
&lt;br /&gt;
If a game- or workshop world has been edited, the new world will be saved as a new file. If a user-generated world has been edited, the old file will be overwritten.&lt;br /&gt;
&lt;br /&gt;
Caution: If you are editing the save files externally (e.g. using textpad), close the file explorer before saving! Else, the save will fail and the game will delete the entire folder, forcing you to lose the world permamently.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
Worlds can be published directly to Steam Workshop (if the game is running via Steam). Before doing so, it is advisable, but not necessary, to give the map an unique name and icon. When publishing, the map will first be saved, then uploaded. After uploading, the publisher can open the world's Workshop page and add more screenshots, etc.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=World_Editor&amp;diff=1755</id>
		<title>World Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=World_Editor&amp;diff=1755"/>
				<updated>2017-12-11T19:11:33Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: not done yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The World Editor is a powerful tool for creating your own custom map or editing existing ones! It is found in the main menu. To enter it, select &amp;quot;New Map&amp;quot; or a map you want to edit, then hit the &amp;quot;Edit&amp;quot; button (where normally would be a &amp;quot;Play&amp;quot; button).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Controls=&lt;br /&gt;
&lt;br /&gt;
Most controls are the same as in normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=Main Tabs=&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
&lt;br /&gt;
This section is not finished.&lt;br /&gt;
&lt;br /&gt;
==Markers==&lt;br /&gt;
&lt;br /&gt;
Markers tell the game where to put more special things. As of 1.0.5, there are &amp;quot;Player&amp;quot;, &amp;quot;Crystal&amp;quot; and &amp;quot;Enemy&amp;quot; markers. Player markers are where the [[Home Crystal]] can appear. Crystal markers are where Shards or Gems will appear. Enemy markers are where [[Corruptron]] spawn in [[Invasion]] mode.&lt;br /&gt;
&lt;br /&gt;
Markers can be placed by selecting the marker type and the clicking on the desired location. Markers have unique names and are shown in a list, from which they can be deleted again.&lt;br /&gt;
&lt;br /&gt;
=Utility Tabs=&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Time&amp;quot; tab allows the day-night-cycle to be paused/resumed. It also has a &amp;quot;now&amp;quot; slider to set the current phase.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Map&amp;quot; tab shows a live-map of the island, ignoring height but showing grass types. It automatically scales to fit the entire terrain.&lt;br /&gt;
&lt;br /&gt;
==Grid==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Grid&amp;quot; tab allows toggling a voxel grid on or off (always shown when creating terrain). The opacity can be changed (50% means half-transparent, 100% means very visible). Additionally, the grid height can be locked to the camera or a fixed height.&lt;br /&gt;
&lt;br /&gt;
The grid can be hidden while creating terrain by setting the opacity to 0% and toggling it on.&lt;br /&gt;
&lt;br /&gt;
=File Tabs=&lt;br /&gt;
&lt;br /&gt;
==Modes==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Modes&amp;quot; tab shows a checklist of what gamemodes can be played on this map and which criteria are met. As of v1.0.5, all criteria are &amp;quot;at least X markers of Y type&amp;quot;. The amount of markers currently in use and the amount needed are shown.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Credit Island&amp;quot; is shown as a gamemode, but its only criteria is &amp;quot;No&amp;quot; and never met.&lt;br /&gt;
&lt;br /&gt;
The checklist is sorted alphabetically descending (Z-A).&lt;br /&gt;
&lt;br /&gt;
==Save==&lt;br /&gt;
&lt;br /&gt;
The ability to save changes is unarguably the most important function of the entire World Editor. The map can be saved at any time.&lt;br /&gt;
&lt;br /&gt;
The world can be given a name, a description and an icon (based on current camera view).&lt;br /&gt;
&lt;br /&gt;
If a game- or workshop world has been edited, the new world will be saved as a new file. If a user-generated world has been edited, the old file will be overwritten.&lt;br /&gt;
&lt;br /&gt;
Caution: If you are editing the save files externally (e.g. using textpad), close the file explorer before saving! Else, the save will fail and the game will delete the entire folder, forcing you to lose the world permamently.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
Worlds can be published directly to the workshop. Before doing so, it is advisable, but not necessary, to give the map an unique name and icon. When publishing, the map will first be saved, then uploaded. After uploading, the publisher can open the world's workshop page and add more screenshots, etc.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Home_Crystal&amp;diff=1749</id>
		<title>Home Crystal</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Home_Crystal&amp;diff=1749"/>
				<updated>2017-12-05T05:23:42Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: added mention of wisps to #shard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|data1 = &lt;br /&gt;
The Home Crystal has the same colour as the team, which is usually blue.&lt;br /&gt;
|image = [[File:home_crystal.png|256px]]}}&lt;br /&gt;
&lt;br /&gt;
In most [[gamemodes]], the [[Bricktrons]] build their castles to defend this big cluster of crystals. If it gets destroyed, the game is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
The Home Crystal allows the player to spawn new [[Bricktrons]] once enough [[wisps]] have been accumulated. It also respawns fallen Bricktrons after a few minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Wards]] benefit from being near the Home Crystal. When selecting a ward, a bright aura is shown around the crystal. Placing the ward within this aura connects it to the crystal for unique boosts. A [[Pylon Ward]] can be used to extend this aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[pie menu]] also provides a button to call all Bricktrons back home and, if desired, arm them with all available weapons.&lt;br /&gt;
&lt;br /&gt;
= Shards =&lt;br /&gt;
On some islands, there are separate, singular crystals scattered about. These slightly smaller crystals are called Shards and can be captured with a [[Capture Ward]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the Home Crystal, a Shard removes nearby [[Fog Of War]] and has an aura for wards. However, it cannot spawn or respawn [[Bricktrons]]. It also slowly generates [[wisps]].&lt;br /&gt;
&lt;br /&gt;
[[File:ShardSpawnsWisp.gif]]&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Bear_Trap&amp;diff=1746</id>
		<title>Bear Trap</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Bear_Trap&amp;diff=1746"/>
				<updated>2017-12-04T19:41:56Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: added an unused image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|label1 = Required:&lt;br /&gt;
|data1 = 1 Iron Ingot&lt;br /&gt;
|image = [[file:Beartrap.jpg|259px]]}}&lt;br /&gt;
&lt;br /&gt;
The bear trap is a defensive contraption that can be built on the ground. When stepped on by an enemy, it will trigger and stun the enemy for 2 seconds and deal a small amount of damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BiftronBeartraps.jpg|left|250px]]&lt;br /&gt;
&lt;br /&gt;
A [[Biftron]] stepping on a bear trap will not only cause it to trigger, but get stuck onto its foot. This will happen for the first two bear traps, however a Biftron with two bear traps on his feet stepping on a third bear trap will destroy it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rearming ==&lt;br /&gt;
To rearm a bear trap, you must right-click it with a Bricktron selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
In multiplayer, enemies' bear traps are invisible, however, explosive barrels will destroy or trigger them. If you are planning a frontal attack, it's wise to aim your barrels around your planned entry point to avoid your Knights getting caught in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[file:Beartrap_triggered.jpg|259px]]&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Rope&amp;diff=1745</id>
		<title>Rope</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Rope&amp;diff=1745"/>
				<updated>2017-12-04T16:39:51Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: struggled to think of more noteworthy info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|data1 = &lt;br /&gt;
Rope can be crafted in a [[Loom]] by holding right-click on the loom.&lt;br /&gt;
|image = [[file:rope1.jpg|259px]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Plant Fiber]] is needed to make rope. It has no purpose other than as a crafting and building material. A single stockpile can hold up to 8 coils of rope.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Home_crystal&amp;diff=1722</id>
		<title>Home crystal</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Home_crystal&amp;diff=1722"/>
				<updated>2017-12-02T10:49:05Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: (page manually moved) now redirects to new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Home Crystal]]&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Home_Crystal&amp;diff=1721</id>
		<title>Home Crystal</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Home_Crystal&amp;diff=1721"/>
				<updated>2017-12-02T10:03:54Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: had to re-make this page to fix lowercase in title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|data1 = &lt;br /&gt;
The Home Crystal has the same colour as the team, which is usually blue.&lt;br /&gt;
|image = [[File:home_crystal.png|256px]]}}&lt;br /&gt;
&lt;br /&gt;
The [[Bricktrons]] build their castles to defend this big cluster of crystals. If it gets destroyed, the game is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
The Home Crystal allows the player to spawn new Bricktrons once enough wisps have been accumulated. It also respawns fallen Bricktrons after a few minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wards benefit from being near the Home Crystal. When selecting a ward, a bright aura is shown around the crystal. Placing the ward within this aura connects it to the crystal for unique boosts. A [[Pylon Ward]] can be used to extend this aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The context menu also provides a button to call all Bricktrons back home and, if desired, arm them with all available weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Shards =&lt;br /&gt;
On some islands, there are separate, singular crystals scattered about. These slightly smaller crystals are called Shards and can be captured with a [[Capture Ward]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the Home Crystal, a Shard removes nearby [[Fog Of War]] and has an aura for wards. However, it cannot spawn or respawn [[Bricktrons]].&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Shard&amp;diff=1720</id>
		<title>Shard</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Shard&amp;diff=1720"/>
				<updated>2017-12-02T09:25:41Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: Redirected page to Home Crystal#Shards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Home Crystal#Shards]]&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Home_crystal&amp;diff=1719</id>
		<title>Home crystal</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Home_crystal&amp;diff=1719"/>
				<updated>2017-12-02T08:55:38Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: created, good enough for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|data1 = &lt;br /&gt;
The Home Crystal's colour is that of the team.&lt;br /&gt;
|image = [[File:home_crystal.png|256px]]}}&lt;br /&gt;
&lt;br /&gt;
The [[Bricktrons]] build their castles to defend this big cluster of crystals. If it gets destroyed, the game is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
The Home Crystal allows the player to spawn new bricktron once enough wisps have been accumulated. It also respawns fallen bricktron after a few minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wards benefit from being near the Home Crystal. When selecting a ward, a bright aura is shown around the crystal. Placing the ward within this aura connects it to the crystal for unique boosts. A [[Pylon Ward]] can be used to extend this aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The context menu also provides a button to call all bricktron and arm them with all available weapons if desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Shards =&lt;br /&gt;
On some islands, there are separate, singular crystals scattered about. These slightly smaller crystals are called Shards and can be captured with a [[Capture Ward]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the Home Crystal, a Shard removes nearby [[Fog Of War]] and has an aura for wards. However, it cannot spawn or respawn [[Bricktrons]].&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	<entry>
		<id>https://wiki.castlestory.net/index.php?title=Gamemodes&amp;diff=1718</id>
		<title>Gamemodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.castlestory.net/index.php?title=Gamemodes&amp;diff=1718"/>
				<updated>2017-12-02T07:07:14Z</updated>
		
		<summary type="html">&lt;p&gt;Mobbstar: /* Invasion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sandbox ==&lt;br /&gt;
Sandbox is a gamemode without any enemies, allowing you to take your time and build anything you'd like, without any restrictions or fear of being attacked. In multiplayer, however, it is possible to attack other players with certain dynamic objects such as catapults and explosive barrels.&lt;br /&gt;
&lt;br /&gt;
== Invasion ==&lt;br /&gt;
In Invasion, formerly known as Survival, your objective is to survive as many waves of Corruptrons as possible. Every few minutes, a wave will begin and a horde of Corruptrons will attempt to destroy your Home Crystal, which you must defend at all costs by building walls and preparing military units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The corruptrons can appear in several defined areas (&amp;quot;corruptron&amp;quot; markers in the map editor). Each wave, a random area is chosen and the corruptrons climb out of the ground without leaving behind any traces such as holes. Then, they run towards the Home Crystal until they find a different target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is no upper limit of waves. Eventually, you will be overrun, it's inevitable.&lt;br /&gt;
&lt;br /&gt;
== Conquest ==&lt;br /&gt;
In Conquest, you must slowly expand your territory by capturing shards and defending them against enemies, who are also trying to expand. In order to win, you must capture or destroy your enemies' Home Crystals. If your Home Crystal is captured or destroyed, you will be defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Grab the Gems ==&lt;br /&gt;
Grab the Gems is a multiplayer gamemode which was remodelled after the Halloween exclusive 'Capture the Pumpkin' gamemode. Your aim is to be the first faction to collect 10 gems and place them in your home crystal. Gems are found in gem patches which are scattered throughout the map. When a game is started, the players will have to wait 12 minutes for gems to grow in 5 random spots. Each subsequent set of 5 randomly located gems will take only 8 minutes to grow until the game is over. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to Play'''&lt;br /&gt;
&lt;br /&gt;
When a game is first started, there will be no gems available for collection. The players will have to wait 12 minutes for the first 5 gems to spawn in random gem patches. In this time it is advised that the players work towards creating bases and kits to equip bricktrons with. You can see the time until the next gems spawn in the timer below the minimap. Only workers can carry gems and they are vulnerable to enemy attacks while doing so. To make a worker pick up a gem, select the worker and right-click the gem. You can then right-click your home crystal with the worker selected to command them to drop the gem into your home crystal. Every 8 minutes after gems spawn, 5 more gems will appear until one team collects 10 gems and wins the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tips'''&lt;br /&gt;
*Set your worker to &amp;quot;hold position&amp;quot; by pressing H or with the pie menu to stop the worker from dropping the gem and going back to work automatically.&lt;br /&gt;
&lt;br /&gt;
*Don't forget to remove the hold position after making them drop the gem so they can continue working.&lt;br /&gt;
&lt;br /&gt;
*Keep an eye on the timer below the minimap to prepare when the next gems will appear.&lt;/div&gt;</summary>
		<author><name>Mobbstar</name></author>	</entry>

	</feed>