MediaWiki API result
This is the HTML representation of the JSON format. HTML is good for debugging, but is unsuitable for application use.
Specify the format parameter to change the output format. To see the non-HTML representation of the JSON format, set format=json.
See the complete documentation, or the API help for more information.
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"title": "MediaWiki:Sidebar",
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"type": "create",
"action": "create",
"user": "Admin",
"timestamp": "2026-07-26T20:29:47Z",
"comment": "Created page with \" * navigation ** mainpage|mainpage-description ** recentchanges-url|recentchanges ** randompage-url|randompage * SEARCH * TOOLBOX * LANGUAGES\""
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"ns": 0,
"title": "Mod Design",
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"user": "Admin",
"timestamp": "2026-07-26T20:15:15Z",
"comment": "Created page with \"This is a main page for all design documents of the mod Designing professions: * [[Designing Mining]] * [[Designing Farming]] * [[Designing Combat]] Core mechanics: * [[Designing Interactions]] * [[Designing Progression]] * [[Designing Skill System]]\""
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"title": "Designing Skill System",
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"timestamp": "2026-07-26T20:13:06Z",
"comment": "Created page with \"= Core pillars = == Specialization == This whole modpack is about specialization, so rewarding it is of utmost importance. Specializing can happen inside of a profession too, for example one miner can focus on harvesting resources, while another can focus on crafting gear: this specialization should be rewarded by the skill system == Easy to catch up == If a new player joins some time after the server started, they shouldn't feel useless because they lack experience an...\""
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"title": "Designing Progression",
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"type": "create",
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"user": "Admin",
"timestamp": "2026-07-26T20:12:43Z",
"comment": "Created page with \"Progression has three components: * General technology knowledge * Individual players' skills * Infrastructure = Core pillars = == 3-10 players == Minimum of 3 players is required to fill each profession, 10 players is a sane limit for a medium company == 20-50 hours to achieve the end goal == Playtests show that iron tier is achievable in ~4-5 hours == Progression structure similar to vanilla == This means a similar resource ladder: wood, stone, copper, iron, diamo...\""
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"title": "Designing Mining",
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"timestamp": "2026-07-26T20:11:50Z",
"comment": "Created page with \"Why is mining fun? * Excitement when discovering rare resources * Relaxation, no need to think * Micro decisions and resource management * Exploration * Long expeditions * Overall sense of progression I think there should be two types of mining: * Production, just breaking blocks in a sequence (similar to stripmining), yields basic resources * Exploration with constant decision making (do i have enough torches/durability, where should i go) (similar to caving), but no...\""
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"logpage": 4,
"revid": 6,
"params": {},
"type": "create",
"action": "create",
"user": "Admin",
"timestamp": "2026-07-26T20:11:02Z",
"comment": "Created page with \"I distinguish between three types of cooperation: == Asynchronous cooperation == * Shops * Request boards * Shared storages * Maps * Infrastructure == Synchronous cooperation == * Cooperative expeditions == Strategic cooperation == * Determining long-term tasks and priorities = Core pillars = == A given profession should be self-sufficient in the short-term == == Handoffs == Benefits from other professions shouldn't be just passive bonuses, instead they should b...\""
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"logid": 5,
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"title": "Designing Farming",
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"logpage": 3,
"revid": 5,
"params": {},
"type": "create",
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"user": "Admin",
"timestamp": "2026-07-26T20:08:47Z",
"comment": "Created page with \"Why is farming fun? * Relaxing, seamless gameplay * Constant sense of progression * Structured, clear tasks * No predetermined route * Creating, decorating yourself * Watching your efforts = Core pillars = == No external forces == Players do not expect something to break anything in their farms while they are away == Clear goals and available actions == Maybe the exp/skill system can help with that == Mechanics integrated with decorating == This may be hard to execu...\""
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"title": "Designing Combat",
"pageid": 2,
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"revid": 4,
"params": {},
"type": "create",
"action": "create",
"user": "Admin",
"timestamp": "2026-07-26T20:08:25Z",
"comment": "Created page with \"Why is combat fun? * Thinking about each action you take * Adapting to different mob behaviour * Weapon variety * Enemies that react to your actions (for example don't see you if you are crouching) * Making mistakes has a tangible cost = Core pillars = == Rewarding exploration == == Variety == Different situations should facilitate different approaches, both in gear and actions you take in combat (taking wrong gear should not guarantee death, however) == No harsh pu...\""
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"timestamp": "2026-07-26T20:05:06Z",
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