diff --git a/.vitepress/sidebars/users.ts b/.vitepress/sidebars/users.ts
index 48a9743..36e99dc 100644
--- a/.vitepress/sidebars/users.ts
+++ b/.vitepress/sidebars/users.ts
@@ -6,14 +6,527 @@ export default {
text: "For Users",
link: "/users",
items: [
- // TODO - Finish this
- // { text: "Common Issues", link: "/users/common-issues" },
+ // Everything not related to mod guidance
+ {
+ text: "About Create",
+ collapsed: true,
+ items: [
+ {
+ text: "Development Status",
+ link: "/users/about/development-status",
+ },
+ { text: "Supporting Create", link: "/users/about/support-create" },
+ { text: "View changelogs", link: "/users/changelogs/" },
+ ]
+ },
+
+ // Getting Started Section
+ {
+ text: "Getting Started",
+ collapsed: false,
+ items: [
+ {
+ text: "Pondering",
+ link: "/users/utility/pondering"
+ },
+ {
+ text: "Engineer's Goggles",
+ link: "/users/utility/engineers-goggles"
+ },
+ {
+ text: "Andesite Alloy",
+ link: "/users/materials/andesite-alloy"
+ },
+ {
+ text: "Shafts",
+ link: "/users/andesite-related/shafts"
+ },
+ {
+ text: "Cogwheels",
+ link: "/users/andesite-related/cogwheels"
+ },
+ {
+ text: "Waterwheels",
+ link: "/users/andesite-related/waterwheels"
+ },
+ {
+ text: "Belts",
+ link: ""
+ },
+
+ ]
+ },
+
+ // Materials
{
- text: "Development Status",
- link: "/users/development-status",
+ text: "Materials",
+ collapsed: true,
+ items: [
+ {
+ text: "Andesite Alloy",
+ link: "/users/materials/andesite-alloy"
+ },
+ {
+ text: "Copper",
+ link: "/users/materials/copper"
+ },
+ {
+ text: "Brass",
+ link: "/users/materials/brass"
+ },
+ {
+ text: "Zinc",
+ link: "/users/materials/zinc"
+ }
+ ]
},
- { text: "Supporting Create", link: "/users/support-create" },
- { text: "View changelogs", link: "/users/changelogs/" },
+
+ // // SU Generation
+ // {
+ // text: "Generating Stress",
+ // collapsed: true,
+ // items: [
+ // {
+ // text: "Rotational Force",
+ // link: ""
+ // },
+ // ]
+ // },
+
+ // Ponder categories as is in game (mostly)
+ {
+ text: "Kinetic Blocks",
+ collapsed: true,
+ items: [
+ // Done - Needs Review
+ {
+ text: "Shafts",
+ link: "/users/andesite-related/shafts"
+ },
+ // Done - Needs Review
+ {
+ text: "Cogwheels",
+ link: "/users/andesite-related/cogwheels"
+ },
+ // Done - Needs Review
+ {
+ text: "Belts",
+ link: "/users/andesite-related/belts"
+ },
+ // Done - Needs Review
+ {
+ text: "Gearboxes",
+ link: "/users/andesite-related/gearboxes"
+ },
+ // Done - Needs Review
+ {
+ text: "Clutch",
+ link: "/users/andesite-related/clutch"
+ },
+ // Done - Needs Review
+ {
+ text: "Gearshift",
+ link: "/users/andesite-related/gearshift"
+ },
+ // Done - Needs Review
+ {
+ text: "Encased Chain Drive",
+ link: "/users/andesite-related/encased-chain-drive"
+ },
+ // Done - Needs Review
+ {
+ text: "Adjustable Chain Gearshift",
+ link: "/users/andesite-related/adjustable-chain-gearshift"
+ },
+ // {
+ // text: "Chain Conveyor",
+ // link: ""
+ // },
+ // Done - Needs Review
+ {
+ text: "Sequenced Gear Shift",
+ link: "/users/brass-related/sequenced-gearshift"
+ },
+ // Done - Needs Review
+ {
+ text: "Rotation Speed Controller",
+ link: "/users/brass-related/rotation-speed-controller"
+ },
+ ]
+ },
+ {
+ text: "Kinetic Sources",
+ collapsed: true,
+ items: [
+ {
+ text: "Hand Crank",
+ link: "/users/andesite-related/hand-crank"
+ },
+ // {
+ // text: "Waterwheels",
+ // link: ""
+ // },
+ {
+ text: "Windmill Bearing",
+ link: "/users/andesite-related/windmill-bearing"
+ },
+ {
+ text: "Valve Handle",
+ link: "/users/copper-related/valve-handle"
+ },
+ {
+ text: "Steam Engine",
+ link: "/users/copper-related/steam-engine"
+ },
+ ]
+ },
+ {
+ text: "Kinetic Appliances",
+ collapsed: true,
+ items: [
+ {
+ text: "Millstone",
+ link: "/users/andesite-related/millstone"
+ },
+ {
+ text: "Encased Fan",
+ link: "/users/andesite-related/encased-fan"
+ },
+ {
+ text: "Mechanical Press",
+ link: "/users/andesite-related/mechanical-press"
+ },
+ {
+ text: "Mechanical Mixer",
+ link: "/users/andesite-related/mechanical-mixer"
+ },
+ {
+ text: "Mechanical Crafter",
+ link: "/users/brass-related/mechanical-crafter"
+ },
+ // {
+ // text: "Mechanical Drill",
+ // link: ""
+ // },
+ // {
+ // text: "Mechanical Saw",
+ // link: ""
+ // },
+ // {
+ // text: "Deployer",
+ // link: ""
+ // },
+ // {
+ // text: "Mechanical Arm",
+ // link: ""
+ // },
+ // {
+ // text: "Mechanical Piston",
+ // link: ""
+ // },
+ // {
+ // text: "Rope Pulley",
+ // link: ""
+ // },
+ // {
+ // text: "Elevator Pulley",
+ // link: ""
+ // },
+ // {
+ // text: "Mechanical Bearing",
+ // link: ""
+ // },
+ // {
+ // text: "Gantry Shaft",
+ // link: ""
+ // },
+ // {
+ // text: "Gantry Carriage",
+ // link: ""
+ // },
+ // {
+ // text: "Clockwork Bearing",
+ // link: ""
+ // },
+ // {
+ // text: "Display Board",
+ // link: ""
+ // },
+ // {
+ // text: "Crushing Wheel",
+ // link: ""
+ // },
+ ]
+ },
+
+ // {
+ // text: "Fluid Manipulators",
+ // collapsed: true,
+ // items: [
+ // {
+ // text: "Fluid Pipe",
+ // link: ""
+ // },
+ // {
+ // text: "Mechanical Pump",
+ // link: ""
+ // },
+ // {
+ // text: "Fluid Valve",
+ // link: ""
+ // },
+ // {
+ // text: "Smart Fluid Pipe",
+ // link: ""
+ // },
+ // {
+ // text: "Hose Pulley",
+ // link: ""
+ // },
+ // {
+ // text: "Item Drain",
+ // link: ""
+ // },
+ // {
+ // text: "Spout",
+ // link: ""
+ // },
+ // {
+ // text: "Portable Fluid Interface",
+ // link: ""
+ // },
+ // {
+ // text: "Fluid Tank",
+ // link: ""
+ // },
+ // ]
+ // },
+ // {
+ // text: "Item Transportation",
+ // collapsed: true,
+ // items: [
+ // {
+ // text: "Belt",
+ // link: ""
+ // },
+ // {
+ // text: "List Filter",
+ // link: ""
+ // },
+ // {
+ // text: "Attribute Filter",
+ // link: ""
+ // },
+ // {
+ // text: "Chute",
+ // link: ""
+ // },
+ // {
+ // text: "Smart Chute",
+ // link: ""
+ // },
+ // {
+ // text: "Item Vault",
+ // link: ""
+ // },
+ // {
+ // text: "Depot",
+ // link: ""
+ // },
+ // {
+ // text: "Weighted Ejector",
+ // link: ""
+ // },
+ // {
+ // text: "Mechanical Arm",
+ // link: ""
+ // },
+ // {
+ // text: "Andesite Funnel",
+ // link: ""
+ // },
+ // {
+ // text: "Brass Funnel",
+ // link: ""
+ // },
+ // {
+ // text: "Andesite Tunnel",
+ // link: ""
+ // },
+ // {
+ // text: "Brass Tunnel",
+ // link: ""
+ // },
+ // {
+ // text: "Portable Storage Interface",
+ // link: ""
+ // },
+ // ]
+ // },
+ // {
+ // text: "High Logistics",
+ // collapsed: true,
+ // items: [
+ // {
+ // text: "Packager",
+ // link: ""
+ // },
+ // {
+ // text: "Stock Link",
+ // link: ""
+ // },
+ // {
+ // text: "Stock Ticker",
+ // link: ""
+ // },
+ // {
+ // text: "Package Frogport",
+ // link: ""
+ // },
+ // {
+ // text: "White Postbox",
+ // link: ""
+ // },
+ // {
+ // text: "Redstone Requester",
+ // link: ""
+ // },
+ // {
+ // text: "Red Table Cloth",
+ // link: ""
+ // },
+ // {
+ // text: "Factory Gauge",
+ // link: ""
+ // },
+ // {
+ // text: "Re-Packager",
+ // link: ""
+ // },
+ // {
+ // text: "Package Filter",
+ // link: ""
+ // },
+ // ]
+ // },
+ // {
+ // text: "Logic Components",
+ // collapsed: true,
+ // items: [
+ // {
+ // text: "Smart Observer",
+ // link: ""
+ // },
+ // {
+ // text: "Threshold Switch",
+ // link: ""
+ // },
+ // {
+ // text: "Nixie Tube",
+ // link: ""
+ // },
+ // {
+ // text: "Redstone Contact",
+ // link: ""
+ // },
+ // {
+ // text: "Analog Lever",
+ // link: ""
+ // },
+ // {
+ // text: "Redstone Link",
+ // link: ""
+ // },
+ // {
+ // text: "Pulse Extender",
+ // link: ""
+ // },
+ // {
+ // text: "Pulse Repeater",
+ // link: ""
+ // },
+ // {
+ // text: "Pulse Timer",
+ // link: ""
+ // },
+ // {
+ // text: "Powereed Latch",
+ // link: ""
+ // },
+ // {
+ // text: "Powered Toggle Latch",
+ // link: ""
+ // },
+ // {
+ // text: "Rose Quartz Lamp",
+ // link: ""
+ // },
+ // ]
+ // },
+ // {
+ // text: "Movement Anchors",
+ // collapsed: true,
+ // items: [
+ // {
+ // text: "",
+ // link: ""
+ // }
+ // ]
+ // },
+ // {
+ // text: "Contraption Actors",
+ // collapsed: true,
+ // items: [
+ // {
+ // text: "",
+ // link: ""
+ // }
+ // ]
+ // },
+ // {
+ // text: "Block Attachment Utility",
+ // collapsed: true,
+ // items: [
+ // {
+ // text: "",
+ // link: ""
+ // }
+ // ]
+ // },
+ // {
+ // text: "Railway Equipment",
+ // collapsed: true,
+ // items: [
+ // {
+ // text: "",
+ // link: ""
+ // }
+ // ]
+ // },
+ // {
+ // text: "Aesthetics",
+ // collapsed: true,
+ // items: [
+ // {
+ // text: "",
+ // link: ""
+ // }
+ // ]
+ // },
+ // {
+ // text: "Creative Mode",
+ // collapsed: true,
+ // items: [
+ // {
+ // text: "",
+ // link: ""
+ // }
+ // ]
+ // },
+
+ // TODO - Finish this
+ // { text: "Common Issues", link: "/users/common-issues" },
+
// TODO - Redo this, it's really old and needs a update
// {
// text: "How to use Create Schematics",
@@ -33,46 +546,57 @@ export default {
// },
// ],
// },
+
+ // Group integrations together for clearer organization
{
- text: "Create's Computercraft Integration",
+ text: "Integrations",
collapsed: true,
items: [
+ // Computer Craft (might need to restructure nesting)
{
- text: "Trains",
+ text: "Create's Computercraft Integration",
+ collapsed: true,
items: [
{
- text: "Train station",
- link: "/users/cc-tweaked-integration/train/train-station",
+ // Combine into one page?
+ text: "Trains",
+ items: [
+ {
+ text: "Train station",
+ link: "/users/cc-tweaked-integration/train/train-station",
+ },
+ {
+ text: "Train schedule",
+ link: "/users/cc-tweaked-integration/train/train-schedule",
+ },
+ ],
+ },
+ {
+ text: "Display Link",
+ link: "/users/cc-tweaked-integration/display-link",
+ },
+ {
+ text: "Rotational Speed Controller",
+ link: "/users/cc-tweaked-integration/rotational-speed-controller",
},
{
- text: "Train schedule",
- link: "/users/cc-tweaked-integration/train/train-schedule",
+ text: "Sequenced Gearshift",
+ link: "/users/cc-tweaked-integration/sequenced-gearshift",
+ },
+ {
+ text: "Speedometer",
+ link: "/users/cc-tweaked-integration/speedometer",
+ },
+ {
+ text: "Stressometer",
+ link: "/users/cc-tweaked-integration/stressometer",
},
],
},
- {
- text: "Display Link",
- link: "/users/cc-tweaked-integration/display-link",
- },
- {
- text: "Rotational Speed Controller",
- link: "/users/cc-tweaked-integration/rotational-speed-controller",
- },
- {
- text: "Sequenced Gearshift",
- link: "/users/cc-tweaked-integration/sequenced-gearshift",
- },
- {
- text: "Speedometer",
- link: "/users/cc-tweaked-integration/speedometer",
- },
- {
- text: "Stressometer",
- link: "/users/cc-tweaked-integration/stressometer",
- },
- ],
- },
+ // Other integrations here?
+ ]
+ },
],
},
],
-} as DefaultTheme.SidebarMulti;
\ No newline at end of file
+} as DefaultTheme.SidebarMulti;
diff --git a/users/development-status.md b/users/about/development-status.md
similarity index 55%
rename from users/development-status.md
rename to users/about/development-status.md
index 55f7d08..87107bc 100644
--- a/users/development-status.md
+++ b/users/about/development-status.md
@@ -7,19 +7,19 @@ last thing we want is to give up on making features perfect for you just so it c
## Supported Game Versions {#supported-versions}
-| Overview | |
-|-----------------|------------------------|
-| 1.21.2+ | Waiting on 1.21.1 Port |
-| 1.21.1 | Continued Support |
-| 1.20.2 - 1.20.6 | Skipped |
-| 1.20.1 | Continued Support |
-| 1.19.4 | Skipped |
-| 1.19.2 | Available (0.5.1) |
-| 1.18.2 | Available (0.5.1) |
-| 1.17.x | Skipped |
-| 1.16.5 | Available (0.3.2) |
-| 1.15.2 | Available (0.3.1) |
-| 1.14.4 | Available (0.2.3) |
+| Overview | |
+| --------------- | ----------------- |
+| 1.21.2+ | Unsupported |
+| 1.21.1 | Continued Support |
+| 1.20.2 - 1.21.0 | Skipped |
+| 1.20.1 | Continued Support |
+| 1.19.4 | Skipped |
+| 1.19.2 | Available (0.5.1) |
+| 1.18.2 | Available (0.5.1) |
+| 1.17.x | Skipped |
+| 1.16.5 | Available (0.3.2) |
+| 1.15.2 | Available (0.3.1) |
+| 1.14.4 | Available (0.2.3) |
### Fabric Loader {#fabric}
@@ -27,4 +27,4 @@ _Supported_
While the content is developed primarily on Forge, there is a dedicated team of developers maintaining a Fabric port of
Create.
-Their Project Page can be found [here](https://www.curseforge.com/minecraft/mc-mods/create-fabric).
\ No newline at end of file
+Their Project Page can be found [here](https://www.curseforge.com/minecraft/mc-mods/create-fabric).
diff --git a/users/support-create.md b/users/about/support-create.md
similarity index 100%
rename from users/support-create.md
rename to users/about/support-create.md
diff --git a/users/andesite-related/adjustable-chain-gearshift.md b/users/andesite-related/adjustable-chain-gearshift.md
new file mode 100644
index 0000000..a8887a5
--- /dev/null
+++ b/users/andesite-related/adjustable-chain-gearshift.md
@@ -0,0 +1,13 @@
+# Adjustable Chain Gearshift
+
+The Adjustable Chain Gearshift functions similarly to Encased Chain Drive, but can change the speed of the output when powered with redstone.
+
+
+
+## Usage
+
+To control the speed of an encased chain, the Adjustable Chain Gearshift must be placed in line with Encased Chain Drives with sides touching. To increase the speed of an encased chain, an Adjustable Chain Gearshift must be connected to the source of rotational power by its axis and it must be powered by a redstone signal. A full strength redstone signal will double the speed of the chain. A partial strength signal, such as given by an analog lever, will give a proportional increase in speed between 1x and 2x.
+
+If a redstone-powered Adjustable Chain Gearshift receives its rotational power from an encased chain, then it will reduce the rotation speed of its axis by up to half, again depending on the strength of the redstone signal.
+
+Using an analog lever, the following gear ratios can be obtained:
diff --git a/users/andesite-related/belts.md b/users/andesite-related/belts.md
new file mode 100644
index 0000000..ff19489
--- /dev/null
+++ b/users/andesite-related/belts.md
@@ -0,0 +1,55 @@
+# Mechanical Belts
+
+A Mechanical Belt is a mechanical component that conveys rotation and moves items and entities.
+
+## Usage
+
+### Placement
+
+Placing a Belt requires at least two Shafts. Place the Belt by right-clicking on the first shaft and then right clicking the second. Regardless of the length, this only consumes one mechanical belt. Both shafts must face the same direction.
+
+A Mechanical Belt can be placed over any number of Shafts arranged horizontally, vertically, or diagonally (45° towards the y axis) in a single line, provided that no obstructions are present and that the total length is no longer than twenty blocks (adjustable in the Config). The Mechanical Belt also require that the two shafts face the same direction. Andesite Casing and Brass Casing can be placed over any segment of a Belt.
+
+Once a Belt is placed, it can be extended by right clicking the end with a Mechanical Belt in hand while the belt is `under 20 blocks`, though this does not consume the belt. Belts can also be shortened by right clicking them with a Wrench. Both actions relocate the Shaft.
+
+### Moving Entities and Items
+
+The Mechanical Belt can transport items from one location to another. Items can either be thrown onto the belt, and machines such as Funnels, Chutes or Mechanical Arms can place items onto the belt or remove items from the belt. A belt can also transport entities and the player. Diving Boots can be worn to negate this effect. You can also negate it while crouching. Items cannot be moved by vertical belts. The belt moves items at ${\displaystyle ({\frac {75}{32}}\times k\times a)}$ items/min, where ${\displaystyle k}$ is the belt speed (RPM) and ${\displaystyle a}$ is the stack size on the belt. Thus the belt's speed changes at a rate of `2.35 items/min` for every additional RPM. For instance, a belt moving at `64 RPM` will move `150 items per minute` when the belt contains singular items.
+
+If you need to transport more than `600 items per minute`, you will need to use a Brass Funnel to place stacks of items on the belt. At `64 RPM`, this results in a throughput of `9600 items/min`.
+
+### Common Speeds
+
+| RPM | Processing Time (sec/item) | Throughput (items/sec) |
+| --- | -------------------------- | ---------------------- |
+| 4 | 9.375 | 600 |
+| 8 | 18.75 | 1,200 |
+| 16 | 37.5 | 2,400 |
+| 32 | 75 | 4,800 |
+| 64 | 150 | 9,600 |
+| 128 | 300 | 19,200 |
+| 256 | 600 | 38,400 |
+
+### Relaying Rotational Power
+
+When rotational force is connected to any shaft of a belt, the belt conveys identical force to every other shaft it is connected to. As such, if two shafts are connected to external sources of rotational force, a belt cannot be placed connecting them unless the force is in the same direction and at the same speed.
+
+### Interactions
+
+Components that are commonly used in conjunction with the Mechanical Belt include:
+
+- Mechanical Press
+- Deployer
+- Spout
+- Brass Tunnel
+- Funnel
+- Chute
+- Depot
+- Mechanical Arm
+- Encased Fan
+
+A Mechanical Press presses items on the belt that pass underneath it. Deployers can use their held item on the items that are on the belt which is useful for making train tracks and precision mechanisms. Spouts also fills valid items with the corresponding liquid that it has been supplied with. Brass Tunnels may be used to separate items from stacks or reorganize them as they move along the belt and through the Brass Tunnels. Chutes and Funnels can place items from machine inventories onto the belt or take items off the belt when facing the belt. A belt can place items onto a Depot which allows other machines such as a Chute or a Mechanical Arm to pick up the item and transfer them somewhere else. Encased Fans can modify the item on the belt as it travels along it such as bulk washing or bulk smelting.
+
+### Dyeing
+
+Mechanical Belts can be dyed be right clicking on them with a Dye. This will add colored stripes along the edges of the belt. To remove the dye, right click on the belt with a Water Bucket or Water Bottle.
diff --git a/users/andesite-related/clutch.md b/users/andesite-related/clutch.md
new file mode 100644
index 0000000..1078aa1
--- /dev/null
+++ b/users/andesite-related/clutch.md
@@ -0,0 +1,6 @@
+# Clutch
+
+The Clutch stops outgoing rotation when a redstone signal is applied.
+When the Clutch is not activated by a redstone signal, it will transfer rotation like a Shaft. When it is supplied with a redstone signal, it will stop transferring rotation.
+
+
diff --git a/users/andesite-related/cogwheels.md b/users/andesite-related/cogwheels.md
new file mode 100644
index 0000000..f821b13
--- /dev/null
+++ b/users/andesite-related/cogwheels.md
@@ -0,0 +1,30 @@
+# Cogwheels
+
+The Cogwheel is a basic mechanical component in Create that relays rotation.
+
+The Large Cogwheel is a larger variant of the cogwheel that can relay rotation around corners and power Rotation Speed Controllers.
+
+
+
+
+## Usage
+
+### Conveying Rotation
+
+Cogwheels have three main methods of interlocking:
+
+- Two Cogwheels interlock when placed next to each other (not diagonally) and facing the same direction. When rotational force is provided to one of the cogwheels, the force will be provided to the other Cogwheel at the same speed but in the opposite direction.
+- Two Large Cogwheels interlock when placed perpendicular to each other, effectively changing its axis and direction, but not its speed.
+- A Cogwheel and a Large Cogwheel interlock when placed diagonally to each other and facing the same direction. The Large Cogwheel will rotate at half the speed of the Cogwheel.
+
+A cogwheel can also be used like a Shaft, conveying rotation from the ends of its axis. They can be stopped from doing this by applying a Casing, configurable with a Wrench. Mechanical components can be connected to each end, and several Cogwheels connected end-to-end function the same as multiple shafts would.
+
+### Adjusting Speed (Gear Ratios)
+
+Using pairs of Cogwheels and Large Cogwheels, rotational speed can be easily doubled or halved using the mechanic mentioned above. It is possible to connect many pairs of Large Cogwheels and Cogwheels to apply this mechanic repeatedly, up to 256 RPM (Though that limit can be increased or decreased in the Config).
+
+A Large Cogwheel can also be connected to a Rotation Speed Controller, to adjust speed more precisely.
+
+### Activating Components
+
+Some blocks need to be powered by a Cogwheel to function. Those blocks contain a Cogwheel in their texture and can be powered by placing a Cogwheel adjacent to them or a large Cogwheel diagonally, both in the same direction as the block, like a normal Cogwheel.
diff --git a/users/andesite-related/depot.md b/users/andesite-related/depot.md
new file mode 100644
index 0000000..07a98c5
--- /dev/null
+++ b/users/andesite-related/depot.md
@@ -0,0 +1,28 @@
+# Depot
+
+The Depot is used as an interaction point for machines such as Mechanical Arms, Mechanical Presses, Spouts, etc.
+
+
+
+## Crafting
+
+---
+
+|
|
|  |
+| ---------------------------------------------------------- | ---------------------------------------------------------------------------------- | ------------------------ |
+|  |  |  |
+|  |  |  |
+
+## Usage
+
+---
+
+### Holding Items
+
+Items can be right clicked or inserted onto the depot. Machines such as Mechanical Presses will interact with the items the same way they would on a Mechanical Belt.
+
+Items on a depot will not despawn, and will stay there until they are extracted by a player or another machine.
+
+### Display Link
+
+Depots can be sources for Display Links. As well as displaying the name of the item in the depot, items held by other depots placed in a row behind the main depot will be displayed.
diff --git a/users/andesite-related/encased-chain-drive.md b/users/andesite-related/encased-chain-drive.md
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+# Encased Chain Drive
+
+The Encased Chain Drive is a block that can transfer rotation much like the Mechanical Belt.
+
+
+
+## Usage
+
+Encased chain drives may be placed side by side either vertically or horizontally to form a chain passing rotational power among all the blocks. The blocks must touch on their sides (not axis to side) and be in a single straight line to form a chain. The axes of the encased chain drives may be all parallel or blocks can be rotated to orient the axis perpendicularly. Encased chain drives can also pass rotational power through their rotating axis, but this is not a continuation of the same chain.
+
+### Orientation Constraints
+
+The image to the right illustrates several options and constraints for connecting encased chain drives. Panel A shows a typical arrangement with a single string of drives with their sides touching. This forms a straight brown line in the graphics representing the axis of the encased chain. Panel B shows that even though two added blocks are touching sides with a string of drives, they are not forming a single line and so do not receive power. Panel C shows bocks having been attached with axes touching sides. Axes cannot pass or receive power from the side of an encased chain block. Panel D shows that new alignments can be created using rotated encased chain blocks to couple separate chains.
+
+### Changing Rotation Speed
+
+Encased Chain Drives can also be connected to Adjustable Chain Gearshifts, which can change the speed based on the redstone power input.
diff --git a/users/andesite-related/encased-fan.md b/users/andesite-related/encased-fan.md
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+# Encased Fan
+
+The Encased Fan is a mechanical component that can create air streams. Encased Fans are used for moving entities, vertical transport of items, Bulk Washing, Bulk Blasting, Bulk Haunting, and Bulk Smoking.
+
+The Encased Fan connects to other rotational components from the back.
+
+
+
+## Usage
+
+### Breakdown of Fan-based Processing
+
+Bulk Blasting can process items like a Furnace. This requires a heated blaze burner or Lava. This is similar to a Furnace.
+
+Bulk Smoking can process items like a Smoker. This requires an unheated Blaze Burner, fire, or a Campfire. This is similar to a Smoker.
+
+Bulk Washing requires water to be placed directly in front of the fan’s airstream. Additional Information: This can be done on a Belt or a Depot.
+
+### Pushing/Pulling Entities
+
+When powered by Rotational Force, an Encased Fan creates an air stream that extends several blocks in front of it. This air stream pushes entities away from the fan or pulls entities towards it depending on the direction of the rotation that the fan receives. Powering an Encased Fan with faster rotational force will cause its air stream to be stronger and faster.
+
+Items will always be pushed, but mobs or players won't be pushed until the Fan is running at least 4 rpm. The maximum push and pull distance can be changed in the Config. Below is a table detailing how far a fan can push items horizontally.
+
+### Entity Push and Bulk Processing distance
+
+| Speed (RPM) | Distance (Blocks) |
+| ----------- | ----------------- |
+| 1-12 RPM | 4 blocks |
+| 16-28 RPM | 5 blocks |
+| 32 RPM | 6 blocks |
+| 48 RPM | 7 blocks |
+| 64 RPM | 8 blocks |
+| 80 RPM | 9 blocks |
+| 96 RPM | 10 blocks |
+| 112 RPM | 11 blocks |
+| 128 RPM | 12 blocks |
+| 192 RPM | 16 blocks |
+| 256 RPM | 20 blocks |
+
+### Vertical Item Transport
+
+Fans can also be used to push or pull items through Chutes. Items inserted into the chutes will be pushed/pulled by the fan.
+
+### Bulk Item Processing
+
+When the air stream of an Encased Fan passes through certain blocks, the air stream downstream will apply the respective processing to items.
+
+Washing
+
+- Water
+
+Smoking
+
+- Fire
+- Campfire
+- Empty Blaze Burner lit with Flint and Steel
+- Blaze Burner (smoldering)
+
+Blasting
+
+- Lava
+- Fueled Blaze Burner
+
+Haunting
+
+- Soul Fire
+- Soul Campfire
+- Empty Blaze Burner lit with Flint and Steel **and right clicked with Soul Sand or Soul Soil.**
+
+The respective recipes are applied to item entities when they sit in the air stream, whether they are in the world, on a Mechanical Belt, or on a Depot. These recipes can be applied to multiple items at once.
+
+The Fan's airstream can pass through certain blocks, such as non-solid ones and those tagged with FAN_TRANSPARENT. 4 ray tests are also performed to check for holes in the block's collision shape. These blocks may be useful for building bulk item processing setups, as they can hold back lava or water while allowing the air stream through. The following is a list of blocks with the FAN_TRANSPARENT Tag:
+
+- Fences
+- Iron Bars
+- Metal Bars
+- Campfires
+- Leaves
+- Sail Frames
+- Copycat Blocks
+
+The following blocks do not have the FAN_TRANSPARENT tag, but are transparent:
+
+- Sign
+
+### Mob Interaction
+
+When the player or a mob steps into a Bulk Processing stream, various effects may be applied.
+
+- Smoking sets the entity on fire and deals 2 damage (1 ♥) or 3 damage (1.5 ♥) depending on Difficulty.
+- Blasting sets the entity on fire and deals 3 damage (1.5 ♥), 4 damage (2 ♥), or 6 damage (3 ♥) depending on Difficulty.
+- Washing streams extinguish entities on fire and deal 2 damage (1 ♥) to Endermen, Blazes, and Snow Golems.
+- Haunting streams apply Slowness II and Blindness.
+
+### Bulk Item Processing Speed
+
+All forms of Bulk Processing (Smoking, Blasting, Haunting, and Washing) process items at the same speeds. Multiple fans applying the same processing effect on the same block divide the processing time. For example, two fans creating an air stream through water will process the same amount of items twice as fast as one fan. However, different stack sizes take a different amount of time to process, as listed below:
+
+| Item count/stack | Processing Time | Max Belt Speed |
+| ---------------- | --------------- | -------------- |
+| 1-16 | 7.5 seconds | 3.2 RPM |
+| 17-32 | 15 seconds | 1.6 RPM |
+| 33-48 | 22.5 seconds | 1.06 RPM |
+| 49-64 | 30 seconds | 0.8 RPM |
+
+Note that if a recipe's output is also a valid input for a different recipe (such as Cobblestone → Stone → Smooth Stone), the second recipe will start being processed immediately after the previous one is finished. Use Depots with filtered Brass Funnels, Mechanical Arms with filtered outputs, or Mechanical Belts set to the correct speed.
diff --git a/users/andesite-related/gearboxes.md b/users/andesite-related/gearboxes.md
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+# Gearboxes
+
+The Gearbox is a block used to transfer Rotational power in 4 directions, either horizontally or vertically.
+
+
+
+
+## Usage
+
+The Gearbox can relay rotational power in four horizontal directions. The vertical counterpart, like the normal version, can relay power in four vertical directions.
+
+When receiving input from any input side (sides with a shaft shape), the Gearbox will output/relay rotational power in opposite spin for all of the remaining sides. In another word, when the input is clockwise, the output on the other 3 sides will be anti-clockwise, and vice-versa.
diff --git a/users/andesite-related/gearshift.md b/users/andesite-related/gearshift.md
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+# Gearshift
+
+The Gearshift reverses outgoing Rotational Force when a Redstone signal is applied.
+
+
diff --git a/users/andesite-related/hand-crank.md b/users/andesite-related/hand-crank.md
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+# Hand Crank
+
+The Hand Crank generates a small amount of Rotational Force through player interaction.
+
+
+
+## Usage
+
+Hold right click to rotate the Crank counter-clockwise and shift right click to reverse the rotation.
+
+The Hand Crank will rotate at `32 RPM` for around 0.5 seconds. One usage of the Hand Crank will rotate a Mechanical Bearing connected 1:1 90°.
+
+Use of the Hand Crank will deplete hunger.
diff --git a/users/andesite-related/mechanical-mixer.md b/users/andesite-related/mechanical-mixer.md
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+# Mechanical Mixer
+
+The Mechanical Mixer is a mechanical component that applies Mixing recipes and shapeless Crafting recipes to items in Basins.
+
+
+
+## Usage
+
+The Mechanical Mixer is powered by an internal cogwheel, and will behave as one to any adjacent components, relaying and reversing rotation sideways.
+
+The Mixer requires a minimum rotational speed of 30 RPM from its power source to work. Mixers will process ingredients faster the more speed it is given.
+
+To work, a Mixer must be placed directly above a Basin, with a 1 block gap. When a valid recipe is inserted by throwing the ingredients in the Mixer, the Mixer will automatically combine the ingredients.
+
+### Automating Shapeless Recipes
+
+All shapeless crafting recipes can be made automatically using the Mechanical Mixer by inserting required items into the Basin under the mixer.
+
+### Automating Brewing
+
+All Brewing recipes can be made automatically using the Mechanical Mixer by inserting the required items and fluids into the Basin under the mixer. Brewing recipes require heating with a blaze burner.
+
+## Throughput (Speed)
+
+The only variable that effect the processing speed of the Mechanical Crafter is RPM. To calculate the exact number of game ticks it take to process one recipe $({\displaystyle t_{recipe}})$, use this formula, where $k$ is RPM:
+
+```math
+{\displaystyle t_{recipe}=\left\lfloor \min \left(15*\max \left(\left\lfloor \log _{2}\left({\frac {512}{\left|k\right|}}\right)\right\rfloor +1,\ 1\right),\ 512\right)\right\rfloor +1\quad {\text{ticks}}}
+```
+
+To calculate the exact number of recipes per tick $({\displaystyle f_{recipe}})$, take the inverse of ${\displaystyle t_{recipe}}$ :
+
+```math
+{\displaystyle f_{recipe}={\frac {1}{\left\lfloor \min \left(15*\max \left(\left\lfloor \log _{2}\left({\frac {512}{\left|k\right|}}\right)\right\rfloor +1,\ 1\right),\ 512\right)\right\rfloor +1}}\quad {\frac {\text{recipe}}{\text{tick}}}}
+```
+
+If recipes per second are desired instead, then simply multiply the value by 20:
+
+```math
+{\displaystyle f_{recipe}={\frac {20}{\left\lfloor \min \left(15*\max \left(\left\lfloor \log _{2}\left({\frac {512}{\left|k\right|}}\right)\right\rfloor +1,\ 1\right),\ 512\right)\right\rfloor +1}}\quad {\frac {\text{recipe}}{\text{second}}}}
+```
+
+Here are some precomputed values for common speeds:
+
+| RPM | ${\displaystyle t_{recipe}}$ | r/s | r/m | r/h |
+| --- | ---------------------------- | ------ | ----- | ---- |
+| 32 | 62 | 0.3225 | 19.35 | 1161 |
+| 64 | 47 | 0.4255 | 25.53 | 1531 |
+| 128 | 32 | 0.625 | 37.5 | 2250 |
+| 256 | 17 | 1.176 | 70.58 | 4235 |
diff --git a/users/andesite-related/mechanical-press.md b/users/andesite-related/mechanical-press.md
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+# Mechanical Press
+
+The Mechanical Press is a mechanical component that applies Pressing, Packing, and Compacting recipes to items below it. It is an important early-game item, as it is used to press Ingots into Sheets, which are important ingredients for higher-level components.
+
+The Mechanical Press is powered by an internal Shaft, accessed from two opposite sides. Much like Shafts, Presses will relay rotation along their axis. It processes items faster when it receives faster rotational power.
+
+
+
+## Crafting
+
+---
+
+## Usage
+
+---
+
+### Pressing
+
+By default, the Mechanical Press will apply Pressing recipes to items underneath it. This can be set up in two ways:
+
+- When placed one space above any block, it will process all valid items on the block when given rotational power. Items with no pressing recipe are unaffected.
+- When placed one space above a Mechanical Belt, it will automatically press incoming items, stalling the belt until each operation is done.
+
+Items with no pressing recipe are ignored. Pressing recipes cannot be applied in bulk (unless you change the config.)
+
+### Used with a Basin
+
+
+
+When a Mechanical Press is placed above a Basin, it will apply Packing or Compacting recipes to ingredients in the Basin. Packing and Compacting recipes are applied one at a time and cannot be applied in bulk.
+
+### Compacting
+
+The Press will automatically process any valid recipe it detects inside the Basin, regardless if there are leftovers inside, as long as the Basin has inventory space remaining. To follow a specific recipe, place a filter on the filter slot and choose your wanted output.
+
+### Packing
+
+Packing recipes are any `2x2` or `3x3` crafting recipe that uses the same item in every slot. The Mechanical Press will begin packing items as soon as there are enough of the same item.
+
+## Speed
+
+The Press takes a certain amount of time to process each item. The only parameter that affects the processing speed is the input rotational speed.
+
+### Formula
+
+The speed at which the Mechanical Press processes items can be calculated with the following formula:
+
+```math
+{\displaystyle t_{p}={\frac {240}{\left\lfloor 1+\max(0,\min(1,{\frac {\left|k\right|}{512}}))\times 59\right\rfloor }}}
+```
+
+where ${\displaystyle k}$ is the input RPM (rotations per minute) and ${\displaystyle t_{p}}$ is the amount of ticks it takes to process an item. Since the game runs at 20 ticks per second, the formula to get the number of seconds can be rewritten as
+
+```math
+{\displaystyle t_{p}={\frac {12}{\left\lfloor 1+\max(0,\min(1,{\frac {\left|k\right|}{512}}))\times 59\right\rfloor }}}
+```
+
+### Common Speeds
+
+| RPM | Processing Time (sec/item) | Throughput (items/sec) |
+| --- | -------------------------- | ---------------------- |
+| 1 | 12 | 0.083 |
+| 16 | 6 | 0.167 |
+| 32 | 3 | 0.333 |
+| 64 | 1.5 | 0.667 |
+| 128 | 0.8 | 1.25 |
+| 256 | 0.4 | 2.5 |
diff --git a/users/andesite-related/millstone.md b/users/andesite-related/millstone.md
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+# Millstone
+
+The Millstone is a more basic equivalent of the Crushing Wheels, and is most likely the first of the two that the Player will construct. It is capable of applying milling recipes to any valid items inserted from above.
+
+
+
+## Usage
diff --git a/users/andesite-related/shafts.md b/users/andesite-related/shafts.md
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+# Shafts
+
+The shaft is a basic mechanical component in Create. A shaft can be used to connect two mechanical components such that the rotation of one rotates the other. Shafts also serve as the only blocks upon which Mechanical Belts can be placed.
+
+
+
+## Usage
+
+### Connecting Components
+
+When two mechanical components are connected by a shaft, any rotational force provided to either component will also be provided to the other component at the same speed. As such, if both components provide stress, this can cause the machine to become overstressed.
+
+### Mechanical Belts
+
+A Mechanical Belt must be placed between two shafts. The shafts must be horizontal, parallel to each other, and perpendicular to the belt itself, and they must be aligned horizontally, vertically, or diagonally\*. No obstruction can exist between the two endpoints with the exception of other shafts. An Andesite/Brass Casing can be placed over any segment of a mechanical belt, including segments that contain shafts, to encase it.
+
+> **\* NOTE:** You cannot have any other diagonal angles other than 45°.
diff --git a/users/andesite-related/waterwheels.md b/users/andesite-related/waterwheels.md
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+# Waterwheels
+
+The Water Wheel is a source of rotational power. It generates Rotational Force when water flows over it.
+
+Due to the fact that the materials required to craft it are easily accessible, the Water Wheel serves as the simplest automatic generator and can be made very early in the game.
+
+Total stress capacity can be increased by adding more wheels in parallel.
+
+## Usage
+
+When water flows over a Water Wheel, it will begin to rotate. This rotational power can be conveyed to other Components from the Water Wheels' Shaft.
+
+As long as the water flows around the wheel in mostly one direction, the Wheel will generate Rotational Force.
+
+## Appearance
+
+The Water Wheel's appearance can be changed by right-clicking any type of Planks on it. The items will not be consumed. Each texture is automatically generated using the planks and logs of a wood type, allowing for some compatibility with other mods.
diff --git a/users/andesite-related/windmill-bearing.md b/users/andesite-related/windmill-bearing.md
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+# Windmill Bearing
+
+The Windmill Bearing is a block used for power generation.
+
+
+
+## Usage
+
+In order to begin generating power, a Windmill Bearing must have at least eight Sails, Sail Frames, Wool blocks, or Copycat Panels equipped with wool attached. Any other block can also be attached with Super Glue, though it will not yield any benefit. This will create a Windmill.
+
+By default, the Windmill Bearing spins clockwise, though this can be changed to counter-clockwise with the Wrench. For every 8 sail-type blocks connected to the Windmill Bearing, it gains 1 RPM and 512su (8-15 sails gives 512su at 1 RPM, 16-23 gives 1024su at 2 RPM, etc.). A Windmill will produce a maximum of 8192su (128 sail-type blocks).
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+# Mechanical Crafter
+
+Mechanical Crafters are machines that can automatically craft items.
+
+
+
+## Usage
+
+### Setup
+
+Right click the front of a Mechanical Crafter with a Wrench to change the direction it sends items during crafting. The Mechanical Crafters are only connected by this path.
+Arrangment
+
+Mechanical Crafters can be automatically filled by Funnels or Hoppers.
+
+On the back and sides of Mechanical Crafters, a Wrench can be used to connect or disconnect the inventory of two adjacent crafters. Crafters can share inventories while not participating in the same crafting recipe.
+
+Items can also be inserted or removed by hand.
+
+### Power
+
+Each Mechanical Crafter has an internal gear that can only be powered by adjacent Mechanical Crafters or any size Cogwheel. This means only 1 Mechanical Crafter in a setup needs to be powered by a Cogwheel.
+
+### Auto-Crafting
+
+When powered by rotational force and either powered with Redstone or all crafter slots are filled, Mechanical Crafters will send their items to adjacent crafters. For a successful recipe, the items must eventually meet in one crafter. Once all of the items reach the final Crafter, they will turn into the product. Crafters with Crafter Slot Covers act as empty spaces in a recipe; they can also be used to connect the inventory of otherwise separate crafters. Crafter Slot Covers will not move as recipe items will.
+
+Powered Mechanical Crafters will start crafting once every Mechanical Crafter has been filled, or when they receive a redstone signal.
+
+Mechanical Crafters are able to assemble invalid crafting recipes, but will eject the items once they are together instead of turning them into the crafting product.
+
+### Automating Crafting
+
+Directly adjacent slots can be merged. This means that recipes that involve a block or ring of one material, such as andesite alloy, will hold only that one item type. The material can then be fed in via a hopper from the side.
+
+### Output
+
+Once a recipe is assembled in the final Crafter, the item will either be placed into the inventory of the block the Crafter's path sends items to, or will be ejected into the world at that side of the Crafter if no such block exists.
+
+If the final Crafter directs the finished product back into the recipe, the item must be manually removed from the Crafters by a player.
+
+### Throughput (Speed)
+
+There are 2 variables that effect the crafting speed of the Mechanical Crafter: RPM and the length of the longest chain/chains of connected crafters in the crafting setup. A chain of connected crafters is a chain of crafters targeting each other with the next crafter in the chain being the crafter targeted
+
+To calculate the exact number of game ticks it take to craft one recipe (gt/1), use this formula:
+
+${\displaystyle s=min(max(RPM,4),250)}$
+
+```math
+{\displaystyle gt/1 = floor(2000/s+1)+floor(500/s+1)+floor(Max(100, s+1)/speed+1)*(longestchain-1)+floor(1000/s+1)*(longestchain-1)}
+```
+
+To calculate the exact number of recipes per second (r/s), divide the number of game ticks by 20:
+
+${\displaystyle s=min(max(RPM,4),250)}$
+
+```math
+{\displaystyle r/s = {\frac {floor(2000/s+1)+floor(500/s+1)+floor(Max(100, s+1)/speed+1)*(longestcrafterschain-1)+floor(1000/s+1)*(longestcrafterschain-1)}{20}}}
+```
diff --git a/users/brass-related/rotation_speed_controller.md b/users/brass-related/rotation_speed_controller.md
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+# Rotation Speed Controller
+
+The Rotation Speed Controller is a mechanical component that allows the player to precisely control rotational speed.
+
+
+
+## Usage
+
+For the Rotation Speed Controller to work, it must be paired with a Large Cogwheel. The Rotation Speed Controller, when powered by the Large Cogwheel, outputs any desired speed of rotational force from its sides. It also does the opposite; when powered from its sides, it controls the speed of the Large Cogwheel.
+
+The rotation speed and direction can be changed in the Value Settings Screen at the front or the back of the machine. The speed can be set to any non-zero integer from -256 to 256.
diff --git a/users/brass-related/sequenced-gearshift.md b/users/brass-related/sequenced-gearshift.md
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+# Sequenced Gearshift
+
+The Sequenced Gearshift allows finer control over Rotational power, allowing multiple changes to the rotation over a period of time.
+
+
+
+## Usage
+
+The Sequenced Gearshift can be given up to 5 commands at a time. Each command can be adjusted by hovering over them and scrolling in the interface.
+
+The first column consists of the commands `Turn by angle`, `Turn by Piston`, `Timed Delay`, `Await New Redstone Pulse`, and `End`. The first two are simply different measurements of rotation corresponding to Mechanical Pistons and Mechanical Bearings, the third makes the Gearshift wait before proceeding to the next command, while the fourth stops the sequence until the Gearshift receives another pulse. End signifies the end of a sequence, but is not necessary for a sequence to be completed.
+
+The second column adjusts the measurements for each command. Up to **360 Degrees** for `Turn`, **128 blocks** for `Piston`, and **30 seconds** for `Wait`.
+
+The third column adjusts speed and direction. Here, rotation can be doubled, reversed, both, or neither.
+
+A Redstone Comparator can be used to detect what instruction a Sequenced Gearshift is on. It will output a signal strength of up to 5, regardless of how many instructions are in the Gearshift.
diff --git a/users/casings/andesite-casing.md b/users/casings/andesite-casing.md
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+# Andesite Casing
+
+
diff --git a/users/casings/brass-casing.md b/users/casings/brass-casing.md
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+# Brass Casing
+
+
diff --git a/users/casings/copper-casing.md b/users/casings/copper-casing.md
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+# Copper Casing
+
+
diff --git a/users/casings/train-casing.md b/users/casings/train-casing.md
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+# Train Casing
+
+
diff --git a/users/copper-related/steam-engine.md b/users/copper-related/steam-engine.md
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+# Steam Engine
+
+The Steam Engine is a block that provides Rotational Force. It outputs the highest Stress Unit (SU) capacity of all the survival-mode power-generating blocks. It converts the pressure caused by heating Water in a Fluid Tank into Rotational Force, allowing for large scale item production and multiple contraptions.
+
+
+
+## Usage
+
+Steam Engines use heated Water for power and are placed on Fluid Tanks, which are then used as a boiler. At least 4 Fluid Tanks and 4 heat sources are required. A Shaft can be used on the engine to create a kinetic output. The direction of said output can be adjusted through the Value Settings on the side of the engine.
+
+Increasing the total power generated requires that one or more of the three characteristics (heat, size, water) of the Fluid Tank boiler be increased. This will increase the boiler's level, increasing the maximum amount of SU Steam Engines are capable of generating from the boiler. A single Steam Engine can only extract up to 16,384 SU (The equivalent of 1 boiler level). To combat this, multiple Steam Engines can be attached to a single boiler to extract more power; however, this will not increase the total power generated by the boiler.
+
+### Boiler Size
+
+The tank size is the basic characteristic of a steam boiler. The required dimensions are affected by the heat supplied. For a passive steam engine (level 0) the boiler must be a 2x2 fluid tank of preferably one block height (making it any higher will be a waste of resources). For an active steam engine (level 1 or higher) the boiler must have 4 blocks per heat level. For example, a level 1 boiler must have a tank made of at least 4 fluid tank blocks, a level 9 boiler must be made of at least 36 blocks and a level 18 boiler (maximum achievable) must be at least made of 72 blocks.
+
+### Heat
+
+A steam boiler requires heat to function. Heat sources must be placed underneath the boiler tank in order to affect it. All passive heat sources generate the same amount of heat. More power can be generated with the help of Blaze Burners, which produce varying amounts of heat depending on their state. Adding additional fluid tanks and increasing water input can also generate more power. At higher power levels, more Steam Engines are required to extract rotational power from the boiler.
+
+### Water
+
+Steam boilers also require water being pumped into them. The water requirements for a steam engine depend on its level, with higher levels consuming more water. If water is insufficient, the minimum required fluid transfer rate is shown in the Boiler status. To control the flow of water, you can use a Fluid Pump and a Rotation Speed Controller, or another method for adjusting the pump's speed like an Adjustable Chain Gearshift. This allows you to achieve different fluid transfer rates for different engine levels.
+
+When operating a steam engine, it's important to ensure that you have the correct amount of water flowing through it. For each level of a steam engine, you'll need to supply it with 10mb/t of water, or if the water source directly touches the fluid pumps, you can use the fluid transfer rate to calculate the total rpm. Note that rpm values of more 256 are impossible to reach without changing the upper limit through Configuration. In these cases, you will need to use multiple fluid pumps (e.g. two fluid pumps each set to 180rpm instead of one set to 360):
+
+| Engine Level | Minimum RPM | Maximum RPM |
+| ------------ | ----------- | ----------- |
+| 1 | 20 | 39 |
+| 2 | 40 | 59 |
+| 3 | 60 | 79 |
+| 4 | 80 | 99 |
+| 5 | 100 | 119 |
+| 6 | 120 | 139 |
+| 7 | 140 | 159 |
+| 8 | 160 | 179 |
+| 9 | 180 | 199 |
+| 10 | 200 | 219 |
+| 11 | 220 | 239 |
+| 12 | 240 | 259 |
+| 13 | 260 | 279 |
+| 14 | 280 | 299 |
+| 15 | 300 | 319 |
+| 16 | 320 | 339 |
+| 17 | 340 | 359 |
+| 18 (Max) | 360 | 379 |
+
+This equates to ${\textstyle rpm=20\times level}$, but any value where ${\textstyle 20\times level\leq rpm<20\times (level+1)}$ avoids under or oversupplying. However, smaller values consume less Kinetic Stress, so the lower bound is recommended.
+
+### Viewing Power Levels
+
+Power levels can be inspected by viewing the boiler with the Engineer's Goggles or by attaching a Display Link connected to a Display Board. The required water input rate will also be highlighted in this display if insufficient. The levels are shown as a number representing the number of Steam Engines that can be attached.
+
+The maximum number of power levels is 18. Eighteen Steam Engines each producing their maximum power of 16,384 SU gives a maximum boiler stress capacity of 294,912 SU. This can be achieved with the help of Blaze Burners fed Blaze Cakes (Super-heated Blaze Burners). For just a level 9 steam engine without Blaze Cakes, the maximum output is exactly half that amount at 147,456 SU.
+
+### Configuration Examples
+
+Here are a few examples of valid steam boiler setups with no resource waste:
+
+Level 0 steam engine (smallest possible) - 2,048 SU
+
+- 2x2x1 fluid tank
+- 4 passive heat sources under the tank (such as lava or campfires)
+- one pump pumping water into the tank, running at 20 rpm
+- one steam engine attached to the tank
+
+Level 1 steam engine - 16,384 SU
+
+- 1x1x4 or 2x2x1 fluid tank
+- one heated blaze burner under the tank
+- one pump pumping water into the tank, running at 20 rpm
+- one steam engine attached to the tank
+
+Level 4 steam engine (like in the picture above) - 65,536 SU
+
+- 2x2x4 fluid tank
+- 4 heated blaze burners under the tank
+- one pump pumping water into the tank, running at 80 rpm
+- 4 steam engines attached to the tank
+
+Level 9 steam engine (max achievable without superheating) - 147,456 SU
+
+- 3x3x4 fluid tank
+- 9 heated blaze burners under the tank
+- one pump pumping water into the tank, running at 180 rpm
+- 9 steam engines attached to the tank
+
+Level 18 steam engine (max achievable via superheating) - 294,912 SU
+
+- 3x3x8 fluid tank
+- 9 superheated blaze burners under the tank
+- two pumps pumping water into the tank, running at 180 rpm each
+- 18 steam engines attached to the tank
diff --git a/users/copper-related/valve-handle.md b/users/copper-related/valve-handle.md
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+# Valve Handle
+
+
+
+## Usage
+
+The Valve Handle functions much like the Hand Crank, though the amount and direction it rotates with one use can be adjusted in its Value Settings Screen. This may be useful for Contraptions that require a certain orientation to function. The direction of rotation can also be inverted from the Valve's settings by sneak using the Valve Handle instead of using it.
+
+The valve handle can be dyed all 16 vanilla colors by right clicking it with the respective Dye.
diff --git a/users/materials/andesite-alloy.md b/users/materials/andesite-alloy.md
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+# Andesite Alloy
+
+
+
+Andesite Alloy is a material used in Andesite Casing and simple kinetic blocks, which serves as an entry-point to the mechanical components of Create. Among its many functions, it is an essential ingredient for crafting Shafts and both regular and large Cogwheels. Andesite Alloy is the most basic construction material for components in Create.
+
+Andesite Alloy cannot be found naturally in the world but can be created through the following methods:
+
+- Placing two Andesite and two Iron/Zinc nuggets in a diagonal 2x2 pattern
+- Mixing one Andesite and one Iron/Zinc nugget with a Mixer in a Basin (more efficient)
+
+## Application
+
+Andesite Alloy can be applied to any stripped log manually by right clicking to create Andesite Casings. This process can be automated with the use of Deployers.
diff --git a/users/materials/brass.md b/users/materials/brass.md
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+# Brass
+
+
+
+Brass is an alloy obtained by mixing Copper and Zinc together with a Mechanical Mixer, Basin, and Blaze Burner. It is used primarily for crafting item sorting machines. Blocks of Brass can also be used as a beacon base.
diff --git a/users/materials/copper.md b/users/materials/copper.md
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+# Copper
+
+
+
+Copper Ingots are used to create copper casings and fluid components. They can also be mixed with Zinc to create Brass.
diff --git a/users/materials/zinc.md b/users/materials/zinc.md
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+# Zinc
+
+
diff --git a/users/utility/engineers-goggles.md b/users/utility/engineers-goggles.md
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+# Engineer's Goggles
+
+Engineer's Goggles are a wearable item that allow the user to see more details about Create machines and contraptions.
+
+
+
+## Usage
+
+While worn, the Engineer's Goggles will show the stress impact of the viewed machine while it is running. They will also give numbers and highlight the current rotation when looking at a Stressometer or Speedometer. Additionally, they show how much fluid is in a tank along with the total storage capacity of the tank.
diff --git a/users/utility/pondering.md b/users/utility/pondering.md
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+# Pondering
+
+Pondering is an in-game guide system that allows the player to quickly get information about Create blocks. The pondering screen shows an example contraption that explains the functions of the block.
+
+## Usage
+
+The full Ponder Index can be accessed through the Create menu by clicking the Engineer's Goggles icon in the pause menu.
+
+An item can be Pondered by hovering over it in your inventory and holding forward ("W" by default) until the bar below the item is filled up. This displays an animated infographic about the item being pondered.
+
+## Keybinds
+
+The keybinds for ponder are the same as those for certain player actions.
+
+| Keybind | Action |
+| -------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
+| **Q** | Activate **Identify Mode**. This pauses the current ponder scene. Hovering over Create elements shows the name of the block and gives the option to ponder those elements. |
+| **S** | Restart the current animation. |
+| **A** or **D** | Go backwards or forwards a scene (if available). |
+| **E** | Close the animation. |
+
+Comfy Reading does not currently have a keybind, but can be enabled by tapping the button in the bottom right. This slows down the entire animation to help read the text boxes.
+
+## Navigation
+
+While Pondering, similar or relevant machines can be viewed by clicking the icon to the left or activating identify mode and holding W over a visible component. After moving away from the initially pondered item, the option to "Think Back" can be found at the bottom left. The player can skip to specific parts of an animation by clicking different sections of the gray bar at the bottom.
+
+## Categories
+
+Ponder scenes are sorted into different categories based on the pondered blocks usage and function. The different categories are:
+
+| Category | Description |
+| ------------------------ | ----------------------------------------------------------------------------------------------------------------- |
+| Kinetic Blocks | Components which help relaying Rotational Force elsewhere |
+| Kinetic Sources | Components which generate Rotational Force |
+| Kinetic Appliances | Components which make use of Rotational Force |
+| Fluid Manipulators | Components which help relaying and making use of Fluids |
+| Item Transportation | Components which help moving items around |
+| Logic Components | Components which help with Redstone Engineering |
+| Creative Mode | Components not usually available in Survival Mode |
+| Movement Anchors | Components which allow the creation of moving Contraptions, animating an attached structure in a variety of ways. |
+| Contraption Actors | Components which expose special behavior when attached to a Contraption. |
+| Block Attachment Utility | Tools and Components used to assemble structures moved as an animated Contraption. |
+| Railway Equipment | Components used in the construction or management of Train contraptions |
+| Recent Changes | Components that have been added or changed significantly in recent versions of create |
+
+Mod authors and pack developers can add their own Ponder categories for their own purposes as well.
diff --git a/users/utility/rotation.md b/users/utility/rotation.md
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+# Rotational Force
+
+Rotational Force is what powers the various machines and the contraptions in the Create mod.
+
+## Speed
+
+Speed refers to how quickly a rotational component is spinning; it is measured in Rotations Per Minute (RPM) and can be seen with a Speedometer. The maximum rotation speed of a component is 256 RPM by default (configurable). Any component added to step up speed further, such as a cogwheel on a large cogwheel, will break off.
+
+Speed can be controlled through several means:
+
+- A Cogwheel and a Large Cogwheel can be connected together diagonally. One rotation of the large cogwheel is equivalent to 2 rotations of the small one, so the small one will always rotate twice as fast as the large one.
+- A Rotation Speed Controller with a large cogwheel can easily change the speed and direction of any input.
+- An Adjustable Chain Gearshift can change the speed of Encased Chain Drives connected to it based on redstone signal.
+
+Higher speeds proportionally raise the stress requirement of a mechanical component. Twice the RPM produces twice the stress.
+
+## Kinetic Stress
+
+Stress networks can be combined as long as they rotate in the same direction and speed where they meet.
+
+Stress is the amount of energy mechanical components need to run and is shared across all components that are connected together in a network; it is measured in Stress Units (SU). The stress requirement or production of a certain component can be seen by looking at it wearing Engineer's Goggles and the total stress of a network can be measured with a Stressometer.
+
+Each network has a total amount of stress units available to work with, which can be produced by Generators such as:
+
+- Hand Crank
+- Water Wheel
+- Windmill Bearing
+- Steam Engine
+
+Mechanical components utilize a certain amount of the SU available to the network depending on their type and the speed they're working at. If more Stress Units are used than are available to the network, it will become overstressed and stop entirely until more stress capacity is added or stress-generating components are removed.
+
+## Transfer
+
+There are several ways to transfer rotational energy:
+
+- Shaft - Transfers rotational force in a straight line. Some components have Shafts built in.
+- Cogwheel - Inverts force, doubles or halves speed, can rotate axis 90 degrees. Some components have small cogwheels built in.
+- Mechanical Belt - Relay rotation between 2 or more Shafts.
+- Encased Chain Drive - Relays rotation, can rotate axis 90 degrees.
+- Adjustable Chain Gearshift - When used with an Analog Lever, can manipulate speed between doubling or halving it.
+- Gearbox - A miniature version of four connected Large Cogwheels.
+- Clutch - Stops outgoing rotation when powered with Redstone.
+- Gearshift - Inverts outgoing rotation when powered with Redstone.
+- Gantry Carriage - Can move along a line of Gantry Shafts and outputs the rotational force when the shaft is powered with Redstone.
+- Sequenced Gearshift - Allows for sequences of specific amounts of rotation.
+- Rotation Speed Controller - Outputs a specified speed and direction of rotation.